Editing Falcon Punch

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Falcon Punch consists of Captain Falcon performing his iconic move: a slow but powerful punch wreathed in falcon-shaped [[flame]]s.
Falcon Punch consists of Captain Falcon performing his iconic move: a slow but powerful punch wreathed in falcon-shaped [[flame]]s.


Throughout the ''{{b|Super Smash Bros.|series}}'' series, the Falcon Punch has consistently been one of the most powerful special attacks. However, its power is counterbalanced by its predictability, due to its slow startup time, along with Captain Falcon loudly announcing "Falcon...PUNCH!" every time he uses it.
Throughout the ''{{b|Super Smash Bros.|series}}'' series, the Falcon Punch has consistently been one of the most powerful special attacks. However, its power is counterbalanced by its predictability, due to its slow start-up time, along with Captain Falcon loudly announcing "Falcon...PUNCH!" every time he uses it.


Aesthetically, the move will cause Captain Falcon to kneel downward, charge up power during the delay, before punching forward while crouching. In ''Smash 64'', Captain Falcon will shake his fist above his head while charging (if in midair, he cowers away from his orientation instead). In ''Melee'', Captain Falcon's stance is straightened, with his arms lowered and his left hand out (in midair, he will also do a recovering inward turn after the punch). In ''Brawl'', ''Smash 4'' and ''Ultimate'', the animation is somewhat similar, but Captain Falcon punches his right fist into his left before charging, and his pose is slightly exaggerated as a result of animation improvements.
Aesthetically, the move will cause Captain Falcon to kneel downward, charge up power during the delay, before punching forward while crouching. In ''Smash 64'', Captain Falcon will shake his fist above his head while charging (if in midair, he cowers away from his orientation instead). In ''Melee'', Captain Falcon's stance is straightened, with his arms lowered and his left hand out (in midair, he will also do a recovering inward turn after the punch). In ''Brawl'', ''Smash 4'' and ''Ultimate'', the animation is somewhat similar, but Captain Falcon punches his right fist into his left before charging, and his pose is slightly exaggerated as a result of animation improvements.
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In ''Melee'' and ''Brawl'', this move is one of the few attacks in the game that is more powerful than the [[Home-Run Bat]] at high damages, especially in the former game, due to his bat swing's upward trajectory. Thus, it is common for a Falcon Punch to be used in place of the Home-Run Bat for a finisher while attempting [[Home-Run Contest]] world records, especially since Captain Falcon's own unique forward smash attack with any battering weapon in ''Melee'' renders it impractical to use for this scenario.
In ''Melee'' and ''Brawl'', this move is one of the few attacks in the game that is more powerful than the [[Home-Run Bat]] at high damages, especially in the former game, due to his bat swing's upward trajectory. Thus, it is common for a Falcon Punch to be used in place of the Home-Run Bat for a finisher while attempting [[Home-Run Contest]] world records, especially since Captain Falcon's own unique forward smash attack with any battering weapon in ''Melee'' renders it impractical to use for this scenario.


From ''[[Super Smash Bros. Brawl]]'' onward, Captain Falcon can turn around during the startup of the punch to perform a '''Reverse Falcon Punch'''. This slightly increases its already high damage and knockback, at the cost of slightly more startup time. Reversing Falcon Punch also allows Captain Falcon to move around in mid-air during the move's startup, something which is not possible with a regular Falcon Punch. Uses of the reverse Falcon Punch includes [[mindgame|mindgaming]] opponents, catching rolls, or simply making an offstage punish even more powerful. Although the move can be reversed in ''Melee'' like all neutral special moves, this does not change the damage or knockback dealt, nor does it make the move take longer to come out.
From ''[[Super Smash Bros. Brawl]]'' onward, Captain Falcon can turn around during the start-up of the punch to perform a '''Reverse Falcon Punch'''. This slightly increases its already high damage and knockback, at the cost of slightly more start-up time. Uses of the reverse Falcon Punch includes [[mindgame|mindgaming]] opponents, catching rolls, or simply making an offstage punish even more powerful. Although the move can be reversed in ''Melee'' like all neutral special moves, this does not change the damage or knockback dealt, nor does it make the move take longer to come out.


===In ''[[Super Smash Bros.]]''===
===In ''[[Super Smash Bros.]]''===
:{{Main|Captain Falcon (SSB)/Neutral special}}
[[File:SSB64 Falcon Punch Combo.gif|thumb|A {{SSB|Captain Falcon}} combo, with a Falcon Punch being used as the combo finisher after an up aerial.]]
[[File:SSB64 Falcon Punch Combo.gif|thumb|A {{SSB|Captain Falcon}} combo, with a Falcon Punch being used as the combo finisher after an up aerial.]]
The Falcon Punch in ''Super Smash Bros.'' is the fastest version in the series, with the move having considerably less startup and ending [[lag]] than in the subsequent games. As a result of its speed, along with the game's lack of [[air dodge|air dodging]], high hitstun, and opponents only being able to counter combos with [[SDI]], it is easier to combo with than in every other game. Falcon Punch can also be used for [[recovery]] when Falcon is recovering from high up, as it gives additional horizontal distance as well as minor vertical distance when angled up.
The Falcon Punch in ''Super Smash Bros.'' is the fastest version in the series, due to having much less [[start-up]] and [[ending lag]] than in the subsequent games. As a result of its speed, along with the game's lack of [[air dodge|air dodging]], high hitstun, and opponents only being able to affect it with [[SDI]], it is easier to combo with than in every other game. Falcon Punch can also be used for [[recovery]] when Falcon is recovering from high up, as it gives additional horizontal distance as well as minor vertical distance when angled up.


It is also used as a combo finisher; Common tactics include forward throw to Falcon Punch (48-72% on fast-fallers using various jump heights) and up aerial to Falcon Punch if immediately inputted after a platform land. It can also be combo'ed out of a down aerial depending on the victim's percentage.
It is also used as a combo finisher; Common tactics include forward throw to Falcon Punch (48-72% on fast-fallers using various jump heights) and up aerial to Falcon Punch if immediately inputted after a platform land. It can also be combo'ed out of a down aerial depending on the victim's percentage.


===In ''[[Super Smash Bros. Melee]]''===
===In ''[[Super Smash Bros. Melee]]''===
:{{Main|Captain Falcon (SSBM)/Neutral special}}
[[File:Sacred Combo.gif|200px|thumb|{{Sm|Westballz}} performing the Sacred Combo.]]
[[File:Sacred Combo.gif|200px|thumb|{{Sm|Westballz}} performing the Sacred Combo.]]


In ''Melee'', the Falcon Punch was made much slower, which removes its use as a recovery and combo-finishing option. Due to Captain Falcon's down aerial being much slower than in ''Smash 64'', along with the lowered effectiveness of [[L-cancel]]ing and the introduction of DI, the Tapion Combo was made more unreliable and very uncommon in competitive play, although other combos exist as a result of gameplay changes. The move has also seen a reduction to its knockback scaling, making it weaker despite its sweetspot dealing more damage.
In ''Melee'', the Falcon Punch was made much slower, which removes its use as a recovery and combo-finishing option. Due to Captain Falcon's down aerial being much slower than in ''Smash 64'', along with the lowered effectiveness of [[L-cancel]]ing and the introduction of DI, the Tapion Combo was made more unreliable and very uncommon in competitive play, although other combos exist as a result of gameplay changes. The move has also seen a reduction to its knockback scaling, making it weaker despite its sweetspot dealing more damage.


The move is also much more unsafe against shielding opponents. In ''Smash 64'', Falcon Punch caused immensely high shieldstun to the point where the move was completely safe on shield, especially when combined with its high pushback. In ''Melee'', however, with shieldstun/shield damage being significantly reduced, the move causes much less shieldstun and has become highly punishable if it lands against a shielding opponent.
The move is also much more unsafe against shielding opponents. In ''Smash 64'', Falcon Punch caused immensely high shieldstun to the point where the move was frame positive on shield. In ''Melee'', however, with shieldstun/shield damage being significantly reduced, the move causes much less shieldstun and has become highly punishable if it lands against a shielding opponent.


One of the most famous combos is the '''Sacred Combo''', invented by {{Sm|Cort}}, which involves following up a [[Knee Smash]] into an aerial Falcon Punch. If performed successfully, this combo results in a [[KO]] in almost all cases, although by performing this combo, Captain Falcon may fail to recover back if he jumps too far off the edge. Additionally, the only reliable way to connect the two moves is if the opponent poorly [[DI]]s towards Captain Falcon. Regardless, KOing an opponent with the Sacred Combo is widely regarded as being one of the most stylish ways to do so. The Sacred Combo is also used to jokingly describe a common means of taking stocks at low to mid-level play, where fighters with powerful [[back throw]]s will attempt to roll behind a cornered opponent and grab them, making for a relatively easy position to KO with a back throw at the [[ledge]].
One of the most famous combos is the '''Sacred Combo''', invented by {{Sm|Cort}}, which involves following up a [[Knee Smash]] into an aerial Falcon Punch. If performed successfully, this combo results in a [[KO]] in almost all cases, although by performing this combo, Captain Falcon may fail to recover back if he jumps too far off the edge. Additionally, the only reliable way to connect the two moves is if the opponent poorly [[DI]]s towards Captain Falcon. Regardless, KOing an opponent with the Sacred Combo is widely regarded as being one of the most stylish ways to do so. The Sacred Combo is also used to jokingly describe a common means of taking stocks at low to mid-level play, where fighters with powerful [[back throw]]s will attempt to roll behind a cornered opponent and grab them, making for a relatively easy position to KO with a back throw at the [[ledge]].
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===In ''[[Super Smash Bros. Brawl]]''===
===In ''[[Super Smash Bros. Brawl]]''===
:{{Main|Captain Falcon (SSBB)/Neutral special}}
[[File:Falcon Punch SSBB.jpg|thumb|Falcon Punch in ''Brawl''.]]
[[File:Falcon Punch SSBB.jpg|thumb|Falcon Punch in ''Brawl''.]]
Besides the introduction of the "Reverse Falcon Punch", the Falcon Punch was nerfed (particularly the aerial version, which is now weaker than the grounded version). Falcon Punch has slightly lower knockback scaling, though this does not have a huge impact on the move since it can still KO as low as 55% from center-stage.
Besides the introduction of the "Reverse Falcon Punch", the Falcon Punch was nerfed (particularly the aerial version, which is now weaker than the grounded version). Falcon Punch has slightly lower knockback scaling, though this does not have a huge impact on the move since it can still KO as low as 55% from center-stage.


===In ''[[Super Smash Bros. 4]]''===
===In ''[[Super Smash Bros. 4]]''===
:{{Main|Captain Falcon (SSB4)/Neutral special}}
While retaining its ability to be reversed, Falcon Punch was nerfed from ''Brawl'', having significantly lower base knockback, slightly less knockback scaling, a smaller hitbox and more ending lag, causing it to be unsafe on hit at 0% and making it weaker than his fully-charged forward smash. However, the move now deals more consistent damage throughout: a standard grounded punch deals 25% damage through its duration, while a reversed punch deals 28%, with neither variant having any sourspots (although the maximum damage output of the standard punch was reduced by 2%).
While retaining its ability to be reversed, Falcon Punch was nerfed from ''Brawl'', having significantly lower base knockback, slightly less knockback scaling, a smaller hitbox and more ending lag, causing it to be unsafe on hit at 0% and making it weaker than his fully-charged forward smash. However, the move now deals more consistent damage throughout: a standard grounded punch deals 25% damage through its duration, while a reversed punch deals 28%, with neither variant having any sourspots (although the maximum damage output of the standard punch was reduced by 2%).


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===In ''[[Super Smash Bros. Ultimate]]''===
===In ''[[Super Smash Bros. Ultimate]]''===
:{{Main|Captain Falcon (SSBU)/Neutral special}}
Falcon Punch is significantly stronger than in ''Smash 4'', now being able to KO at around 60%, and being the safest version on hit at 0%. The non-reversed version also has slightly lower ending lag. However, the punch doesn't move Captain Falcon forward as much as before, hindering its range. Like many slow and powerful attacks, Falcon Punch causes [[Special Zoom]] if it lands.
Falcon Punch is significantly stronger than in ''Smash 4'', now being able to KO at around 60%, and being the safest version on hit at 0%. The non-reversed version also has slightly lower ending lag. However, the punch doesn't move Captain Falcon forward as much as before, hindering its range. Like many slow and powerful attacks, Falcon Punch causes [[Special Zoom]] if it lands.


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