Editing Captain Falcon (SSBB)

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**{{buff|Falcon Punch can now be reversed for a short time during the startup, slightly increasing damage and knockback at the cost of increased startup lag.}}
**{{buff|Falcon Punch can now be reversed for a short time during the startup, slightly increasing damage and knockback at the cost of increased startup lag.}}
**{{nerf|It has slightly more startup lag (frame 52 → 53) and has less knockback scaling (102 → 93), making it slightly weaker KOing around 10% later. The aerial version is also weaker dealing less damage (27%/25%/23% → 26%/23%/22%) and knockback (40 (base), 102 (scaling) → 30/93).}}
**{{nerf|It has slightly more startup lag (frame 52 → 53) and has less knockback scaling (102 → 93), making it slightly weaker KOing around 10% later. The aerial version is also weaker dealing less damage (27%/25%/23% → 26%/23%/22%) and knockback (40 (base), 102 (scaling) → 30/93).}}
**{{buff|The aforementioned change results in the hitboxes now coming out when Falcon's arm is fully outstretched, rather than when it is half outstretched. This makes it much easier to land the sweetspot, as although the sweetspot always took priority over the sourspot, in ''Melee'' on the first active frame only the outermost hitbox (which was both the largest and weakest hitbox) would be able to reach the opponent if they were close enough to Falcon to be hit by the move on the first active frame, resulting in the weakest hitbox every time if Falcon doesn't space the move correctly. This is further helped by the sweetspot being larger (≈3.9u → 5u) and the weakest sourspot being smaller (≈4.9u → 3.5u).}}
**{{buff|The aforementioned change results in the hitboxes now coming out when Falcon's arm is fully outstretched, rather than when it is half outstretched. This makes it much easier to land the sweetspot, as although the sweetspot always took priority over the sourspot, in Melee on the first active frame only the outermost hitbox (which was both the largest and weakest hitbox) would be able to reach the opponent if they were close enough to Falcon to be hit by the move on the first active frame, resulting in the weakest hitbox every time if Falcon doesn't space the move correctly. This is further helped by the sweetspot being larger (≈3.9u → 5u) and the weakest sourspot being smaller (4.9u → 3.5u).}}
**{{change|It now uses a charging sound effect during its startup. Captain Falcon also gains a slight increase in height if he uses Falcon Punch and a jump at the same time although not enough to be hugely impactful ({{SSBB|Kirby}} on the other hand gains a huge amount of height if he performs the same trick with Falcon Punch. The knockback on Kirby's Falcon Punch was also unchanged from ''Melee'' making it stronger although it has less range than Falcon's).}}
**{{change|It now uses a charging sound effect during its startup. Captain Falcon also gains a slight increase in height if he uses Falcon Punch and a jump at the same time although not enough to be hugely impactful ({{SSBB|Kirby}} on the other hand gains a huge amount of height if he performs the same trick with Falcon Punch. The knockback on Kirby's Falcon Punch was also unchanged from ''Melee'' making it stronger although it has less range than Falcon's).}}
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