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Editing Captain Falcon (SSBU)

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|neutralcount=3
|neutralcount=3
|neutralinf=y
|neutralinf=y
|neutralname=Jab ({{ja|ジャブ|Jabu}})<br>Straight ({{ja|ストレート|Sutorēto}})<br>Kneebutt ({{ja|ニーバット|Nībatto}})<br>Mach Punch ({{ja|マッハパンチ|Mahha Panchi}})<br>Body Blow ({{ja|ボディブロー|Bodi Burō}})
|neutralname=Jab ({{ja|ジャブ|Jabu}}) / Straight ({{ja|ストレート|Sutorēto}}) / Kneebutt ({{ja|ニーバット|Nībatto}}) / Mach Punch ({{ja|マッハパンチ|Mahha Panchi}}) / Body Blow ({{ja|ボディブロー|Bodi Burō}})
|neutral1name=&nbsp;
|neutral1name=&nbsp;
|neutral2name=&nbsp;
|neutral2name=&nbsp;
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|neutral3dmg=5%
|neutral3dmg=5%
|neutralinfdmg=0.6% (loop), 3% (last)
|neutralinfdmg=0.6% (loop), 3% (last)
|neutraldesc=A {{iw|wikipedia|one-two combo}} followed by [[Gentleman|a knee strike]] colloquially known as the Gentleman. Alternatively, the first two punches can be followed by a barrage of rapid-fire jabs, culminating with a {{iw|wikipedia|short-straight punch}} that has very high base knockback. The knee strike has incredibly high knockback for a neutral attack, KOing {{SSBU|Mario}} at 140% the edge of Final Destination. The infinite and finisher have deceptively high range, being able to reach fighters slightly further out than his normal two-punch knee strike, and it also has good power, though it is outclassed by the Gentleman in that matter. The first two hits can also [[lock]], but it is hard to do so due to its higher hitbox.
|neutraldesc=A {{iw|wikipedia|one-two combo}} followed by [[Gentleman|a knee strike]] colloquially known as the Gentleman. Alternatively, the first two punches can be followed by a flurry of punches, culminating with a {{iw|wikipedia|short-straight punch}} that has very high base knockback. The knee strike has incredibly high knockback for a neutral attack, KOing {{SSBU|Mario}} at 140% the edge of Final Destination. The infinite and finisher have deceptively high range, being able to reach fighters slightly further out than his normal two-punch knee strike, and it also has good power, though it is outclassed by the Gentleman in that matter. The first two hits can also [[lock]], but it is hard to do so due to its higher hitbox.
|ftiltangles=3
|ftiltangles=3
|ftiltname=Round Kick ({{ja|ラウンドキック|Raundo Kikku}})
|ftiltname=Round Kick ({{ja|ラウンドキック|Raundo Kikku}})
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|uthrowname=Rising Flat ({{ja|ライジングフラット|Raijingu Furatto}})
|uthrowname=Rising Flat ({{ja|ライジングフラット|Raijingu Furatto}})
|uthrowdmg=4% (hit 1), 5% (throw)
|uthrowdmg=4% (hit 1), 5% (throw)
|uthrowdesc=Holds the opponent up above his head and uppercuts them with his left palm. Has decent enough KO potential, so it's useful for when Captain Falcon isn't in the position for forward or back throws to KO. It KOs middleweights at around 181% from the ground on Final Destination.
|uthrowdesc=Holds the opponent up above his head and uppercuts them with his left hand. Has decent enough KO potential, so it's useful for when Captain Falcon isn't in the position for forward or back throws to KO. It KOs middleweights at around 181% from the ground on Final Destination.
|dthrowname=Head Crush ({{ja|ヘッドクラッシュ|Heddo Kurasshu}})
|dthrowname=Head Crush ({{ja|ヘッドクラッシュ|Heddo Kurasshu}})
|dthrowdmg=6%
|dthrowdmg=6%

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