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Editing Knee Smash

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Assuming the move is properly timed and [[L-canceling|L-cancelled]], the knee is one of the few moves that puts the attacker at a frame advantage when blocked. In other words, by the time the knee's landing animation is over and Falcon can act again, the blocking opponent will still be stuck in [[shieldstun]], unable to act. This gives the knee immense utility in shield pressure scenarios, requiring the opponent to commit to a risky option should they wish to get out of their shield unharmed. The knee also supplements its utility in shield pressure with high shield damage, removing nearly a quarter of the opponent's remaining shield upon being blocked.
Assuming the move is properly timed and [[L-canceling|L-cancelled]], the knee is one of the few moves that puts the attacker at a frame advantage when blocked. In other words, by the time the knee's landing animation is over and Falcon can act again, the blocking opponent will still be stuck in [[shieldstun]], unable to act. This gives the knee immense utility in shield pressure scenarios, requiring the opponent to commit to a risky option should they wish to get out of their shield unharmed. The knee also supplements its utility in shield pressure with high shield damage, removing nearly a quarter of the opponent's remaining shield upon being blocked.


In the [[PAL]] version of ''Melee'', the late hit of the attack is weakened, dealing less knockback and halved damage. This nerf prevents Captain Falcon from following up with another hard knee, forcing him to follow up with an up aerial instead.
In the [[PAL]] version of ''Melee'', the late hit of the attack is weakened, dealing less knockback and halved damage.


===In ''[[Super Smash Bros. Brawl]]''===
===In ''[[Super Smash Bros. Brawl]]''===

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