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{{ | [[Image:FalconPunch.jpg|right|thumb]] | ||
'''Falcon Punch''' refers to [[Captain Falcon]]'s [[neutral B]] attack. It is one of [[SSBM]]'s most powerful moves, with the highest [[knockback]] of any of Falcon's attacks (including charged [[smash attack|smashes]]). This move is one of the few attacks in the game that is more powerful than the [[Home-run Bat]] at high damages, and thus players use it in Captain Falcon's world record [[Home-run Contest]] strategies. Falcon Punch is also very slow, with a start-up time of 52 [[frames]]. As with all neutral B attacks, this move can be redirected by tapping the analog stick in a direction, returning it to neutral, and pressing B quickly. | |||
==Combos into Falcon Punch== | |||
Despite the slowness of Falcon Punch, there are a few situations where a [[launcher]] (namely, [[down aerial]]) can [[combo]] into Falcon Punch. | |||
===Tapion Punch Combo=== | |||
Named after [[Tapion]], this two-hit [[combo]] leads into Falcon Punch after an [[l-canceling|l-canceled]] [[down aerial]]. It works on [[Fox]] as low as 75% [[damage]], [[Falco]] as low as 78%, and C. Falcon as low as 80%. It can be avoided with [[Directional Influence]]. | |||
===G-Regulate's Falcon Punch Combo=== | |||
Named after [[G-Regulate]], this combo works similarly to the Tapion Punch Combo, but uses a [[platform]]. Captain Falcon must l-cancel a down aerial onto a platform so that it hits an enemy below him. Against some [[character]]s at some damages (notably [[Marth]] at 65%), Falcon can combo his down aerial into Falcon Punch. It can be avoided with Directional Influence. | |||
==References== | |||
[http://www.angelfire.com/games5/superdoodleman/frames.html SuperDoodleMan's frame data] | |||
[http://db.gamefaqs.com/console/gamecube/file/super_smash_bros_melee_home_run_b.txt SSKeeto's Home-run Contest guide] | |||
{{Captain Falcon Special Moves}} | |||
[[Category:Attacks]] | |||
[[Category:Special Attacks]] | |||
[[Category:F-Zero universe]] |
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