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|dthrowdesc=Captain Falcon smashes the grabbed opponent into the ground. This is Captain Falcon's bread-and-butter throw, his go-to setup for combos. It has weak knockback and a slightly diagonal upward angle, which leads very nicely to Captain Falcon's aerial attacks. This should be the throw you use the most, as it starts much of Captain Falcon's combos.
|dthrowdesc=Captain Falcon smashes the grabbed opponent into the ground. This is Captain Falcon's bread-and-butter throw, his go-to setup for combos. It has weak knockback and a slightly diagonal upward angle, which leads very nicely to Captain Falcon's aerial attacks. This should be the throw you use the most, as it starts much of Captain Falcon's combos.
|b1=Falcon Punch
|b1=Falcon Punch
|b1desc=After a significant delay, Captain Falcon unleashes an incredibly powerful fiery punch. Captain Falcon's most well-known attack is as famous for its power as it is for its unwieldiness. It is extremely sluggish and telegraphed, making it easy to interrupt, and still has extreme ending lag once the move is over, once again leaving Captain Falcon vulnerable. It is still very strong, and is actually the fastest and strongest out of Captain Falcon's Neutral variants. There's no doubt about it; getting a KO with this move will make you an instant favorite among spectators. Note that you can reverse the direction of Falcon Punch by holding in the opposite direction after starting the move, which can throw off inexperienced players and increase its strength.
|b1desc=After a significant delay, Captain Falcon unleashes an incredibly powerful fiery punch.
|b2=Falcon Dash Punch
|b2=Falcon Dash Punch
|b2desc=The Falcon Punch is weaker, but Captain Falcon slides forward during the attack. Even though it lacks range and is very slightly slower than the default, the main perk of Falcon Dash Punch is its range. The Falcon Dash Punch travels a short distance forward, which can catch foes unaware of your custom move off-guard. However, it is no faster than the default Falcon Punch, so it can still be easily interrupted, making it a worse attack overall. It does help Captain Falcon's recovery in a pinch due to its forward motion, so if you're not planning to use Falcon Punches as an attack, this is your best choice.
|b2desc=The Falcon Punch is weaker, but Captain Falcon slides forward during the attack.
|b3=Mighty Falcon Punch
|b3=Mighty Falcon Punch
|b3desc=The Falcon Punch takes even longer to come out, but has a larger attack radius. Even though it appears to be a slower but stronger Falcon Punch at first glance, the Mighty Falcon Punch is slightly weaker than the default, and its main draw is the size of the attack. The increased startup delay can throw off other players' timing, but like many features of the Falcon Punches, can be safely avoided by experienced foes. Its large size does make it handy for edgeguarding it you space it properly, as it can be very stressful to evade the massive hitbox of the attack while recovering from a disadvantageous position.
|b3desc=The Falcon Punch takes even longer to come out, but hits with even more force.
|fb1=Raptor Boost
|fb1=Raptor Boost
|fb1desc=Captain Falcon rushes forward. If he reaches an opponent, he will uppercut on the ground or do a downward hook in the air. Raptor Boost has changed quite a bit from previous iterations, losing some speed but gaining a lot of strength, enough to be a KO move. It is risky to use however, since the hook is triggered by proximity, and it can be punished if it whiffs or is shielded. Keep it fresh for the perfect KO opportunity, particularly to punish rolls. Lastly, Raptor Boost can be used to recover horizontally, although it follows a predictable path and doesn't travel very far, so it is rarely used as such.
|fb1desc=Captain Falcon rushes forward. If he reaches an opponent, he will uppercut on the ground or do a downward hook in the air.
|fb2=Heavy Raptor Boost
|fb2=Heavy Raptor Boost
|fb2desc=Captain Falcon rushes forward slower and over a smaller distance, but his uppercut is stronger. As a simple slower but stronger variant of Raptor Boost, the Heavy Raptor Boost's benefits and drawbacks are obvious. Greater strength means earlier KOs, while lesser speed makes it harder to land it in the first place. It's use is very uncommon, as the longer distance of the default Raptor Boost is ultimately more helpful and more reliable as a KOing punish
|fb2desc=Captain Falcon rushes forward slower and over a smaller distance, but his uppercut is stronger.
|fb3=Wind-Up Raptor Boost
|fb3=Wind-Up Raptor Boost
|fb3desc=After a brief delay, Captain Falcon rushes forward very quickly and over a greater distance, but his attack is weaker. This variant is very odd. It's supposed to be faster and cover more distance than the default Raptor Boost to compensate for its reduced power. However, its significant startup delay, which exceeds that of the Heavy Raptor Boost, nullifies the increased speed and distance a bit. This makes it more or less as the same as Raptor Boost when it comes to punishing rolls, but it has lower KO potential, making it a worst choice as an attack overall. It is better for horizontal recovery due to its long distance, though.
|fb3desc=After a brief delay, Captain Falcon rushes forward very quickly and over a greater distance, but his attack is weaker.
|ub1=Falcon Dive
|ub1=Falcon Dive
|ub1desc=Captain Falcon leaps upward. If an opponent is near, he will grab on to them and explode, launching himself higher up. Near the end of the attack, he can directly hurt foes with his flaming fist. This is Captain Falcon's main recovery move, and it is frankly below average. Instead of an active attack, it is a grab that can be easily evaded by experienced players, leaving Captain Falcon vulnerable to edgeguarders. It also follows a rather limited arc, even though Captain Falcon can influence his horizontal distance a bit, making it quite predictable as well. Whenever you're offstage, recover with care. As an attack, Falcon Dive is mediocre, since his normal aerials are more reliable. It does see some use as a flashy combo finisher, but since it leaves Captain Falcon helpless if you miss, it isn't really worth the risk.
|ub1desc=Captain Falcon leaps upward. If an opponent is near, he will grab on to them and explode, launching himself higher up. Near the end of the attack, he can directly hurt foes with his flaming fist. This is Captain Falcon's main recovery move, and it is frankly below average. Instead of an active attack, it is a grab that can be easily evaded by experienced players, leaving Captain Falcon vulnerable to edgeguarders. It also follows a rather limited arc, even though Captain Falcon can influence his horizontal distance a bit, making it quite predictable as well. Whenever you're offstage, recover with care. As an attack, Falcon Dive is mediocre, since his normal aerials are more reliable. It does see some use as a flashy combo finisher, but since it leaves Captain Falcon helpless if you miss, it isn't really worth the risk.
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