nyuuzyou/wikis huggingface dataset:
Captain Falcon (SSBB)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Jab 	
Neutral attack 2 	Straight 	
Neutral attack 3 	Gentleman 	
Neutral attack (infinite) 	Mach Punch 	
Forward tilt 	Round Kick 	
Forward tilt (angled up) 	Round Kick 	
Forward tilt (angled down) 	Round Kick 	
Up tilt 	Wheel Kick 	
Down tilt 	Sprawl Kick 	
Dash attack 	Turbo Shoulder 	
Forward smash 	Overheat Elbow 	
Forward smash (angled up) 	Overheat Elbow 	
Forward smash (angled down)	Overheat Elbow 	
Up smash 	Dual Edge 	
Down smash 	Front & Back Kick 	
Neutral aerial 	Rotary Kick 	
Forward aerial 	Knee Smash 	
Back aerial 	Back Knuckle 	
Up aerial 	Overhead Kick 	
Down aerial 	Stampede Bomb 	
Neutral special 	Falcon Punch (ground) 	
Neutral special 	Falcon Punch (ground reverse)	
Neutral special 	Falcon Punch (air) 	
Neutral special 	Falcon Punch (air reverse) 	
Side special 	Raptor Boost (ground) 	
Side special 	Raptor Boost (ground hit) 	
Side special 	Raptor Boost (air) 	
Side special 	Raptor Boost (air hit) 	
Up special 	Falcon Dive 	
Down special 	Falcon Kick (ground) 	
Down special 	Falcon Kick (air) 	
Down special 	Falcon Kick (landing) 	
Final Smash 	Blue Falcon 	
Grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	Grab Kneebutt 	
Forward Throw 	Short Body Blow 	
Back Throw 	Striking Throw 	
Up Throw 	Rising Flat 	
Down Throw 	Head Crush 	
Floor attack (front) 	 	
Floor attack (back) 	 	
Trip attack 	 	
Edge attack (fast) 	 	
Edge attack (slow) 	 	
Category:Hitbox repositories
Category:Captain Falcon (SSBB)
Category:Hitboxes (SSBB)
Captain Falcon (SSBB)/Neutral aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-3
Hit 1 	7-8
Hit 2 	20-21
Ending autocancel 	32-
Interruptible 	45
Animation length 	54
|-
===Landing lag===
Animation length	9
Category:Captain Falcon (SSBB)
Category:Neutral aerials (SSBB)
Captain Falcon (SSBB)/Neutral attack

==Overview==
Captain Falcon's neutral attack consists of two jabs and a knee strike followed by a flurry of punches. His jab is considered to be among his best moves in general (along with his up aerial), due to the versatility of jab canceling and coming out on frame 3. Its first hits can be used to rack up damage, keeping his finishers fresh, outspeeding opponents’ moves in close-quarters combat, and preventing opponents from comboing/approaches. 
Jab’s best combos involve getting the first two hits in, followed by grabbing the opponent, which can rack up damage at low percents. The jab infinite, while also decent at racking up damage at lower percents, can be punishable on shielding opponents and Falcon has better ways to combo/rack up damage.
For the technical data of each individual hit, see:
*Captain Falcon (SSBB)/Neutral attack/Hit 1
*Captain Falcon (SSBB)/Neutral attack/Hit 2
*Captain Falcon (SSBB)/Neutral attack/Hit 3
*Captain Falcon (SSBB)/Neutral attack/Infinite
==Quickest loop==
Jab 1 	3-4
Jab 2 	12-14
Jab 3 	22-23, 24-25
Rapid jab 	37-38, 43-44, 50-51, 56-57, 62-63
Interruptible 	16, 26, 49, 77
Animation lengths	21, 27, 56, 81
|-
|-
|-
Category:Captain Falcon (SSBB)
Category:Neutral attacks (SSBB)
Captain Falcon (SSBB)/Neutral attack/Hit 1

==Overview==
Performs a straight punch. Very fast, as it appears on frame 3. Deals 3% when connected. Can continue into the next set of hits or a afterwards.
==Hitboxes==
|}
==Timing==
Hitboxes 	3-4
Earliest continuable	7
Interruptible 	16
Animation length 	21
Category:Captain Falcon (SSBB)
Category:Neutral attacks (SSBB)
Captain Falcon (SSBB)/Neutral attack/Hit 2

==Overview==
Performs a straight punch similar to the first hit. Very fast, as it appears on frame 5. Can be used to combo the opponent on the next set of inputs. The move deals 2% when connected.
==Hitboxes==
|}
==Timing==
Hitboxes 	5-7
Earliest continuable	9
Interruptible 	19
Animation length 	20
Category:Captain Falcon (SSBB)
Category:Neutral attacks (SSBB)
Captain Falcon (SSBB)/Neutral attack/Hit 3

==Overview==
Knees the opponent. This is sometimes referred to as Gentleman. Deals 6% when cleaned and 5% if late. The move comes at frame 6.
==Hitboxes==
|}
==Timing==
Clean hit 	6-7
Late hit 	8-9
Earliest continuable	12
Interruptible 	33
Animation length 	40
Category:Captain Falcon (SSBB)
Category:Neutral attacks (SSBB)
Captain Falcon (SSBB)/Neutral attack/Infinite

==Overview==
A flurry of punches. The infinite is generally used to rack up damage at lower percents, though it is more unsafe at higher percents and Captain Falcon generally has better options to rack up damage or combo. The looping hits deal 1-2%.
==Hitboxes==
|}
==Timing==
Animation length is only for the finisher.
Hitboxes 	9-10, 15-16, 22-23, 28-29, 34-35...
Interruptible 	10
Animation length	14
Category:Captain Falcon (SSBB)
Category:Neutral attacks (SSBB)
Captain Falcon (SSBB)/Neutral special

Captain Falcon neutral special hitbox visualizations.	Captain Falcon neutral special hitbox visualizations.	Captain Falcon neutral special hitbox visualizations.	Captain Falcon neutral special hitbox visualizations.	Captain Falcon neutral special hitbox visualizations.
Grounded 	Aerial 	 	 	
 	 	 	 	
Grounded reversed 	Aerial Reversed 	 	 	
 	 	 	 	
==Overview==
Captain Falcon's neutral special is his signature Falcon Punch. After about a second (53 frames) of charging the move up, Captain Falcon unleashes a powerful, flaming punch in the shape of a falcon. The attack sends enemies flying upon contact, but leaves Captain Falcon vulnerable to certain attacks. He can also reverse the punch which increases its startup lag but makes it slightly stronger. He can also use it in conjunction with a jump to gain a little bit of extra height.
This attack is very rarely used in competitive situations. Due to the high starting and end lag, it is very predictable and easily punished by experienced players. 
Interestingly, 's version of Falcon Punch deals higher knockback (as its knockback was unchanged from Melee) and he gains much more height when using it in conjunction with his jumps.
==Hitboxes==
===Ground===
|}
Note: Kirby's version has 102 knockback scaling and its hitbox sizes are 4.8u/3u/3u.
===Air===
|}
Note: Kirby's version has 40 base and 102 knockback scaling.
==Timing==
===Normal===
Hitboxes 	53-57
Animation length	99
===Reversed===
Hitboxes 	61-65
Animation length	107
Category:Captain Falcon (SSBB)
Category:Neutral special moves (SSBB)
Captain Falcon (SSBB)/Side special

==Overview==
==Hitboxes==
===Grounded===
|}
|}
===Aerial===
|}
==Timing==
===Grounded===
====Dash====
Hitboxes 	16-35
Animation length	79
|
====Hit====
Hitboxes 	4-8
Animation length	24
|
===Aerial===
====Dash====
Hitboxes 	19-35
Animation length	79
|
====Hit====
Hitboxes 	4-8
Animation length	44
|
Category:Captain Falcon (SSBB)
Category:Side special moves (SSBB)
Captain Falcon (SSBB)/Up aerial

==Overview==
==Hitboxes==
|}
==Timing==
Clean hit 	6-10
Late hit 	11-13
Latest hit 	
Ending autocancel	22>
Animation length 	33
* Due to what is presumably a programming error, the "delete all hitboxes" command runs on the same frame the latest hit begins, and so the latest hit never occurs. This oversight was directly copied over from Melee.
|-
===Landing lag===
Animation length	9
Category:Captain Falcon (SSBB)
Category:Up aerials (SSBB)
Captain Falcon (SSBB)/Up special

==Overview==
==Hitbox, grab and throw Data==
===Grab===
|}
===Hitbox===
|}
===Throw===
|}
==Timing==
===Dive===
Grab 	14, 15-30
Animation length	64
===Throw===
Hitbox 	3-4
Throw 	17
Animation length	76
Category:Captain Falcon (SSBB)
Category:Up special moves (SSBB)
Captain Falcon (SSBB)/Up tilt

==Overview==
An axe-handle kick with good horizontal knockback. This move's hitbox stretches from above Falcon, giving it some anti-air properties, to dropping in front of him. The move deals 13% when connected. The move comes out at frame 17.
==Hitboxes==
|}
==Timing==
Hitboxes 	17-22
Interruptible 	40
Animation length	45
Category:Captain Falcon (SSBB)
Category:Up tilts (SSBB)
Captain Falcon (SSBM)/Back aerial

==Overview==
Does a quick backhand punch from behind. Good power and speed, often used as an edgeguarding move. Weak if the opponent is hit late in the attack. The move deals 14% if cleaned and 8% if late. Due to its reasonable speed, large hitbox, and relative safety on shield, this move is a common spacing option that can be threatening against opponents expecting grab or his neutral air.
==Hitboxes==
|}
==Timing==
Initial autocancel	1-6
Clean hit 	10-13
Late hit 	14-17
Ending autocancel 	21-
Interruptible 	29
Animation length 	35
|-
===Landing lag===
Animation length 	18
L-cancelled animation length	9
|Normal 
|-
|L-cancelled 
Category:Captain Falcon (SSBM)
Category:Back aerials (SSBM)
Captain Falcon (SSBM)/Back throw

==Overview==
Falcon kicks the foe behind him. The move has low knockback that is usually hard to follow-up on or combo with unless over a ledge. This is further compounded by the move's slow recovery, which is the slowest of all Falcon's throws, taking a full half a second from the throw point to become actionable. The move deals 9% if all hits connect. The move does see niche use near ledge to set up edgeguards.
==Throw data==
===Hitbox===
|}
===Throw===
|}
==Timing==
Invincibility 	1-8
Hitbox 	12-19
Throw Release 	20
Animation length	49
|-
Category:Captain Falcon (SSBM)
Category:Back throws (SSBM)
Captain Falcon (SSBM)/Dash attack

==Overview==
Shoulder tackles forward. Strongest when it comes out, weaker afterward. Fairly fast, good for knocking the foe away from the ledge to follow with an aerial attack or edgeguard, with proper mindgaming/prediction. Deals 10% when cleaned and 7% if late.
==Hitboxes==
|}
==Timing==
Clean hit 	7-9
Late hit 	10-16
Boost grab window	2-4
Interruptible 	38
Animation length 	39
!Hitboxes 
|-
!Boost grab 
==Similar moves==
*
*
*
Category:Captain Falcon (SSBM)
Category:Dash attacks (SSBM)
Captain Falcon (SSBM)/Down aerial

==Overview==
Captain Falcon does a stomp attack. This attack has three hitboxes - the lower two on the legs, and the upper one in the torso region. The lower hitboxes have powerful meteor smashing properties (fourth strongest in the game) with some high hitstun as well, while the upper hitbox is an extremely powerful spike known as the Nipple Spike - it is the strongest spike in the game, but is also notoriously difficult to land (despite it also having a rather large hitbox). It can KO at low percentages, and can be combo'd into with moves such as a down aerial on a grounded opponent, , a , or a / (depending on the falling speed of the opponent). When used on a grounded opponent, the move is also a great combo starter, being able to lead into an aerial, including a as a finisher or another down aerial to get the opponent back onto the ground, with potential to start a tech-chase. 
Due to the way the animation pulls Captain Falcon's hurtbox upwards during the move, it can often serve as a good option for countering grounded approaches and some low SHFFLd moves, which will often whiff underneath it. Additionally, the hitbox is slightly larger behind Falcon than in front, and as a result the move often is used facing away from the opponent in neutral (colloquially nicknamed the " Stomp", due to his frequent use of it).
==Gallery==
File:Captain Falcon Nipple Spike Hitbox Melee.jpg|A still image of down aerial. The Nipple Spike's hitbox is the one at the top.
File:Marthnipple.gif|A simple Nipple Spike combo, using grab -> b-throw -> Raptor Boost -> Nipple Spike
Ganonnipple.gif|A more complicated Nipple Spike combo, using dair -> grab -> f-throw -> nair -> grab -> f-throw -> nair -> nair -> Nipple Spike
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Hitboxes 	16-20
Ending autocancel 	36-
Interruptible 	38
Animation length 	44
|-
===Landing lag===
Animation length 	24
L-cancelled animation length	12
|Normal 
|-
|L-cancelled 
==Similar moves==
*
Category:Captain Falcon (SSBM)
Category:Down aerials (SSBM)
Category:Stomps (SSBM)
Captain Falcon (SSBM)/Down smash

==Overview==
Quickly kicks forward then backward. Small noticeable startup, but good speed and knockback. Deals a noticeable amount of damage if both hits connect.
==Hitboxes==
|}
==Timing==
Charges between 	14-15
Hitbox 1 	19-22
Hitbox 2 	29-32
Interruptible 	45
Animation length	49
Category:Captain Falcon (SSBM)
Category:Down smashes (SSBM)
Captain Falcon (SSBM)/Down special

==Overview==
Known as Falcon Kick, Captain Falcon's down special involves commencing a powerful, fiery kick that deals fire damage upon impact. On the ground, Captain Falcon moves in the direction he is facing, but in the air, Captain Falcon moves diagonally downward. The move has a 69 frame animation with hitboxes from frames 14-32 on the ground while in the air, the move has a 59 frame animation with hitboxes from frames 15-29. When used in the air, the user is able to use both jumps following the move even if they have already jumped while in the air. This is known as the double jump refresh.
==Hitboxes==
===Grounded===
|}
===Aerial===
|}
===Landing===
|}
==Timing==
===Grounded===
Clean hit 	14-16
Mid hit 	17-24
Late hit 	25-32
Animation length	69
===Aerial===
Clean hit 	15-17
Mid hit 	18-25
Late hit 	26-29
Animation length	58
===Landing lag===
Hitbox 	1-2
Animation length	45
==Trivia==
*The aerial version's late hit is programmed to be active from frames 26-33 however, it is only active from frames 26-29 as aerial Falcon Kick's animation only lasts 29 frames. 
Category:Captain Falcon (SSBM)
Category:Down special moves (SSBM)
Captain Falcon (SSBM)/Down throw

==Overview==
Falcon slams the opponent against the ground. Easily one of the best throws in Melee due to its incredible combo potential against many characters, such as:
-Tech-chasing against Fastfallers and Midfallers
-Direct combos into his neutral air, up air, and Knee
-Placing opponents far offstage at a low-angle, which can lead to some lethal edgeguards
Mixed up with his up-throw, this move serves as one of Falcon's core punish game tools and is useful against EVERY character in the game, at least at certain percents.
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
Baseline 	Baseline
Invincibility 	1-8
Throw Release 	20
Animation length	39
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Pichu) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser, PAL) 
|-
Category:Captain Falcon (SSBM)
Category:Down throws (SSBM)
Captain Falcon (SSBM)/Down tilt

==Overview==
Does a quick sweep kick. This move is a great vertical launcher. Compared to Falcon's other launchers, it has relatively high ending lag. However, it can combo at most percentages into a SHFFLed n-air, which can lead into other combos. and can often be regrabbed from a down tilt at medium percentages, and their side special moves can be intercepted by Falcon's down tilt if they try to sweetspot the ledge. This move can also combo into a Knee Smash and u-air, depending on knockback and DI.
==Hitboxes==
|}
==Timing==
Hitboxes 	10-15
Interruptible 	35
Animation length	35
Category:Captain Falcon (SSBM)
Category:Down tilts (SSBM)
Captain Falcon (SSBM)/Forward aerial

==Overview==
Formally known as the Knee Smash, Captain Falcon sticks out his knee. If it lands during the initial frames, the opponent is electrocuted and suffers extremely high knockback, with the move being difficult to DI out of. If it lands any other time, the move is very weak with little knockback, though it can be comboed into another Knee, and it can gimp some recoveries (such as 's) in certain situations. Captain Falcon can also SHFFL this move so he can effectively follow up with his other great aerials, including itself. Considered one of the best moves in Melee and the most powerful forward aerial. Can impressively KO as low as 60% off stage. 
It can be utilized in many of Captain Falcon's aerial combos, being an excellent combo finisher and versatile part of his combos alike, as well as a generally great KO move and edgeguarder. At low percentages on grounded opponents, the move can also combo into itself. A clean knee can even be followed up with an aerial Falcon Punch in the legendary "Sacred Combo".
==Hitboxes==
===NTSC===
|}
===PAL===
|}
====Summary====
*
==Timing==
===Attack===
Initial autocancel	1-6
Clean hit 	14-16
Late hit 	17-30
Ending autocancel 	35-
Interruptible 	36
Animation length 	39
|-
===Landing lag===
Animation length 	19
L-cancelled animation length	9
|Normal 
|-
|L-cancelled 
==Similar moves==
*Zelda (SSBM)/Forward aerial
*Zelda (SSBM)/Back aerial
Category:Captain Falcon (SSBM)
Category:Forward aerials (SSBM)
Captain Falcon (SSBM)/Forward smash

==Overview==
Nicknamed The People's Elbow, Captain Falcon rears back and thrusts his elbow in a fast-moving motion, dealing flame damage to anyone it connects with. This is one of the most powerful forward smashes in Melee, being the third most powerful forward smash overall with especially high knockback scaling (while Ganondorf's produces slightly stronger knockback, the fact Ganondorf's hits vertically allows Falcon's to KO faster on fast fallers and stages with high ceilings). However, it is difficult to land, with slow start-up lag and rather small hitboxes (though since Falcon lunges far with it, it reaches far regardless). It is additionally very punishable, with a heavy 39 frames of ending lag. As such, despite its great power, the move is not seen much in competitive play, especially when Falcon has access to a much easier to land and much safer move with comparable power in his . With a successful hard read though, it can potentially get a KO as early as 80% from center stage, and with its very high damage output, it can outprioritise up to moderate damage dealing ground attacks.
==Hitboxes==
|}
==Timing==
Charges between 	10-11
Hitbox 	18-21
Interruptible 	60
Animation length	64
==Similar moves==
*Ganondorf (SSBM)/Forward smash
Category:Captain Falcon (SSBM)
Category:Forward smashes (SSBM)
Captain Falcon (SSBM)/Forward tilt

Captain Falcon's forward tilt hitbox visualizations.	Captain Falcon's forward tilt hitbox visualizations.	Captain Falcon's forward tilt hitbox visualizations.	Captain Falcon's forward tilt hitbox visualizations.	Captain Falcon's forward tilt hitbox visualizations.
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
Does a roundhouse kick that can be angled up or down. Fast with decent range. There is not a significant amount of combo options from this move because of its horizontal hit trajectory, low knockback (though it has good knockback for a forward tilt) and stun time, and wind-down lag. One can try to follow up with a u-air or a jump-canceled grab, and even a dash-canceled d-tilt or Raptor Boost, but they are not true combos and can be countered by every character. It may be a good idea to wavedash slightly forward to maintain pressure, and enter a defensive stance or used after a pivot as a surprise attack to keep enemies away. A forward tilt, angled upward, can stun enemies long enough from an u-throw/d-throw that it can lead to a Knee Smash.
==Hitboxes==
|}
==Timing==
Hitboxes 	9-11
Animation length	29
Category:Captain Falcon (SSBM)
Category:Forward tilts (SSBM)
Captain Falcon (SSBM)/Grab

==Overview==
Captain Falcon grabs the opponent. The grabboxes appears for 2 frames, and has noticeable amount of lag. The grabbox is active on frame 7.
==Hitboxes==
===Standing grab===
|}
===Dash grab===
|}
==Timing==
===Standing grab===
Grab 	7-8
Animation length	30
===Dash grab===
Grab 	11-12
Animation length	40
Category:Captain Falcon (SSBM)
Category:Grabs (SSBM)
Captain Falcon (SSBM)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Jab 	
Neutral attack 2 	Straight 	
Neutral attack 3 	Gentleman 	
Neutral attack infinite 	Mach Punch 	
Forward tilt 	Round Kick 	
Forward tilt (angled up) 	Round Kick 	
Forward tilt (angled down) 	Round Kick 	
Up tilt 	Wheel Kick 	
Down tilt 	Crouching Kick 	
Dash attack 	Turbo Shoulder 	
Forward smash 	Overheat Elbow 	
Forward smash (angled up) 	Overheat Elbow 	
Forward smash (angled down)	Overheat Elbow 	
Up smash 	Pinwheel Kick 	
Down smash 	Pendulum Kick 	
Neutral aerial 	Rotary Kick 	
Forward aerial 	Knee Smash 	
Back aerial 	Reverse Knuckle	
Up aerial 	Overhead Kick 	
Down aerial 	Step On It 	
Neutral special 	Falcon Punch 	
Side special (ground) 	Raptor Boost 	
Side special (ground hit) 	Raptor Boost 	
Side special (air) 	Raptor Boost 	
Side special (air hit) 	Raptor Boost 	
Up special 	Falcon Dive 	
Down special (ground) 	Falcon Kick 	
Down special (aerial) 	Falcon Kick 	
Grab 	 	
Dash grab 	 	
Forward roll 	 	
Back roll 	 	
Spot dodge 	 	
Air dodge 	 	
Floor attack (front) 	 	
Floor attack (back) 	 	
Ledge attack (fast) 	 	
Ledge attack (slow) 	 	
Category:Hitbox repositories
Category:Captain Falcon (SSBM)
Category:Hitboxes (SSBM)
Captain Falcon (SSBM)/Neutral aerial

==Overview==
Performs two aerial kicks. A good two-hit combo starter, though the second hit is slightly difficult to land. Deals 5-6% on the first hit, and 7% on the last hit.
==Hitboxes==
|}
==Timing==
Initial autocancel	1-3
Hit 1 	7-12
Hit 2 	20-29
Ending autocancel 	35-
Animation length 	44
|-
===Landing lag===
Animation length 	15
L-cancelled animation length	7
|Normal 
|-
|L-cancelled 
Category:Captain Falcon (SSBM)
Category:Neutral aerials (SSBM)
Captain Falcon (SSBM)/Neutral attack

==Overview==
A natural combo involving two punches, a knee, and rapid jabs.
The knee hit is commonly known as the Gentleman when used without the subsequent rapid jabs. In NTSC versions of the game, Falcon automatically moves into the rapid jabs unless both the previous links of the move were continued after their completion (i.e. there was idle time between each of the first three hits). In the PAL version, the punches will not initiate automatically, instead requiring a button press during the third hit.
For technical data of each individual hit, see:
*Captain Falcon (SSBM)/Neutral attack/Hit 1
*Captain Falcon (SSBM)/Neutral attack/Hit 2
*Captain Falcon (SSBM)/Neutral attack/Hit 3
*Captain Falcon (SSBM)/Neutral attack/Infinite
==Timing==
===Earliest===
This timing also assumes the infinite hit is held for the shortest amount of time, which involves six hits of the infinite (five of one loop and one of another).
Continuation window	1-8
Hit 1 	3-5
Continuation window	9-16
Hit 2 	12-14
Continuation window	17-28
Hit 3 (clean) 	22-25
Hit 3 (late) 	26-28
Hits 4-10 	38-39, 46-47, 54-55, 62-63, 69-70, 78-79
Animation length 	88
|-
===Latest===
Continuation window	1-24
Hit 1 	3-5
Idle 	22-24
Continuation window	25-48
Hit 2 	29-31
Idle 	45-48
Continuation window	49-78
Hit 3 (clean) 	54-57
Hit 3 (late) 	58-60
Loops between 	84-123
Hits 4-9 	88-89, 96-97, 104-105, 112-113, 119-120
Breakpoints 	89, 97, 105, 113, 120
Animation length 	132
|-
Category:Captain Falcon (SSBM)
Category:Neutral attacks (SSBM)