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Editing Doctor Professor

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'''Up Tilt:''' His legs straighten and Doc uppercuts. It does poor damage and knockback, but it has pretty low endlag. His mechanical legs cannot be hit during the duration of this attack.
'''Up Tilt:''' His legs straighten and Doc uppercuts. It does poor damage and knockback, but it has pretty low endlag. His mechanical legs cannot be hit during the duration of this attack.


'''Down Tilt:''' Doc stomps the ground with one of his mechanical tentacles, a sweetspot on the hand. It boasts a rather quick startup but poor endlag, as its knockback is alright.
'''Down Tilt:''' [A low-hitting move aimed near the Fighter’s feet whilst they’re crouched. Often used to poke or pressure grounded opponents without being too open, with the bonus of being fast.]


== Aerial Attacks ==
== Aerial Attacks ==


'''Neutral Air:''' All of Docs mechanical tentacles spin around like a windmill, similar to Cloud's Neutral Air. It does one hit and does decent knockback. It is also pretty fast, and boasts decent endlag. Additionally, there's a sweetspot on the hanfds that does more damage.
'''Neutral Air:''' [A fast attack that usually hits all around your Fighter while airborne. It’s useful for interrupting opponents or covering your approach, given how quick it is to come out.]


'''Forward Air:''' Doctor Professor swings the mechanical arm forwards from high to low, a sweetspot on the hand. Its somewhat slow overall, but the knockback is decent. There is also a spiking portion of the hand on the last frames on last few frames of the hand hitbox.
'''Forward Air:''' [An attack aimed forward while your Fighter is moving forwards midair. Usually good for extending combos or finishing enemies near the ledge, with similar use to Neutral Air.]


'''Back Air:''' Docs legs propel him backwards, causing him to bash himself behind. Along moving him backwards in the air, it does decent damage and knockback, being good for kills offstage at high percents. It does have a bit of startup lag, though.  
'''Back Air:''' [An attack aimed behind your Fighter while they’re moving backwards midair. Usually good for killing offstage opponents. Often the most strong Aerial, but might have poor frame data.]


'''Up Air:''' [An attack that hits above your Fighter midair. Ideal for juggling airborne opponents or finishing off enemies high above the stage, as well as just hitting above your Fighter airborne.]
'''Up Air:''' [An attack that hits above your Fighter midair. Ideal for juggling airborne opponents or finishing off enemies high above the stage, as well as just hitting above your Fighter airborne.]
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