Falcon Kick is Captain Falcon's down-B attack. Falcon bursts forward in a rush of fire a good distance forward, with reasonable start-up lag and wind-down lag. It has reasonable knockback and damage, and often hits characters in shorthops, but is difficult to pull off and avoid punishment.
In SSB, Falcon rushes forward, blazing with a flaming kick forward, with arguably the biggest hitbox out of all of it's appearances in front of Falcon, and the most KO power. It has good range, and can KO at very high percents, where it launches foes at a 45° angle above Falcon. This move comes out fast as well, and is great to approach or punish. Falcon Kick, as with Falcon Punch, has it's fire effects rendered as 2-D sprites. This move, when Falcon hits a wall while uses it, forces him to bounce off and gain height, but very laggy. This move will "bounce" when used close to any ledge while facing the opposite direction of it, for whatever reason.
There have been some changes to the move in Super Smash Bros. Melee, notably how he will regain his second jump after using this move in the air. The move lost a little speed and some KO power, but seems to travel farther and has better rendered effects (though a few red fire sprites appear in the move). This move is also easier to use near a ledge. The range is about half of Final Destination.
Due to the slow pacing of Brawl, the move is considered it's slowest here, and it's worst appearance due to it's bad stun and shieldablility as a result of Falcon's nerf in Brawl. This move can travel about half the distance of Final Destination. However, due to the slower pace, it also makes a good move to punish foes, chase them while dodge rolling, or Tech chase. Unlike Melee, it doesn't give his second jump back. The attack's Sex Kick properties make it unsafe on hit at lower percents. When it first comes out it has moderate knockback, though this initial hitbox is still not powerful enough to reliably KO under 150%. However, like Wizard's Foot its ending lag can be canceled if it is used in a position so the move ends in the edge very close to the stage, which is called Falcon Kick Canceling, but unlike Wizard's Foot, hitting the opponent with the move shortens its distance, making the spacing harder to do on hit.
In all versions, if Captain Falcon's Falcon Kick goes into a wall (including the blocks in the stage Dream Land: Green Greens), he will bounce off and gain height, though this animation has a significant amount of ending lag.
|Captain Falcon's Special Moves|
|Standard Special||Falcon Punch|
|Side Special||—||Raptor Boost|
|Up Special||Falcon Dive|
|Down Special||Falcon Kick|
|Final Smash||—||Blue Falcon|