Overview
Captain Falcon performs a fiery kick that launches him a considerable distance. The move works as a way for Captain Falcon to get in on the opponent or a situational KO option. The kick is much more powerful at the start of the attack. The grounded version also works as a read tool on rolls and the aerial version can get him out of juggling situations. However, both versions have fairly high ending lag and the aerial version in particular is very laggy when it hits the ground.
Update History
- Falcon Kick's clean hit has a longer hitbox duration, with the total duration of the attack being the same (frames 15-17 (grounded), 16-18 → 16-20 (aerial)).
- It has less startup (frame 15 (grounded)/16 (aerial) → 13/14), with its total duration reduced as well (FAF 71 → 69 (grounded, landing), 68 → 66 (grounded, off-edge), 59 → 57 (aerial)).
- The clean hit has more knockback scaling (84 → 88 (grounded), 52 → 57 (aerial)).
Hitboxes
Grounded
Aerial
Timing
Grounded
The move disables jostling during frames 13-33, and can crash into walls during frames 14-36.
Clean hit | 13-16 |
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Mid hit | 17-23 |
Late hit | 24-33 |
Interruptible (ground) | 69 |
Animation length (ground) | 83 |
Interruptible (off ledge) | 66 |
Animation length (off ledge) | 66 |
Ground | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Off ledge |
Aerial
Clean hit | 14-18 |
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Mid hit | 19-24 |
Late hit | 25-27 |
Interruptible | 57 |
Animation length | 57 |
Landing
Hitboxes | 1-2 |
---|---|
Interruptible | 36 |
Animation length | 36 |
Wall crash
Animation length | 53 |
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Lag time |
Hitbox |
Hitbox change |
Interruptible |
Parameters
This only applies to the grounded version.
Speed multiplier on hit | 0.8 |
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Maximum speed decreases on hit | 4 |
Friction on ending | 0.12 |
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