Editing Falcon Kick

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:{{Main|Captain Falcon (SSB)/Down special}}
:{{Main|Captain Falcon (SSB)/Down special}}
[[File:Falcon Kick SSB.png|thumb|150px|Aerial Falcon Kick in ''Smash 64''.]]
[[File:Falcon Kick SSB.png|thumb|150px|Aerial Falcon Kick in ''Smash 64''.]]
In ''Super Smash Bros.'', Falcon rushes forward, blazing with a flaming kick. It travels enough distance to go from the lowest brown platform on [[Hyrule Castle]] to the top of the green wall in the "Tent" area. 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 its fire effects rendered as 2D sprites.
In ''Super Smash Bros.'', Falcon rushes forward, blazing with a flaming kick, with arguably the biggest hitbox out of all of its appearances in front of Falcon and the most KO power. It travels enough distance to go from the lowest brown platform on [[Hyrule Castle]] to the top of the green wall in the "Tent" area. 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 its fire effects rendered as 2D sprites.


When Falcon hits a wall while using it, he bounces off and gains height, but this is very laggy. There is a glitch where the move will "bounce" when used close to any [[ledge]] while facing the opposite direction of it. The only way to achieve this position is by [[rolling]] towards a solid platform's ledge, which appears to register a character as both on and (exceptionally slightly) off of said platform. This explains why the wall collision animation plays instead of normal aerial or grounded travel, as well as why certain other attacks ({{SSB|Kirby}}'s {{b|Inhale|Kirby}}, for instance) push the user off the ledge after jumping (with no horizontal controller input) from that spot.
When Falcon hits a wall while using it, he bounces off and gains height, but this is very laggy. There is a glitch where the move will "bounce" when used close to any [[ledge]] while facing the opposite direction of it. The only way to achieve this position is by [[rolling]] towards a solid platform's ledge, which appears to register a character as both on and (exceptionally slightly) off of said platform. This explains why the wall collision animation plays instead of normal aerial or grounded travel, as well as why certain other attacks ({{SSB|Kirby}}'s {{b|Inhale|Kirby}}, for instance) push the user off the ledge after jumping (with no horizontal controller input) from that spot.

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