The move consists of Captain Falcon throwing a powerful punch, with his fist engulfed in flames shaped like a falcon. It is one of the most powerful moves in all four Super Smash Bros. games, with the highest knockback of any of Falcon's attacks (including charged smashes). This move is one of the few attacks in the game that is more powerful than the Home-Run Bat at high damages (and since Captain Falcon's home-run attack has an upward trajectory in Melee, it is always more useful), and thus players use it in Captain Falcon's world record Home-Run Contest strategies. However, the Falcon Punch is very slow, with a start-up time of 52 frames in Melee. It is also very noisy, especially since Captain Falcon has to announce it with a "Falcon...PUNCH!" every time he uses it, making it even more predictable.
The move is one of Captain Falcon's primary KO moves in Super Smash Bros. It is best used when timed to match an opponent's recovery, KOing them as they recover.
In Super Smash Bros. Brawl and onward, Captain Falcon can turn around during the start-up of the punch, increasing its damage. This is a Reverse Falcon Punch. The Reverse Falcon Punch does slightly more damage than a standard one, but has slightly more start-up time. Although the move can be reversed in Melee like all neutral special moves, no changes are noticeable bar direction. The move has become quite a meme around the internet, so much that it is even referenced in Snake's codec conversation, and that the crowd cheer for Captain Falcon is "Falcon Punch!" in the English version of Smash Super Bros. 4.
In Super Smash Bros. 4, the Falcon Punch once again returns as Captain Falcon's neutral special. It has increased range, and has two additional customization options: the Dashing Falcon Punch and the Mighty Falcon Punch.
The Falcon Dash Punch is one of Captain Falcon's custom special moves. It deals 20% damage, 22% reversed. If used in the air, it deals 17% damage, 20% reversed. When the Falcon Dash Punch is used, Captain Falcon slides forward much more than a normal Falcon Punch. This attack deals the most knockback near the beginning of the dash, decaying as the dash goes on. Even at the beginning of the dash, this attack's knockback is much weaker than that of a normal Falcon Punch. In all other respects, this attack is the same as a regular Falcon Punch.
Aesthetically, Captain Falcon kneels downward during the delay before thrusting forward from the said crouching position.
The move originated in the Super Smash Bros. series and is generally considered part of the Super Smash Bros. universe, as well as simply being part of his falcon motif. However, after Melee's release, Captain Falcon famously performed a Falcon Punch in the F-Zero animated series, F-Zero: GP Legend, where he uses it to defeat Black Shadow (see video). It has become quite memetic, as the clip makes it appear that the Falcon Punch causes an explosion that can be seen from outside the Milky Way Galaxy (in reality, Captain Falcon is using the Falcon Punch to prevent Black Shadow from escaping said explosion). The meme also involves Falcon Punch imitations of some sort, with voice clips inserted (though special effects are not necessary). This is reinforced in a Subspace Emissary cutscene, when Captain Falcon performs a Falcon Punch on a giant R.O.B. in a very similar fashion to the clip from the animated series. The meme has crossed all the way back to Super Smash Bros. and is referenced in Captain Falcon's codec with Snake (Otacon in this case, coincidentally sharing the same Japanese voice actor that voiced Falcon in the said animated series).
As a testament to the move's popularity, it seems to have come full circle and crossed back over into F-Zero canon: it is mentioned in F-Zero GX's ending song, specifically in the line "When my open confusion threatens your lunch / Falcon will be unleashing a Falcon Punch."
The Falcon Punch in Super Smash Bros. is easier to combo with than in every other game due to it having only SDI and much less start-up and ending lag than in the subsequent games (as well as the lack of air dodging at the time). It is generally used as a combo finisher; common tactics include forward throw → Falcon Punch (48-72% on Fast Fallers using various jump heights) and up aerial → Falcon Punch. Down aerial to Falcon Punch also works at specific percents; this combo is named the Tapion Combo after a Smasher that landed it consistently. Falcon Punch can also be used for recovery when Falcon is recovering high, as it gives additional horizontal distance as well as minor vertical distance when angled up.
In that game, Captain Falcon brings up his fist above and behind as it rapidly shakes while crouching away from his opponent awkwardly; while in midair, he cowers away from his orientation instead. Visible shockwaves can be seen as a visual effect while charging.
In Melee, the Falcon Punch was made much slower, which removes its use as a recovery and combo-finishing option, though the punch itself is stronger and now has a full 3D model, complete with more realistic fire effects. Due to Captain Falcon's down aerial being much slower than in SSB64 and the lowered effectiveness of L-canceling and the introduction of DI, the Tapion Combo was made more unreliable and very uncommon in competitive play.
One of the most famous combos is the Sacred Combo. Originating in Melee, it is a combo that uses Captain Falcon's forward aerial (the Knee Smash) and the Falcon Punch. The combo itself is performed by knocking an opponent off the stage with Captain Falcon's forward aerial and then jumping off the edge of the stage before striking the opponent with an aerial Falcon Punch. If performed successfully, this combo results in a KO in almost all cases, although by performing this combo, Captain Falcon may fail to recover back to the stage in Melee if he jumps too far off the edge to perform his Falcon Punch. In either case, KOing an opponent with the Sacred Combo is widely regarded as being one of the most satisfying ways to do so.
Another combo is the G-Regulate combo. Named after G-regulate, it allows Captain Falcon to combo an L-canceled down aerial into a Falcon Punch against some characters at some damages. It can be avoided with DI.
Here, the animation is notably changed. Captain Falcon brings back his fist lower in a more straightened crouching stance with his left hand held in front of him. In midair, aside from his leg positioning, the animation is the same as done on ground; he'll also do a recovering inward turn after the punch. The original shockwave effects from the prior version of the attack are omitted.
In Brawl, the Falcon Punch was buffed. Despite being faster, the punch retains its slow startup from Melee. However due to the introduction of the Reverse Falcon Punch, which gets stronger and turns Captain Falcon around at the cost of startup, he gains a new variety of tricks with it. The attack also sports new effects and improved animation. For example, Captain Falcon puts forward his right fist more before the attack and slightly leans forward just before the hitbox of the move comes out out of exaggeration.
The Falcon Punch was nerfed from Brawl with little compensation, being weaker and having more ending lag (the new base knockback and ending lag make it unsafe on hit at 0%), while still having slow startup. The Falcon Punch now makes Captain Falcon slide forward when used. It deals 25% damage along all of its hitboxes. When reversed, it deals 28% damage and higher knockback. When used in the air, the Falcon Punch deals 3% less damage. If it is charged in the air and activates on the ground, this penalty does not apply. Falcon Punch sees a little bit more utility due to air dodges having landing lag like in Melee, but otherwise the same tactics from Brawl apply. The animation is also the exact same as in Brawl, though the original falcon cry is replaced upon the frame the falcon fire image comes out.
Special Move customization was added in Super Smash Bros. 4. These are the variations:
The following are seven videos showing the Sacred Combo being performed: