ChibiPichu
Smash Journeyman
Alright, I wanted to a info section on one of my Favorite damage dealing moves with Falcon, his Falcon Kick!
I'll try to get the most reliable data I can about this move, from all the different ways of using it and even a small guide to get your opponent with it, now lets see what comes out of this.
Falcon Kick:
The main description of Brawl Falcon's Falcon Kick attack is that it is performed basically by pressing B-Down, either in the air, or on the ground. It sends Falcon flying across a lot of ground, and has many different properties depending how it is used. The way I'll cut this down is to have the different lengths of damage/effectiveness and when I hit the opponent, though I will not provide KO information until later (is handy in Sudden Death, but I don't recommend missing, oops). It has a great chance of going past most projectiles, I will have a section up on that after I get enough combos and basic usage of the move.
The Falcon Kick unfortunately has a sort of ending lag, having most important following moves after it either be fast or some sort of retreat until the enemy has enough damage to be thrown far enough that the lag doesn't matter. Some usage of the move however does not have this problem.
Ground to Ground Falcon Kick:
Falcon Kick on the ground against the Ground basic guide, as follows.
Long Range:
At the longest range possible, with a slight forward knockback we have a 7% damage everytime. The knockback increases slightly each time, hard to combo and is punishable if they see it coming, which most will, or you use it when they have little damage on them, because knock back is terribly low at first.
Medium Range:
This attack does 11% damage, and is in front of the 7% attack frame. This is a very useful range for a hop combo once you get that damage in the opponent as they are sent straight up without directional influence to help them (helps for short hopping an aerial aimed toward them). To compensate for that try and follow them and hit them with a combination of Uair and if you can make it work, Dair, as it Kos better than Uair (in both directions unless they hit a platform) and spikes. This slowly builds up so try comboing it after at least 65% on some of the heavier characters.
Close Range:
This will do the most out of all Falcon Kick ground attacks at any range, 13% damage, and has a knockback able to throw an opponent behind the attack. This requires a close enough proximity and an enemy with low enough damage (some effects change as damage gets higher), so I'd bet my money I'd use it with a roll if I could. Later on this attack loses its chance of knocking the opponent behind the attack, but still can rack up damage and sends them further than long range attack forward. Follow up with a dash move, grabbing, short hopped aerial, or dash attack.
Overall his ground attacks do damage and have basic knock back, but some qualities of moves change when the enemy is in the air landing or beginning a jump:
Long Range Loses some of its knockback.
Medium Range has slightly less affect.
Close range actually has more chance of knocking the opponent backwards longer.
Falcon Kick On Air:
Simply listing the different affects at the different ranges in the air. All of them have a landing lag, either you wish to take it early on. You should have at least a better idea of the knockback that it supplies when the enemy has more damage. Know the chance to give them more damage than they can give you.
Higher Range:
Higher Range Falcon Kicks in the air are usually a good jump and most of a second jump over the opponent, and is the entire Falcon Kick in the air, for easy clarification. Damage hit from the front is 13%, 7% or 11%, varies. It can reach 14% using the hit box in the back of a character, and at some damage levels will just give out 7%. 13% and 11% are good aimed for the middle with fair knockback. There is a spot in the back later on that doesn't even touch the opponent that happens on landing, which can do 9% damage, and knockback here sends them straight up.
At low damages in the back of the opponent it can hit the opponent twice, reaching up to 22%. The reason that this happens is because the Falcon Kick will hit their head, and throw the opponent into the landing frame hitting them again. Ivysaur and DDD are imune to Double hits period because of how their bodies are tossed, nowhere near the landing frame.
Medium Range:
This has the general information of the Higher Range air Falcon Kick, but can have a sweet 22% or 24%, double that is harder to miss with some characters, and more chance of having 9% damage with knockback, and most of the higher 13% to 15% damage as well. Medium Range is so far the only range capable of giving out 24% damage because of the double. It is performed with a simple jump, following the dB (down B) motions. (Reg Samus cannot be hit by the double at Medium Range, while Ganondorf be doubled at Medium range but its very rare)
Low Range:
A simple short hop or jumping and immediately hitting dB. At the right height, will do 15% or 14% damage easily, and has incredible knockback and used right can get an opponent off the stage for use of Falcon's Aerials approaching the 93% damage level on a fairly sized stage like FD. You can use it to send an opponent flying straight up with 9% or 10% damage if you dont' make contact with the opponent. Note that taller characters receive Low Range damage easier because of how close they can be to the Falcon Kick.
While an opponent is jumping depending how far your Falcon Kick falls in the air will determine its damage, having similar affects to all of the attacks in the air. Hitting them right in front of the attack gives them most likely 15%, farther down it varies. You can use a full Falcon Kick in the Air going off the stage, but I warn you,have enough jump to get back up
These different ranges will be referenced for combo information, using the gist of their names. AL kick, Air Low kick, CR kick, Close Range kick, and so forth.
Platform Jumped Falcon Kick:
When jumping from a Platform the kick goes through a different cycle when you have enough height. The full kick goes through, and if there is ground right under the end of the kick Falcon immedietely lands on it like he would if the animation worked correctly. This does 9% damage only, no mater how you do it, and has a good knock back. I don't reccoment this because of how long it takes to use.
Basic Use:
1. Roll behind, or away so that you are still facing the opponent, and Falcon Kick! This works best rolling behind, perfect for hitting the opponent a couple of times and then retreating with a roll and using the kick
2. Jump over them and intentionally Falcon Kick the area behind them either touching or not to send them flying, may result in double hit, works great with a AM (air medium) Falcon Kick so they don't roll away too soon, or sometimes go for the AL kick so they don't get too familiar
3. In the air try and surprise them by getting them hit by a Falcon Kick, sends them away at high precentages easily but try to make it after or during the enemies aerials so they can't dodge, but watch out for Uair that outprioritizes it
4. If the Opponent lands near you use the AL (air low) Falcon Kick, this has a high chance of hitting a landing opponent
5. Submitted by Ayaz18: Use to edgeguard opponents coming back on the stage, even if they use a third jump they can be easily punished, recommended at a height, don't use it too quickly and get up in the air with your jump(s)
6. Good use of this move is to run up to a landing opponent and use Falcon Kick, make sure you have enough room to get you out of range if it fails, like going off stage or hitting them at least mid range with the attack
7. Jumping from the ledge (where you grab the edge and then jump) back onto the stage against a close opponent
8. Moving around the stage against a player with invicibility frames, don't try to leave yourself open, try to use it to get of the stage then grab the ledge
9. Attack an enemy that has to turn to attack, the chance of them dodging when they aren't able to attack are slim, and the opponent can only get away by jumping or running away(I've not seen a lot of opponents go at me by jumping backwards for a Backward aerial lately), can hit from long distances easily
Combinations:
1. Dtilt and follow up with a Falcon Kick, works great, I haven't seen them spot or air dodge it (not recommended at high precentages) but it can be defended by a shield, watch out for that
2. Submitted by Ayaz18: Use a forward grab attack/down throw and follow up with a Falcon Kick, or Raptor Boost, Falcon kick can work this at high damage precentages even if you throw them off the stage, beautiful combo! Note that some people will fall faster than others, making this harder to use with, and the down throw is useful for hitting them with Falcon Kick upon landing when the damage gets higher.
3. After hitting an opponent with the Falcon Kick try either going for a forward tilt attack, or a shield grab if they are close enough because the opponent may try to hit you as soon as they recover trying to take advantage of the Falcon Kick's lag, or try hitting them first with forward tilt and then Falcon Kick, will work for some time
4. Fast fall Nair then use Falcon Kick to follow it up
Other Information:
Projectiles and other Specials:
This is a small information stockpile of specials and projectiles the Falcon Kick will go through, or be stopped by. Guide is marked by letters- P is for Pierce, and S is for Stopped and not damaged, other information will be added after the letters.
Mario: Neutral B: S
I will continue this section when I can get someone to help me with moves that I cannot perform on my own
I will continue this guide to the best of my abilites and update it on the internet directly. Good Feedback will be appreciated.
I'll try to get the most reliable data I can about this move, from all the different ways of using it and even a small guide to get your opponent with it, now lets see what comes out of this.
Falcon Kick:
The main description of Brawl Falcon's Falcon Kick attack is that it is performed basically by pressing B-Down, either in the air, or on the ground. It sends Falcon flying across a lot of ground, and has many different properties depending how it is used. The way I'll cut this down is to have the different lengths of damage/effectiveness and when I hit the opponent, though I will not provide KO information until later (is handy in Sudden Death, but I don't recommend missing, oops). It has a great chance of going past most projectiles, I will have a section up on that after I get enough combos and basic usage of the move.
The Falcon Kick unfortunately has a sort of ending lag, having most important following moves after it either be fast or some sort of retreat until the enemy has enough damage to be thrown far enough that the lag doesn't matter. Some usage of the move however does not have this problem.
Ground to Ground Falcon Kick:
Falcon Kick on the ground against the Ground basic guide, as follows.
Long Range:
At the longest range possible, with a slight forward knockback we have a 7% damage everytime. The knockback increases slightly each time, hard to combo and is punishable if they see it coming, which most will, or you use it when they have little damage on them, because knock back is terribly low at first.
Medium Range:
This attack does 11% damage, and is in front of the 7% attack frame. This is a very useful range for a hop combo once you get that damage in the opponent as they are sent straight up without directional influence to help them (helps for short hopping an aerial aimed toward them). To compensate for that try and follow them and hit them with a combination of Uair and if you can make it work, Dair, as it Kos better than Uair (in both directions unless they hit a platform) and spikes. This slowly builds up so try comboing it after at least 65% on some of the heavier characters.
Close Range:
This will do the most out of all Falcon Kick ground attacks at any range, 13% damage, and has a knockback able to throw an opponent behind the attack. This requires a close enough proximity and an enemy with low enough damage (some effects change as damage gets higher), so I'd bet my money I'd use it with a roll if I could. Later on this attack loses its chance of knocking the opponent behind the attack, but still can rack up damage and sends them further than long range attack forward. Follow up with a dash move, grabbing, short hopped aerial, or dash attack.
Overall his ground attacks do damage and have basic knock back, but some qualities of moves change when the enemy is in the air landing or beginning a jump:
Long Range Loses some of its knockback.
Medium Range has slightly less affect.
Close range actually has more chance of knocking the opponent backwards longer.
Falcon Kick On Air:
Simply listing the different affects at the different ranges in the air. All of them have a landing lag, either you wish to take it early on. You should have at least a better idea of the knockback that it supplies when the enemy has more damage. Know the chance to give them more damage than they can give you.
Higher Range:
Higher Range Falcon Kicks in the air are usually a good jump and most of a second jump over the opponent, and is the entire Falcon Kick in the air, for easy clarification. Damage hit from the front is 13%, 7% or 11%, varies. It can reach 14% using the hit box in the back of a character, and at some damage levels will just give out 7%. 13% and 11% are good aimed for the middle with fair knockback. There is a spot in the back later on that doesn't even touch the opponent that happens on landing, which can do 9% damage, and knockback here sends them straight up.
At low damages in the back of the opponent it can hit the opponent twice, reaching up to 22%. The reason that this happens is because the Falcon Kick will hit their head, and throw the opponent into the landing frame hitting them again. Ivysaur and DDD are imune to Double hits period because of how their bodies are tossed, nowhere near the landing frame.
Medium Range:
This has the general information of the Higher Range air Falcon Kick, but can have a sweet 22% or 24%, double that is harder to miss with some characters, and more chance of having 9% damage with knockback, and most of the higher 13% to 15% damage as well. Medium Range is so far the only range capable of giving out 24% damage because of the double. It is performed with a simple jump, following the dB (down B) motions. (Reg Samus cannot be hit by the double at Medium Range, while Ganondorf be doubled at Medium range but its very rare)
Low Range:
A simple short hop or jumping and immediately hitting dB. At the right height, will do 15% or 14% damage easily, and has incredible knockback and used right can get an opponent off the stage for use of Falcon's Aerials approaching the 93% damage level on a fairly sized stage like FD. You can use it to send an opponent flying straight up with 9% or 10% damage if you dont' make contact with the opponent. Note that taller characters receive Low Range damage easier because of how close they can be to the Falcon Kick.
While an opponent is jumping depending how far your Falcon Kick falls in the air will determine its damage, having similar affects to all of the attacks in the air. Hitting them right in front of the attack gives them most likely 15%, farther down it varies. You can use a full Falcon Kick in the Air going off the stage, but I warn you,have enough jump to get back up
These different ranges will be referenced for combo information, using the gist of their names. AL kick, Air Low kick, CR kick, Close Range kick, and so forth.
Platform Jumped Falcon Kick:
When jumping from a Platform the kick goes through a different cycle when you have enough height. The full kick goes through, and if there is ground right under the end of the kick Falcon immedietely lands on it like he would if the animation worked correctly. This does 9% damage only, no mater how you do it, and has a good knock back. I don't reccoment this because of how long it takes to use.
Basic Use:
1. Roll behind, or away so that you are still facing the opponent, and Falcon Kick! This works best rolling behind, perfect for hitting the opponent a couple of times and then retreating with a roll and using the kick
2. Jump over them and intentionally Falcon Kick the area behind them either touching or not to send them flying, may result in double hit, works great with a AM (air medium) Falcon Kick so they don't roll away too soon, or sometimes go for the AL kick so they don't get too familiar
3. In the air try and surprise them by getting them hit by a Falcon Kick, sends them away at high precentages easily but try to make it after or during the enemies aerials so they can't dodge, but watch out for Uair that outprioritizes it
4. If the Opponent lands near you use the AL (air low) Falcon Kick, this has a high chance of hitting a landing opponent
5. Submitted by Ayaz18: Use to edgeguard opponents coming back on the stage, even if they use a third jump they can be easily punished, recommended at a height, don't use it too quickly and get up in the air with your jump(s)
6. Good use of this move is to run up to a landing opponent and use Falcon Kick, make sure you have enough room to get you out of range if it fails, like going off stage or hitting them at least mid range with the attack
7. Jumping from the ledge (where you grab the edge and then jump) back onto the stage against a close opponent
8. Moving around the stage against a player with invicibility frames, don't try to leave yourself open, try to use it to get of the stage then grab the ledge
9. Attack an enemy that has to turn to attack, the chance of them dodging when they aren't able to attack are slim, and the opponent can only get away by jumping or running away(I've not seen a lot of opponents go at me by jumping backwards for a Backward aerial lately), can hit from long distances easily
Combinations:
1. Dtilt and follow up with a Falcon Kick, works great, I haven't seen them spot or air dodge it (not recommended at high precentages) but it can be defended by a shield, watch out for that
2. Submitted by Ayaz18: Use a forward grab attack/down throw and follow up with a Falcon Kick, or Raptor Boost, Falcon kick can work this at high damage precentages even if you throw them off the stage, beautiful combo! Note that some people will fall faster than others, making this harder to use with, and the down throw is useful for hitting them with Falcon Kick upon landing when the damage gets higher.
3. After hitting an opponent with the Falcon Kick try either going for a forward tilt attack, or a shield grab if they are close enough because the opponent may try to hit you as soon as they recover trying to take advantage of the Falcon Kick's lag, or try hitting them first with forward tilt and then Falcon Kick, will work for some time
4. Fast fall Nair then use Falcon Kick to follow it up
Other Information:
Projectiles and other Specials:
This is a small information stockpile of specials and projectiles the Falcon Kick will go through, or be stopped by. Guide is marked by letters- P is for Pierce, and S is for Stopped and not damaged, other information will be added after the letters.
Mario: Neutral B: S
I will continue this section when I can get someone to help me with moves that I cannot perform on my own
I will continue this guide to the best of my abilites and update it on the internet directly. Good Feedback will be appreciated.