Falcon Punch

Falcon Punch is 's  in Super Smash Flash and 's standard special move in Super Smash Flash 2.

Overview
The attack consists of Captain Falcon charging a sphere of fire-like energy in one hand for about one second, yelling "Falcon...", then unleashing it in a powerful punch, yelling "PUNCH!"

In the original Super Smash Flash, the flame falcon he creates has a durable hitbox that deals 3% damage per frame and remains as long as it has not vanished, which increases the chances of hitting an opponent in that they do not necessarily have to make contact with actual fist. Keeping the attack button pressed will "trap" Captain Falcon on an animation loop where he will be constantly yell "Falcon...", which also makes it possible to cancel the attack in one of the frames but renders Captain Falcon a bit vulnerable to opponents' attacks.

In the reboot Super Smash Flash 2, the Falcon Punch now works more akin to its Super Smash Bros. counterparts: the punch is now a single attack that deals 27% damage to the opponents punched. Captain Falcon can also perform a Reverse Falcon Punch by inputting the opposite direction just before bringing his fist back. The move itself is extremely powerful, easily KO'ing medium-weight opponents at less than 65% of damage.

However, the attack in both games has a long charge-up time and a short range, making it a high-risk high-reward option that is generally impractical in fast-paced combat or against very fast opponents. However, Captain Falcon is able to charge the move in midair and will not lose any momentum in doing so, making it a great option to use on offstage opponents when timed properly.

Sacred combo
The sacred combo is a combo that originated in Super Smash Bros. Melee that has Falcon use his forward aerial and the Falcon Punch. This is hard to perform.

The combo is performed by using Falcon's forward aerial (the Knee Smash) to knock the opponent off the stage and then follow it up with a Falcon Punch. If it is performed correctly it will result in a KO in most cases. In Melee, the absence of off-stage platforms makes this combo hard to perform, often resulting in an SD for Captain Falcon, and in Brawl, there was not enough hitstun to seal off the combo most of the time, letting enemies dodge away easily. However, in Super Smash Flash 2, there are stages with platforms off the main area to aid in safety, and the hitstun is comparable to Melee ' s, allowing Falcon to use this combo more often. In any case, KOing an opponent with the Sacred Combo is widely regarded as being one of the most satisfying ways to do so.