Are you scripting with transform.rotate or rigidbody.AddRelativeTorque? The latter is the one you should be using.
You mean the foot right? I used this:
public float kickForce = 5.0f;
void Update ()
{
if (Input.GetKey (KeyCode.Space))
transform.Translate (kickForce, 0, 0);
}
I tried using rigidbody2D.addForce but all it did was drag my player all over the place.
EDIT: I fixed it!! Damn it was so easy. All I had to do was change the angle limits in the hinge joint settings. Thanks for the help anyways! (I also changed transform.translate to rigidbody2D.addForce again. Turns out the force was too strong; that was what caused my player to fly away every time)