From SmashWiki, the Super Smash Bros. wiki
- This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Raptor Boost.
Hitbox visualization showing Captain Falcon's side special, Raptor Boost, when grounded.
Hitbox visualization showing Captain Falcon's side special, Raptor Boost, when aerial.
Hitbox visualization showing Captain Falcon's side special, Raptor Boost, when it connects on the ground.
Hitbox visualization showing Captain Falcon's side special, Raptor Boost, when it connects in the air.
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Overview[edit]
Update History[edit]
3.1.0
- Raptor Boost's uppercut has less startup lag (frame 6 → 5).
- Raptor Boost's armor has a higher damage threshold (8% → 10%).
- Grounded Raptor Boost deals more hitstun (+0 → +3).
8.0.0
- The uppercut launches at a higher angle (76° → 85°) and has much less knockback scaling (52 → 30). This allows it to combo at a wider percent range, including a read into Knee Smash.
- The uppercut's innermost hitbox stretches much farther horizontally (Z offset: 5.5u → 5.5u—12.5u), increasing its range.
- The overhand's meteor hitbox has the highest priority, making the move easier to meteor smash with.
Hitboxes[edit]
Grounded[edit]
ID |
Part |
Rehit rate |
Damage |
SD |
Angle |
Angle type |
BK |
KS |
FKV |
Set weight |
Radius |
Bone |
Offset |
H× |
SDI× |
T% |
Clang |
Rebound |
Effect |
Type |
G |
A |
Sound |
Direct |
Hit bits |
Hit part |
Blockable |
Reflectable |
Absorbable |
Flinchless |
No GFX |
Heedless
|
Hitstun
|
Inert detector
|
0 |
0 |
0 |
0.0% |
0 |
|
Forward |
0 |
0 |
0 |
|
4.0 |
top |
0.0 |
9.0 to 5.0 |
8.8 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
None |
|
No floor |
All |
|
|
|
|
|
|
—
|
1 |
0 |
0 |
0.0% |
0 |
|
Forward |
0 |
0 |
0 |
|
4.0 |
top |
0.0 |
12.0 to 5.0 |
8.8 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
None |
|
No floor |
All |
|
|
|
|
|
|
—
|
Clean hit
|
0 |
0 |
0 |
10.0% |
4 |
|
Forward |
82 |
30 |
0 |
|
6.0 |
handl |
0.0 |
-2.0 |
-1.0 |
1.5× |
1.0× |
0% |
|
|
|
|
|
|
Fire |
|
No floor |
All |
|
|
|
|
|
|
+3 frames
|
1 |
0 |
0 |
10.0% |
4 |
|
Forward |
82 |
30 |
0 |
|
5.5 |
top |
0.0 |
9.0 |
5.5 to 12.5 |
1.5× |
1.0× |
0% |
|
|
|
|
|
|
Fire |
|
No floor |
All |
|
|
|
|
|
|
+3 frames
|
Late hit
|
0 |
0 |
0 |
10.0% |
4 |
|
Forward |
82 |
30 |
0 |
|
4.5 |
handl |
0.0 |
0.0 |
0.0 |
1.5× |
1.0× |
0% |
|
|
|
|
|
|
Fire |
|
No floor |
All |
|
|
|
|
|
|
+3 frames
|
ID |
Part |
Rehit rate |
Damage |
SD |
Angle |
Angle type |
BK |
KS |
FKV |
Set weight |
Radius |
Bone |
Offset |
H× |
SDI× |
T% |
Clang |
Rebound |
Effect |
Type |
G |
A |
Sound |
Direct |
Hit bits |
Hit part |
Blockable |
Reflectable |
Absorbable |
Flinchless |
No GFX |
Heedless
|
Inert detector
|
0 |
0 |
0 |
0.0% |
0 |
|
Standard |
0 |
0 |
0 |
|
4.1 |
top |
0.0 |
12.0 to 3.0 |
11.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
None |
|
No floor |
All |
|
|
|
|
|
|
Clean hit
|
0 |
0 |
0 |
10.0% |
2 |
|
Forward |
60 |
70 |
0 |
|
8.0 |
arml |
8.0 |
0.0 |
0.4 |
2.0× |
1.0× |
0% |
|
|
|
|
|
|
Fire |
|
All |
All |
|
|
|
|
|
|
1 |
0 |
0 |
10.0% |
2 |
|
Forward |
60 |
80 |
0 |
|
8.0 |
arml |
8.0 |
0.0 |
0.4 |
2.0× |
1.0× |
0% |
|
|
|
|
|
|
Fire |
|
All |
All |
|
|
|
|
|
|
2 |
0 |
0 |
10.0% |
2 |
|
Forward |
60 |
80 |
0 |
|
2.5 |
arml |
-2.0 to -5.0 |
0.0 |
0.0 |
2.0× |
1.0× |
0% |
|
|
|
|
|
|
Fire |
|
All |
All |
|
|
|
|
|
|
Late hit
|
0 |
0 |
0 |
10.0% |
2 |
|
Forward |
60 |
70 |
0 |
|
8.0 |
arml |
8.0 |
0.0 |
0.4 |
2.0× |
1.0× |
0% |
|
|
|
|
|
|
Fire |
|
All |
All |
|
|
|
|
|
|
1 |
0 |
0 |
10.0% |
2 |
|
Forward |
60 |
80 |
0 |
|
8.0 |
arml |
8.0 |
0.0 |
0.4 |
2.0× |
1.0× |
0% |
|
|
|
|
|
|
Fire |
|
All |
All |
|
|
|
|
|
|
2 |
0 |
0 |
10.0% |
2 |
|
Forward |
60 |
80 |
0 |
|
4.0 |
top |
0.0 |
8.0 to 1.0 |
5.5 to 3.0 |
2.0× |
1.0× |
0% |
|
|
|
|
|
|
Fire |
|
All |
All |
|
|
|
|
|
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Grounded[edit]
Jostling is disabled during frames 7-25.
Inert hitboxes
|
10-25
|
Interruptible
|
72
|
Animation length
|
89
|
The move enables ledge grabs from both sides starting on frame 26. Jostling is also disabled throughout its execution.
Inert hitbox
|
19-35
|
Animation length
|
79
|
Grounded hit[edit]
Jostling is disabled during frames 1-7. The damage-based armor has a threshold of 10%.
Damage-based armor
|
1-5
|
Clean hit
|
5
|
Late hit
|
6-7
|
Interruptible
|
28
|
Animation length
|
37
|
Aerial hit[edit]
On frame 6, the move applies momentum of 1.5 backward (in units of distance per frame) and 2.5 upward, even if the hitboxes do not hit anything. Captain Falcon cannot grab ledges or land out of it until frame 8.
Clean hit
|
5
|
Late hit
|
6
|
Interruptible
|
45
|
Animation length
|
64
|
Landing[edit]
This only applies if the overhand attack is not triggered.
Interruptible
|
23
|
Animation length
|
32
|
Parameters[edit]
Horizontal speed on hit
|
0.18
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Helplessness air speed multiplier
|
0.7
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Helplessness landing lag
|
22 frames
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