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- 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% |
 |
 |
 |
 |
 |