Captain Falcon (SSBU)/Side special: Difference between revisions
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{{disambig2|the hitbox visualization in ''Super Smash Bros. Ultimate''|the move itself|Raptor Boost}} | {{disambig2|the hitbox visualization in ''Super Smash Bros. Ultimate''|the move itself|Raptor Boost}} | ||
[[File:CaptainFalconRaptorBoostGroundedSSBU.gif|thumb| | [[File:CaptainFalconRaptorBoostGroundedSSBU.gif|thumb|350px|Hitbox visualization showing Captain Falcon's side special, Raptor Boost, when grounded.]] | ||
[[File:CaptainFalconRaptorBoostAerialSSBU.gif|thumb| | [[File:CaptainFalconRaptorBoostAerialSSBU.gif|thumb|350px|Hitbox visualization showing Captain Falcon's side special, Raptor Boost, when aerial.]] | ||
[[File:CaptainFalconRaptorBoostGroundedHitSSBU.gif|thumb| | [[File:CaptainFalconRaptorBoostGroundedHitSSBU.gif|thumb|250px|Hitbox visualization showing Captain Falcon's side special, Raptor Boost, when it connects on the ground.]] | ||
[[File:CaptainFalconRaptorBoostAerialHitSSBU.gif|thumb| | [[File:CaptainFalconRaptorBoostAerialHitSSBU.gif|thumb|250px|Hitbox visualization showing Captain Falcon's side special, Raptor Boost, when it connects in the air.]] | ||
{{competitive expertise}} | {{competitive expertise}} |
Revision as of 03:02, July 14, 2021
Overview
Update History
- 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).
- 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
Timing
Grounded
Hitboxes | 10-25 |
---|---|
Interruptible | 72 |
Animation length | 89 |
Aerial
Hitbox | 19-35 |
---|---|
Animation length | 79 |
Grounded hit
Heavy armor | 1-5 |
---|---|
Clean hit | 5 |
Late hit | 6-7 |
Interruptible | 28 |
Animation length | 37 |
Aerial hit
Clean hit | 5 |
---|---|
Late hit | 6 |
Interruptible | 45 |
Animation length | 64 |
Lag time |
Hitbox |
Hitbox change |
Vulnerable |
Armour |
Interruptible |
|