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Captain Falcon (SSBU)/Side special

This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Raptor Boost.
Hitbox visualization for Captain Falcon's grouded Raptor Boost
Hitbox visualization showing Captain Falcon's side special, Raptor Boost, when grounded.
Hitbox visualization for Captain Falcon's aerial Raptor Boost
Hitbox visualization showing Captain Falcon's side special, Raptor Boost, when aerial.
Hitbox visualization for Captain Falcon's grounded Raptor Boost hit
Hitbox visualization showing Captain Falcon's side special, Raptor Boost, when it connects on the ground.
Hitbox visualization for Captain Falcon's aerial Raptor Boost hit
Hitbox visualization showing Captain Falcon's side special, Raptor Boost, when it connects in the air.


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OverviewEdit

Update HistoryEdit

  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.

HitboxesEdit

GroundedEdit

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset 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

AerialEdit

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset 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            

TimingEdit

GroundedEdit

Jostling is disabled during frames 7-25.

Inert hitboxes 10-25
Interruptible 72
Animation length 89
                                                                                                                                                                                 

AerialEdit

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 hitEdit

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 hitEdit

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
                                                                                                                               

LandingEdit

This only applies if the overhand attack is not triggered.

Interruptible 23
Animation length 32
                                                               
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Vulnerable
 
Armour
 
Interruptible

ParametersEdit

Horizontal speed on hit 0.18
Helplessness air speed multiplier 0.7
Helplessness landing lag 22 frames