From SmashWiki, the Super Smash Bros. wiki
|
You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.
|
Log in
|
Create account
|
The edit can be undone.
Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision |
Your text |
Line 1: |
Line 1: |
| {{disambig2|the hitbox visualization in ''[[Super Smash Bros. 4]]''|the move itself|Wind-up Raptor Boost}} | | {{disambig2|the hitbox visualization in ''[[Super Smash Bros. 4]]''|the move itself|Wind-up Raptor Boost}} ===Ground=== |
| ==Overview== | |
| {{Competitive expertise|need testing on the actual recovery distance (longer or shorter than the original) and whether you SD when used next to the blastzone)}}
| |
| Captain Falcon moves backward a short distance before dashing forward, allowing him to dodge and counter close-range attacks. The move can be used for [[mindgames]] owing to its unpredictability and the ability to retreat at the start. It is also worth noting that using the move out of [[hitstun]] during airborne drastically increases its travel distance and speed, similar to {{SSB4|Wario}}'s [[wectoring]]. This can be exploited to grant a significant boost in recovery distance for the move, to the extent that Captain Falcon can recover from the other side of the stage or even potentially catch opponents off-guard with an unexpected attack. However, due to how far it travels out of hitstun, it can lead to [[SD]]s if not used cautiously.
| |
|
| |
|
| Wind-up Raptor Boost was not included in any combinations from the [[Official Custom Moveset Project]]. While the move's charge time is faster and has negligible endlag in the air, the resultant animation increases its startup lag and reduces its travel distance if the move isn't done out of hitstun, and the move is also additionally weaker. As such, Captain Falcon players generally preferred side special 1 due to its KO power and simplicity.
| |
|
| |
| ==Hitboxes==
| |
| ===Ground===
| |
| {{SSB4HitboxTableHeader}} | | {{SSB4HitboxTableHeader}} |
| {{SSB4HitboxTableRow | | {{SSB4HitboxTableRow |
Line 35: |
Line 28: |
|
| |
|
| ===Air=== | | ===Air=== |
| | |
| {{SSB4HitboxTableHeader}} | | {{SSB4HitboxTableHeader}} |
| {{SSB4HitboxTableRow | | {{SSB4HitboxTableRow |