Captain Falcon (SSB4)/Side special/Custom 2: Difference between revisions

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{{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}}
==Overview==
==Overview==
{{Competitive expertise}}
{{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==
==Hitboxes==
===Ground===
===Ground===

Latest revision as of 12:14, July 27, 2023

This article is about the hitbox visualization in Super Smash Bros. 4. For the move itself, see Wind-up Raptor Boost.

Overview[edit]

Competitive.png This article or section may require competitive expertise.
The editor who added this tag elaborates: need testing on the actual recovery distance (longer or shorter than the original) and whether you SD when used next to the blastzone)
You can discuss this issue on the talk page or edit this page to improve it.

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 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 SDs 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[edit]

Ground[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 9% 1 AngleIcon85.png 100 75 0 7.0 17 0.0 0.0 0.0 1.0x 2.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png Hand (type) Flame (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Burn SpecialsDirect.png

Air[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 8% 0 AngleIcon60.png 60 80 0 3.0 16 -1.0 0.0 0.0 1.0x 2.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png Hand (type) Flame (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Burn SpecialsDirect.png
1 0 8% 0 AngleIcon275.png 60 70 0 8.0 16 8.0 0.0 0.4 1.0x 2.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png Hand (type) Flame (effect) HitboxTableIcon(GroundedFalse).png HitboxTableIcon(AerialTrue).png L Burn SpecialsDirect.png
2 0 8% 2 AngleIcon60.png 60 80 0 8.0 16 8.0 0.0 0.4 1.0x 2.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png Hand (type) Flame (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png L Burn SpecialsDirect.png

Timing[edit]

Data.png This article or section may require additional technical data.
You can discuss this issue on the talk page or edit this page to improve it.