Super Smash Bros. Melee

Captain Falcon (SSBM)/Side special: Difference between revisions

(→‎Overview: Seperated into 2 paragraphs; reworded to make flow better, and expounded on uses for the aerial version.)
 
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{{ArticleIcons|ssbm=y}}
{{ArticleIcons|ssbm=y}}
{{technical data}}
{{disambig2|the hitbox visualization in ''[[Super Smash Bros. Melee]]''|the move itself|Raptor Boost}}
[[File:CFalcon SSBM side special.gif|thumb|300px|Hitbox visualization of Captain Falcon's grounded Raptor Boost.]]
[[File:CFalcon SSBM aerial side special.png|thumb|300px|Hitbox visualization of Captain Falcon's aerial Raptor Boost.]]
[[File:CaptainFalconRaptorBoostHitSSBM.gif|thumb|300px|Hitbox visualization showing Captain Falcon's grounded side special when it connects with an opponent.]]
[[File:CaptainFalconAerialRaptorBoostHitSSBM.gif|thumb|300px|Hitbox visualization showing Captain Falcon's aerial side special when it connects with an opponent.]]
 
==Overview==
==Overview==
Captain Falcon's side special move is known as '''[[Raptor Boost]]''', where he dashes forward. If he comes into contact with an opponent, he releases a fiery uppercut that launches the opponent upward and has potential combo ability. However, if the move does not hit an opponent, Captain Falcon will fall over and leave himself highly vulnerable to [[punish]]es. Additionally, if he dashes over an [[edge]], he will become [[helpless]] until he lands. The move also [[meteor smash]]es opponents it hits in the air, but this is extremely weak and impractical, since Captain Falcon cannot grab the edge whilst using this move and becomes helpless after touching an aerial opponent.
Captain Falcon's side special move is officially  known as '''Raptor Boost'''; he dashes forward and, if he comes into contact with an opponent, releases a fiery uppercut that launches the opponent upward, making it a great combo starter. However, if the move does not hit an opponent, Captain Falcon will fall over and leave himself highly vulnerable to [[punish]]es, thanks to the move's insanely high ¾ of a second of [[end lag]]. Additionally, if he dashes over an [[edge]], he will become [[helpless]] until he lands.
 
The aerial version of the move [[meteor smash]]es opponents it hits, but this is extremely weak and impractical, since Captain Falcon cannot grab the [[ledge]] whilst using this move and becomes helpless whether or not it hits. This version of the move is almost never seen, and considered inferior to the grounded version, although it's occasionally used as an option to perform a [[sacrificial KO]], when the opponent is very far off-stage. Aside from that, it does see niche use as a [[recovery]] tool, allowing Falcon to get back onto the stage or a platform since it gives him more horizontal distance than his {{mvsub|Captain Falcon|SSBM|air dodge}}; this is incredibly risky, though, as the opponent can easily intercept it with an attack, or even allow themselves to intentionally be hit, thus shortening the distance Falcon travels and letting him fall to his death.
 
==Hitboxes==
===Grounded===
{{MeleeHitboxTableHeader}}
{{HitboxTableTitle|Search|19}}
{{MeleeHitboxTableRow
|id=0
|damage=0%
|angle=361
|bk=0
|ks=0
|fkv=0
|r=1024
|bn=0
|xpos=1600
|ypos=812
|effect=Inert
|slvl=S
|sfx=Punch
}}
{{MeleeHitboxTableRow
|id=1
|damage=0%
|angle=361
|bk=0
|ks=0
|fkv=0
|r=1024
|bn=0
|xpos=1600
|ypos=2048
|effect=Inert
|slvl=S
|sfx=Punch
}}
{{MeleeHitboxTableRow
|id=2
|damage=0%
|angle=361
|bk=0
|ks=0
|fkv=0
|r=1024
|bn=0
|xpos=1600
|ypos=3796
|effect=Inert
|slvl=S
|sfx=Punch
}}
{{HitboxTableTitle|Hit|19}}
{{MeleeHitboxTableRow
|id=0
|damage=7%
|sd=2
|angle=90
|bk=78
|ks=80
|fkv=0
|r=1920
|bn=25
|effect=Flame
|slvl=L
|sfx=Burn
|rebound=f
}}
|}
 
===Aerial===
{{MeleeHitboxTableHeader}}
{{HitboxTableTitle|Search|19}}
{{MeleeHitboxTableRow
|id=0
|damage=0%
|angle=361
|bk=0
|ks=0
|fkv=0
|r=1024
|bn=0
|xpos=1500
|ypos=812
|effect=Inert
|slvl=S
|sfx=Punch
}}
{{MeleeHitboxTableRow
|id=1
|damage=0%
|angle=361
|bk=0
|ks=0
|fkv=0
|r=1024
|bn=0
|xpos=1500
|ypos=2560
|effect=Inert
|slvl=S
|sfx=Punch
}}
{{MeleeHitboxTableRow
|id=2
|damage=0%
|angle=361
|bk=0
|ks=0
|fkv=0
|r=1024
|bn=0
|xpos=1500
|ypos=-1236
|effect=Inert
|slvl=S
|sfx=Punch
}}
{{HitboxTableTitle|Hit|19}}
{{MeleeHitboxTableRow
|id=0
|damage=7%
|sd=2
|angle=270
|bk=60
|ks=70
|fkv=0
|r=1920
|bn=25
|ypos=10
|effect=Flame
|slvl=L
|sfx=Burn
|rebound=f
}}
|}


==Timing==
==Timing==
Line 57: Line 198:


{{FrameIconLegend|lag=y|hitbox=y|search=y}}
{{FrameIconLegend|lag=y|hitbox=y|search=y}}
==Similar moves==
*[[Ganondorf (SSBM)/Side special|Gerudo Dragon]]


{{MvSubNavCaptainFalcon|g=SSBM}}
{{MvSubNavCaptainFalcon|g=SSBM}}

Latest revision as of 19:31, December 29, 2024

This article is about the hitbox visualization in Super Smash Bros. Melee. For the move itself, see Raptor Boost.
Hitbox visualization of Captain Falcon's grounded Raptor Boost.
Hitbox visualization of Captain Falcon's aerial Raptor Boost.
Hitbox visualization showing Captain Falcon's grounded side special when it connects with an opponent.
Hitbox visualization showing Captain Falcon's aerial side special when it connects with an opponent.

OverviewEdit

Captain Falcon's side special move is officially known as Raptor Boost; he dashes forward and, if he comes into contact with an opponent, releases a fiery uppercut that launches the opponent upward, making it a great combo starter. However, if the move does not hit an opponent, Captain Falcon will fall over and leave himself highly vulnerable to punishes, thanks to the move's insanely high ¾ of a second of end lag. Additionally, if he dashes over an edge, he will become helpless until he lands.

The aerial version of the move meteor smashes opponents it hits, but this is extremely weak and impractical, since Captain Falcon cannot grab the ledge whilst using this move and becomes helpless whether or not it hits. This version of the move is almost never seen, and considered inferior to the grounded version, although it's occasionally used as an option to perform a sacrificial KO, when the opponent is very far off-stage. Aside from that, it does see niche use as a recovery tool, allowing Falcon to get back onto the stage or a platform since it gives him more horizontal distance than his air dodge; this is incredibly risky, though, as the opponent can easily intercept it with an attack, or even allow themselves to intentionally be hit, thus shortening the distance Falcon travels and letting him fall to his death.

HitboxesEdit

GroundedEdit

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
Search
0 0 0% 0   0 0 0 3.999744 0 6.2496 3.171672 0.0             Punch
1 0 0% 0   0 0 0 3.999744 0 6.2496 7.999488 0.0             Punch
2 0 0% 0   0 0 0 3.999744 0 6.2496 14.827176 0.0             Punch
Hit
0 0 7% 2   78 80 0 7.49952 25 0.0 0.0 0.0             Burn

AerialEdit

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
Search
0 0 0% 0   0 0 0 3.999744 0 5.859 3.171672 0.0             Punch
1 0 0% 0   0 0 0 3.999744 0 5.859 9.99936 0.0             Punch
2 0 0% 0   0 0 0 3.999744 0 5.859 -4.827816 0.0             Punch
Hit
0 0 7% 2   60 70 0 7.49952 25 0.0 0.03906 0.0             Burn

TimingEdit

Grounded search

Search box 15-79 (hits end at 33)
Animation length 79
                                                                                                                                                             

Grounded hit

Hitbox 3-7
Animation length 24
                                               

Aerial search

Search box 18-79 (hits end at 33)
Animation length 79
                                                                                                                                                             

Aerial hit

Hitbox 3-7
Hitlag 5 frames
Animation length 44
                                                                                       
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Searchbox

Similar movesEdit