Raptor Boost: Difference between revisions
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In ''Smash 4'', Raptor Boost was significantly [[buff]]ed in knockback. While still a decent combo starter at lower percents, it has been seen earning decisive KOs under 125% on the majority of the cast. This makes ''Smash 4'''s Raptor Boost the strongest iteration to date. On the other hand, an airborne Raptor Boost does not meteor smash unless the opponent is directly under Falcon, making it less reliable in the air. To combat this new utility, it has more ending lag when it connects with an opponent or a shield. | In ''Smash 4'', Raptor Boost was significantly [[buff]]ed in knockback. While still a decent combo starter at lower percents, it has been seen earning decisive KOs under 125% on the majority of the cast. This makes ''Smash 4'''s Raptor Boost the strongest iteration to date. On the other hand, an airborne Raptor Boost does not meteor smash unless the opponent is directly under Falcon, making it less reliable in the air. To combat this new utility, it has more ending lag when it connects with an opponent or a shield. | ||
The Heavy Raptor Boost connects much more slowly but has [[super armor]] before the punch, while the Wind-up Raptor Boost has considerable startup, but the subsequent dash and punch themselves | The Heavy Raptor Boost connects much more slowly but has [[super armor]] before the punch, while the Wind-up Raptor Boost has considerable startup, but the subsequent dash and punch themselves are extremely quick. | ||
==Description from the ''Melee'' instruction booklet== | ==Description from the ''Melee'' instruction booklet== |
Revision as of 01:06, July 1, 2015
Raptor Boost | |
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Captain Falcon's Raptor Boost in Super Smash Bros. for Wii U | |
User | Captain Falcon |
Universe | Super Smash Bros. F-Zero |
Article on F-Zero Wiki | Raptor Boost |
Raptor Boost (ファルコンナックル, Falcon Knuckle) is Captain Falcon's side special move.
Description
When used, Captain Falcon pauses for a split second before dashing a short distance forwards. If he hits an enemy, he proceeds to unleash a fiery uppercut, which pops opponents up into the air with below-average knockback. If Captain Falcon doesn't hit an enemy during the dash, he falls down and is easily punished - or even worse, if he falls off an edge, he immediately becomes helpless and is very likely to self-destruct; however in Smash 4 this no longer happens, as he will either stop at the edge or, if he was there already, dash off the edge, with the attack thereafter being treated as aerial.
As the move doesn't deal any damage until it hits a target, it does very poorly at protecting Falcon from opposing attacks via clanking, leading to a reputation of low priority. Still, this attack is useful for tech-chasing, due to its duration and range. Additionally, it can be comboed directly into an up aerial or Falcon's knee to achieve KOs.
When used in the air, the move changes from an uppercut to an overhand punch, acting as a meteor smash. Captain Falcon becomes helpless whether the move connects or not; as a result it is very risky to use in midair. In Melee, Captain Falcon's momentum instantly halts when he hits an opponent, making the move difficult to survive using in any case. In Brawl and Smash 4, however, he bounces over the meteor smashed opponent and keeps a bit of sideways momentum.
In Melee, Raptor Boost was unable to grab ledges, making it somewhat poor for horizontal recovery. This issue was remedied in Brawl and Smash 4.
In Smash 4, Raptor Boost was significantly buffed in knockback. While still a decent combo starter at lower percents, it has been seen earning decisive KOs under 125% on the majority of the cast. This makes Smash 4's Raptor Boost the strongest iteration to date. On the other hand, an airborne Raptor Boost does not meteor smash unless the opponent is directly under Falcon, making it less reliable in the air. To combat this new utility, it has more ending lag when it connects with an opponent or a shield.
The Heavy Raptor Boost connects much more slowly but has super armor before the punch, while the Wind-up Raptor Boost has considerable startup, but the subsequent dash and punch themselves are extremely quick.
Description from the Melee instruction booklet
Follow up a quick dash with a powerful uppercut that lifts enemies into the air.
Description from the Super Smash Bros. for Nintendo 3DS foldout
Get close, and unleash an uppercut. Changes if used in midair.
Customization
Special Move customization was added in Super Smash Bros. 4. These are the variations:
- Heavy Raptor Boost: Slower and travels less distance, but has knockback resistance and deals more damage.
- Wind-up Raptor Boost: Moves and charges up faster, but is slightly weaker. Moves backward a short distance at the start, allowing it to dodge and counter close-range attacks.
- HeavyRaptorBoostWiiU.png
Heavy Raptor Boost in Super Smash Bros. for Wii U.
- WindUpRaptorBoostWiiU.png
Wind-up Raptor Boost in Super Smash Bros. for Wii U.
Gallery
Trivia
- Prior to Smash 4, Falcon performs Raptor Boost and falls from the stage, he becomes helpless, which some fans take as a nod to the F-Zero games. When players try to ram other racers from the race-track, but fall in the process, they become practically helpless.
- This is the only special move of Captain Falcon in which there is no Falcon in the move's English name, though the term raptor is also used as another word for a bird of prey.
- This is also the only special move of Captain Falcon where he does not speak.