Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Chyeah...does indeed. I wish the dair were more practical to use....even with it's autocancle-ness, it's not as "convenient" as ganondorf's....Auto cancelled Dair to raptor boost to Falcon dive, works like a charm
In my experience, the shorthopped version seems to hit a lot, but when it does it bounces them up right in front of you for a FAir while you're in freefall until you land (and then get landing lag). I use it mostly if I'm falling and an enemy is going to shoot a projectile at where I'm going to land, because I boost over the projectile and hit them. It seems best to DI backwards when it hits to try to avoid immediate retaliation. Since it bounces you, it really doesn't set you up at all because you have to wait another second to get back to the ground and through landing lag. If your opponent is over 100 or so percent though, it will bounce them high enough that you can land safely before they can get back at you, but it is still usually a bad choice. Even worse is using the aerial version on an opponent in air if they are over a full jump above the stage, because it knocks them straight down, where they can get up and then do whatever they want to you while you free fall.I can tell you from my experience playing against falcions: When the Falcon player uses this attack a lot, they tend to lose more. Due to its ending lag, it's stupidly easy to shield-grab. Due to its low priority, it's often even easier to simply forward Smash into it (pending the character has a good forward smash). It can occasionally be useful at close range, especially against a roll-happy opponent (You start it, they backroll to dodge, you catch them out of the roll with the end of the move because they are dumb and didn't realize the range and just backroll on reflex). It can also be OK for hitting an opponent out of a roll or spotdodge regularly.
I've also been experimenting a little with shothopping the Raptor Boost. A shorthopped raptor boost is hard to punish, due to the leapfrog effect. However, it also does not set up as well as the ground version, and can be hard to follow up.
So it's not 100%?!?!?use it when they jump towards you. its not a 100% ko tho. sometimes they recover from it
LOLOLOL so you're suggesting since Falcon has few viable attacks in the first place use the Raptor Boost to get around diminishing returns LOLOLOL? [/joking]Strings resulting from Dthrow or any move that decently sets them up are godly. Too bad it's difficult to perform anything that resembles a proper combo against a knowledgeable opponent. Still, Falcon needs variety in his moves, so Raptor Boost isn't completely and totally useless.
Then again, I know next nothing on how to play Falcon, so just ignore my invalid opinion ;O
What about returning to the stage with the opponent below you? Would Raptor Boost be effective in that situation or would something like the Dair fit better?LOLOLOL so you're suggesting since Falcon has few viable attacks in the first place use the Raptor Boost to get around diminishing returns LOLOLOL? [/joking]
Well actually in that event, you should have Dash grabbed and used grab attacks, then U-throwed. Much better.
Well basically, the idea is that Falcon pretty much can do better than Raptor Boosting 99.9% of the time.