The fact that it's often safe on block is a nice bonus.
Except for the part where they shieldgrab it... And I don't see how it ***** them if they wd a lot. Are they supposed to approach him with an empty wd or something? Typically it's wd -> attack/shield/retreat, and raptor boost loses to every single one of those options. Maybe if you highlight some specific instances where it's good I would understand you better.
Nair - "Doesn't lead into much" is being pretty generous. Can't imagine why you'd think this is a good idea.
Care to elaborate? I personally don't think it's a good idea because they have several better options, but it's still guaranteed damage from a shielded raptor boost. What makes it a bad idea, cc gentleman?
Grab is interchangeable with jab because in order to beat jab, Falcon has to hold L/R to shield, and if he shields he's vulnerable to grab. If he buffer rolls away he's vulnerable to jab. If he jabs, on a frame perfect level IC's jab will beat him, and even if the Falcon's timing is better than the IC's, they can cc -> grab/jab/d-smash. So at best, assuming both players have impeccable timing, Falcon can buffer a roll away some of the time.
I mentioned d-smash because although it's not ideal, most Falcons won't try to shield or buffer a roll after the raptor boost (evidenced by the the fact that nobody in this thread will acknowledge that it's unsafe); they'll follow it with another attack, or try to move somewhere, and d-smash beats these options (not to mention that it's guaranteed knockdown, whereas jab might sometimes not lead into anything because of weird sdi).
Falcon is pretty good at killing Nana, but he's a little slower than Fox, Ganon, and Peach, and it hinges on him landing a clean knee (or raptor boost/stomp/strong b-air to lead into it). Falcon also has a more difficult time with solo Popo, who can still cg him to death, rack up damage (u-tilt/b-air/dash attack/u-air are decent combo tools), and gimp him.