For the Raptor Boost question, the cause of the projectile “dodging” is not due to Falcon being further in the z-axis. When Falcon uses Raptor Boost, a special type of hitbox called “inert” hitboxes appear and cover most of his body. Falcon and Ganon’s side-b’s are the only moves in the game with these hitboxes and they check for collision with objects to determine which animation plays. If a collision is detected Falcon performs the attack, if collision with a wall is detected, the move is canceled (i.e. Pokémon Stadium fire transformation jank), or if no object collision is detected, the move fails and he falls to the ground. Inert hitboxes have higher priority than falcons hurtboxes, so projectiles interact with inert hitbox if it were to collide with both on the same frame; however, the projectile collision disabling is not permanent. If a projectile collides with both the inert hitbox and Falcon’s hurtbox on one frame and only the hitbox on the next, the projectile will do damage. For the first 2 active frames of raptor boost, the inert hitboxes are a big wall in front of him, allowing him to be poked as a projectile is passing him. Frames 3-5 make it nearly impossible to hit as they cover his entire body. After frame 5, he can get hit in his back leg. Ganon only has the middle of his body covered, so he can more easily get hit either in front or behind throughout his side-b. I main Young Link, and this quirk in the game was incredibly annoying when I started, so I spent considerable time in the lab trying to figure out why Falcon just ignores projectiles. This game sucks.