Dark Samus

111 moves38 changed by HDR73 vanillainternal samusd
Notes ↓

Jabs

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
3-43.550°35 / 35-113180top
3-43.560°35 / 35-111top
3-43.5Sakurai25 / 10-112top
hdr
Jab
5-8862°27 / 84-135250, 1armr

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
7-121058°34 / 125-257400top
13-19658°34 / 125-210top

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
8-1112Sakurai20 / 96-168330, 3hip, kneel
8-1113Sakurai20 / 96-151, 2kneer
hdr
Forward Tilt
8-1112Sakurai20 / 96-168330, 3hip, kneel
8-1113Sakurai20 / 96-151, 2kneer
hdr
Forward Tilt
8-1112Sakurai20 / 96-168330, 3hip, kneel
8-1113Sakurai20 / 96-151, 2kneer
hdr◆‡
Up Tilt
7-101292°49 / 92-217370, 1, 2kneel, legl
11-179108°33 / 100-190, 1, 2kneer, legr
hdr
Down Tilt
61274°55 fixed-226311top
71274°55 fixed-211top
8-11855°30 / 72-160top
8-9876°39 / 81-161top
8-9880°39 / 81-162top

Smash Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
10-1114Sakurai31 / 94-3410540, 1armr
10-1116Sakurai41 / 99-332armr
12-1710Sakurai30 / 100-340, 1armr
12-1712Sakurai40 / 105-332armr
hdr
Forward Smash
10-1113Sakurai31 / 94-3410540, 1armr
10-1115Sakurai41 / 99-332armr
12-1710Sakurai30 / 100-340, 1armr
12-1712Sakurai40 / 105-332armr
hdr
Forward Smash
10-1113Sakurai31 / 94-3410540, 1armr
10-1115Sakurai41 / 99-332armr
12-1710Sakurai30 / 100-340, 1armr
12-1712Sakurai40 / 105-332armr
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
10-131580°80 / 75-3110520, 1, 2armr, shoulderr, top
14-181180°80 / 75-290, 1armr, shoulderr
AttackLw4Charge vanilla◆•
Down Smash
no hitboxes59
hdr◆‡
Down Smash
14-161770°42 / 96-3414600top
14-161770°42 / 96-341, 2top
17-201470°40 / 101-330top
17-201470°40 / 101-331, 2top
17-201370°40 / 101-333, 4top

Aerial Attacks

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr◆‡
Neutral Air
6-30 (every 4)1115°34 / 48-106551255–0, 2top
6-30 (every 4)1230°34 / 48-101, 3top
34-366.448°52 / 78-70top
hdr
Neutral Air
1-34Sakurai40 / 100-141200top
hdr↛◆‡
Forward Air
8-111238°10 / 93-183391-2, 32–0, 1armr
hdr
Back Air
8-101243°30 / 100-4842121-7, 37–0, 1hip, legr
8-101543°30 / 100-22kneer
11-149Sakurai20 / 90-60, 1, 2hip, legr, kneer
hdr↛◆‡
Up Air
6-11971°43 / 110-4634101-3, 31–0, 1, 2handr, armr, shoulderr
hdr
Down Air
13-1614270°26 / 51-41344131-2, 29–0, 1arml
17-191067°45 / 65-60, 1arml
hdr
Air Grab (Tether)
8-19445°30 / 30-12860160throw

Special Attacks

28 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla
Neutral Special
spawns cshot1414
vanilla
Neutral Special
no hitboxes
vanilla
Neutral Special
spawns cshot332
vanilla
Neutral Special
spawns cshot338
vanilla
Neutral Special
no hitboxes9
SpecialNEnd vanilla
Neutral Special
no hitboxes15
vanilla
Neutral Special
spawns cshot1414
vanilla
Neutral Special
no hitboxes
vanilla
Neutral Special
spawns cshot333
vanilla
Neutral Special
spawns cshot333
vanilla
Neutral Special
no hitboxes9
SpecialAirNJumpCancel vanilla
Neutral Special
no hitboxes6
SpecialAirNEnd vanilla
Neutral Special
no hitboxes15
vanilla
Side Special
no hitboxes53
vanilla
Side Special
no hitboxes53
hdr
Up Special
1-111680°80 / 6001120rot
121070°85 / 50+80rot
hdr
Up Special
no hitboxes34
hdr
Up Special
6-94Sakurai42 / 34-126230top
hdr
Up Special
6-94Sakurai42 / 34-126230top
SpecialHiLandingF hdr
Up Special
no hitboxes26
hdr
Up Special
1-25Sakurai30 / 80-201260top
vanilla
Up Special
5-10193°115 fixed-445520top
5-10196°115 fixed-441top
5-10193°60 fixed-442top
5-10196°60 fixed-443top
11-26196°70 fixed-380top
11-26198°70 fixed-381top
11-26196°40 fixed-382top
11-26198°40 fixed-383top
27-28170°50 / 240-220top
SpecialAirHiCeil vanilla
Up Special
no hitboxes35
SpecialAirHiWallF vanilla
Up Special
no hitboxes55
hdr
Down Special
no hitboxes47
hdr
Down Special
no hitboxes47
vanilla
Special
no hitboxes40
vanilla
SpecialAir
no hitboxes40

Grabs

12 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
14-15– / –631grab
16-22– / –0grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
11.3Sakurai30 fixed-221260top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
17-18– / –701grab
19-23– / –0grab
19– / –1grab
hdr
Pivot Grab
17-18– / –701grab
19-25– / –0grab
hdr
Air Grab (Tether)
no hitboxes17
AirCatchPose vanilla
Air Grab (Tether)
no hitboxes181
AirCatchHit vanilla
Air Grab (Tether)
no hitboxes76
AirCatchHitLoop vanilla
Air Grab (Tether)
no hitboxes
AirCatchHang vanilla
Air Grab (Tether)
no hitboxes10

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
11042°44 / 901642260
1-413Sakurai50 / 1000
vanilla
Back Throw
11040°60 / 551250380
1-493Sakurai50 / 1000
hdr
Up Throw
1790°70 / 1081642260
1-143Sakurai40 / 1000
15580°10 / 100-220top
hdr
Down Throw
1886°65 / 702138170
1-373Sakurai40 / 1000

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
EscapeN vanilla
Spot Dodge
intangible 3–1527
vanilla
Forward Roll
intangible 4–1334
EscapeB vanilla
Back Roll
intangible 4–1334
hdr
Air Dodge
intangible 4–265810
hdr
Air Dodge
intangible 4–265810
vanilla
Ledge Attack
25-27945°90 / 20-2625580top
vanilla
Get-Up Attack
17-18748°80 / 48-2917520top
22-23748°80 / 48-240top
vanilla
Get-Up Attack
17-18748°80 / 48-2917520top
23-24748°80 / 48-230top
DamageFall vanilla
DamageFall
no hitboxes
vanilla
DownBoundU
no hitboxes26
DownWaitU vanilla
DownWaitU
no hitboxes
DownDamageU vanilla
DownDamageU
no hitboxes14
DownDamageU3 vanilla
DownDamageU3
no hitboxes40
vanilla
DownEatU
no hitboxes30
DownStandU vanilla
Get-Up
no hitboxes30
DownForwardU vanilla
Get-Up Roll
no hitboxes38
DownBackU vanilla
Get-Up Roll
no hitboxes38
vanilla
DownBoundD
no hitboxes26
DownWaitD vanilla
DownWaitD
no hitboxes
DownDamageD vanilla
DownDamageD
no hitboxes14
DownDamageD3 vanilla
DownDamageD3
no hitboxes40
vanilla
DownEatD
no hitboxes30
DownStandD vanilla
Get-Up
no hitboxes33
DownForwardD vanilla
Get-Up Roll
no hitboxes38
DownBackD vanilla
Get-Up Roll
no hitboxes38
DownSpot vanilla
DownSpot
no hitboxes30
Passive vanilla
Tech
no hitboxes29
PassiveStandF vanilla
Tech
no hitboxes43
PassiveStandB vanilla
Tech
no hitboxes43
PassiveWall vanilla
Tech
no hitboxes27
PassiveWallJump vanilla
Tech
no hitboxes44
PassiveCeil vanilla
Tech
no hitboxes27
Pass vanilla
Pass
no hitboxes31
vanilla
Ledge Grab
intangible 1–2920
CliffWait vanilla
Ledge Hang
no hitboxes
CliffClimb vanilla
Ledge Climb
no hitboxes37
CliffEscape hdr
Ledge Roll
no hitboxes52
CliffJump1 vanilla
Ledge Jump
no hitboxes13
CliffJump2 vanilla
Ledge Jump
no hitboxes36

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes2
LandingHeavy vanilla
Landing
no hitboxes5
vanilla
Shield
no hitboxes8
Guard vanilla
Shield
no hitboxes
vanilla
Shield
no hitboxes12

Projectiles & Articles

6 articles

Spawned objects carry their own hitboxes. Some moves put all of their damage here and none on the fighter, so this is where their numbers live. Frames count from the article appearing, not from the input.

Bomb

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Fall
22-1804Sakurai22 / 450top
hdr
BurstAttack
1-4590°45 / 1200top

Cshot

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Shoot
1-1805Sakurai14 / 420top
1-1802240°50 / 691top

Laser

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Shoot
13-1401.520°16 fixed0top
141-1485.5Sakurai45 / 1830top

Laser2

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Upper
18-1400.5325°20 fixed0top
141-1482.545°95 / 1830top
vanilla
Lower
18-1400.545°24 fixed0top
141-1482.545°95 / 1830top

Missile

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Homing
1-54726 / 250top
55+1260°28 / 470top

Supermissile

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Ready
1+1065°50 / 650top
hdr
Straight
1+1065°50 / 650top

Attributes

Weight & Size

Weight
88
Jostle Weight
6.8
Shield Radius
12.7

Ground Movement

Walk Speed
1.11
Walk Accel (mul)
0.315
Walk Accel (add)
0.105
Initial Dash
1.86
Run Speed
1.61
Run Accel (mul)
0.1
Run Accel (add)
0.02
Traction
0.06

Jumps

Jumpsquat
4
Jump Initial Y
13.2275
Full Hop Height
35
Short Hop Height
15.39
Air Jump Height
31
Jump Count
2
Horizontal Jump Speed
1.3
Horizontal Wall Jump Speed
1.1
Vertical Wall Jump Speed
2.1

Air Movement

Air Speed
1.01
Air Accel (add)
0.02
Air Accel (mul)
0.035
Air Friction
0.01
Gravity
0.1
Fall Speed
1.87

Landing Lag

Nair
12
Fair
9
Bair
12
Uair
10
Dair
13
Empty Landing
4
Heavy Landing
6

Notes

HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (51 -> 63 frames).Up Tilt
  • HDR replaces the animation (61 -> 59 frames).AttackLw4Charge
  • HDR replaces the animation (70 -> 65 frames).Down Smash
  • HDR replaces the animation (52 -> 59 frames).Neutral Air
  • HDR replaces the animation (64 -> 55 frames).Forward Air
  • HDR replaces the animation (54 -> 50 frames).Up Air
  • HDR replaces the animation (39 -> 12 frames).Up Special
  • HDR replaces the animation (48 -> 52 frames).Up Special (Air)
Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Jab 2, Dash Attack, Up Tilt, Up Smash, Down Smash, Neutral Air, Forward Air, Back Air, Up Air, Down Air, Up Special (Hold), Up Special (Air, Hold), Down Special, Grab, Dash Grab, Pivot Grab, Down Throw
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Nair Landing
HDR removes this move’s hitboxes.
  • Up Special (LandingF), CliffEscape
The hit lasts as long as the object carrying it does. Its script never closes the hitbox, so the active frames end where the article’s life runs out.
  • Bomb is on the field for up to 180 frames (param_bomb.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Bomb: Fall
  • Cshot is on the field for up to 180 frames (param_cshot.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Cshot: Shoot
The move creates something this site has no table for — an item, or an article with no hitbox of its own. The name shown is the engine’s own, not a heading to go looking for.
  • Also spawns gun — the engine's name for it, and there is no table for it here.Forward Air, Up Air
Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Cshot — see Projectiles & Articles below.Neutral Special (Start), Neutral Special (Fire), Neutral Special (FireMax), Neutral Special (Air, Start), Neutral Special (Air, Fire), Neutral Special (Air, FireMax)
Other notes.
  • FAF here is the animation's length: the motion list sets no cancel frame for this action, so the true actionable frame may be earlier.AttackS4Charge, AttackHi4Charge, AttackLw4Charge, Up Special (Fall), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2, AirCatchPose, AirCatchHit, AirCatchHang
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Neutral Special (Hold), Neutral Special (Air, Hold), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait, AirCatchHitLoop
  • Timing from fighter_param_motion (escape_n_cancel_frame), not the animation.Spot Dodge
  • Intangible on frames 3-15.Spot Dodge
  • Timing from fighter_param_motion (escape_f_cancel_frame), not the animation.Forward Roll
  • Intangible on frames 4-13.Forward Roll, Back Roll
  • Timing from fighter_param_motion (escape_b_cancel_frame), not the animation.Back Roll
  • Timing from fighter_param_motion (escape_air_cancel_frame), not the animation.Air Dodge
  • Intangible on frames 4-26.Air Dodge, Air Dodge (Directional)
  • Landing lag is 10 frames, from common's `landing_frame_escape_air` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge
  • Timing from fighter_param_motion (escape_air_slide_cancel_frame), not the animation.Air Dodge (Directional)
  • Landing lag is 10 frames, from param_motion's `landing_frame_escape_air_slide_max` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge (Directional)
  • Held: the animation is a hold placeholder, so this ends on release or on a state change rather than on a fixed frame.Shield

ACMD

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The animation command script the frame data on this page was read from. frame and wait move the animation on; ATTACK, CATCH and hitbox! create the hitboxes; clear_all ends them.