Zero Suit Samus

103 moves46 changed by HDR57 vanillainternal szerosuit
Notes ↓

Jabs

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
2-3370°0 / 100-11217–0, 1, 2top
2-33Sakurai20 / 20-113top
hdr
Jab
2-3370°0 / 100-13219–0, 1, 2top
2-33Sakurai20 / 20-133top
hdr
Jab
3-45Sakurai50 / 70-15323–0, 1, 2armr, handr, shoulderl

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Dash Attack
6-910Sakurai30 / 83-28642–0, 1top, kneer
10-17766°30 / 118-260, 1top, kneer

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
6-8935°18 / 100-16629–0, 1legl, kneer
6-8935°18 / 100-162, 3kneer
hdr
Forward Tilt
6-8935°18 / 100-16629–0, 1legl, kneer
6-8935°18 / 100-162, 3kneer
hdr
Forward Tilt
6-81235°18 / 90-14629–0, 1legl, kneer
6-81235°18 / 90-142, 3kneer
hdr‡
Up Tilt
5-75128°40 / 30-32542–0, 1kneel, kneer
5-75136°50 / 40-322, 3footl, footr
5-7590°45 / 40-324top
10-14890°50 / 100-250, 1top
hdr‡
Down Tilt
7-9765°30 / 110-13726–0legl
7-9775°30 / 110-131kneel
7-9785°30 / 110-132kneel

Smash Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr‡
Forward Smash
16-17260°35 fixed-481668–0kneer
16-17240°68 fixed-481kneer
16-17238°72 fixed-482legr
16-17245°38 fixed-483kneer
16-17218°60 fixed-484kneer
16-17216°67 fixed-485legr
29-32 (every 1)1240°28 / 119-300kneel
29-3211Sakurai28 / 110-301, 2, 3kneel, legl
hdr‡
Forward Smash
16-17260°35 fixed-481668–0kneer
16-17240°68 fixed-481kneer
16-17238°72 fixed-482legr
16-17245°38 fixed-483kneer
16-17218°60 fixed-484kneer
16-17216°67 fixed-485legr
29-32 (every 1)1240°28 / 119-300kneel
29-3211Sakurai28 / 110-301, 2, 3kneel, legl
hdr‡
Forward Smash
16-17260°35 fixed-481668–0kneer
16-17240°68 fixed-481kneer
16-17238°72 fixed-482legr
16-17245°38 fixed-483kneer
16-17218°60 fixed-484kneer
16-17216°67 fixed-485legr
29-32 (every 1)1240°28 / 119-300kneel
29-3211Sakurai28 / 110-301, 2, 3kneel, legl
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr‡
Up Smash
10490°150 fixed-331048–0top
104115°150 fixed-331top
13-25 (every 3)1102°40 fixed-320top
13-25 (every 3)1366°40 fixed-321top
13-25 (every 3)1367°40 fixed-322top
27-28380°45 / 212-170, 1, 2top
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr
Down Smash
20-24860°0 / 90-152042–0top
20-24660°0 / 85-161top

Aerial Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr‡
Neutral Air
5-121255°25 / 80-153591-2, 31–0shoulderr
5-10 (every 1)1255°25 / 80-11top
11-121255°25 / 80-11top
hdr‡
Forward Air
6-95365°30 fixed-564091-3, 40–0, 1, 2legl, kneel, footl
6-9580°30 fixed-53footl
6-9575°30 fixed-54kneel
6-9570°30 fixed-55legl
15-181040°40 / 100-20, 1legr, kneer
15-181040°40 / 100-22footr
hdr‡
Back Air
7-1110Sakurai20 / 110-273891-3, 30–0, 1legr, kneer
7-1113Sakurai33 / 10002footr
hdr◆‡
Up Air
4-81060°30 / 110-143481-2, 28–0, 1, 2footr, kneer, legr
9-12730°20 / 100-30, 1legr, kneer
9-12730°20 / 100-32footr
hdr‡
Down Air
12-1312100°70 / 45-41240121-3, 30–0, 1, 2legl, kneel
hdr↛
Air Grab (Tether)
9-19560°60 / 30-1095014–0throw

Special Attacks

20 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
hdr•‡
Neutral Special
no hitboxes–16–––
SpecialNShootH vanilla•
Neutral Special
no hitboxes–23–––
hdr➔‡
Neutral Special
spawns paralyzer_bullet128–––
hdr‡
Neutral Special
no hitboxes–11–––
hdr•‡
Neutral Special
no hitboxes–1610––
SpecialAirNShootH vanilla•
Neutral Special
no hitboxes–2310––
hdr➔‡•
Neutral Special
spawns paralyzer_bullet12810––
hdr‡
Side Special
23-24115°90 fixed-252351––0top
23-24420°80 fixed-231top
23-24425°50 fixed-232top
27-30950°50 / 115-170top
hdr
Side Special
32-35790°50 / 75-203258––0top
hdr
Side Special
22-231.2365°85 fixed-312256––0top
22-2320°95 fixed-301top
24-2520°100 fixed-280top
24-251.2345°85 fixed-291top
26-271.210°85 fixed-271top
28-291.2345°85 fixed-251top
32-35950°50 / 115-170top
hdr
Side Special
32-35790°50 / 75-253263––0top
hdr‡
Up Special
6-7590°150 fixed-65676––1top
10-221.3367°50 fixed-630top
261.390°12 fixed-470top
32-34448°40 / 208-390top
hdr‡•
Up Special
7-8590°150 fixed-2877732–1top
11-231.3367°50 fixed-300top
271.390°12 fixed-300top
33-35448°35 / 196-280top
hdr‡
Down Special
no hitboxes–44–JC 23–
vanilla
Down Special
no hitboxes–12–––
vanilla‡
Down Special
no hitboxes–30–––
hdr‡•
Down Special
no hitboxes–4435JC 23–
hdr•
Down Special
9-131248°45 / 115-1793529–0kneer
9-1314290°30 / 52-161kneer
9-131445°45 / 100-162kneer
SpecialAirLwStep vanilla•
Down Special
no hitboxes–435––
hdr¶•
Down Special
18270°11 / 82-2911535–0, 2top
18Sakurai11 / 82-291top

Grabs

12 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr◆‡
Grab
7-8––– / –––35–0grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
vanilla
Pummel
11.3Sakurai30 fixed–18–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr
Dash Grab
17-26––– / –––67–0grab
17-22––– / ––1, 2, 3grab
hdr
Pivot Grab
18-26––– / –––62–0grab
18-23––– / ––1, 2, 3grab
AirCatchLanding hdr✕
Air Grab (Tether)
no hitboxes–15––
AirCatchPose vanilla•
Air Grab (Tether)
no hitboxes–181––
vanilla•
Air Grab (Tether)
no hitboxes–60––
AirCatchHitLoop vanilla•
Air Grab (Tether)
no hitboxes––––
AirCatchHang vanilla•
Air Grab (Tether)
no hitboxes–10––

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr‡
Forward Throw
1740°63 / 50–929200–
1-73Sakurai60 / 100–0–
8245°30 / 130–0kneel
hdr‡
Back Throw
1445°70 / 60–1129180–
1-83Sakurai60 / 100–0–
9-10245°30 / 130–0top
hdr‡
Up Throw
14105°65 / 100–1035250–
1-73Sakurai60 / 100–0–
8-9245°30 / 130–0kneer
hdr‡
Down Throw
1270°68 / 78–1841230–
1-153Sakurai60 / 100–0–
16-175270°0 / 120–0top

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
EscapeN vanilla•
Spot Dodge
intangible 3–15–27––
vanilla•
Forward Roll
intangible 4–13–34––
EscapeB vanilla•
Back Roll
intangible 4–13–34––
hdr•
Air Dodge
intangible 4–26–5510–
hdr•
Air Dodge
intangible 4–26–5510–
vanilla
Ledge Attack
17-19945°90 / 20-341758–0top
vanilla
Get-Up Attack
14-15748°80 / 48-321452–0top
23-24748°80 / 48-230top
vanilla
Get-Up Attack
16-17748°80 / 48-301652–0top
21-22748°80 / 48-250top
DamageFall vanilla•
DamageFall
no hitboxes––––
vanilla
DownBoundU
no hitboxes–26––
DownWaitU vanilla•
DownWaitU
no hitboxes––––
DownDamageU vanilla•
DownDamageU
no hitboxes–14––
DownDamageU3 vanilla•
DownDamageU3
no hitboxes–40––
vanilla
DownEatU
no hitboxes–30––
DownStandU vanilla
Get-Up
no hitboxes–33––
DownForwardU vanilla
Get-Up Roll
no hitboxes–38––
DownBackU vanilla
Get-Up Roll
no hitboxes–38––
vanilla
DownBoundD
no hitboxes–26––
DownWaitD vanilla•
DownWaitD
no hitboxes––––
DownDamageD vanilla•
DownDamageD
no hitboxes–14––
DownDamageD3 vanilla•
DownDamageD3
no hitboxes–40––
vanilla
DownEatD
no hitboxes–30––
DownStandD vanilla
Get-Up
no hitboxes–30––
DownForwardD vanilla
Get-Up Roll
no hitboxes–38––
DownBackD vanilla
Get-Up Roll
no hitboxes–38––
DownSpot vanilla
DownSpot
no hitboxes–30––
Passive vanilla
Tech
no hitboxes–29––
PassiveStandF vanilla
Tech
no hitboxes–43––
PassiveStandB vanilla
Tech
no hitboxes–43––
PassiveWall vanilla•
Tech
no hitboxes–27––
PassiveWallJump vanilla•
Tech
no hitboxes–41––
PassiveCeil vanilla
Tech
no hitboxes–27––
Pass vanilla•
Pass
no hitboxes–31––
vanilla
Ledge Grab
intangible 1–29–20––
CliffWait vanilla•
Ledge Hang
no hitboxes––––
CliffClimb vanilla
Ledge Climb
no hitboxes–37––
CliffEscape hdr✕
Ledge Roll
no hitboxes–52––
CliffJump1 vanilla•
Ledge Jump
no hitboxes–13––
CliffJump2 vanilla•
Ledge Jump
no hitboxes–40––

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes–2––
LandingHeavy vanilla
Landing
no hitboxes–5––
GuardOn vanilla
Shield
no hitboxes–8––
Guard vanilla•
Shield
no hitboxes––––
GuardOff vanilla
Shield
no hitboxes–12––

Projectiles & Articles

1 article

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.

Paralyzer Bullet

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr⇥
Shoot
14Sakurai30 fixed0, 1top
18Sakurai30 fixed2, 3top
2-364Sakurai30 fixed0, 1top
2-368Sakurai30 fixed2, 3top
hdr⇥
ShootTame
14Sakurai38 fixed0, 1top
18Sakurai38 fixed2, 3top
2-364Sakurai38 fixed0, 1top
2-368Sakurai38 fixed2, 3top

Attributes

Weight & Size

Weight
79
Jostle Weight
4
Shield Radius
11.6

Ground Movement

Walk Speed
1.35
Walk Accel (mul)
0.105
Walk Accel (add)
0.105
Initial Dash
1.7
Run Speed
2.05
Run Accel (mul)
0.08
Run Accel (add)
0.02
Traction
0.0725

Jumps

Jumpsquat
4
Jump Initial Y
13.875
Full Hop Height
37.5
Short Hop Height
13.5
Air Jump Height
32.5
Jump Count
2
Horizontal Jump Speed
1.45
Horizontal Wall Jump Speed
1.1
Vertical Wall Jump Speed
2.6

Air Movement

Air Speed
1.005
Air Accel (add)
0.01
Air Accel (mul)
0.09
Air Friction
0.005
Gravity
0.135
Fall Speed
2.05

Landing Lag

Nair
9
Fair
9
Bair
9
Uair
8
Dair
12
Empty Landing
4
Heavy Landing
5

Notes

◆HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (74 -> 73 frames).Up Air
  • HDR replaces the animation (80 -> 29 frames).Grab
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Dash Attack, Up Tilt, Down Tilt, Forward Smash, Forward Smash (Up), Forward Smash (Down), Up Smash, Neutral Air, Forward Air, Back Air, Up Air, Down Air, Neutral Special (Start), Neutral Special (Shoot), Neutral Special (Landing), Neutral Special (Air, Start), Neutral Special (Air, Shoot), Side Special, Up Special, Up Special (Air), Down Special (Start), Down Special (KickLanding), Down Special (Air, Start), Grab, Forward Throw, Back Throw, Up Throw, Down Throw
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Down Special (Air, Flip)
✕HDR removes this move’s hitboxes.
  • CliffEscape, AirCatchLanding
⇥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.
  • Paralyzer Bullet is on the field for up to 36 frames (param_paralyzer_bullet.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Paralyzer Bullet: Shoot, Paralyzer Bullet: ShootTame
↛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 whip2 — the engine's name for it, and there is no table for it here.Air Grab (Tether)
➔Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Paralyzer Bullet — see Projectiles & Articles below.Neutral Special (Shoot), Neutral Special (Air, Shoot)
•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, Neutral Special (Start), Neutral Special (ShootH), Neutral Special (Air, Start), Neutral Special (Air, ShootH), Down Special (Air, Step), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2, AirCatchPose, AirCatchHit, AirCatchHang
  • Land cancels: touching the ground during this move ends it in Neutral Special (Landing), which recovers in 10 frames rather than the 15 this move would otherwise run.Neutral Special (Air, Start)
  • Land cancels: touching the ground during this move ends it in Neutral Special (Landing), which recovers in 10 frames rather than the 22 this move would otherwise run.Neutral Special (Air, ShootH)
  • Land cancels: touching the ground during this move ends it in Neutral Special (Landing), which recovers in 10 frames rather than the 27 this move would otherwise run.Neutral Special (Air, Shoot)
  • Landing lag is 32 frames, from `param_special_hi.landing_frame`. This special has no landing animation of its own — it hands the figure to the landing directly — so nothing in the script or the motion list shows it.Up Special (Air)
  • Land cancels: touching the ground during this move ends it in Down Special (Landing), which recovers in 35 frames rather than the 43 this move would otherwise run. The figure is param_special_lw.landing_frame, which is what that status becomes actionable on -- its animation runs longer.Down Special (Air, Start)
  • Land cancels: touching the ground during this move ends it in Down Special (KickLanding), which recovers in 29 frames rather than the 34 this move would otherwise run.Down Special (Air, Kick)
  • Landing lag is 35 frames, from `param_special_lw.landing_frame`. This special has no landing animation of its own — it hands the figure to the landing directly — so nothing in the script or the motion list shows it.Down Special (Air, Step), Down Special (Air, Flip)
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.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.