Dark Samus

111 moves39 changed by HDR72 vanillainternal samusd
Notes ↓

Jabs

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
3-43.550°35 / 35-11318–0top
3-43.560°35 / 35-111top
3-43.5Sakurai25 / 10-112top
hdr‡
Jab
5-8862°27 / 84-13525–0, 1armr

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Dash Attack
7-121058°34 / 125-25740–0top
13-19658°34 / 125-210top

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
8-1112Sakurai20 / 96-16833–0, 3hip, kneel
8-1113Sakurai20 / 96-151, 2kneer
hdr
Forward Tilt
8-1112Sakurai20 / 96-16833–0, 3hip, kneel
8-1113Sakurai20 / 96-151, 2kneer
hdr
Forward Tilt
8-1112Sakurai20 / 96-16833–0, 3hip, kneel
8-1113Sakurai20 / 96-151, 2kneer
hdr◆‡∅
Up Tilt
9-131392°57 / 90-23942–0, 1, 2kneel, legl
14-199100°33 / 90-213, 4, 5kneer, legr
hdr◆
Down Tilt
8-11855°30 / 72-16831–0top
8-9876°39 / 81-161top
8-9880°39 / 81-162top

Smash Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr
Forward Smash
10-1114Sakurai31 / 94-341054–0, 1armr
10-1116Sakurai41 / 99-332armr
12-1710Sakurai30 / 100-340, 1armr
12-1712Sakurai40 / 105-332armr
hdr
Forward Smash
10-1113Sakurai31 / 94-341054–0, 1armr
10-1115Sakurai41 / 99-332armr
12-1710Sakurai30 / 100-340, 1armr
12-1712Sakurai40 / 105-332armr
hdr
Forward Smash
10-1113Sakurai31 / 94-341054–0, 1armr
10-1115Sakurai41 / 99-332armr
12-1710Sakurai30 / 100-340, 1armr
12-1712Sakurai40 / 105-332armr
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr‡
Up Smash
10-131580°80 / 75-311052–0, 1, 2armr, shoulderr, top
14-181180°80 / 75-290, 1armr, shoulderr
AttackLw4Charge vanilla◆•
Down Smash
no hitboxes–59––
hdr◆
Down Smash
14-161770°42 / 96-341460–0top
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 / 100-14120––0top
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
6-11974°43 / 110-4634101-3, 31–0, 1, 2handr, armr, shoulderr
hdr‡
Down Air
15-1814270°26 / 51-21546111-3, 31–0, 1arml
19-211067°45 / 65-40, 1arml
hdr
Air Grab (Tether)
8-19445°30 / 30-1286016–0throw

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 hitboxes–9––
SpecialNEnd vanilla
Neutral Special
no hitboxes–15––
vanilla➔
Neutral Special
spawns cshot1414––
vanilla•
Neutral Special
no hitboxes––––
vanilla➔
Neutral Special
spawns cshot333––
vanilla➔
Neutral Special
spawns cshot333––
vanilla
Neutral Special
no hitboxes–9––
SpecialAirNJumpCancel vanilla
Neutral Special
no hitboxes–6––
SpecialAirNEnd vanilla
Neutral Special
no hitboxes–15––
vanilla
Side Special
no hitboxes–53––
vanilla
Side Special
no hitboxes–53––
hdr◆
Up Special
1-111680°80 / 600112–0rot
121070°85 / 50+80rot
hdr•
Up Special
no hitboxes–34––
hdr‡
Up Special
6-94Sakurai42 / 34-12623–0top
hdr‡
Up Special
6-94Sakurai42 / 34-12623–0top
SpecialHiLandingF hdr✕
Up Special
no hitboxes–31––
hdr
Up Special
1-25Sakurai30 / 80-20126–0top
vanilla◆
Up Special
5-10193°115 fixed-44552–0top
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 hitboxes–35––
SpecialAirHiWallF vanilla
Up Special
no hitboxes–55––
hdr‡
Down Special
no hitboxes–47––
hdr
Down Special
no hitboxes–47––
vanilla
Special
no hitboxes–40––
vanilla
SpecialAir
no hitboxes–40––

Grabs

12 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Grab
14-15––– / –––63–1grab
16-22––– / ––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
17-18––– / –––70–1grab
19-23––– / ––0grab
19––– / ––1grab
hdr‡
Pivot Grab
17-18––– / –––70–1grab
19-25––– / ––0grab
hdr
Air Grab (Tether)
no hitboxes–17––
AirCatchPose vanilla•
Air Grab (Tether)
no hitboxes–181––
AirCatchHit vanilla•
Air Grab (Tether)
no hitboxes–76––
AirCatchHitLoop vanilla•
Air Grab (Tether)
no hitboxes––––
AirCatchHang vanilla•
Air Grab (Tether)
no hitboxes–10––

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
11042°44 / 90–1642260–
1-413Sakurai50 / 100–0–
hdr‡
Back Throw
11040°60 / 55–1856380–
1-553Sakurai50 / 100–0–
hdr
Up Throw
1790°70 / 108–1642260–
1-143Sakurai40 / 100–0–
15580°10 / 100–0top
hdr‡
Down Throw
1886°65 / 70–2138170–
1-373Sakurai40 / 100–0–

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 4–26–5710–
hdr•
Air Dodge
intangible 4–26–5710–
vanilla
Ledge Attack
25-27945°90 / 20-242556–0top
vanilla
Get-Up Attack
17-18748°80 / 48-311754–0top
22-23748°80 / 48-260top
vanilla
Get-Up Attack
17-18748°80 / 48-311754–0top
23-24748°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–30––
DownForwardU vanilla
Get-Up Roll
no hitboxes–36––
DownBackU vanilla
Get-Up Roll
no hitboxes–36––
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–31––
DownForwardD vanilla
Get-Up Roll
no hitboxes–36––
DownBackD vanilla
Get-Up Roll
no hitboxes–36––
DownSpot vanilla
DownSpot
no hitboxes–30––
Passive vanilla
Tech
no hitboxes–27––
PassiveStandF vanilla
Tech
no hitboxes–41––
PassiveStandB vanilla
Tech
no hitboxes–41––
PassiveWall vanilla•
Tech
no hitboxes–27––
PassiveWallJump vanilla•
Tech
no hitboxes–44––
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–35––
CliffEscape hdr✕
Ledge Roll
no hitboxes–50––
CliffJump1 vanilla•
Ledge Jump
no hitboxes–13––
CliffJump2 vanilla•
Ledge Jump
no hitboxes–36––

Other

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

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
1-5470°26 / 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

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
11
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 (57 -> 62 frames).Down Tilt
  • HDR replaces the animation (61 -> 59 frames).AttackLw4Charge
  • HDR replaces the animation (70 -> 74 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, Neutral Air, Forward Air, Back Air, Up Air, Down Air, Up Special (Hold), Up Special (Air, Hold), Down Special, Grab, Dash Grab, Pivot Grab, Back 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.
  • Nair Landing
∅A hitbox is out on these frames but cannot collide with a fighter, so they are not counted as active. HDR instantiates one early to widen the arc the next hit sweeps, and disarms one between the hits of a multi-hit.
  • Inert hitboxes on frames 9-13: out, but unable to collide with a fighter, so not counted as active frames.Up Tilt
✕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
  • FAF is HDR's runtime calculation rather than a param: the air dodge stalls for 28 frames and ends once the fighter has fallen 35 units, so it follows their gravity and fall speed.Air Dodge, Air Dodge (Directional)
  • 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
  • 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.