Samus

103 moves29 changed by HDR74 vanillainternal samus
Notes ↓

Jabs

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
3-43.570°35 / 40-11318–0top
3-43.5Sakurai25 / 10-111top
vanilla
Jab
6-98Sakurai30 / 95-17630–0, 1armr

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Dash Attack
8-111355°34 / 104-22840–0, 1shoulderl, top
12-18955°34 / 104-210, 1shoulderl, top

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Forward Tilt
7-1010Sakurai10 / 100-16731–0, 1, 3hip, kneer, kneel
7-1011Sakurai20 / 120-152kneer
hdr‡
Forward Tilt
7-1010Sakurai10 / 100-16731–0, 1, 3hip, kneer, kneel
7-1011Sakurai20 / 120-152kneer
hdr‡
Forward Tilt
7-1010Sakurai10 / 100-16731–0, 1, 3hip, kneer, kneel
7-1011Sakurai20 / 120-152kneer
hdr
Up Tilt
15-1813270°32 / 80-101535–0, 1kneer
15-1813Sakurai40 / 100-102, 3kneer
hdr
Down Tilt
6-813100°80 / 77-21637–0, 1, 2top, armr

Smash Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr
Forward Smash
10-1313Sakurai30 / 102-341054–0, 1armr
10-1315Sakurai40 / 106-332armr
hdr
Forward Smash
10-1313.5Sakurai30 / 102-341054–0, 1armr
10-1315.5Sakurai40 / 106-332armr
hdr
Forward Smash
10-1312.5Sakurai30 / 102-351054–0, 1armr
10-1314.5Sakurai40 / 106-342armr
AttackHi4Charge vanilla◆•
Up Smash
no hitboxes–60––
hdr
Up Smash
12-133368°100 fixed-391255–0top
12-13390°60 fixed-391top
14-17397°50 fixed-371armr
24-261390°50 / 102-210top
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr
Down Smash
9-1016120°50 / 87-32952–0kneer
17-1815120°50 / 87-240kneer

Aerial Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr◆
Neutral Air
5-814Sakurai10 / 100+254271-4, 38–0, 1, 2kneer, legl
9-2410Sakurai10 / 10000, 1, 2kneer, legl
hdr
Forward Air
5-6585°20 / 100-355071-3, 47–0, 1armr
11-23 (every 6)580°20 / 100-30, 1armr
28-305Sakurai20 / 100-30, 1armr
hdr◆‡
Back Air
9-1210Sakurai30 / 100-293591-8, 26–0, 2hip, legr
9-121440°32 / 10001kneer
hdr‡
Up Air
5-63366°35 / 33-7543101-2, 37–0toer
5-6384°35 / 33-71kneer
7-161366°32 / 53-80toer
7-16184°32 / 53-81kneer
19-23450°40 / 120-60, 1toer, kneer
hdr‡
Down Air
14-1716270°25 / 47-21439121-3, 27–0, 1armr
vanilla
Air Grab (Tether)
8-152.545°30 / 30-1686019–0throw
16-19445°30 / 100-150throw

Special Attacks

21 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla➔
Neutral Special
spawns cshot1414––
vanilla•
Neutral Special
no hitboxes––––
vanilla➔
Neutral Special
spawns cshot332––
vanilla➔
Neutral Special
spawns cshot348––
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–58––
vanilla•‡
Side Special
no hitboxes–626–
hdr
Up Special
5-6392°200 fixed-30539–0, 2top
5-63105°200 fixed-301, 3top
7-11192°180 fixed-290top
7-11198°180 fixed-291top
7-11192°80 fixed-292top
7-11198°80 fixed-293top
12-14184°100 fixed-240top
12-14190°100 fixed-241top
12-14184°40 fixed-242top
12-14190°40 fixed-243top
15-24182°40 fixed-210top
15-24190°40 fixed-211top
15-24182°20 fixed-212top
15-24190°20 fixed-213top
25-26270°56 / 200-100top
hdr
Up Special
5-10193°115 fixed-40548–0top
5-10196°115 fixed-401top
5-10193°60 fixed-402top
5-10196°60 fixed-403top
11-26196°70 fixed-340top
11-26198°70 fixed-341top
11-26196°40 fixed-342top
11-26198°40 fixed-343top
27-34170°50 / 250-180top
hdr‡
Down Special
no hitboxes–45––
vanilla
Down Special
no hitboxes–45––
vanilla
Special
no hitboxes–55––
vanilla
SpecialAir
no hitboxes–60––

Grabs

12 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Grab
15-16––– / –––69–1grab
17-24––– / ––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––– / –––75–1grab
19-24––– / ––0grab
19––– / ––1grab
hdr‡
Pivot Grab
18-19––– / –––76–1grab
20-27––– / ––0grab
20––– / ––1grab
hdr
Air Grab (Tether)
no hitboxes–20––
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
vanilla
Forward Throw
11042°60 / 55–1642260–
1-413Sakurai50 / 100–0–
hdr‡
Back Throw
11050°45 / 100–1856380–
1-553Sakurai50 / 100–0–
vanilla
Up Throw
1790°80 / 80–1642260–
1-143Sakurai40 / 100–0–
15580°10 / 100–0top
vanilla‡
Down Throw
1874°60 / 75–2138170–
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––
vanilla•
Back Roll
intangible 4–13–34––
hdr•
Air Dodge
intangible 4–26–6410–
hdr•
Air Dodge
intangible 4–26–6410–
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––
hdr•
Ledge Jump
no hitboxes–34––

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes–2––
LandingHeavy vanilla
Landing
no hitboxes–6––
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
vanilla⇥
Fall
22-724Sakurai22 / 450top
vanilla
BurstAttack
1-18560°40 / 300top

Cshot

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr⇥
Shoot
1-605Sakurai14 / 420top
1-602540°45 / 641top

Laser

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Shoot
13-1401.520°16 fixed0top
13-1401.50°5 fixed1top
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
vanilla
Homing
1+80°26 / 250top

Supermissile

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Ready
1+12Sakurai30 / 1000top
hdr
Straight
1+12Sakurai30 / 1000top

Attributes

Weight & Size

Weight
108
Jostle Weight
6.8
Shield Radius
12.2

Ground Movement

Walk Speed
1.115
Walk Accel (mul)
0.315
Walk Accel (add)
0.105
Initial Dash
1.674
Run Speed
1.55
Run Accel (mul)
0.1011
Run Accel (add)
0.02
Traction
0.06

Jumps

Jumpsquat
4
Jump Initial Y
13.2275
Full Hop Height
37
Short Hop Height
19.4
Air Jump Height
37
Jump Count
2
Horizontal Jump Speed
1.34
Horizontal Wall Jump Speed
1.1
Vertical Wall Jump Speed
2.1

Air Movement

Air Speed
0.942
Air Accel (add)
0.02
Air Accel (mul)
0.045
Air Friction
0.0125
Gravity
0.066
Fall Speed
1.43

Landing Lag

Nair
7
Fair
7
Bair
9
Uair
10
Dair
12
Empty Landing
5
Heavy Landing
5

Notes

◆HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (61 -> 60 frames).AttackHi4Charge
  • HDR replaces the animation (52 -> 42 frames).Neutral Air
  • HDR replaces the animation (58 -> 55 frames).Back Air
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Dash Attack, Forward Tilt, Forward Tilt (Up), Forward Tilt (Down), Back Air, Up Air, Down Air, Side Special (Air), Down Special, Grab, Pivot Grab, Back Throw, Down Throw
✕HDR removes this move’s hitboxes.
  • 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 72 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 60 frames (param_cshot.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Cshot: Shoot
➔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, 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
  • Land cancels: touching the ground during this move ends it with 6 frames of landing lag rather than the usual special-fall landing. The code names the move rather than this animation, so the figure may belong to another of its segments.Side Special (Air)
  • 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.