Samus

103 moves29 changed by HDR74 vanillainternal samus
Notes ↓

Jabs

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
3-43.570°35 / 40-113180top
3-43.5Sakurai25 / 10-111top
vanilla
Jab
6-98Sakurai30 / 95-176300, 1armr

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
8-111355°34 / 104-228400, 1shoulderl, top
12-18955°34 / 104-210, 1shoulderl, top

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
7-1010Sakurai10 / 100-167310, 1, 3hip, kneer, kneel
7-1011Sakurai20 / 120-152kneer
hdr
Forward Tilt
7-1010Sakurai10 / 100-167310, 1, 3hip, kneer, kneel
7-1011Sakurai20 / 120-152kneer
hdr
Forward Tilt
7-1010Sakurai10 / 100-167310, 1, 3hip, kneer, kneel
7-1011Sakurai20 / 120-152kneer
hdr
Up Tilt
15-1813270°32 / 80-1015350, 1kneer
15-1813Sakurai40 / 100-102, 3kneer
hdr
Down Tilt
6-813100°80 / 77-216370, 1, 2top, armr

Smash Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
10-1313Sakurai30 / 102-3410540, 1armr
10-1315Sakurai40 / 106-332armr
hdr
Forward Smash
10-1313.5Sakurai30 / 102-3410540, 1armr
10-1315.5Sakurai40 / 106-332armr
hdr
Forward Smash
10-1312.5Sakurai30 / 102-3510540, 1armr
10-1314.5Sakurai40 / 106-342armr
AttackHi4Charge vanilla◆•
Up Smash
no hitboxes60
hdr
Up Smash
12-133368°100 fixed-3912550top
12-13390°60 fixed-391top
14-17397°50 fixed-371armr
24-261390°50 / 102-210top
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
9-1016120°50 / 87-329520kneer
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 / 30-16860190throw
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 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 hitboxes58
vanilla•‡
Side Special
no hitboxes626
hdr
Up Special
5-6392°200 fixed-305390, 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-405480top
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 hitboxes45
vanilla
Down Special
no hitboxes45
vanilla
Special
no hitboxes55
vanilla
SpecialAir
no hitboxes60

Grabs

12 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
15-16– / –691grab
17-24– / –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– / –751grab
19-24– / –0grab
19– / –1grab
hdr
Pivot Grab
18-19– / –761grab
20-27– / –0grab
20– / –1grab
hdr
Air Grab (Tether)
no hitboxes20
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
vanilla
Forward Throw
11042°60 / 551642260
1-413Sakurai50 / 1000
hdr
Back Throw
11050°45 / 1001856380
1-553Sakurai50 / 1000
vanilla
Up Throw
1790°80 / 801642260
1-143Sakurai40 / 1000
15580°10 / 100-220top
vanilla
Down Throw
1874°60 / 752138170
1-373Sakurai40 / 1000

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
EscapeN vanilla
Spot Dodge
intangible 3–1527
vanilla
Forward Roll
intangible 4–1334
vanilla
Back Roll
intangible 4–1334
hdr
Air Dodge
intangible 4–266410
hdr
Air Dodge
intangible 4–266410
vanilla
Ledge Attack
25-27945°90 / 20-2425560top
vanilla
Get-Up Attack
17-18748°80 / 48-3117540top
22-23748°80 / 48-260top
vanilla
Get-Up Attack
17-18748°80 / 48-3117540top
23-24748°80 / 48-250top
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 hitboxes36
DownBackU vanilla
Get-Up Roll
no hitboxes36
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 hitboxes31
DownForwardD vanilla
Get-Up Roll
no hitboxes36
DownBackD vanilla
Get-Up Roll
no hitboxes36
DownSpot vanilla
DownSpot
no hitboxes30
Passive vanilla
Tech
no hitboxes27
PassiveStandF vanilla
Tech
no hitboxes41
PassiveStandB vanilla
Tech
no hitboxes41
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 hitboxes35
CliffEscape hdr
Ledge Roll
no hitboxes50
CliffJump1 vanilla
Ledge Jump
no hitboxes13
hdr
Ledge Jump
no hitboxes34

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes2
LandingHeavy vanilla
Landing
no hitboxes6
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
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
13-1401.55 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+826 / 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.