Zero Suit Samus

103 moves46 changed by HDR57 vanillainternal szerosuit
Notes ↓

Jabs

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
2-3370°0 / 100-112170, 1, 2top
2-33Sakurai20 / 20-113top
hdr
Jab
2-3370°0 / 100-132190, 1, 2top
2-33Sakurai20 / 20-133top
hdr
Jab
3-45Sakurai50 / 70-153230, 1, 2armr, handr, shoulderl

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
6-910Sakurai30 / 83-286420, 1top, kneer
10-17766°30 / 118-260, 1top, kneer

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
6-8935°18 / 100-166290, 1, 2, 3legl, kneer
hdr
Forward Tilt
6-8935°18 / 100-166290, 1, 2, 3legl, kneer
hdr
Forward Tilt
6-81235°18 / 90-146290, 1, 2, 3legl, kneer
hdr
Up Tilt
5-75128°40 / 30-325420, 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 / 110-137260legl
7-9775°30 / 110-131kneel
7-9785°30 / 110-132kneel

Smash Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
16-17260°35 fixed-4816680kneer
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-4816680kneer
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-4816680kneer
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 hitboxes61
hdr
Up Smash
10490°150 fixed-3310480top
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 hitboxes61
hdr
Down Smash
20-24860°0 / 90-1520420top
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, 1, 2legr, kneer, footr
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, 1, 2footr, kneer, legr
hdr
Down Air
12-1312100°70 / 45-41240121-3, 30–0, 1, 2legl, kneel
hdr
Air Grab (Tether)
9-19560°60 / 30-10950140throw

Special Attacks

20 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
hdr•‡
Neutral Special
no hitboxes16
SpecialNShootH vanilla
Neutral Special
no hitboxes23
hdr➔‡
Neutral Special
spawns paralyzer_bullet128
hdr
Neutral Special
no hitboxes11
hdr•‡
Neutral Special
no hitboxes1610
SpecialAirNShootH vanilla
Neutral Special
no hitboxes2310
hdr➔‡•
Neutral Special
spawns paralyzer_bullet12810
hdr‡¶
Side Special
25-286Sakurai60 / 80-2425550top
25-28415°65 fixed-251top
25-28415°70 fixed-251top
25-28425°35 fixed-252top
25-28425°40 fixed-252top
31-34950°50 / 115-170, 1top
31-34950°50 / 115-170, 1top
hdr
Side Special
32-35798°50 / 75-2032580top
32-357105°50 / 75-201top
hdr‡¶
Side Special
25-286Sakurai60 / 80-2425550top
25-28415°65 fixed-251top
25-28415°70 fixed-251top
25-28425°35 fixed-252top
25-28425°40 fixed-252top
31-34950°50 / 115-170, 1top
31-34950°50 / 115-170, 1top
hdr
Side Special
32-35798°50 / 75-2532630top
32-357105°50 / 75-251top
hdr
Up Special
6-7590°80 fixed-656761top
10-221.3367°50 fixed-630top
261.386°12 fixed-470top
32-34448°35 / 196-390top
hdr‡•
Up Special
6-7590°80 fixed-26676301top
10-221.3367°50 fixed-280top
261.386°12 fixed-280top
32-34448°35 / 196-260top
hdr
Down Special
no hitboxes44JC 23
vanilla
Down Special
no hitboxes12
vanilla
Down Special
no hitboxes30
hdr‡•
Down Special
no hitboxes4435JC 23
hdr
Down Special
9-131248°45 / 115-17935290kneer
9-1314290°30 / 52-161kneer
9-131445°45 / 100-162kneer
SpecialAirLwStep vanilla
Down Special
no hitboxes435
hdr¶•
Down Special
18270°11 / 82-29115350, 2top
18Sakurai11 / 82-291top

Grabs

12 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr◆‡
Grab
7-8– / –350grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
11.3Sakurai30 fixed-201240top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
17-26– / –670grab
17-22– / –1, 2, 3grab
hdr
Pivot Grab
18-26– / –620grab
18-23– / –1, 2, 3grab
AirCatchLanding hdr
Air Grab (Tether)
no hitboxes15
AirCatchPose vanilla
Air Grab (Tether)
no hitboxes181
vanilla
Air Grab (Tether)
no hitboxes60
AirCatchHitLoop vanilla
Air Grab (Tether)
no hitboxes
AirCatchHang vanilla
Air Grab (Tether)
no hitboxes10

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1740°63 / 50929200
1-73Sakurai60 / 1000
8245°30 / 130-170kneel
hdr
Back Throw
1445°70 / 601129180
1-83Sakurai60 / 1000
9-10245°30 / 130-160top
hdr
Up Throw
14105°65 / 100935260
1-73Sakurai60 / 1000
8245°30 / 130-230kneer
hdr
Down Throw
1270°68 / 781841230
1-153Sakurai60 / 1000
16-175270°0 / 120-200top

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 4–265310
hdr
Air Dodge
intangible 4–265310
vanilla
Ledge Attack
17-19945°90 / 20-3217560top
vanilla
Get-Up Attack
14-15748°80 / 48-3414540top
23-24748°80 / 48-250top
vanilla
Get-Up Attack
16-17748°80 / 48-3216540top
21-22748°80 / 48-270top
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 hitboxes31
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 hitboxes30
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 hitboxes41
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
CliffJump2 vanilla
Ledge Jump
no hitboxes40

Other

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

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, Side Special (Air), 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.
  • Side Special, Side Special (Air), 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 30 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
  • 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.