standardtoaster
Tubacabra
Credits to SuperDoodleMan for most of the frame data.
Images compiled by Stratocaster. Images edited by standardtoaster.
"Hitbox System" format, method, and organization developed by Stratocaster.
All animated GIF's are at 1/3rd game speed.
Punch
Total: 17
Hit: 3-4
Hit lag: 3
Shield stun: 6
Advantage: -11
Swing advantage: -6
Window of the swing: 3-25
Swing starts: 12
-------------------------------------
Swing
Total: 30
Hit: 5-7
Hit lag: 4
Shield stun: 8
Advantage: -20
-------------------------------------
F Tilt
Total: 31
Hit: 6-8
IASA: 30
Hit lag: 5
Shield stun: 11
Advantage: -17 or -18
-------------------------------------
D Tilt
Total: 39
Hit: 6-8
Hit lag: 6
Shield stun: 14
Advantage: -25
-------------------------------------
U Tilt
Total: 39
Hit: 14-17
IASA: 35
Hit lag: 6
Shield stun: 13
Advantage: -13 to -10
-------------------------------------
Dash attack
Total: 37
Strong hit: 7-9
Weak hit: 10-16
Hit lag: 6 (or 5)
Shield stun: 13 (or 11)
Advantage: -23 to -14
-------------------------------------
F Smash
Total: 43
Hit: 10-13
Charge Frame: 4
Hit lag: 6
Shield stun: 14
Advantage: -25
-------------------------------------
U Smash
Total: 59
Hit: 12-14, 16-18, 20-22, 24-26,
28-29
Charge Frame: 8
IASA: 58
--Last hit--
Hit lag: 4
Shield stun: 8
Advantage: -24
-------------------------------------
D Smash
Total: 48
Hit: 6-8, 14-16
Charge frame: 3
IASA: 45
--Front hit--
Hit lag: 7
Shield stun: 16
Advantage: -29
--Rear hit--
Hit lag: 7
Shield stun: 15
Advantage: -22
-------------------------------------
N-Air
Total: 49
Hit: 5-29
IASA: 40
Auto cancel: <4 35>
Landlag: 15
Lcanceled: 7
--Strong hit--
Hit lag: 6
Shield stun: 14
Advantage: +1
--Weak hit--
Hit lag: 5
Shield stun: 11
-------------------------------------
U-Air
Total: 39
Hit: 5-6, 8-9, 11-12, 14-15, 17-18,
20-21
IASA: 39
Hit lag: 3
Shield stun: 6
Advantage: -2
Auto cancel: <4 34>
Landlag: 15
Lcanceled: 7
-------------------------------------
B-Air
Total: 39
Hit: 9-12
IASA: 37
--sweet spot--
Hit lag: 6
Shield stun: 14
Advantage: +1
--Weak hit--
Hit lag: 5
Shield stun: 11
Advantage: -1
Auto cancel: <8 31>
Landlag: 15
Lcanceled: 7
-------------------------------------
D-Air
Total: 54
Hit: 18-22
IASA: 49
Hit lag: 7
Shield stun: 16
Advantage: +2
Auto cancel: <2 34>
Landlag: 15
Lcanceled: 7
-------------------------------------
F-Air
Total: 55
Hit: 4-5, 11-12, 18-19, 25-26, 30-31
IASA: 50
Hit lag: 3
Shield Stun: 7
Advantage: -3
Auto cancel: 47>
Landlag: 15
Lcanceled: 7
-------------------------------------
Ledge stand <100%
Total: 32
Invincible: 1-30
-------------------------------------
Ledge stand 100%>
Total: 58
Invincible: 1-55
-------------------------------------
Ledge roll <100%
Total: 48
Invincible: 1-36
-------------------------------------
Ledge roll 100%>
Total: 78
Invincible: 1-67
-------------------------------------
Ledge attack <100%
Total: 54
Invulnerable: 1-20
Hit: 24-27
-------------------------------------
Ledge attack 100%>
Total: 68
Invulnerable: 1-34
Hit: 38-40
-------------------------------------
Ledge jump <100%
Total: 43
Invulnerable: 1-11
Soonest FF: 45
-------------------------------------
Ledge jump 100%>
Total: 54
Invincible: 1-19
Soonest FF: 53
-------------------------------------
Grab
Total: 94
Grab: 18-20, 22-37
-------------------------------------
Running grab
Total: 74
Grab: 18-27, 30-33
-------------------------------------
Extended grab
Total: 94
Grab: 18-41 or 42-57 or 59-94
You must press A during the grab
window to start grabbing; the grab
will continue the remainder of the
grab window . The grab-box is larger
until and including the last frame
before a big flash in the beam (for
the first grab window only)
Flashes: 21, 24, 27, 30, 33, 36, 39
Press L to home in
-------------------------------------
Running extended grab
Total: 74
Grab: 18-33
Same rules as standing extended grab
-------------------------------------
Air Grapple
Hit: 10-28 (one hitbox on the end of
the grapple, another on Samus' arm)
Total: 60
Grab a wall: 9-29
Jumping from grabbing: 1-11 (depends
on how far you are from the point of
grapple, and whether you're dangling)
Landlag: 30
Ladfallspeciallag: 4
-------------------------------------
Bomb
Total: 53
Bomb appears: 10
Bomb exists: 73 frames, then boom
Bomb does damage for 11 frames
Cancel by crouching: 46>
Explosion shield stun: 7
Bomb bounces off shield stun: 6
--Bombjumping--
Total: 53
Completely interruptible: frame 2
where frame 1 is the explosion
--Increased Mobility--
Air: all of both bombing and bombjump
ground bombing: 1-42
ground bombjump: 1-48
--SUPER WAVEDASH--
You must be holding left or right on
frame 41, then the opposite on frame
42. If you tilt the stick less than
all the way on 42, you get less
distance, but for 41, any amount is
the same.
--Additional SWD info by Phanna--
• Samus' SWD is completely
ineffective on any frictionless
surface (eg, Samus won't move if you
SWD on ice, the UFO, oil, or the
slick part of mute city)
• Any ground that you can walk on,
Samus can initiate a SWD on, as well
as move over during a SWD (noting
that Samus' SWD gives no actual
velocity on slippery surfaces)
• Pressing any direction after the
SWD is initiated will slow down the
SWD no matter what, including crouch
cancelling.
• The only moves that completely
stop Samus' momentum from a SWD are
down B, up B, and forward smash (as
well as wave dashing). The slowdown
resulting from most other moves
depends on how much you mess with the
control stick in order to perform
them, though some moves certainly
slow Samus faster than others.
• If you bomb as Samus immediately
after SWDing off of a surface (level,
platform), you don't lose your
momentum like you normally would when
either bombing from a ground SWD, or
SWDing past a surface. Specifically,
you can pretty far away from a level
if you SWD backwards off the level,
bombing as soon as you're airborne to
help preserve your horizontal
momentum.
• Like Captain Falcon's
moonwalk-dash-jump, if you hop out of
a SWD, you keep a fair, but lesser,
amount of your velocity.
• You will only automatically ledge
hog if the level slants down to the
ledge, or you have lost virtually all
of the speed of the SWD (obviously,
you must be facing the right way),
although fast-falling as soon as
you've left the level can let you
still SWD to ledge-hog at higher
speeds.
-------------------------------------
Charge Shot
Total time to get full charge: 140
Starts charging: 14
Window for shooting charging shot:
14-132
--if you fire while charging--
Shot comes out on frame 2
30 frames of lag
--When you stop charging--
Shield: 8 frames of lag
Roll: happens immediately (frame 1)
--if you fire midair or full shot--
shot comes out on frame 15
29 frames of lag after that
Shot lasts 69 frames
Weakest shot shield stun: 6
Almost full shield stun: 20
Full shot shield stun: 23
-------------------------------------
Super Missile
Total: 49
Missile comes out (ground): 22
Missile comes out (air): 15
Missile lasts 76 frames, then boom
(self destructed missile does no
damage)
Shield stun: 13
Auto cancels upon landing
-------------------------------------
Homing Missile
Total: 59
Missile comes out (ground): 22
Missile comes out (air): 24
Missile Lasts 111 frames, then boom
(self destructed missile does no
damage)
Shield stun: 7
Auto cancels upon landing
-------------------------------------
[collapse=Missile ATs]
[/collapse]
-------------------------------------
Screw Attack
--from the ground--
Total: 49
invincible: 1-5
Hit: 4-7, 8-9, 10-11, 12-13, 14-15,
16-17, 18-19, 20-21, 22-23, 24-25,
26-27, 28-29
can grab edge as soon as 26
--in the air--
Total: 47
Invincible: 1-3
Hit: 4-5, 6-7, 8-9, 10-11, 12-13,
14-15, 16-17, 18-19, 20-21, 22-23,
24-25, 26-27
can grab edge as soon as 38
Grabs edges on both sides
Landlag: 24
Landfallspeciallag: 24
-------------------------------------
Taunt
Total: 70
CHEOOOPP!: 36
-------------------------------------
Jump: airborne on frame 4
Air time: 69
Earliest FF: 34
FF air time: 49
SH air time: 55
Earliest FF: 28
SH FF air time: 38
2nd jump earliest FF: 30
-------------------------------------
Air dodge
Invulnerable 4-29 out of 49
Ground dodge
invulnerable 2-15 out of 22
Roll
invulnerable 4-23 out of 44
Landing lag: 4 frames
Dash becomes run at frame 9
Turn-jump Threshold: 13
Run turnaround: 29
Images compiled by Stratocaster. Images edited by standardtoaster.
"Hitbox System" format, method, and organization developed by Stratocaster.
All animated GIF's are at 1/3rd game speed.
Punch
Total: 17
Hit: 3-4
Hit lag: 3
Shield stun: 6
Advantage: -11
Swing advantage: -6
Window of the swing: 3-25
Swing starts: 12
-------------------------------------
Swing
Total: 30
Hit: 5-7
Hit lag: 4
Shield stun: 8
Advantage: -20
-------------------------------------
F Tilt
Total: 31
Hit: 6-8
IASA: 30
Hit lag: 5
Shield stun: 11
Advantage: -17 or -18
-------------------------------------
D Tilt
Total: 39
Hit: 6-8
Hit lag: 6
Shield stun: 14
Advantage: -25
-------------------------------------
U Tilt
Total: 39
Hit: 14-17
IASA: 35
Hit lag: 6
Shield stun: 13
Advantage: -13 to -10
-------------------------------------
Dash attack
Total: 37
Strong hit: 7-9
Weak hit: 10-16
Hit lag: 6 (or 5)
Shield stun: 13 (or 11)
Advantage: -23 to -14
-------------------------------------
F Smash
Total: 43
Hit: 10-13
Charge Frame: 4
Hit lag: 6
Shield stun: 14
Advantage: -25
-------------------------------------
U Smash
Total: 59
Hit: 12-14, 16-18, 20-22, 24-26,
28-29
Charge Frame: 8
IASA: 58
--Last hit--
Hit lag: 4
Shield stun: 8
Advantage: -24
-------------------------------------
D Smash
Total: 48
Hit: 6-8, 14-16
Charge frame: 3
IASA: 45
--Front hit--
Hit lag: 7
Shield stun: 16
Advantage: -29
--Rear hit--
Hit lag: 7
Shield stun: 15
Advantage: -22
-------------------------------------
N-Air
Total: 49
Hit: 5-29
IASA: 40
Auto cancel: <4 35>
Landlag: 15
Lcanceled: 7
--Strong hit--
Hit lag: 6
Shield stun: 14
Advantage: +1
--Weak hit--
Hit lag: 5
Shield stun: 11
-------------------------------------
U-Air
Total: 39
Hit: 5-6, 8-9, 11-12, 14-15, 17-18,
20-21
IASA: 39
Hit lag: 3
Shield stun: 6
Advantage: -2
Auto cancel: <4 34>
Landlag: 15
Lcanceled: 7
-------------------------------------
B-Air
Total: 39
Hit: 9-12
IASA: 37
--sweet spot--
Hit lag: 6
Shield stun: 14
Advantage: +1
--Weak hit--
Hit lag: 5
Shield stun: 11
Advantage: -1
Auto cancel: <8 31>
Landlag: 15
Lcanceled: 7
-------------------------------------
D-Air
Total: 54
Hit: 18-22
IASA: 49
Hit lag: 7
Shield stun: 16
Advantage: +2
Auto cancel: <2 34>
Landlag: 15
Lcanceled: 7
-------------------------------------
F-Air
Total: 55
Hit: 4-5, 11-12, 18-19, 25-26, 30-31
IASA: 50
Hit lag: 3
Shield Stun: 7
Advantage: -3
Auto cancel: 47>
Landlag: 15
Lcanceled: 7
-------------------------------------
Ledge stand <100%
Total: 32
Invincible: 1-30
-------------------------------------
Ledge stand 100%>
Total: 58
Invincible: 1-55
-------------------------------------
Ledge roll <100%
Total: 48
Invincible: 1-36
-------------------------------------
Ledge roll 100%>
Total: 78
Invincible: 1-67
-------------------------------------
Ledge attack <100%
Total: 54
Invulnerable: 1-20
Hit: 24-27
-------------------------------------
Ledge attack 100%>
Total: 68
Invulnerable: 1-34
Hit: 38-40
-------------------------------------
Ledge jump <100%
Total: 43
Invulnerable: 1-11
Soonest FF: 45
-------------------------------------
Ledge jump 100%>
Total: 54
Invincible: 1-19
Soonest FF: 53
-------------------------------------
Grab
Total: 94
Grab: 18-20, 22-37
-------------------------------------
Running grab
Total: 74
Grab: 18-27, 30-33
-------------------------------------
Extended grab
Total: 94
Grab: 18-41 or 42-57 or 59-94
You must press A during the grab
window to start grabbing; the grab
will continue the remainder of the
grab window . The grab-box is larger
until and including the last frame
before a big flash in the beam (for
the first grab window only)
Flashes: 21, 24, 27, 30, 33, 36, 39
Press L to home in
-------------------------------------
Running extended grab
Total: 74
Grab: 18-33
Same rules as standing extended grab
-------------------------------------
Air Grapple
Hit: 10-28 (one hitbox on the end of
the grapple, another on Samus' arm)
Total: 60
Grab a wall: 9-29
Jumping from grabbing: 1-11 (depends
on how far you are from the point of
grapple, and whether you're dangling)
Landlag: 30
Ladfallspeciallag: 4
-------------------------------------
Bomb
Total: 53
Bomb appears: 10
Bomb exists: 73 frames, then boom
Bomb does damage for 11 frames
Cancel by crouching: 46>
Explosion shield stun: 7
Bomb bounces off shield stun: 6
--Bombjumping--
Total: 53
Completely interruptible: frame 2
where frame 1 is the explosion
--Increased Mobility--
Air: all of both bombing and bombjump
ground bombing: 1-42
ground bombjump: 1-48
--SUPER WAVEDASH--
You must be holding left or right on
frame 41, then the opposite on frame
42. If you tilt the stick less than
all the way on 42, you get less
distance, but for 41, any amount is
the same.
--Additional SWD info by Phanna--
• Samus' SWD is completely
ineffective on any frictionless
surface (eg, Samus won't move if you
SWD on ice, the UFO, oil, or the
slick part of mute city)
• Any ground that you can walk on,
Samus can initiate a SWD on, as well
as move over during a SWD (noting
that Samus' SWD gives no actual
velocity on slippery surfaces)
• Pressing any direction after the
SWD is initiated will slow down the
SWD no matter what, including crouch
cancelling.
• The only moves that completely
stop Samus' momentum from a SWD are
down B, up B, and forward smash (as
well as wave dashing). The slowdown
resulting from most other moves
depends on how much you mess with the
control stick in order to perform
them, though some moves certainly
slow Samus faster than others.
• If you bomb as Samus immediately
after SWDing off of a surface (level,
platform), you don't lose your
momentum like you normally would when
either bombing from a ground SWD, or
SWDing past a surface. Specifically,
you can pretty far away from a level
if you SWD backwards off the level,
bombing as soon as you're airborne to
help preserve your horizontal
momentum.
• Like Captain Falcon's
moonwalk-dash-jump, if you hop out of
a SWD, you keep a fair, but lesser,
amount of your velocity.
• You will only automatically ledge
hog if the level slants down to the
ledge, or you have lost virtually all
of the speed of the SWD (obviously,
you must be facing the right way),
although fast-falling as soon as
you've left the level can let you
still SWD to ledge-hog at higher
speeds.
-------------------------------------
Charge Shot
Total time to get full charge: 140
Starts charging: 14
Window for shooting charging shot:
14-132
--if you fire while charging--
Shot comes out on frame 2
30 frames of lag
--When you stop charging--
Shield: 8 frames of lag
Roll: happens immediately (frame 1)
--if you fire midair or full shot--
shot comes out on frame 15
29 frames of lag after that
Shot lasts 69 frames
Weakest shot shield stun: 6
Almost full shield stun: 20
Full shot shield stun: 23
-------------------------------------
Super Missile
Total: 49
Missile comes out (ground): 22
Missile comes out (air): 15
Missile lasts 76 frames, then boom
(self destructed missile does no
damage)
Shield stun: 13
Auto cancels upon landing
-------------------------------------
Homing Missile
Total: 59
Missile comes out (ground): 22
Missile comes out (air): 24
Missile Lasts 111 frames, then boom
(self destructed missile does no
damage)
Shield stun: 7
Auto cancels upon landing
-------------------------------------
[collapse=Missile ATs]
Code:
SHFFMC
Fastfall Fire Missile Total
28th frame in air 29 52
28 30 51
29 30 52
29 31 52
30 31 53
30 32 53
31 32 54
-------------------------------------
2 Missiles in 1 jump
1st missile FF 2nd missile Total
1 50 75
1 51 74
1 52 74
1 53 74
2 51 77
2 52 77
2 53 77
2 54 77
2 55 76
3 52 74
3 53 74
3 54 74
3 55 73
4 53 74
4 54 74
4 55 73
1 50 51 73
1 51 52 73
2 51 52 76
2 52 53 76
2 53 54 76
2 54 55 76
2 51 53 75
2 52 54 75
3 52 53 76
3 53 54 76
3 54 55 76
3 52 54 75
4 53 54 75
4 54 55 75
5 54 55 76
-------------------------------------
Full jump FFMC
FF fire missile Total
34 35 66
34 36 66
34 37 65
34 38 64
34 39 64
34 40 63
34 41 62
35 36 67
35 37 67
35 38 66
35 39 65
35 40 65
35 41 64
35 42 63
36 37 68
36 38 68
36 39 67
36 40 66
36 41 66
36 42 65
36 43 64
37 38 69
37 39 68
37 40 68
37 41 67
37 42 67
37 43 65
37 44 65
38 39 70
38 40 69
38 41 68
38 42 68
38 43 67
38 44 66
39 40 71
39 41 70
39 42 69
39 43 68
39 44 68
39 45 67
40 41 71
40 42 71
40 43 70
40 44 69
40 45 68
40 46 68
41 42 72
41 43 71
41 44 71
41 45 70
41 46 70
41 47 68
42 43 73
42 44 72
42 45 71
42 46 71
42 47 70
42 48 69
43 44 73
43 45 72
43 46 72
43 47 71
43 48 70
44 45 74
44 46 73
44 47 72
44 48 71
44 49 71
45 46 74
45 47 74
45 48 73
45 49 72
45 50 71
46 47 74
46 48 74
46 49 73
46 50 72
47 48 75
47 49 74
47 50 73
47 51 73
48 49 75
48 50 75
48 51 74
48 52 73
49 50 75
49 51 75
49 52 74
50 51 76
50 52 75
50 53 74
51 52 76
51 53 75
52 53 76
52 54 75
53 54 76
54 55 76
-------------------------------------
Screw Attack
--from the ground--
Total: 49
invincible: 1-5
Hit: 4-7, 8-9, 10-11, 12-13, 14-15,
16-17, 18-19, 20-21, 22-23, 24-25,
26-27, 28-29
can grab edge as soon as 26
--in the air--
Total: 47
Invincible: 1-3
Hit: 4-5, 6-7, 8-9, 10-11, 12-13,
14-15, 16-17, 18-19, 20-21, 22-23,
24-25, 26-27
can grab edge as soon as 38
Grabs edges on both sides
Landlag: 24
Landfallspeciallag: 24
-------------------------------------
Taunt
Total: 70
CHEOOOPP!: 36
-------------------------------------
Jump: airborne on frame 4
Air time: 69
Earliest FF: 34
FF air time: 49
SH air time: 55
Earliest FF: 28
SH FF air time: 38
2nd jump earliest FF: 30
-------------------------------------
Air dodge
Invulnerable 4-29 out of 49
Ground dodge
invulnerable 2-15 out of 22
Roll
invulnerable 4-23 out of 44
Landing lag: 4 frames
Dash becomes run at frame 9
Turn-jump Threshold: 13
Run turnaround: 29