Supermodel From Paris
Smash Hero
https://spreadsheets.google.com/spr...E5hSi02X1hyeGt5WFU3TjhFM3QzaFE&hl=en_US#gid=0
This is the complete Zero Suit Samus frame/hitbox/angle data, as provided to me by rPSI. All credit goes to him.
This is a long time coming, but is still missing a few things such as advantage on shield. But I guess most of us know what works on shield and what doesn't at this point.
If the numbers seem strange, it's because much of it is in hex. I didn't bother to convert it all because that's a lot of work (lol) but some of it is pretty strange. If you want to convert anything, there are a dozen hex converters on the web.
Interesting things in the frame data:
1. ZSS' smash attacks have two separate entries on the table, one for start-up and one for the rest of it. The start-up for most of them are pretty long, so if you charge, her smashes come out earlier than most characters. Down smash comes out on frame 5 (not 1), usmash comes out on frame 3, and fsmash comes out on, uh, I don't know.
2. Forward smash does indeed have a part of the attack that hits a lot harder than usual. The hitbox active on frame 9 has 35 base knockback and 100 growth compared with the rest of the move which is 30 base and 100 growth. The difference isn't actually that great. The strongest hitbox deals 12 damage, and the weaker (not the sourspot) deals 9, which affects knockback. Compare with back air, which has 100 growth and 33 base kb.
3. Dsmash has a 30% chance to trip, which will never ever under any circumstances actually happen.
4. Here is complete shield data. I basically did all of the ground moves, usmash hit 1, usmash final hit (so if they're over you on a platform and shield the whole thing), dsmash and charge versions (which include a 0 hitlag modifier, since that's what she actually has, it's a special flag), all aerials rising/in the air and landing (none of her aerials land during the AC window so I didn't think that was very important), frame advantage on Paralyzer Shot (if it hits during the last possible frame), and the bottom and top hitboxes of grounded Plasma Wire.
This is the complete Zero Suit Samus frame/hitbox/angle data, as provided to me by rPSI. All credit goes to him.
This is a long time coming, but is still missing a few things such as advantage on shield. But I guess most of us know what works on shield and what doesn't at this point.
If the numbers seem strange, it's because much of it is in hex. I didn't bother to convert it all because that's a lot of work (lol) but some of it is pretty strange. If you want to convert anything, there are a dozen hex converters on the web.
Interesting things in the frame data:
1. ZSS' smash attacks have two separate entries on the table, one for start-up and one for the rest of it. The start-up for most of them are pretty long, so if you charge, her smashes come out earlier than most characters. Down smash comes out on frame 5 (not 1), usmash comes out on frame 3, and fsmash comes out on, uh, I don't know.
2. Forward smash does indeed have a part of the attack that hits a lot harder than usual. The hitbox active on frame 9 has 35 base knockback and 100 growth compared with the rest of the move which is 30 base and 100 growth. The difference isn't actually that great. The strongest hitbox deals 12 damage, and the weaker (not the sourspot) deals 9, which affects knockback. Compare with back air, which has 100 growth and 33 base kb.
3. Dsmash has a 30% chance to trip, which will never ever under any circumstances actually happen.
4. Here is complete shield data. I basically did all of the ground moves, usmash hit 1, usmash final hit (so if they're over you on a platform and shield the whole thing), dsmash and charge versions (which include a 0 hitlag modifier, since that's what she actually has, it's a special flag), all aerials rising/in the air and landing (none of her aerials land during the AC window so I didn't think that was very important), frame advantage on Paralyzer Shot (if it hits during the last possible frame), and the bottom and top hitboxes of grounded Plasma Wire.
Code:
Move Hitlag Shield Hitlag Shield Stun Adv.
Jab 1 5 5 0 -17
Jab 2 5 5 0 -19
Jab 3 6 6 1 -19
Dash Att. 7 7 2 -24
Ftilt U 7 7 2 -21
Ftilt N 7 7 2 -21
Ftilt D 7 7 2 -18
Utilt 6 6 1 -42
Dtilt 7 7 2 -16
Fsmash Close 12 8 3 -47
Fsmash Sweet 7 9 4 -40
Fsmash Tip 7 7 2 -42
Usmash First 9 6 1 -40
Usmash Last 9 6 1 -20
Dsmash 0 9 3 - 4
Dsmash Charge 0 11 5 0
Nair 13 8 3 -44
Nair Landing 13 8 3 -13
Fair 1 7 7 2 -40
Fair 1 Landing 7 7 2 -15
Fair 2 9 9 3 -29
Fair 2 Landing 9 9 3 -14
Bair 10 10 4 -26
Bair Landing 10 10 4 - 6
Uair 8 8 3 -27
Uair Landing 8 8 3 - 7
Uair Sour 7 7 2 -25
Uair Sour Land 7 7 2 - 8
Dair Land 2 6 1 -35
Gut-Up Att. U 7 7 2 -33
Get-Up Att. D 7 7 2 -32
Trip Attack 6 6 1 -31
NSpecial W 6 6 1 1
NSpecial S 7 7 2 2
SSpecial 11 8 3 -11
USpecial G 0 5 0 -34
USpecial G Tip 10 7 2 -22