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Samus Frame Data 1.5: What you can do from the ledge

Stealth Raptor

Smash Legend
Joined
Apr 18, 2006
Messages
15,088
Location
Kansas City, Kansas
This aint no April fools joke though

Special thanks to DeLux for providing some initial data and help and to KayLo! for teaching me how to read OSA <333


SAMUS FRAME DATA

List of Terms

Startup: The frames of animation after input and preceding first hitbox
Hitbox: The frames of a certain hitbox that is currently active on that frame. Hitboxes that last multiple frames have the range listed in the particular listing, and if more then one independent damaging hitbox is present during the move they will be seperated out with numbers or by sweetspot/sourspot terminology
Cooldown: The frames of animation preceding the final hitbox and lasting till when the character can first do another action
Landing Lag: The frames of lag caused by landing with an aerial
First Actionable Frame (FAF): The first frame a move or attack will first show itself
Shield Stun: The frames that a character is stuck in shield after being hit with an attack. NOTE: The Shield Stun listed is assuming either a pshield OR a grab or jump out of a regular shield which cancels shield drop. For anything else other then a psheild or a grab out of a regular shield 7 frames of shield drop must be accounted for. Additionally if you jump an extra however many frames of jump squat the character has needs to be accounted for
Shield Advantage: This lists the frame difference between when the opponent can move out of shield stun and when the attacker can move out of his attack. Shield advantage is listed in chronological order hitbox wise, ie the first number listed is the advantage from the first hitbox frame, then the numbers go to the last hitbox frame. Negative numbers mean that the shielder will move first, and positive numbers mean that the attack can move first. for instance a shield advantage of -12 means that the shielder will get twelve frames to make some sort of action before the attacker can move. in brawl most moves have a high negative so dont be too alarmed at all the high negative numbers of samus, though they are still bad on the average. NOTE: This is based off of shield stun so you will have to factor in an additional 7 frames for a regular shield non grab as well as however many frames of jump squat the character has for any jump action
Autocancel Before/After: This lists when a move can be autocanceled. NOTE if i say a move can be autocanceled after frame 30 it CANNOT be autocanceled on 30 but it CAN on 31, same rule applies to the autocancel before just the opposite direction

Ground Moves

Jab1

Startup: 1-2 / Hitbox: 3-4 / Cooldown: 5-17
First Frame to hit Down to Cancel Jab: 7; After Cancel Jab1 can Start on Frame 18

FAF: 18
Shield Stun: 1 Frame
Shield Advantage: -14 to -13

Jab1 -> Jab2

Jab2 can be started on frames 13 through 29 of Jab1. Before frame 18, there is a frame of Jab1 continuation before the Jab2 animation starts. After and including frame 18 the Jab2 animation starts on frame 1

Jab2

Startup: 1-3 / Hitbox: 4-6 / Cooldown: 7-29

FAF: 30
Shield Stun: 2 Frames
Shield Advantage: -25 to -23

Dash Attack

Startup: 1-7 / Sweetspot Hitbox: 8-10 / Sourspot Hitbox: 11-16 / Cooldown: 19-37

FAF: 38
Shield Stun: 2-3 Frames
Shield Advantage-
Sweetspot: -28 to -26
Sourspot: -26 to -21


Ftilt

Startup: 1-6 / Hitbox: 7-9 / Cooldown: 10-31

FAF: 32
Shield Stun: 2 Frames
Shield Advantage: -23 to -21

Dtilt

Startup: 1-5 / Hitbox: 6-8 / Cooldown: 9-39

FAF: 40
Shield Stun: 4 Frames
Shield Advantage: -30 to -28

Utilt

Startup: 1-14 / Hitbox: 15-18 / Cooldown: 19-39

FAF: 40
Shield Stun: 4 Frames
Shield Advantage: -21 to -18

Fsmash

Startup: 1-9 / Hitbox: 10-11 / Cooldown: 12-43 / Frames after Charge release : 3

FAF: 44
Shield Stun: 4 Frames
Shield Advantage: -30 to -29

Dsmash

Startup: 1-8 / Hitboxfront: 9-11 / No Hitbox: 12-16 / Hitboxback: 17-19 / Cooldown: 20-51 / Frames after Charge Release: 4

FAF: 52
Shield Stun: 5 Frames
Shield Advantage: -38 to -36

Usmash

Startup: 1-10 / Hitbox1: 11-13 / No Hitbox: 14 / Hitbox2: 15-17 / No Hitbox: 18 / Hitbox3: 19-21 / No Hitbox: 22 / Hitbox4: 23-25 / No Hitbox: 26 / Hitbox5: 27-28 / Cooldown: 29-56 / Frames after Charge Release: 1

FAF: 57
Shield Stun: 1-2 Frames
Shield Advantage-
Hitbox1: -45 to -43
Hitbox2: -41 to -39
Hitbox3: -37 to -35
Hitbox4: -33 to -31
Hitbox5: -28 to -27



Aerial Moves

Nair

Startup: 1-4 / Sweetspot Hitbox: 5-8 / Sourspot Hitbox: 9-24 / Cooldown: 25 - 45 / Autocancels before Frame: 5 / Autocancels after Frame: 34 / Landing Lag: 9

FAF: 46
Shield Stun: 2-3 Frames
Shield Advantage-
Sweetspot: -39 to -36 (air)
-48 to -45 (non-autocancel)
-27 to -24 (autocancel)
Sourspot: -36 to -21 (air)
-45 to -30 (non-autocancel)
-26 to -11 (autocancel)

Fair

Startup: 1-6 / Hitbox1: 7-8 / No Hitbox: 9-12 / Hitbox2: 13-14 / No Hitbox: 15-18 / Hitbox3: 19-20 / No Hitbox: 21-24 / Hitbox4: 25-26 / No Hitbox: 27-29 / Hitbox5: 30-31 / Cooldown: 32-55 / Autocancels before Frame: N/A / Autocancels After Frame: 46 / Landing Lag: 9

FAF: 56
Shield Stun: 1 Frame
Shield Advantage-
Hitbox1: -50 to -49 (air)
-58 to -57 (non-autocancel)
-42 to -41 (autocancel)
Hitbox2: -44 to -43 (air)
-52 to -51 (non-autocancel)
-36 to -35 (autocancel)
Hitbox3: -38 to -37 (air)
-46 to -45 (non-autocancel)
-30 to -29 (autocancel)
Hitbox4: -32 to -31 (air)
-40 to -39 (non-autocancel)
-24 to -23 (autocancel)
Hitbox5: -27 to -26 (air)
-35 to -34 (non-autocancel)
-19 to -18 (autocancel)

Bair

Startup: 1-8 / Hitbox: 9-10 / Cooldown: 11-39 / Autocancels before Frame: 9 / Autocancels after Frame: 31 / Landing Lag: 12

FAF: 40
Shield Stun: 3-4 Frames
Shield Advantge-
Sweetspot: -27 to -26 (air)
-39 to -38 (non-autocancel)
-23 to -22 (autocancel)
Sourspot: -28 to -27 (air)
-40 to -39 (non-autocancel)
-24 to -23 (autocancel)

Uair

Startup: 1-4 / Hitbox1: 5-6 / No Hitbox: 7 / Hitbox2: 8-9 / No Hitbox: 10 / Hitbox3: 11-12 / No Hitbox: 13 / Hitbox4: 14-15 / No Hitbox: 16 / Hitbox5: 17-18 / No HItbox: 19 / Hitbox6: 20-21 / Cooldown: 22-39 / Autocancels before Frame: 5 / Autocancels after Frame: 33 / Landing Lag: 9

FAF: 40
Shield Stun: 0-1 Frames
Shield Advantage-
Hitbox1: -34 to -33 (air)
-43 to -42 (non-autocancel)
-30 to -29 (autocancel)
Hitbox2: -32 to -31 (air)
-41 to -40 (non-autocancel)
-28 to -27 (autocancel)
Hitbox3: -29 to -28 (air)
-38 to -37 (non-autocancel)
-25 to -24 (autocancel)
Hitbox4: -26 to -25 (air)
-35 to -34 (non-autocancel)
-22 to -21 (autocancel)
Hitbox5: -23 to -22 (air)
-32 to -31 (non-autocancel)
-19 to -18 (autocancel)
Hitbox6: -19 to -18 (air)
-28 to -27 (non-autocancel)
-15 to -14 (autocancel)

Dair

Startup: 1-17 / Hitbox: 18-22 / Cooldown: 23-48 / Autocancels before Frame: 4 / Autocancels after Frame: 33 / Landing Lag: 9

FAF: 49
Shield Stun: 5 Frames
Shield Advantage: -26 to -22 (air)
-35 to -31 (non-autocancel)
-13 to -9 (autocancel

Zair

Startup: 1-8 / Sourspot Hitbox: 9-16 / Sweetspot Hitbox: 17-18 / Cooldown: 19-59

FAF: 60
Shield Stun: 1-2 Frames
Shield Advantage-
Sweetspot: -41 to -40
Sourspot: -50 to -43


Special Attacks

Charge Shot

Startup: 1-15 / Charging: 16-145 / Cooldown: 16-43
From full charge, first hitbox comes out on frame 16
All charge shots last 69 frames, but the higher the charge the faster they
move

FAF: 44
Shield Stun: 1-8 Frames
Shield Advantage: -22 to -7 (uncharged - fully charged)

Note the shield advantage listed is with the shot hitting the opponent
frame one out of the cannon. The farther out the opponent is the better
the frame advantage.

Screw Attack

Grounded- Startup: 1-4 / Hitbox1: 5-6 / Hitbox2: 7-8 / Hitbox3: 9-10 / Hitbox4: 11-12 / Hitbox5: 13-14 / Hitbox6: 15-16 / Hitbox7: 17-18 / Hitbox8: 19-20 / Hitbox9: 21-22 / Hitbox10: 23-24 / Hitbox11: 25-26 / Hitbox12: 27-28 / Cooldown: 29-49
Has Invincibility on Frames: 3-7 / Landing Lag: 24

Aerial- Startup: 1-4 / Hitbox1: 5-6 / Hitbox2: 7-8 / Hitbox3: 9-10 / Hitbox4: 11-12 / Hitbox5: 13-14 / Hitbox6: 15-16 / Hitbox7: 17-18 / Hitbox8: 19-20 / Hitbox9: 21-22 / Hitbox10: 23-24 / Hitbox11: 25-26 / Cooldown: 27-47 / Landing Lag: 24
Has Invincibility on Frame: 3-4

Shield Stun: 0 Frames

Homing Missile

Grounded- Startup: 1-22 / Hitbox: 23-130 / Cooldown: 23-59

Aerial- Startup: 1-15 / Hitbox: 16-123 / Cooldown: 16-59

FAF: 60
Shield Stun: 1 Frame

Super Missile

Grounded- Startup: 1-22 / Hitbox: 23-92 / Cooldown: 23-59

Aerial- Startup: 1-24 / Hitbox: 25-94 / Cooldown: 25-59

FAF: 60
Shield Stun: 2 Frames

Morphball Bomb

Startup: 1-11 / Bomb Dropped: 12 / Cooldown: 13-59 / Proxy: 63-80 / Hitbox: 81-82
If someone touches a bomb while its in the proxy state, it will explode and deal damage on frame one and two of contact
If a bomb explodes on samus and knocks her up, she is stuck in the ball mode till frame 53 and can start an attack on frame 54

FAF: 60
Shield Stun: 1 Frames


Grabs

Standing Grab

Startup: 1-16 / Hitbox: 17-30 / Cooldown: 31-93

FAF: 94

Dash Grab

Startup: 1-16 / Hitbox: 17-30 / Cooldown: 31/73

FAF: 74

Pivot Grab

Startup: 1-18 / Hitbox: 19-32 / Cooldown: 33-95

FAF: 96

Fthrow

Bowser- Startup: 1-19 / Hitbox: 20 / Cooldown: 21-50

Jigglypuff- Startup: 1-11 / Hitbox: 12 / Cooldown: 13-28

Bthrow

Bowser- Startup: 1-14 / Hitbox: 15 / Cooldown: 16-59

Jigglypuff- Startup: 1-8 / Hitbox: 9 / Cooldown: 10-34

Uthrow

Bowser- Startup: 1-16 / Hitbox1: 17 / No Hitbox: 18-19 / Hitbox2: 20 / No Hitbox: 21 / Hitbox3: 22 / No Hitbox: 23 / Hitbox4: 24 / No Hitbox: 25-26 / Hitbox5: 27 / No Hitbox: 28-33 / Hitbox6: 34 / Cooldown: 35-50

Jigglupuff- Startup: 1-9 / Hitbox1: 10 / No Hitbox: 11-12 / Hitbox2: 13 / Hitbox3: 14 / No Hitbox: 15-19 / Hitbox4: 20 / Cooldown: 21-28

Dthrow

Startup: 1-18 / Hitbox: 19 / Cooldown: 20-41

FAF: 42


Ledge Moves

Ledge Grab

Invincible: 1-46
FAF: 25

Ledge Attack (<100)

Startup: 1-24 / Hitbox: 26-28 / Cooldown: 29-55

FAF: 56
Invincible: 1-23

Ledge Attack (>100)

Startup: 1-38 / Hitbox: 39-42 / Cooldown: 43-68

FAF: 69
Invincible: 1-42

Ledge Climb (<100)

FAF: 33
Invincible: 1-30

Ledge Climb (>100)

FAF: 60
Invincible: 1-55

Ledge Roll (<100)

FAF: 49
Invincible: 1-22

Ledge Roll (>100)

FAF: 79
Invincible: 1-46

Ledge Jump (<100)

FAF: 13
Invincible: 1-12

Ledge Jump (>100)

FAF: 21
Invincible: 1-20


Miscellaneous

Shield

Comes out on frame: 1
Pshield window: 1-3
Shield Drop: 7 frames
Fastest FAF from shield: 15

Spot Dodge

Startup: 1 / Invincibility: 2-20 / Cooldown: 21-25
FAF: 26

Forward Roll

Startup: 1-3 / Invincibility: 4-23 / Cooldown: 24-44

FAF: 45

Backward Roll

Startup: 1-3 / Invincibility: 4-23 / Cooldown: 24-44

FAF: 45

Up Taunt

FAF: 80

Side Taunt

FAF: 140

Down Taunt

FAF: 82

Jump Squat

4 frames

Short Hop

50 Frames of air time, land on frame 51

Full Hop

77 Frames of air time, land on frame 78


Air Dodge

FAF: 50
Invincibility: 4-29



This is all the normal attack frame data. I intend to get the rest of her data such as her tripping animations, ledge options, etc.

Also if you need a little help visualizing the data, here is the vid made by KJ about Samus's hitbubbles: http://www.youtube.com/watch?v=sZnDCwIkFlg

A note on Samus's throws; her Fthrow, Bthrow, and Uthrow are weight dependent, the heavier a character is the slower the throw. While this only effects the length of her Fthrow and Bthrow, her Uthrow has an odd side effect in that the heavier the opponent the more damage they take. Jigglypuff takes 7 damage whereas Bowser takes 9 damage.

A note on Missile Canceling and Zair: when landing with Missile or Zair, the game acts as if you landed from a jump normally, ie if you are falling slow you get 2 frames of landing lag, and if you land fast you get 4 frames of landing lag. When it comes to fast vs slow, it does not mean fast fall vs regular fall, it has to do with a percentage of your fall speed. landing from a short hop gives you the 2 frame lag, and if you full hop without fast fall you will get the 4 frame landing lag

If you have any questions or requests for specific frame data ask away :D
 

DeLux

Player that used to be Lux
Joined
Jun 3, 2010
Messages
9,302
What's the frame data on bomb jump?
 

DotHack

Smash Apprentice
Joined
Nov 15, 2008
Messages
189
I wish there were more samus mains. =/

Needs more activity.
 

Stealth Raptor

Smash Legend
Joined
Apr 18, 2006
Messages
15,088
Location
Kansas City, Kansas
jump squat = the number of frames that you are "jumping" before you leave the ground, also the window you need to release the jump button to achieve a short hop. FAF = the First Actionable Frame, ie the first frame you can do something. i will at some point add all these definitions to the OP for all the non nerdy people. also yw :D i should have shield advantage up by tonight
 

Xyro77

Unity Ruleset Committee Member
Joined
Aug 25, 2003
Messages
17,885
Location
Houston,Tx
also, u say UP+B has invincible frames. Ive always thought that but why does falcon's jab(for example) stop it but wont stop MKs UP+B?
 

Stealth Raptor

Smash Legend
Joined
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Messages
15,088
Location
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ive honestly wondered about it myself, i have also had his screw attack clash for no reason, but the OSA shows IF's on the frames listed

actually i may have an answer jas
 

DeLux

Player that used to be Lux
Joined
Jun 3, 2010
Messages
9,302
Why can't Samus special reversal is what I want to know? I want to wave bounce things.
 

Xyro77

Unity Ruleset Committee Member
Joined
Aug 25, 2003
Messages
17,885
Location
Houston,Tx
ive honestly wondered about it myself, i have also had his screw attack clash for no reason, but the OSA codes DEFINITELY show IF's on the frames listed
Yea its puzzled me too. Dude i cant say it enough, thank you so much for all this info. It doesnt really change anything for me but its good to know that most of the things i was thinking were right.......mostly the shield stun crap.

LUX, you can reverse attack with her charge shot.
 

rPSIvysaur

[ɑɹsaɪ]
Joined
Jun 7, 2009
Messages
16,415
ive honestly wondered about it myself, i have also had his screw attack clash for no reason, but the OSA shows IF's on the frames listed

actually i may have an answer jas
It's the hurtboxes that are invincible. It's only hitboxes that clash. Hence they can still clash.
 

Stealth Raptor

Smash Legend
Joined
Apr 18, 2006
Messages
15,088
Location
Kansas City, Kansas
thats more or less what i was thinking. ALSO just frame tested and bowser's jab did not hit anything on frame three, then when the screw attack went active on frame five they clashed and canceled because at that point screw attack is still a grounded move and can clash. this does not effect aerial screw attack and you can use it to punch through moves though the window is REALLY small. i know ive done it a few times

Updated with shield advantages and a few other miscellaneous notes. apparently you cant put spaces in front of stuff to make things look neat so aerials/multiple hitbox attacks look all scrunched to the left in the shield advantage areas LOL
 

Dnyce

Smash Master
Joined
Mar 10, 2010
Messages
3,049
Location
Allen, TX
Startup: 1-2 / Hitbox: 3-4 / Cooldown: 5-17
First Frame to hit Down to Cancel Jab: 7; After Cancel Moves can Start on Frame 18
Pressing down is not necessary for any other action than performing jab1 again. All other moves can be performed regularly by frame 18

//Smashlab
 

NO-IDea

Smash Lord
Joined
Apr 26, 2009
Messages
1,690
Location
Baltimore, MD
When you calculated shield advantage, that did not incorporate shield drop frames correct?

In other words, it could mean another +7 frames for shield drop or +4 frames of jump squat (or nothing for u-smash/up-b)?
 

Stealth Raptor

Smash Legend
Joined
Apr 18, 2006
Messages
15,088
Location
Kansas City, Kansas
as i said in the definition of the OP all shield stun + shield advantage are done without shield drop and that you had to factor in the seven frames of shield drop. did not mention jump squat and ill mention that as well. thanks for pointing that one out
 

DeLux

Player that used to be Lux
Joined
Jun 3, 2010
Messages
9,302
Why would you factor in jump squat when character's have variable times for that?

Your jump squat wouldn't matter in shield adv. the opponent's does however.
 

NO-IDea

Smash Lord
Joined
Apr 26, 2009
Messages
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Location
Baltimore, MD
Thank you Lux.

But I'm using the frame data to analyze opponent's options as well, not just mine.

What options does HE have OoS? There are plenty of options after shield stun outside of dropping shield and they shouldn't be neglected.

This accounts for your first point as well. I would factor jump squat in, and the character I was thinking of has similar jump squat frames as Samus (4 frames is common.) This doesn't mean Stealth has to accommodate for me. I can look up the jump squats on my own.

It would be extremely useful for those not literate in frame data to understand what this all means though (the frame data behind a scenario where hitbox interacts with shield and the options an opponent can use.) An explanation in the OP would be nice.
 

Stealth Raptor

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Messages
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its fine lol. if anything is unclear or if i missed anything please tell me, im not the best at telling the difference between what i know and what the common knolwedge of other people are about the specifics of brawl, so any input and how i can improve on them would be appreciated!
 

NO-IDea

Smash Lord
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Apr 26, 2009
Messages
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Fair enough. I've been busy too (two weeks until summer!)

If you have time, could you eventually add invincibility frames on tether recovery? I'm curious what the frame data for that is.
 
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