Stealth Raptor
Smash Legend
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
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
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
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
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
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 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
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
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