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Data Samus Frame Data [3.6β]

AuraMaudeGone

Smash Ace
Joined
Oct 19, 2011
Messages
747
Location
New Jersey
Table of Contents
1 Intro
1.1 Glossary [GLS]​
2 Frame Data
2.1 Normals [NRM]
2.2 Specials [SPC]
2.3 Grabs [GRB]
2.4 Ledge Attacks [LDG]
2.5 Miscellaneous [MSC]​
3 References & Resources [RFR]

Glossary [GLS]
Hit Stun - This refers to the amount of time of frames it takes you to recover after being hit by a certain attack. This, combined with recovery time, is what determines whether or not an attacker will have enough frame advantage after an attack to execute a link. Hit stun is calculated in Smash Bros. as: FLOOR[(0.4)*Knockback]

Block Stun - the term block stun is used to refer to three different things: The first and most rare is to refer to the delay after a player ceases to press the shield button before the player can move again. The second is the delay before a player can perform another move after successfully blocking a move. The third is the delay before a player can perform another move if the opponent blocked his move. This is calculated in Smash Bros. as: FLOOR((damage + 4.45)/2.235)

Knockback - the measure of how far an attack sends its target. In this table it's displayed as Base Knock Back / Knockback Growth or Base KB/ Weight KB/ KB Growth. Base knockback is the minimum amount of knockback the attack can deliver (in normal circumstances), and knockback growth is a factor that controls how much the knockback increases as damage increases.
*Values in brackets denote different values present in multiple hit bubbles.

Angle - Direction in which the player is sent from an attack or throw. A 365° angle is the Auto Link Angle and will send the opponent in the same direction as the player. A 361° angle is the Sakurai Angle and will send all aerial opponents 45°. Any angle between 260° and 280° is classified as a meteor. Any angle above 361° is classified as a spike, with the exception of the Auto Link Angle

Startup - the time or frames it takes for a character to enter a state in which the attack actually hits after leaving its neutral state. The shorter the time, the better.

Active - the amount of frames that actively hits the opponent

Recovery - the amount of frames that must pass after active frames when returning to your neutral position.

IASA - or Interruptibility is the ability to begin a new action even though the current action's animation has not yet finished.

Frame Advantage - A move which allows the player to recover before his opponent leaves either hit stun on hit or block stun on block is considered to have frame advantage in those areas. Moves that enjoy frame advantage on hit are often used in links to perform combos, while moves that enjoy frame advantage on block are often used as pokes.
On Block = Block Stun-(Active+Recovery)
On Block (Air) = Block Stun-(Landing Recovery)
On Hit = Hit Stun -(Active+Recovery)
*All values are based on the target's damage percent being 0%.
Normals[NRM]
Move Name | Nickname | Damage | Hit Stun | Blockstun | Knockback | Angle | Startup | Active | Recovery | IASA | On Block | On Hit
Straight | Jab | 3 | 6 | 4 | 0/100 | [70,361] | 2 | 2 | 20 | 18 | -17 | -15
Cannon Hammer | Jab 2 | 7 | 7 | 5 | 0/100 | 361 | 3 | 3 | 24 | 30 | -23 | -19
Spin Kick | F-Tilt | 10 | 13 | 6 | 10/100 | 361 | 5 | 3 | 31 | 30 | -27 | -20
Heel Kick | U-Tilt | [13,12] | [27, 26] | 7 | 40/100 | 270,361 | 13 | 4 | 23 | 35 | [-20, -19] | [-1, -0]
Earth Blaster | D-Tilt | [14,5,2] | [8, 5, 4] | [7, 4, 3] | 0/75 | 100, 361, 361 | 5 | 19 | 16 | --- | [-27, -30, -31] | [-26, -29, -30]
Boost Ball* | Crawl Attack | 5 | 15 | 4 | 20/100 | 75 | 4 | 20 | 6 | --- | -21| -10
Shoulder Tackle | Dash Attack | [13,9] | [20, 18] | [6, 7] | 22/105 | 60 | 6 | 10 | 22 | 38 | [-24, -25] | [-11, -13]
Cannon Lunge | F-Smash | 14 | 24 | 7 | 30/104 | 361 | 9 | 12 | 35 | --- | -39 | -22
Cover Fire | U-Smash | 3,3,3,3,6 | 27, 23, 21, 19, 29 | 4, 4, 4, 4, 5 | [77, 60, 55, 50]/0, 45/145 | [120,145], [125,200], [125,210], [130,220], 83 | 12 | 3[1]3[1]3[1]3[1]3 | 28 | 41 | -42 ~ -41 | -17
| U-Smash Ice | [17,14,12] | [32, 20, 17] | [8, 7, 7] | [50/88, 20/105, 20/90] | [65, 75, 85] | 10 | 11 | 53 | 41 | [-55, -56, -56] | [-31, -43, -46]
Spinning Leg Sweep | D-Smash | 16,15 | 50, 41 | 8 | 110/50, 90/45 | 120 | 5 | 3[5]3 | 38 | 42 | -31 | 3
Move Name| Nickname| Damage|Hit Stun| Blockstun | Knockback| Angle|Startup|Active|Recovery|Landing Recovery|IASA|Auto Cancel|On Block
Chozo Kick | N-Air | [14.10] | [16, 13] | [7, 6] | 10/100 | 361 | 4 | 26 | 19| 15/7/4| 40 |<4, >34|[-8/0/3]~[-9/-1/2]
Aerial Fire | F-Air | 5(+14)*4, 5 | 24, 24, 24, 24, 25 | 4 | 64/0, 64/0, 64/0, 64/0, 64/14 | 55,50,50,50,169 | 4 | 2[4]2[4]2[4]2[4]2 | 30|15/7/4| 50 |>46 |-11/-3/0
| F-Air Ice | 14 | 25 | 7 | 45/80 | 39 | 9 | 8 | 21 |15/7/3| --- | >33 | -8/0/3
Flying Back Kick | B-Air | [10, 10, 14] | [21, 21, 28] | [6, 6, 7] | 30/100, 30/100, 42/100 | 361 | 8 | 4 | 27|15/7/4 | 37 | <8, >30| [-9/-1/2]~[-8/0/3]
Drill Kick | U-Air | 3, 1, 1, 1, 1, 4 | 14, 8, 8, 8, 8, 24 | 4, 3, 3, 3, 3, 4 | [0/30/100, 0/130]*5, 40/120 | [90,361], 80,80,80,80,361 | 4 |2[1]2[1]2[1]2[1]2[1]2 | 32|15/7/4 | 39 | <4, >33 |[-11/-4/-1]~[-11/-3/0]
Meteor Cannon | D-Air | 16 | 25 | 8 | 30/100 | 270 | 12 | 5 | 32|15/7/4 | 43 |<2, >29 | -7/1/4
*Values separated by comma (,) denotes multiple hits, while data in brackets [n] denote one hit, multiple hit bubbles with different attributes (outside of the active hit box column)
**Values (+n) denotes shield damage


Specials[SPC]
Move Name | Nickname | Damage | Hit Stun | Blockstun | Knockback | Angle | Startup | Active | Recovery | IASA | On Block | On Hit
Charge Shot | Neutral-B | 3~25 | 29 | 16 | 14/42 ~ 32/70 | 361 | 14 | --- | 42(8*) | 31 | -35~ -25 | -34~ -12
Missile | Side-B | | | | | | | | | | 0 | 0
| Fire (S) | 12 | 22 | 10 | 30/100 | 361 | 21 | --- | 29 | --- | -18 | -6
| Fire (G) | 5 | 11 | 6 | 26/20 | 45 | 21 | --- | 39 | --- | -32 | -27
| Ice (S) | 10 | 26(*0.2) | 6 | 45/90 | 361 | 21 | --- | 29 | --- | -22 | -23
| Ice (G) | 4 | 6(*0.2) | 4 | 0/100 | 361 | 21 | --- | 39 | 50 | -34 | -37
Screw Attack | Up-B | ~14(+3)* | 49~31 | 3 | [120, 120, 105, 105]/40, [90,90,60,60]/40, [0/70, 0/50, 0/50, 0/70]/100, 50/175 | [95, 98, 110, 240, 70] | 3 | 28 | 18 | --- | -42 | 4~ -14
Bomb | Down-B | 8 | 5 | 5 | 10/30 | 361 | 9 | --- | 50 | --- | -44 | -44
Zero Laser | Final Smash | 40~78 | 14 | 16~29 | 0/28/100 | 18 | 45 | 25 | 88 | --- | -96~ -83 | -98
**Recovery When Charge Shot is cancelled
**Ice Guided Missile - SDI Multiplier 0.4x, Hitstun multiplier 0.2x

**Screw Attack - does 3 shield damage per hit (max of 13 hits possible), **Hits 4~12 - Hitlag Multiplier 0x, **First hit has 0.5x SDI Multiplier, Hits 4~7 SDI Multiplier - x0.2, 7~15 0.4x SDI Multiplier
**Bombs have a 0.3 Hitlag Multiplier


Grabs[GRB]
Move Name | Nickname | Damage | Hit Stun | Blockstun | Knockback | Angle | Startup | Active | Recovery | IASA | On Block | On Hit
Beam Drag | Z | --- | --- | --- | --- | --- | 16 | 14 | 64 | --- | --- | ---
Dash Grab | | --- | --- | --- | --- | --- | 16 | 14 | 43(+30) | --- | --- | ---
Grapple Beam | Z-Air | --- | --- | --- | --- | --- | 8 | 11 | 41 | --- | --- | ---
Chozo Chop | Pummel | 3 | 15 | 4 | 0/30/100 | 80 | 2 | 2 | 18 | --- | --- | ---
Beam Throw | F-Throw | [8,3] | [28, 26] | [5, 4] | [60/55, 50/100] | [40,361] | 15 | 1 | 26 | --- | --- | ---
Reverse Beam Throw | B-Throw | [8,3] | [28, 26] | [5, 4] | [60/55, 50/100] | [40,361] | 11 | 1 | 38 | --- | --- | ---
Beam Launch | U-Throw | [4,3], 1, 1, 1, 1, 1 | [36, 22], ~22 | 4~3 | [80/70, 40/100] | [90,361] | 13 | 1[1]1[1]1[1]1[1]1[1]1 | 18 | --- | --- | ---
Beam Slam | D-Throw | [6,3] | [33, 22] | [5, 4] | [80/25, 40/100] | [80,361] | 18 | 1 | 23 | --- | --- | ---

Wake Up & Ledge Attack[LDG]
Move Name | Nickname | Damage | Hit Stun | Blockstun | Knockback | Angle | Startup | Active | Recovery | IASA | On Block | On Hit
Wake Up Attack A | F-Floor Attack | 8(+1), 6(+1) | 35 | 7, 5 | 80/50 | 361 | 18 | 2[7]2 | 30 | 50 | -33, -35 | 4
Wake Up Attack B | B-Floor Attack | 6(+1), 6(+1) | 35, 30 | 7 | 80/50, 0/90/100 | 361 | 18 | 2[4]3 | 22 | --- | [-23, -23] | [11, 6]
Wake Up Attack C | Trip | 5(+1), 5(+1) | 35 | 6 | 80/50 | 361 | 18 | 2[14]2 | 13 | --- | -24 | 21
Edge Attack A | <100% | 9(+1) | 31 | 9 | 70/50 | 361 | 23 | 4 | 28 | --- | -22 | 0
Edge Attack B | >100% | 10(+1) | 32 | 9 | 70/51 | 361 | 37 | 4 | 28 | --- | -22 | 0
Miscellaneous [MSC]
Move Name | Intangible | Recovery | IASA
Ledge Climb | 30 | 3 | ---
Ledge Climb Slow | 55 | 5 | ---
Ledge Roll | 36 | 13 | 50
Ledge Roll Slow | 68 | 11 | ---
Ledge Jump | 13 | 34 | ---
Ledge Jump Slow | 21 | 35 | ---
Trip | 6 | 24(+22) | ---
Ground Trip | 6 | 34(+22) | ---
Turning Trip | 7 | 29(+22) | ---
Dashing Trip | 8 | 38(+22) | ---
Trip Roll | 10 | 19 | ---
*The added (+22) frames is the animation of you getting up from being tripped

Move Name | Startup | Intangible | Recovery | IASA
Spot Dodge | 1 | 13 | 8 | ---
Air Dodge | 1 | 29 | 31 | ---
Foward Roll | 4 | 17 | 16 | ---
Back Roll | 4 | 14 | 20 | ---
Shield | 8 | --- | 16 | ---
References & Resources [RFR]
Table Editor
Glossary of Fighting Games
SSBWiki
Japanese Smash Calculator
Project Smash Attacks
Brawl Box
 
Last edited:

AuraMaudeGone

Smash Ace
Joined
Oct 19, 2011
Messages
747
Location
New Jersey
Changelog
1|11
Updated data for Aerial Moves
Added Landing Recovery column
Added Auto Cancel Window column
Corrected Frame Advantage On Block, accounts for Normal Landing/L-Cancel/Auto-Cancel​
1|15
Updated data for Ground based Moves
Corrected Frame Advantage On Block and Hit
5|20
Corrected Empty Jump Recovery value, adjusted frame advantage​

Don't be afraid to ask/request corrections about the data.
 
Last edited:

pooch182

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Firstly, I greatly appreciate you doing all of this work, because I was too lazy to finish my write up that I started a few weeks ago. Secondly, I definitely don't understand where these numbers are coming for in regard to frame advantages. If you could further explain how you found these numbers, it'd be greatly appreciated.

EDIT: Nevermind, I thought it was in reference to ability to act before the opponent, not in reference to how long the move takes to recover after the hitbox is active.
 
Last edited:

G13_Flux

Smash Lord
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Jan 1, 2013
Messages
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why is shield startup 8 frames? from my understanding you can powershield on the first 4 frames after you input shield, making the process instantaneous.
 

AuraMaudeGone

Smash Ace
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Messages
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why is shield startup 8 frames? from my understanding you can powershield on the first 4 frames after you input shield, making the process instantaneous.
My assumption is that takes 8 frames to get to your full shield. 4 frames is the Powershield point when your shield is forming during that time.
 

pooch182

Smash Journeyman
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Shield is active on frame 1, though. Shield startup from charging up neutral B is 8 frames until active, though. But that's because of the ending animation from canceling the charge.
 

bubbaking

Smash Hero
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Uhhh, I don't understand some of this... Can somebody actually confirm (and maybe explain to me how) several of Samus' moves here are straight-up worse than their Melee counterparts? For instance, ftilt is -18 on block in Melee, and her utilt is -10, but those same respective moves are listed as -27 and -20 here. Also, I'm fairly certain that Melee Samus' dsmash does come out on frame 6, but this is saying PM Samus' dsmash comes out on frame 9 (and is also much more negative on block). I'm not necessarily challenging the validity of the data, but this seems really weird to me.
 

AuraMaudeGone

Smash Ace
Joined
Oct 19, 2011
Messages
747
Location
New Jersey
Uhhh, I don't understand some of this... Can somebody actually confirm (and maybe explain to me how) several of Samus' moves here are straight-up worse than their Melee counterparts? For instance, ftilt is -18 on block in Melee, and her utilt is -10, but those same respective moves are listed as -27 and -20 here. Also, I'm fairly certain that Melee Samus' dsmash does come out on frame 6, but this is saying PM Samus' dsmash comes out on frame 9 (and is also much more negative on block). I'm not necessarily challenging the validity of the data, but this seems really weird to me.
1,001 apologies to everyone. I thought I updated D-Smash start up forever ago.
There's a lot more blockstun according to the Melee thread. I dunno what calculator they used or number they plugged in to get those numbers. I'm primarily using StrongBad's spreadsheet and the calc mentioned in my resources.
 

Sartron

Smash Journeyman
Joined
Jan 1, 2013
Messages
291
Location
Central Florida
Uhhh, I don't understand some of this... Can somebody actually confirm (and maybe explain to me how) several of Samus' moves here are straight-up worse than their Melee counterparts? For instance, ftilt is -18 on block in Melee, and her utilt is -10, but those same respective moves are listed as -27 and -20 here. Also, I'm fairly certain that Melee Samus' dsmash does come out on frame 6, but this is saying PM Samus' dsmash comes out on frame 9 (and is also much more negative on block). I'm not necessarily challenging the validity of the data, but this seems really weird to me.
To answer your questions, Samus' moves are...
Ftilt is -17.
Utilt is -13.

You were correct, down smash does come out on frame 6.
First Hit: -29
Second Hit: -22
 

EmptySky00

Banned via Warnings
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Apr 15, 2012
Messages
804
3DS FC
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Why do all of these threads denote startup as opposed to the frame the move hits on? That's so roundabout and confusing to have to add another frame for everything. The frame the hitbox comes out is far more useful and less misleading.
 

Orion Prime

Smash Cadet
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Jun 22, 2014
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This is legit!
Totally random, but just noticed Pizzacato grabs the bomb from Lunchables in his sig's gif...intended or not that definitely ups the snazzy factor of an already highly satisfying exchnage.

And thanks for the frame data Aura, very nice.
 

Boiko

:drshrug:
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Noticed that you don't have the stats for ice forward smash here. Here is the screenshot from PSA if you want to edit the original post, AuraMaudeGone AuraMaudeGone .

 

Skailler

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Why do you wanna know?
NNID
Skailler
Super Missiles and Homing Missiles are same startup? It always felt like Supers were faster just like in Melee. Guess thats just me though...
 

Chevy

Smash Ace
Joined
Mar 12, 2014
Messages
736
I believe they are the same on the ground, but homing are slower to start in the air. Same as Melee.
 
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