Samus Hitboxes and Frame Data

standardtoaster

Tubacabra
Moderator
Joined
Nov 26, 2009
Messages
9,259
Location
Eau Claire, Wisconsin
#1
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]
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
[/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
 

standardtoaster

Tubacabra
Moderator
Joined
Nov 26, 2009
Messages
9,259
Location
Eau Claire, Wisconsin
#9
I'm pretty sure for frame perfect jab cancelling you'd jab, wait for animation to end, hit down to enter crouch animation, wait one frame, press A to jab again. It'd probably end up being about 15 frames in between with no hitbox.
 

Violence

Smash Lord
Joined
May 31, 2010
Messages
1,249
Location
Vancouver, BC
#11
There's another way of doing frame perfect jab cancels.

If you angle the control stick perfectly down and away after the first jab and hold it there, you can jab cancel perfectly.
 

MonkUnit

Project M Back Roomer
Joined
Nov 29, 2009
Messages
6,075
Location
Eau Claire, Wisconsin
#12
I wonder if that's faster than doing jab -> down -> jab. I don't think it would change the frame data on it though. It seems that you can interrupt the going into crouch animation with a jab, and doing down + away wouldn't change that.

It'd make your jab canceling more precise though, as you wouldn't risk doing a dtilt.
 
Joined
Jan 13, 2012
Messages
66
Location
Long Island, NY
#13
honestly, i think it sounds riskier trying to find some sort of perfect angle after doing a jab, rather than just flicking down or away. but hey, that's just me.

anyway, thanks so much for posting this man. i had the zip folder downloaded but, seeing it all together like this is just awesome.
 

Violence

Smash Lord
Joined
May 31, 2010
Messages
1,249
Location
Vancouver, BC
#14
What I do(and am practicing) is simply wavedash toward and roll the stick along the bottom to the down away notch during the part of the animation where you can't affect your movement, and then jab.

It can become very smooth and I think this is also how Hugo does it.
 
Joined
Jan 13, 2012
Messages
66
Location
Long Island, NY
#15
i see..i was just messing around with. its kinda sick. i keep getting ftilits here and there though. its hard as hell for me to get the angle out of aerials though for me for some reason. but wow, i must get better at this..

i actually just decided to give it another go for the past half hour and i've totally got it down. wow, i feel like this is really going to improve my game a whole lot. and to think, i had no idea about this. dude, thank you so much for the info.
 

vadgama

Smash Journeyman
Joined
Dec 1, 2008
Messages
296
Location
Redmond, WA
#16
Thank yous from me to everyone who worked on the hitbox/frame data stuff, the animation clips, and for the post itself. U-tilt is awesome!
 

bubbaking

Smash Hero
Joined
Mar 30, 2010
Messages
6,895
Location
Baldwin, NY, USA or Alexandria, VA, USA (Pick one)
#19
You could just ask here (and everywhere) and I'm sure someone will try to help you out. What are you having trouble understanding?

I guess to start, I could try to quickly explain all of the data listed for a certain move in the OP:
[collapse=Samus' jab 1]
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
[/collapse]
For starters, remember that there are 60 frames in a second. A frame is the smallest unit of time measurement in Smash. In addition, yellow hitboxes are vulnerable hurtboxes (hurt by red and grabbed by yellow), red hitboxes are damaging hitboxes (hurt yellow, clank with most other reds), purple hitboxes are grabboxes (grab yellow), and blue hitboxes are invincible areas. OK, let's get started.
Total: 17
The entire move's animation lasts 17 frames. If you press the A button once while standing, Samus will take 17 frames (17/60 of a second) to do her full jab animation. However, some moves have a special property in the form of Interruptible As Soon As (IASA) frames. As the name suggests, these frames indicate how early you can interrupt a move's animation to do something else. In this case, Samus' jab doesn't have IASA (at least it's not listed), so you're gonna be stuck in it for 17 frames.
This move hits from frame 3 of the jab animation to frame 4. That's when those red hitboxes are out and if they're overlapping the yellow hurtboxes of the opponent, you get a hit. If they overlap the red hitboxes of another move, they clash.
Hit lag: 3
I'm not sure what this means. I'm pretty certain that hit lag is how long the attack 'freezes' on the opponent while hitting him but I'm not sure what EXACTLY this number means. I just know that, the greater the amount of hit lag there is, the longer the 'hitting' part of the move takes when it actually connects with the opponent.
Shield stun: 6
Again, I'm not sure EXACTLY what this number equates to, but I'm 100% certain that shield stun is a measure of how long a shield is stuck in 'frozen recoil' after being hit. In other words, the more shield stun a move induces, the longer that shield will be 'stuck' before the shielder can do anything.
Advantage: -11
OK, back to #s I can fully explain again. Advantage (frame advantage, in full) is how early before your opponent (in frames) you can act after hitting his shield with a move. If the advantage is positive, you can move before your opponent. If it's negative, you can only move after him. In this case, after hitting the opponent's shield with jab 1, Samus can only move 11 frames after the opponent can act. This actually isn't terrible because of a quote that I'm going to throw in at the bottom of this post.
Ftr, a move's hit lag, its shield stun, and how many frames exist between the last frame of its latest hitbox and the end of the move's animation (or its soonest IASA frame, whichever comes first) all directly affect how much advantage a move has. I'm actually not too knowledgeable on hit lag, but as a benchmark on everything else:
  • More shield stun = greater advantage (+)
  • More frames between the last frame of an attack and its earliest IASA frame (or the end of the move) = less advantage (-)
Swing advantage: -6
This statistic is specific to this move. The "swing" is Samus's jab 2, so the "swing advantage" is how early before or late after the opponent can move (after shielding jab 1) that the jab 2 swing will hit the opponent. In this case, the opponent can begin acting 6 frames before Samus' jab 2 hits him. This is actually really safe, because unless the opponent is Bowser or Samus or some other extremely lucky, specific char, he can't really do anything OoS that's faster than 7 frames. The advantage you have AFTER the swing, however, is a totally different story.
Window of the swing: 3-25
To be 100% honest, I'm actually not sure what this means at all, but if I had to guess, I'd say that these are the frames of the move during which you can press the A button to start the jab 2. This is weird though, because the window would last until frame 25 but the jab 1's animation ends on frame 17. :confused:
Swing starts: 12
Guessing again (see, I also don't know as much about frame data as I'd like), but I think this means that the jab 2 swing animation will actually start 12 frames after pressing the A button.

Hope this all helped. ;) Oh yeah, about frame data:
When looking at frame advantages, there are some important numbers that you should always keep in mind to get a better idea of the big picture. Below are both universal numbers, shared by the entire cast, and numbers specific to certain characters who are quite important in the OoS department, characters you should pay quite close attention to when attacking their shields:
  • 1 = Minimum # of frames jumpsquat adds to any JC action being done OoS (upB, usmash, etc).
  • 2 = # of frames a shield plat drop takes, so add this to the start-up of whatever aerial the opponent would be using to hit you OoS.
  • 3-8 = # of frames jumpsquat takes for every character (ranges from 3 for Fox to 8 for Bowser), so add this to the start-up of whatever aerial the opponent would be using to hit you OoS.
  • 5 = Frame on which the hitbox of Samus' upB OoS comes out (1 frame jumpsquat + frame 4 hitbox). The move is invincible for 5 frames after the jumpsquat (frames 2 to 6).
  • 6 = Frame on which the hitbox of Bowser's upB OoS comes out (1 frame jumpsquat + frame 5 hitbox). The move is invincible for 4 frames after the jumpsquat (frames 2 to 5).
  • 7 = # of frames it takes for most shieldgrabs to come out. In other words, if a move is -7 or worse on shield and you space it poorly, then you can count on getting grabbed.
  • 8 = Frame on which the hitbox of Fox's usmash OoS comes out (1 frame jumpsquat + frame 7 hitbox). In other words, if a move is -8 or worse on shield and you space it poorly against Fox, then you can count on being usmashed. This is extremely important to know because our two moves most used for shield pressure, ftilt and utilt, are -17 and -10 on block, respectively. What does this mean? Even though it's safe when spaced, if you decide to be lazy and just use a utilt directly in front of Fox's shield at any damage above 100%, you can just kiss that stock goodbye!
  • 10 = # of frames of WL lag, so add this to the total # of jumpsquat frames for whatever character is WDing to acquire the # of frames it takes that character to WD OoS. This information is also very important. For instance, it takes Sheik 20 frames to WD OoS > grab (3 frame jumpsquat + 10 frame WL + 7 frame grab). Likewise, it takes Fox the exact same number of frames to WD usmash OoS (same jumpsquat and his usmash is also 7 frames). This is why, when spaced, Samus' tilts are so safe on shields, despite being so negative frame-wise on paper.
 
Joined
Apr 28, 2010
Messages
527
#20
This was extremely helpful so thank you for taking the time to post this =)

Im going to ask KK or whoever if they can explain it to me as well because I cant seem to find the info on this anywhere.
 

.K1

Smash Apprentice
Joined
Oct 23, 2013
Messages
89
Location
SoCal
#27
Lets say I do down B when im directly...umm....inside (for lack of a better term) my opponent. How many frames until the bomb detonates / becomes active? I understand that it takes 10f for the bomb to actually come out, but how many frames does it take for the opponent to get hit if I do the bomb "meaty" ?
 
Joined
Feb 2, 2013
Messages
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Location
CT
#28
Lets say I do down B when im directly...umm....inside (for lack of a better term) my opponent. How many frames until the bomb detonates / becomes active? I understand that it takes 10f for the bomb to actually come out, but how many frames does it take for the opponent to get hit if I do the bomb "meaty" ?
Explosion shield stun: 7
Bomb bounces off shield stun: 6

7 + 6 = 13 :)
 

.K1

Smash Apprentice
Joined
Oct 23, 2013
Messages
89
Location
SoCal
#29
what does the shield stun have to do with how long it takes for the bomb to become active?

Im asking if someone is shielding, and I do a bomb "inside" of their shield, how many frames until the bomb detonates AFTER it comes out. I know that actual startup for the bomb to appear on screen is 10 frames, but how many frames after that does the explosion hit the opponent.....thats what im asking.

is the explosion on frame 1 after the 10f startup? (10frames for bomb to come out, bomb explosion hitbox appears on next frame?) or are there more startup frames for the bomb to explode? (10f for the bomb to come out, then X more frames for the explosion hitbox to appear?)
 
Joined
Feb 2, 2013
Messages
1,862
Location
CT
#30
The bomb hits any hurtbox or shield on contact... the bomb comes out on frame 10, which is when it will explode if it hits an opponents shield, if they are in 13 frames of hitstun, you have a +3 frame window in the advantage to lay another bomb on them
 
Joined
Feb 2, 2013
Messages
1,862
Location
CT
#31
OHHH, you are confused about something, there are 2 hitboxes on the bomb, the first one is the actual object, when contact is made it produces 6 frames of hitstun, and then the second hitbox is the explosion, which produces another 7 frames.
 

.K1

Smash Apprentice
Joined
Oct 23, 2013
Messages
89
Location
SoCal
#32
Ahhhhh okay. I didnt realize the bomb itself has a hitbox, then the explosion has a hitbox. Thanks for clearing that up! Much appreciated!
 
Joined
May 5, 2012
Messages
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Location
Fort Polk/Leesville, Louisiana
#35
Well you don't get shield stun numbers like 16 unless something is doing like 30 damage
So he counted hitlag on shield as shield stun in addition to the actual stun which had me hella confused at first
I had to straight up boot up melee to assure myself samus's fsmashes weren't doing that much ****ing damage
 

343

Smash Journeyman
Rankings Team
Joined
Dec 4, 2012
Messages
428
Location
Norcal
#37
I'm actually confused now: unstale super missile does 12%, so hitlag should be 3+12/3 = 7 frames and shieldstun should be floor(((12+4.45)/2.235)) = 7 frames, so where did OP's "13 frames of shieldstun" come from?

assuming your missile comes out the frame before you hit the ground, and hits their shield the next frame, I guess it sounds like it's "+10"... but it also means you're falling on them with a frame-15 move, which is not too safe.

also, since grab comes out frame 18 (ugh) missile -> grab can't ever "really" work :/
 

Fury_Fury

Smash Rookie
Joined
Jun 21, 2015
Messages
1
#39
So I'm a samus main looking for a secondary to counter my hardest opponents like marth, falcon, jigglypuff. Who would be the best secondary to start picking up
 
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