Dr. Tuen
Smash Lord
- Joined
- Apr 26, 2009
- Messages
- 1,396
- 3DS FC
- 0559-7294-8323
INTRODUCTION
Hello all. This thread serves as a compendium of frame data related to Zero Suit Samus. This was prompted by a Japanese frame data collection [REF 1 & 2] that added to the knowledge we have already collected here on smashboards [Mastercore, REF 3 & 4].The data presented below is not complete, nor is it completely accurate. This introduction will update to reflect any changes that occur going forward.
NOTE - The Japanese data includes a file for Mewtwo, indicating that this data is post patch! All damage data, however, is derived from Mastercore, which is not yet up to date. ZSS didn't seem to see any damage/knockback changes, so this should be OK. I will correct for any Mastercore related changes if they are discovered upon update.
I have left off knockback values and hit angles for the time being in the interest of focusing on the newer data. Some of the interpretations I have made from the Japanese data may not be correct, and may warrant discussion. I will try to cover as many of these as I can in my notes.
THE DATA
This is what we're all interested in, right? The data can be viewed in the link below. It is sorted into four tabs: Standard Moves (Jabs, Tilts, Smashes, etc), Grabs, Specials, and "etc." The data now has end frames for many moves. The data did not add to our knowledge of custom moves, so I have excluded those at this time. Data I was not sure of was marked with a "?."All cells marked with "NA" have no data, but should have data. All cells marked black do not have applicable data. Example: flip kick does not have charge frames.
For "properties" in the first tab, there are three symbols. Moves which clank are marked with "◯." Moves which clank but continue anyways are marked with "●." Finally, moves which are transcendent are marked with "×."
https://docs.google.com/spreadsheets/d/14gYzCptAnxWbzlFFkPa69MemyzCED9wjkPTAV6GaIQI/edit?usp=sharing
When discussion about the interpretation of this data settles, I will create static images to speed up the referencing process for anyone who wants to check on this.
NOTES
These notes are not in any particular order, but I will try to have interesting facts near the beginning and interpretive questions I'm asking everyone near the end.- Dash Attack is Transcendent - I am unsure of the implications of that.
- I have yet to look at the general document for the Japanese Data [REF 5] to assess the quality of our end frames
- The Japanese note for up tilt just says "knee." I made the inference that it was referring to the invulnerability.
- Z air has two hitboxes? The active frames are listed as 9-18, and 19. There were no associated Mastercore damage values.
- Neutral Air has two separate hitboxes that hit at separate times. Mastercore lists the maximum damage as 20%, but I have doubts that you can hit with both.
- ZSS' grab is terrible in ways that are further backed with end transition values (78 frame whiffed pivot grab!?)
- Special moves still have many holes.
- Paralyzer "active frames" are referring to the projectile, I believe.
- I don't think I interpreted the damage hits on Boost Kick correctly. In particular, the number of middle hits and the damage they do.
- Again, I haven't made a comparison to the aggregate Japanese Data [REF 5], but there's dodge data now!
- There's also item data! Throws, drops, etc.
- ZSS' jump squat animation is 4 frames long. Yay for fairly difficult short hops?
- Neutral landing data is cool too. I didn't know landing "hard" (fast fall?) yielded more animation frames. Also, airdodging into the ground is very bad.
- ZSS' initial dash animation is 13 frames long.
- I have transposed the jab data as it looks like in the Japanese Data... I am not completely sure how to interpret it. It seems that repeated Jab 1 is 7 frames apart. Not sure how to interpret the "13" in the "2 -> 1" row though.
REFERENCES
- @TheReflexWonder - Japanese Data Post - http://smashboards.com/threads/mechanics-techniques-discussion.368206/page-26#post-19110317
- sixriver - Japanese ZSS Data - https://docs.google.com/spreadsheets/d/1Y26dmz91sSUVM76wD1-Mt8dqK12HU4gBEyHqONvEGH4/edit#gid=0
- @Thinkaman - Mastercore Data Parsed - http://smashboards.com/threads/comp...-every-character-now-with-ko-percents.383550/
- @Dantarion - Mastercore Data - http://opensa.dantarion.com/s4/mastercore2/
- sixriver - Aggregate Japanese Data - http://sixriver.web.fc2.com/ssb4/Character_data.htm
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