More actions
→Overview: Wrote an overview for Samus |
|||
(8 intermediate revisions by 3 users not shown) | |||
Line 34:
|specificHits=yes
|description=
Jab 1 is okay, Jab 2 is horrible. Jab 2 will not combo at lower percents and is punishable if blocked.
}}
=== {{clr|tilt|Forward Tilt}} ===
Line 42:
|specificHits=
|description=
One of Samus' best grounded options. A decently fast mid-range poking tool that can also kill at ledge.
}}
=== {{clr|tilt|Up Tilt}} ===
Line 49 ⟶ 50:
|specificHits=
|description=
Mostly used to punish ledge jumps and people who overstay their welcome at ledge. With proper spacing, you can make the opponent fear this move every time they're at the ledge.
It launches airborne opponents horizontally, but grounded ones are actually meteor smashed instead, giving Samus guaranteed combos into other moves on hit. This makes it one of Samus's best combo starters, despite it having slower startup than her other tilts.
}}
=== {{clr|tilt|Down Tilt}} ===
<big>{{Prompt|Analog Down}} + {{Prompt|A}}</big>
Line 56 ⟶ 61:
|specificHits=
|description=
Deals good shield damage and can kill at high percents. Despite being a disjointed move, this move is mad unsafe, so you better not get shielded up close.
It's also a very good move for 2-frame punishes, much like Mii Gunner's similar-looking down tilt.
}}
=== {{clr|tilt|Dash Attack}} ===
<big>{{Prompt|A}} while dashing or running</big>
Line 63 ⟶ 72:
|specificHits=
|description=
A fast dash that serves as a burst kill option. While it's very unsafe on shield, it can cross shielding opponents when done up close, catching some off guard. Use it to punish landings or to combo off weak Charge Shots and Missiles.
}}
Line 72 ⟶ 82:
|specificHits=
|description=
One of Samus' worst Smash Attacks. Very small hitbox, weak sourspot and surprisingly unreliable at killing. It's not even her faster option, though it's still pretty fast (and tied for fastest forward smash in the game startup-wise). It's better used as a combo off a Charge Shot.
}}
=== {{clr|smash|Up Smash}} ===
<big>{{Prompt|Analog Smash Up}} + {{Prompt|A}}</big>
Line 79 ⟶ 91:
|specificHits=
|description=
Samus' best and worst Smash Attack depending on who you ask. While it has amazing kill power, damage and sees good use as an anti-air, it's infamous for being a very inconsistent multihit that usually whiffs on standing opponents (though less often on [[Dark Samus]]' case). For some reason, [[SSBU/Mii Gunner#Up_Smash|SSBU/Mii Gunner]] has a more consistent version of this move. It's not an utterly terrible move, but it's best not to rely on it.
}}
=== {{clr|smash|Down Smash}} ===
Line 86 ⟶ 99:
|specificHits=
|description=
Samus' best Smash Attack by process of elimination. It's fast, sends at a nasty angle and has decent horizontal range. Solid move, nothing else to say
}}
Line 95 ⟶ 109:
|specificHits=
|description=
The swiss army knife of Samus' aerials. It's decently safe, stuffs out approaches well and covers decent space around Samus. The first hit in particular is very strong both in damage and kill power.
}}
=== {{clr|aerial|Forward Aerial}} ===
Line 102 ⟶ 117:
|specificHits=
|description=
This move has the same issues as Up Smash. On one hand it's an amazing air-to-air tool that covers a lot of ground and can even kill decently at ledge. On the other hand, it's a multihit so opponents are prone to fall off (especially with good SDI). Nevertheless, it's still a good aerial that does its job.
}}
=== {{clr|aerial|Back Aerial}} ===
Line 109 ⟶ 125:
|specificHits=
|description=
A really strong punish tool for predictable approaches. The high knockback makes it one of Samus's better kill moves.
}}
=== {{clr|aerial|Up Aerial}} ===
<big>Airborne {{Prompt|Analog Up}} + {{Prompt|A}}</big>
Line 116 ⟶ 134:
|specificHits=
|description=
Samus' fastest aerial. Combos into itself at low percentages and kills at the top on very high percentages.
}}
=== {{clr|aerial|Down Aerial}} ===
Line 123 ⟶ 142:
|specificHits=yes
|description=
A downward spike with good follow-ups if it hits on the ground
}}
=== {{clr|aerial|Z Aerial}} ===
Line 130 ⟶ 150:
|specificHits=yes
|description=
Samus' tether. A decent option to put space between you and the opponent.
}}
Line 139 ⟶ 160:
|specificHits=yes
|description=
The bread and butter of Samus' gameplan. You live and die by this move. Just having it on the chamber is enough to make your opponent reconsider their approach.
* Charging increases the size, damage, knockback, hitstun, shield stun and speed of Charge Shot.
* Can be charged in the air, but the cancel options are more commital so never do it if you have no double jump.
* It takes 125 frames (roughly 2 seconds) to fully charge.
You may think that the more charged the better, ¿right? Well, yes and no. While a full Charge Shot is deals more damage and kills more, there are a couple things that make it strictly worse than a partially charged Charge Shot (from now on, we'll refer to it as a Partial Shot) on most situations.
* If you hit {{Prompt|B}} with a full Charge Shot, you can only shoot it. With a Partial Shot, you have the option to fake the shot by holding {{Prompt|B}} to charge and then cancelling the charge, which has a very similar animation that can throw people off. This allows you to condition your opponent better and leads to more powerful mindgames.
* You don't really lose that much damage/knockback with a nearly fully charged Partial Shot, it can still kill pretty reliably and has better combo potential overall.
* You lose a lot of movement mixup via Wavebouncing and B-Reversing Charge Shot.
* The animation when shooting a full Charge Shot is considerably longer than the one from any Partial Shot, but the latter (when nearly fully charged) has just as much shield stun. This means that a almost full Partial Shot point blank is way safer than any full Charge Shot. To put it into perspective, a full Charge Shot point-blank is -12 on shield, while a Partial Shot can range from -16 to +4 on shield. This is no typo, it can be made safe or even '''PLUS''' on shield, meaning that in the latter case you are guaranteed to not eat a punish no matter how fast it is and can force a mixup situation.
}}
Line 147 ⟶ 180:
|specificHits=yes
|description=
Samus's missiles. Tilt the Analog Stick for Missile, Smash Input for Super Missile. Widely considered Samus' worst special but it has decent utility in some matchups
----
'''Missile'''
* Small vertical tracking
* Deals small damage and knockback
----
'''Super Missile'''
* Goes faster in a straight line but does not home in.
* Decent damage and knockback but don't rely on it to kill.
* Huge shield damage
}}
Line 163 ⟶ 198:
|specificHits=yes
|description=
Samus' get off me move and one of the best in the game in that regard. Can kill at high enough percentages (though move staling can hinder this heavily).
}}
=== {{clr|special|Bomb}} ===
Line 170 ⟶ 206:
|specificHits=yes
|description=
Samus gets into Morph Ball and drops a Bomb on her position. Samus will do a small jump in her Morph Ball animation if she is near a exploding bomb. This is Samus' main ledgetrapping and aerial mixup tool. It also leads into a follow-up or even a kill confirm with good positioning. Learning to use this tool at ledge is crucial.
* Bomb comes out on frame 11.
* The bomb will explode after colliding with a hurtbox or automatically after 83 frames
}}
Line 187 ⟶ 226:
----
;Dash Grab (While Dashing, {{Prompt|Z}})
Good range but one of the most punishable grabs in the whole game. Pray you never whiff this.
----
;Pummel (After grabbing, {{Prompt|A}})
|
Latest revision as of 06:12, 26 February 2024
![](http://static.miraheze.org/dragdownwiki/thumb/7/7c/SSBU_Samus_Stock.png/25px-SSBU_Samus_Stock.png)
Defensively, Samus has attributes that are in her favor. Though she has floaty jumps, Samus is tied for 10th heaviest character in the game, meaning she can take plenty of hits before losing a stock. Samus also has a strong defensive option in Screw Attack, which can be done out of shield at frame 4.
Samus does have her fair share of weaknesses. Her grounded options are very lack luster. While some have significant strength, they can be punished easily do to being slow in startup or having high endlag. Additionally, while having some moves that are decently safe on shield, jumping in on the opponent with an aerial can be tough due to her floaty attributes and slow fall speed, making them committal.
If a projectile zoner with powerful conditioning tools is to your liking, Samus may be for you.
![]() |
|
Pros | Cons |
|
|
Normal Moves
Jab
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Jab 1 | 3.0 | 3-4 | 17 | 361 | -10 to -9 | N/A |
Jab 2 | 8.0 | 6-9 | 29 | 361 | -15 to -12 | N/A |
Jab 1 is okay, Jab 2 is horrible. Jab 2 will not combo at lower percents and is punishable if blocked.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Jab 1 | 25 | 10 | N/A | N/A | 4 | ||||||||
Jab 2 | 30 | 95 | N/A | N/A | 8 |
Forward Tilt
/
+
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
8.0/9.0/10.0Close/Mid/Far | 8-10 | 33 | 361 | -17 to -15/-16 to -14/-15 to -13 | N/A |
9.0/10.0/11.0Close/Mid/Far | 8-10 | 33 | 361 | -16 to -14/-15 to -13 | N/A |
One of Samus' best grounded options. A decently fast mid-range poking tool that can also kill at ledge.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
30 | 80/100 | N/A | N/A | 8/9/10 | ||||||||
30 | 80/100 | N/A | N/A | 9/10 |
Up Tilt
+
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
13.0/12.0Grounded/Aerial | 15-18 | 39 | 270/361 | -12 to -9/-13 to -10 | N/A |
Mostly used to punish ledge jumps and people who overstay their welcome at ledge. With proper spacing, you can make the opponent fear this move every time they're at the ledge.
It launches airborne opponents horizontally, but grounded ones are actually meteor smashed instead, giving Samus guaranteed combos into other moves on hit. This makes it one of Samus's best combo starters, despite it having slower startup than her other tilts.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
40 | 100 | N/A | N/A | 12/11 |
Down Tilt
+
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
12.0 | 6-8 | 44 | 75 | -27 to -25 | N/A |
Deals good shield damage and can kill at high percents. Despite being a disjointed move, this move is mad unsafe, so you better not get shielded up close.
It's also a very good move for 2-frame punishes, much like Mii Gunner's similar-looking down tilt.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
80 | 65 | N/A | N/A | 11 |
Dash Attack
while dashing or running
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
10.0 | 8-9/10-13 | 41 | 55 | -21 to -22 | N/A |
6.0 | 14-18 | 41 | 55 | -21 to -17 | N/A |
A fast dash that serves as a burst kill option. While it's very unsafe on shield, it can cross shielding opponents when done up close, catching some off guard. Use it to punish landings or to combo off weak Charge Shots and Missiles.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
80 | 90 | N/A | N/A | 10 | ||||||||
80 | 90 | N/A | N/A | 6 |
Smash Attacks
Forward Smash
/
+
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
12.0/14.018/21 charged | 10-11 | 48 | 361 | -30 to -29/-28 to -27-26 to -25/-24 to -23 charged | N/A |
13.0/15.0 | 10-11 | 48 | 361 | -26 to -25/-24 to -23 | N/A |
11.0/13.5 | 10-11 | 48 | 361 | -28 to -27/-26 to -25 | N/A |
One of Samus' worst Smash Attacks. Very small hitbox, weak sourspot and surprisingly unreliable at killing. It's not even her faster option, though it's still pretty fast (and tied for fastest forward smash in the game startup-wise). It's better used as a combo off a Charge Shot.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
16/40 | 112/100 | N/A | N/A | 8/104/5 charged | ||||||||
16/40 | 112/100 | N/A | N/A | 12/14 | ||||||||
16/40 | 112/100 | N/A | N/A | 10/12 |
Up Smash
+
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
3.04.5 charged | 11-12 | 56 | 100/368 | -42 to -41-41 to -40 charged | N/A |
3.04.5 charged | 15-16 | 56 | 130/368/160 | -38 to -37-37 to -36 charged | N/A |
3.04.5 charged | 19-20 | 56 | 130/368/160 | -34 to -33-33 to -32 charged | N/A |
3.04.5 charged | 23-24 | 56 | 120/368/170 | -30 to -29-29 to -28 charged | N/A |
6.09 charged | 27-28 | 56 | 80 | -24 to -23-22 to -21 charged | N/A |
Samus' best and worst Smash Attack depending on who you ask. While it has amazing kill power, damage and sees good use as an anti-air, it's infamous for being a very inconsistent multihit that usually whiffs on standing opponents (though less often on Dark Samus' case). For some reason, SSBU/Mii Gunner has a more consistent version of this move. It's not an utterly terrible move, but it's best not to rely on it.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
60/0 | 30 | N/A | N/A | 33 charged | ||||||||
30/0 | 30 | N/A | N/A | 33 charged | ||||||||
40/0/30 | 30 | N/A | N/A | 33 charged | ||||||||
30/0 | 30 | N/A | N/A | 33 charged | ||||||||
50 | 162 | N/A | N/A | 53 charged |
Down Smash
+
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
10.015 charged | 9-10 | 44 | 30 | -28 to -27-25 to -24 charged | N/A |
12.018 charged | 17-18 | 44 | 30 | -19 to -18-15 to -14 charged | N/A |
Samus' best Smash Attack by process of elimination. It's fast, sends at a nasty angle and has decent horizontal range. Solid move, nothing else to say
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
70 | 70 | N/A | N/A | 74 charged | ||||||||
70 | 68 | N/A | N/A | 84 charged |
Aerials
Neutral Aerial
Airborne
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
10.0 | 8-11 | 45 | 32 | -5 | N/A |
9.0 | 14-15 | 45 | 45 | -5 | N/A |
8.0 | 16-22 | 45 | 45 | -5 | N/A |
The swiss army knife of Samus' aerials. It's decently safe, stuffs out approaches well and covers decent space around Samus. The first hit in particular is very strong both in damage and kill power.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
40 | 100 | 9 | ? | 4 | ||||||||
40 | 100 | 9 | ? | 4 | ||||||||
10 | 98 | 9 | ? | 4 |
Forward Aerial
Airborne +
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
3.0 | 6-7 | 59 | 367/18 | -12 | N/A |
1.6 | 12 - 13/18 - 19 | 59 | 367/18 | -12 | N/A |
5.0 | 30-31 | 59 | 361 | -11 | N/A |
This move has the same issues as Up Smash. On one hand it's an amazing air-to-air tool that covers a lot of ground and can even kill decently at ledge. On the other hand, it's a multihit so opponents are prone to fall off (especially with good SDI). Nevertheless, it's still a good aerial that does its job.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
25 FKB/30 FKB | 100 | 14 | ? | 2 | ||||||||
35 FKB/40 FKB | 100 | 14 | ? | 2 | ||||||||
40 | 140 | 14 | ? | 3 |
Back Aerial
Airborne +
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
12.0/14.0Leg/Foot | 9-10 | 41 | 361 | -9 | N/A |
9.0 | 11-14 | 41 | 361 | -10 | N/A |
A really strong punish tool for predictable approaches. The high knockback makes it one of Samus's better kill moves.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
30/42 | 98 | 14 | ? | 5 | ||||||||
20 | 90 | 14 | ? | 4 |
Up Aerial
Airborne +
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
3.0 | 5 | 39 | 84/367 | -16 | N/A |
1.3 | 7-14 | 39 | 84/367 | -16 | N/A |
4.0 | 16-17 | 39 | 70 | -15 | N/A |
Samus' fastest aerial. Combos into itself at low percentages and kills at the top on very high percentages.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
90 FKB/25 FKB | 100 | 18 | ? | 2 | ||||||||
90 FKB/25 FKB | 100 | 18 | ? | 2 | ||||||||
40 | 160 | 18 | ? | 3 |
Down Aerial
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early | 10.0 | 17-18 | 48 | 361 | -8 | N/A |
Clean | 14.0 | 19-21 | 48 | 270 | -7 | N/A |
Late | 10.0 | 22-23 | 48 | 361 | -8 | N/A |
A downward spike with good follow-ups if it hits on the ground
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | 25 | 100 | 12 | ? | 4 | ||||||||
Clean | 25 | 85 | 12 | ? | 5 | ||||||||
Late | 25 | 100 | 12 | ? | 4 |
Z Aerial
Airborne
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early | 2.5 | 8-15 | 59 | 45 | -47 to -40 | N/A |
Clean | 4.0 | 16-19 | 59 | 45 | -38 to -35 | N/A |
Samus' tether. A decent option to put space between you and the opponent.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | 30 | 30 | N/A | N/A | 4 | ||||||||
Clean | 30 | 100 | N/A | N/A | 5 |
Special Moves
Charge Shot
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Min | 5.0 | 3-62 + 3F from Charge State | 31 | 361 | -61 to -2 | N/A |
Max | 28.0 | 16-75Projectile active | 60 | 40 | -30 to 29 | N/A |
The bread and butter of Samus' gameplan. You live and die by this move. Just having it on the chamber is enough to make your opponent reconsider their approach.
- Charging increases the size, damage, knockback, hitstun, shield stun and speed of Charge Shot.
- Can be charged in the air, but the cancel options are more commital so never do it if you have no double jump.
- It takes 125 frames (roughly 2 seconds) to fully charge.
You may think that the more charged the better, ¿right? Well, yes and no. While a full Charge Shot is deals more damage and kills more, there are a couple things that make it strictly worse than a partially charged Charge Shot (from now on, we'll refer to it as a Partial Shot) on most situations.
- If you hit
with a full Charge Shot, you can only shoot it. With a Partial Shot, you have the option to fake the shot by holding
to charge and then cancelling the charge, which has a very similar animation that can throw people off. This allows you to condition your opponent better and leads to more powerful mindgames.
- You don't really lose that much damage/knockback with a nearly fully charged Partial Shot, it can still kill pretty reliably and has better combo potential overall.
- You lose a lot of movement mixup via Wavebouncing and B-Reversing Charge Shot.
- The animation when shooting a full Charge Shot is considerably longer than the one from any Partial Shot, but the latter (when nearly fully charged) has just as much shield stun. This means that a almost full Partial Shot point blank is way safer than any full Charge Shot. To put it into perspective, a full Charge Shot point-blank is -12 on shield, while a Partial Shot can range from -16 to +4 on shield. This is no typo, it can be made safe or even PLUS on shield, meaning that in the latter case you are guaranteed to not eat a punish no matter how fast it is and can force a mixup situation.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Min | 14 | 42 | N/A | N/A | 3 | ||||||||
Max | 46 | 50 | N/A | N/A | 8 |
Min:
- 13F to enter Charge State
Max:
- 125F to fully charge
Missile
/
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Missile | 8.0 | 18-137 | 54/59 | 0 | NaN | N/A |
Super Missile | 12.0 | 21-70 | 57/59 | 65 | NaN | N/A |
Samus's missiles. Tilt the Analog Stick for Missile, Smash Input for Super Missile. Widely considered Samus' worst special but it has decent utility in some matchups
Missile
- Small vertical tracking
- Deals small damage and knockback
Super Missile
- Goes faster in a straight line but does not home in.
- Decent damage and knockback but don't rely on it to kill.
- Huge shield damage
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Missile | 26 | 25 | N/A | N/A | 3 | ||||||||
Super Missile | 50 | 65 | N/A | N/A | 4 |
Screw Attack
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Initial Hit | 3.0 | 4-6 | 40 | 92/105 | -31 to -29 | all intangible 3-6 |
Rising Hit 2 | 1.0 | 7-11 | 40 | 92/98 | -30 to -26 | all intangible 3-6 |
Rising Hit 3 | 1.0 | 12-14 | 40 | 84/90 | -25 to -23 | all intangible 3-6 |
Rising Hit 4 | 1.0 | 15-24 | 40 | 82/90 | -22 to -13 | all intangible 3-6 |
Rising Final Hit | 2.0 | 25-26 | 40 | 70 | -11 to -10 | all intangible 3-6 |
Aerial, Initial Hits | 1.0 | 5-10 | 49 | 93/96 | -41 to -36 | all intangible 3-4 |
Aerial, Multihits | 1.0 | 11-26 | 49 | 96/98 | -35 to -20 | all intangible 3-4 |
Aerial, Multihits Later | 1.0 | 27-28 | 49 | 70 | -19 to -18 | all intangible 3-4 |
Samus' get off me move and one of the best in the game in that regard. Can kill at high enough percentages (though move staling can hinder this heavily).
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Initial Hit | 200 FKB | 100 | 24 | N/A | 4 | ||||||||
Rising Hit 2 | 180 FKB/80 FKB | 100 | 24 | N/A | 2 | ||||||||
Rising Hit 3 | 100 FKB/40 FKB | 100 | 24 | N/A | 2 | ||||||||
Rising Hit 4 | 40 FKB/20 FKB | 100 | 24 | N/A | 2 | ||||||||
Rising Final Hit | 56 | 190 | 24 | N/A | 3 | ||||||||
Aerial, Initial Hits | 115 FKB/60 FKB | 100 | 24 | N/A | 2 | ||||||||
Aerial, Multihits | 70 FKB/40 FKB | 100 | 24 | N/A | 2 | ||||||||
Aerial, Multihits Later | 50 | 240 | 24 | N/A | 2 |
Bomb
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Bomb | 4.0 | N/A | 47/44/4844 if held down, 48 in air | 361 | NaN | N/A |
Explosion | 5.0 | 1 + Contact | 2 | 60 | NaN | N/A |
Samus gets into Morph Ball and drops a Bomb on her position. Samus will do a small jump in her Morph Ball animation if she is near a exploding bomb. This is Samus' main ledgetrapping and aerial mixup tool. It also leads into a follow-up or even a kill confirm with good positioning. Learning to use this tool at ledge is crucial.
- Bomb comes out on frame 11.
- The bomb will explode after colliding with a hurtbox or automatically after 83 frames
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Bomb | 22 | 45 | N/A | N/A | 2 | ||||||||
Explosion | 40 | 30 | N/A | N/A | 3 |
Grabs & Throws
Grab
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Standing | N/A | 15-2215-17 Air | 59 | N/A | N/A | N/A |
Dash | N/A | 17-2417-19 Air | 67 | N/A | N/A | N/A |
Pivot | N/A | 18-2518-20 Air | 62 | N/A | N/A | N/A |
Pummel | 1.3 | 1 | 6 | 361 | -2 | N/A |
- Standing Grab
- Pivot Grab (While Dashing,
/ >
)
- Dash Grab (While Dashing,
)
Good range but one of the most punishable grabs in the whole game. Pray you never whiff this.
- Pummel (After grabbing,
)
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Standing | N/A | N/A | N/A | N/A | N/A | ||||||||
Dash | N/A | N/A | N/A | N/A | N/A | ||||||||
Pivot | N/A | N/A | N/A | N/A | N/A | ||||||||
Pummel | 30 FKB | 100 | N/A | N/A | 3 |
Forward Throw
After grabbing,
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
10.0 | 16 | 41 | 42 | N/A | all invincible 1-16 |
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
60 | 55 | N/A | N/A | N/A |
Back Throw
After grabbing,
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
10.0 | 12 | 49 | 40 | N/A | all invincible 1-12 |
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
60 | 55 | N/A | N/A | N/A |
Up Throw
After grabbing,
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
5.0 | 15 | 39 | 80 | -18 | all invincible 1-16 |
7.0 | 16 | 39 | 90 | N/A | all invincible 1-16 |
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
10 | 100 | N/A | N/A | 6 | ||||||||
80 | 80 | N/A | N/A | N/A |
Down Throw
After grabbing,
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
8.0 | 21 | 37 | 74 | N/A | all invincible 1-21 |
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
60 | 75 | N/A | N/A | N/A |
Misc. Attacks
Ledge Attack
while holding the ledge
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
9.0 | 25-27 | 55 | 45 | -21 to -19 | all intangible 1-27 |
- PlaceHolder
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
90 | 20 | N/A | N/A | 9 |
Getup Attack
after getting knocked down
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Facing Up | 7.0 | 17-23 | 45 | 48 | -21 to -15 | all intangible 1-23 |
Facing Down | 7.0 | 17-24 | 45 | 48 | -21 to -14 | all intangible 1-24 |
It's a Getup Attack.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Facing Up | 80 | 48 | N/A | N/A | 7 | ||||||||
Facing Down | 80 | 48 | N/A | N/A | 7 |
Trip Attack
after tripping
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
5.0 | 19-36 | 49 | 361 | -24 to -7 | all intangible 1-7 |
- PlaceHolder
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
60 | 50 | N/A | N/A | 6 |
![]() |
To edit frame data, edit values in SSBU/Samus/Data. |
![](http://static.miraheze.org/dragdownwiki/thumb/7/7c/SSBU_Samus_Stock.png/50px-SSBU_Samus_Stock.png)
Essentials
• Controls • FAQ •
The Basics
• Movement •
Offense •
Defense •
Detailed & Advanced Information
• Damage/Knockback • Frame Data Explanations • States of Play • Universal Strategy • Esoterica •
Archived Information
• Patch Notes • Tier Lists • Alternate Resources • Discords •
Placeholder