Samus
Grounded
Tilt
Air
Air Grapple
Start
10
End
28
Total
60 frames
NAME | VALUE |
---|---|
Land Lag | 30 |
Notes | 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) Ladfallspeciallag: 4 |
Neutral Air
Start
5
End
29
Total
49 frames
NAME | VALUE |
---|---|
Auto Cancel Before | 5 |
Auto Cancel After | 34 |
IASA | 40 |
L-Canceled Land Lag | 7 |
Land Lag | 15 |
Up Air
Start
5
End
24
Total
39 frames
NAME | VALUE |
---|---|
Auto Cancel Before | 5 |
Auto Cancel After | 33 |
IASA | 39 |
L-Canceled Land Lag | 7 |
Land Lag | 15 |
Back Air
Start
9
End
12
Total
39 frames
NAME | VALUE |
---|---|
Auto Cancel Before | 9 |
Auto Cancel After | 30 |
IASA | 37 |
L-Canceled Land Lag | 7 |
Land Lag | 15 |
Forward Air
Start
4
End
31
Total
55 frames
NAME | VALUE |
---|---|
Auto Cancel Before | 1 |
Auto Cancel After | 46 |
IASA | 50 |
L-Canceled Land Lag | 7 |
Land Lag | 15 |
Down Air
Start
18
End
22
Total
54 frames
NAME | VALUE |
---|---|
Auto Cancel Before | 3 |
Auto Cancel After | 33 |
IASA | 49 |
L-Canceled Land Lag | 7 |
Land Lag | 15 |
Special
Charge Shot
Start
14
End
83
Total
44 frames
NAME | VALUE |
---|---|
Notes | starts charging frame 14. can charge for 140 frames max. 8 frames of lag after stop charging. 2 frame startup if shot while chraging, 15 if a held charge. shot lasts 69 frames |
Homing Missle
Start
22
End
98
Total
49 frames
NAME | VALUE |
---|---|
Notes | homing missle has 10 more frames of endlag, but lasts 35 frames longer and comes out 7 frames earlier with 7 franes shield stun (and is the weak hit) |
Homing Missle (Air)
Start
15
End
91
Total
49 frames
NAME | VALUE |
---|---|
Notes | homing missle has 10 more frames of endlag and comes out 2 frames later, but lasts 35 frames longer with 7 franes shield stun (and is the weak hit) |
Bomb
Start
10
End
83
Total
53 frames
NAME | VALUE |
---|---|
Notes | bomb hitbox exists 73 frames, when activated hits for 11 frames. damage is split up between multipule hitboxes, no info on their indivudal percents however |
Bomb (Air)
Start
10
End
83
Total
53 frames
NAME | VALUE |
---|---|
Notes | bomb hitbox exists 73 frames, when activated hits for 11 frames. damage is split up between multipule hitboxes, no info on their indivudal percents however |
Screw Attack
Start
4
End
33
Total
49 frames
NAME | VALUE |
---|---|
Land Lag | 24 |
Notes | invulnerable frames 1-5. 15 total hitboxes, first is strong hit, rest are weak hits |
Screw Attack (Air)
Start
4
End
31
Total
47 frames
NAME | VALUE |
---|---|
Land Lag | 24 |
Notes | invulnerable frames 1-3. 14 total hitboxes |
Grab/Throw
Dodge
Getups/Techs
Getup-Attack (Back)
Start
End
Total
49 frames
NAME | VALUE |
---|---|
Notes | Hit: 19-20 (Both Sides), 28-29 (Both Sides) Invincible: 1-29 |
Getup-Attack (Stomach)
Start
End
Total
49 frames
NAME | VALUE |
---|---|
Notes | Hit: 19-20 (Behind), 25-27 (Front) Invincible: 1-27 |
Getup-Roll Forward (Back)
Start
End
Total
35 frames
NAME | VALUE |
---|---|
Notes | Horizontal Movement At: 5 Distance: 10 ft Invincible: 1-14 |
Getup-Roll Forward (Stomach)
Start
End
Total
35 frames
NAME | VALUE |
---|---|
Notes | Horizontal Movement At: 10 Distance: 10 ft Invincible: 1-19 |
Getup-Roll Backward (Back)
Start
End
Total
35 frames
NAME | VALUE |
---|---|
Notes | Horizontal Movement At: 10 Distance: 10 ft Invincible: 1-20 |
Getup-Roll Backward (Stomach)
Start
End
Total
35 frames
NAME | VALUE |
---|---|
Notes | Horizontal Movement At: 15 Distance: 10 ft Invincible: 1-22 |
Tech-Wall
Start
End
Total
31 frames
NAME | VALUE |
---|---|
IASA | 6 |
Notes | Invincible: 1-14 Input an upwards direction anywhere on 1-4 for walljump tech on 6) |
Tech-Roll Forward
Start
End
Total
40 frames
NAME | VALUE |
---|---|
Notes | Horizontal Movement At: 10 Distance: 11.8 ft Invincible: 1-20 |
Tech-Roll Backward
Start
End
Total
40 frames
NAME | VALUE |
---|---|
Notes | Horizontal Movement At: 9 Distance: 11.8 ft Invincible: 1-20 |