Zero Suit Samus' Frame Data
[intro paragraph.]
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Table of Contents :
( To skip to a section, Ctrl + F and search for its 4-letter code. )
( To skip to a section, Ctrl + F and search for its 4-letter code. )
Section 1: Standard Terms [TRMS]
Section 2: Frame & Hitbubble Data [FRME]
Section 4: Credits [CRDT]
Section 2: Frame & Hitbubble Data [FRME]
2.1 Ground Moves [GRND]
2.2 Aerial Moves [AERL]
2.3 Specials [SPCL]
2.4 Ledge Moves [LDGE]
2.5 Tech & Trip Moves [TCHM]
2.6 Item Moves [ITMM]
Section 3: Sticker & Moveset Attributes [STCK]2.2 Aerial Moves [AERL]
2.3 Specials [SPCL]
2.4 Ledge Moves [LDGE]
2.5 Tech & Trip Moves [TCHM]
2.6 Item Moves [ITMM]
Section 4: Credits [CRDT]
Section 1 / Standard Terms [TRMS]
[COLLAPSE="Terms List"]Hitbox Active: Frames during which the attack's hitboxes are active.
FAF (First Actionable Frame): First frame on which you can perform another move. This will be the animation's end or the IASA frame if the move has one.
Base Damage: Base damage values for each hit.
Angle: Angle at which the opponent will be knocked away.
BKB: Base knockback of the move.
KBG: Knockback growth of the move. This number affects how quickly knockback will increase relative to the opponent's damage.
Block Advantage: Ground moves only. Frame difference between Ike's FAF and the opponent's when the move hits the opponent's shield. Counted from first hit frame per damage value. Add +7 to find the normal shield drop advantage.
Landing Lag: Aerials only. Number of frames Ike lags when he hits the ground during the move.
Autocancel: Aerials only. Frames during which Ike can land without the aerial move's landing lag. (He will instead suffer normal jump landing lag.)
Intangibility: Frames during which Ike will take no damage.
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FAF (First Actionable Frame): First frame on which you can perform another move. This will be the animation's end or the IASA frame if the move has one.
Base Damage: Base damage values for each hit.
Angle: Angle at which the opponent will be knocked away.
BKB: Base knockback of the move.
KBG: Knockback growth of the move. This number affects how quickly knockback will increase relative to the opponent's damage.
Block Advantage: Ground moves only. Frame difference between Ike's FAF and the opponent's when the move hits the opponent's shield. Counted from first hit frame per damage value. Add +7 to find the normal shield drop advantage.
Landing Lag: Aerials only. Number of frames Ike lags when he hits the ground during the move.
Autocancel: Aerials only. Frames during which Ike can land without the aerial move's landing lag. (He will instead suffer normal jump landing lag.)
Intangibility: Frames during which Ike will take no damage.
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Section 2 / Frame & Hitbubble Data [FRME]
2.1 Ground Moves [GRND]
Jab 2 | 2-3 | 19 | 2 | -14
Jab 3 | 3-4 | 20 | 3 | -13
Dash Attack | 6-9, 10-15 | 36 | 9, 7 | -23
Ftilt (Up) | 6-8 | 29 | 9 | -16
Ftilt | 6-8 | 29 | 9 | -16
Ftilt (Down) | 9-12 | 31 | 12 | -14
Utilt | 3-5, 7-12 | 39 | 5, 6 | -27
Dtilt | 5-7 | 26 | 6 | -16
Fsmash | 20-21 | - | 14/14/13/13/13/13 | -37
Fsmash (Late Hit) | 22-24, 22-25 | 66 | 12, 8/8/8/8 | -
Usmash (Hit 1) | 7 | - | 4 | -
Usmash (Hits 2-6) | 9-10, 12-13, 15-16, 18-19, 21-22 | - | 1 | -
Usmash (Hit 7) | 28-30 | 51 | 3 | -20
Dsmash | 20-24 | 36 | 11 | -4
Grabs | Hitbox Active | FAF | Base Dmg. | Notes Standing Grab | 16-29 | 67 | - |
Dash Grab | 16-33 | 73 | - |
Pivot Grab | 11-23 | 79 | - |
Grab Pummel | 2-5 | 25 | 3 |
Throws | Weight Dependant? | Notes Fthrow | No | -
Bthrow | No | -
Uthrow | Yes | -
Dthrow | No | -
Miscellaneous | Intangibility | FAF | {colsp=7} Notes Spotdodge | 2-15 | 23 | |
Forward Roll | 4-15 | 28 | |
Back Roll | 4-19 | 32 | |
Shielddrop | - | 15 | |
Up Taunt | - | 79 | |
Side Taunt | - | 81 | |
Down Taunt | - | 101 | |
2.2 Aerial Moves [AERL]
Fair (Hit 1) | 6-9 | - | 5 | - | -
Fair (Hit 2) | 16-17, 18-20 | 40 | 10, 7 | 20/10 | 1-5
Bair | 7-11 | 38 | 10/13/13 | 17/8 | 1-3, 31-37
Uair | 4-8, 9-12 | 34 | 10, 7 | 19/9 | 26-33
Dair | 12- | 32 | 12, 6 | 18/9 | 1-3, 29-31
Jump Data | Jump Squat Duration | SH Air Time | FH Air Time | Empty Landing | {colsp=5} Notes
| 4 | 31 | 51 | 4
Miscellaneous | Intangibility | {colsp=8} Notes Airdodge | 4-29 | |
2.3 Specials [SPCL]
Paralyzer (Charged) | 41-94 | 60 | 6 | - | Dash Cancellable Frame 41
Plasma Wire | 6-8, 13-15, 17-19, 21-23 | 40 | 2, 4, 3, 6 | -14 |
Flip Jump | - | 52 | - | - | Links into Attack or Footstool Frame 15
Flip Jump (Attack) | 9-15, 16-33 | - | 13, 10 | - | Jump Cancellable Frame 26
Flip Jump (Attack Landing) | 1-3 | 31 | 4 | -26 |
Flip Jump (Footstool) | 1-2 | - | 2 | - |
Plasma Whip | 24-25, 30-33 | 51 | 3, 9 | -17 |
2.4 Ledge Moves [LDGE]
Ledge Attack >100% | 53-57 | 1-57 | 70 | 0/0/10/10 | -10
Miscellaneous | Intangibility | FAF | {colsp=7} Notes Ledge Grab |
Ledge Climb <100% | 1-30 | 35
Ledge Climb >100% | 1-55 | 60
Ledge Roll <100% | 1-23 | 50
Ledge Roll >100% | 1-66 | 80
Ledge Jump <100% | 1-15 | 16
Ledge Jump >100% | 1-20 | 20
2.5 Tech & Trip Moves [TCHM]
Get Up Attack (Stomach) | 16-18, 28-30 | 1-30 | 50 | 6 | -17
Trip Attack | 18-19, 27-28 | 1-8 | 50 | 5 | -18
Miscellaneous | Intangibility | FAF | {colsp=7} Notes Tech | 1-20 | 27 | Universal.
Tech Roll | 1-20 | 41 | Universal.
Stand (Back & Stomach) | 1-22 | 30 |
Get Up Roll Forward (Back) | 1-22 | 36 |
Get Up Roll Backward (Back) | 1-22 | 36 |
Get Up Roll Forward (Stomach) | 1-22 | 36 |
Get Up Roll Backward (Stomach) | 1-22 | 36 |
Trip | 1-6 | 30 |
Trip Get Up | 1-17 | 22 |
Trip Roll Forward | 1-10 | 29 |
Trip Roll Backward | 1-10 | 29 |
2.6 Item Moves [ITMM]
Back Toss (Ground & Air) | 9 | 21 | Reverse Direction Frame 5
Up Toss (Ground & Air) | 11 | 21
Down Toss (Ground & Air) | 7 | 19 | Hitbox does not come out.
Dash Toss | 4 | 35
Section 3 / Sticker & Moveset Attributes [STCK]
Jab 1 - Hand/Normal
Oh Gods, these again...
Jab 2 - Hand/Normal
MY GUN IS ASSAULTING YOU.
Jab 3 - Hand/Normal
MY HIPS ARE ASSAULTING YOU.
Dash Attack - Foot/Normal
Standard dash attack.
Ftilt - Foot/Normal
Because legs.
Utilt - Foot/Normal|Foot/Slash
More legs.
Dtilt - Foot/Normal
ZSS confirmed for Chun-Li.
Fsmash - Whip/Electric
I think this is affected by weapon stickers, but I don't know.
Usmash - Whip/Electric
Not much to say here.
Dsmash - Energy/Paralyze
The paralyze effect is why people get stuck.
Nair - Whip/Electric
Whips are delicious!
Fair - Foot/Normal
The second hit of this attack actually has a late hitbox for whatever reason.
Bair - Foot/Normal
ZSS likes to show people her legs.
Uair - Foot/Slash|Foot/Normal
Used to be really good in Brawl. Still good, but must have been toned down so that it's not the only aerial she uses.
Dair - Foot/Normal
I like how this move can combo into itself.
Pummel - Knee/Normal
ZSS knees the opponent.
Paralyzer (Uncharged) - Energy/Electric
Nerfed.
Paralyzer (Charged) - Energy/Paralyze
Still nerfed, but it goes a bit further.
Plasma Whip - Whip/Electric
All hitboxes are whip & electric.
Plasma Wire - Whip/Normal|Whip/Electic
Launcher uses the Normal effect, but the rest uses Electric.
Flip Jump - Foot/Normal|Slip/Normal
Even the landing hitboxes use Foot/Normal. Only the footstool vs. grounded opponents uses the Slip attribute.
Section 4 / Credits [CRDT]
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