Adapt
Smash Lord
Zero Suit Samus: In Depth Attack Statistics
This is a very in-depth look at Zero Suit Samus's moveset and the damage and knockback of each and every hitbox of her moves. You can find the following information here for every move:
- How much damage it deals
- What different hitboxes are included in the move
- What frame does it deal damage
- How many frames doe it last
- At what angle will it knock the foe
- When does it kill
- What knockback does the move have
I hope that player's who want to learn more about ZSS will find this information useful and they can incorporate it into their game. If you find any mistakes or have some information that you would like to share, don't hesitate, I am continually updating the post with more information as it is gathered.
Edit History:
- June 26th '08 - Posted + minor edit to 2-3 moves
- June 27th '08 - Updated formatting to make it easier to read
- June 28th ’08 - Included knockback data
- July 23rd '08 - Added knockback angles
- July 26th '08 - Minor edit to uair and jab
- July 27th '08 - Fixed knockback/KGR for dspecial
- August 12th '08 - Updated knockback data for several moves previously tested in slow brawl.
- August 25th '08 - Added the frame data that is available.
- September 19th '08 - Added new spiking hitbox for Up-Special.
- October 6th '08 - Added frame data for the down special
- October 29th '08 - Added knockback data for Up-Special and Smash-Charge Vulnerability
- December 9th '08 - Reorganized the post and put the data into tables
Notes:
- Knockback is determined by the damage percentage after the move has finished, but I am giving percentage before the attack as the kill percentage because that when you want to know if the opponent can be killed. If you want the actual percentage it kills at just add the damage dealt to the kill percentage I am listing.
- The formula for knockback is: V = a*d/m + Vo + f*c
Where:
V = knockback
a = knockback growth rate (KGR)
m = character mass
d = damage (after the hit)
f = character fall compensation
c = general fall compensation
Credit goes to MrSilver for this formula
- All kill percentages are on Mario in the middle of final destination. No DI involved. When using this data for other characters check the character weight list for details on how to account for their different weights: http://smashboards.com/showthread.php?t=162546
- “Kill Percentage” in blue kills out the side, in red kills out the top, and green indicates the move will spike.
- A value that is highlighted yellow indicates that the data is not confirmed.
- The knockback angles do not include DI either. I plan to add the variation that can occur due to DI in the future.
STANDARD ATTACKS
NOTES
- The jab combo is easily interrupted by most characters. Only on Mr. Game and Watch, Jiggleypuff, and Squirtle is this move in any way reliable. However the single jab comes out in a single frame and can be canceled into ftilt or dtilt to throw off your opponent
- The 5% hit only occurs at the very end of the animation as the hitbox gets pulled in
- The first hit of the utilt will only connect by itself if the foe is in the air beside ZSS when hit.
SMASH ATTACKS
NOTES
- It is highly inadvisable that you charge any of Zero Suit's smashes, she doesn't benefit from it most of the time, and you are subject to the Smash-Charge Vulnerability. The only exception is if you charge the Dsmash you can release it with better timing.
- The 'sourspot' of the fsmash is from directly in front of zamus to about the length of her body when crawling. The 'sweetspot' is the short distance between that point and the tip of the move.
- Charging has no effect on the damage or knockback of the sweetspot, tip or behind parts of the fsmash.
- The amount of charge on the Dsmash has no effect on the amount of stun time.
- The Dsmash is unique in the fact that it can be absorbed as a projectile but NOT reflected.
- There are 5 middle hits for the usmash. each one does the same damage.
AERIALS
NOTES
- The kill percentages for uair on the top platform of Battlefield are as follows: 121% for the strong hit and 199% for the weak hit. These are more useful in practice because you will often be hitting from this height or above.
- The weaker hitboxes of the bair and fair can knock the foe in the opposite direction depending on where the foe is located.
SPECIALS
NOTES
- The stun time of N-B depends on the amount of charge, contrary to the dsmash.
- The muzzle hitbox of side-B pushes the foe into the tip hitbox which has all the knockback.
- There is a blind spot where an enemy can stand and not get hit by the side-B, approximately one half the distance between ZSS and the tip of the attack.
- The spike version of the dsmash (at the beginning of the kick) is among the top 10 strongest spikes in the game, especially at lower percentages. It has less KGR than many other spikes, but it will still kill earlier.
- The grounded 9% hit of dsmash is very rare to see, it occurs on ZSS’s thigh in the last frames of the move.
- Up-B has 5 hitboxes and two of them spike. Spiking hitboxed have different effects when they hit a foe on the ground: they pop the foe up into the air. The 5% spiking hit occurs as the tip of the whip rises and the 6% spike occurs at the apex.
- From the ground, up-B will send the foe upwards, drag them back down, and do 15% damage if everything connects properly. This happens until knockback becomes too high and they escape the last hit. This occurs between 400% and 411% depending on how close you are to the enemy.
MISCELLANEOUS
NOTES
- Glide tossing doesn’t appear to have any effect on damage or knockback of the armour parts. It counts as a strong throw.
- The final smash does up to seven hits, but each of the earlier hits seem to do next to 0% damage, and just suck enemies into the final 25% hit.
FRAME DATA
Jab combo
Total Frames: ??
Hitbox out on Frame: 1
Dash Attack
Total Frames: 31
Hitbox out on Frame: 6
Ftilt:
Total Frames: 28
Hitbox out on Frame: 6
Dtilt:
Total Frames: 25
Hitbox out on Frame: 5
Utilt:
Total Frames: 45
Hitbox 1 out on Frame: 3
Hitbox 2 out on Frame: ??
Fsmash:
Total Frames: 65
Hitbox (front) out on Frame: 20
Hitbox (back) out on Frame: ??
Dsmash:
Total Frames: 35
Hitbox out on Frame: 20
Usmash:
Total Frames: 45
Hitbox out on Frame: 8
Nair:
Total Frames: ??
Hitbox out on Frame: 6
Landing Lag: 10
Uair:
Total Frames: ??
Hitbox out on Frame: 4
Landing Lag: 9
Bair:
Total Frames: ??
Hitbox out on Frame: 8
Landing Lag: 9
Fair:
Total Frames: ??
Hitbox 1 out on Frame: 6
Hitbox 2 out on Frame: 16
Landing Lag: 16
Dair:
Total Frames: Until you land (for all intents and purposes)
Hitbox 1 out on Frame: 14
Hitbox 2 out on Landing
Landing Lag: 40
Nspecial:
Total Frames: ??
Baby hitbox out on frame: 21
Charged hitbox out on frame: ??
Fspecial:
Total Frames: 43
Hitbox 1 out on Frame: 24
Hitbox 2 out on Frame: 33
Dspecial:
Total Frames: 50
Invulnerable: 1-12
Flipstool on frame: 19
Hitbox out on frame: 27
Uspecial:
Total Frames: 43
Hitbox 1 out on Frame: 6
Grab Total Frames: ??
Standing Grab hitbox out on Frame: 16
Dash Grab hitbox out on Frame: 17
Pivot Grab hitbox out on Frame: 17
Spot Dodge
Total Frames: 25
Invincible on Frames: 2-20
Back Roll
Total Frames: 37
Invincible on Frames: 4-19
Forward Roll
Total Frames: 27
Invincible on Frames: 4-15
Air Dodge
Total Frames: 39
Invincible on Frames: 4-29
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SPECIAL THANKS
ph00tbag for gathering knockback data and help with the rest.
3GOD for gathering frame data.
FadedImage for improved knockback data on the up-B.
MrSilver for the knockback formula and other useful information.