Super Smash Bros. Ultimate

Samus (SSBU)/Side special

Samus side special hitbox visualizations.
Missile Super Missile
SamusSSpecialHomingSSBU.png SamusSSpecialSuperSSBU.png

OverviewEdit

Samus fires a Missile with a tilt input or a Super Missile with a smash input. The missiles have a duration of 120 and 76 frames respectively.

Update HistoryEdit

  2.0.0

  •   Missiles follow the Pokémon Trainer's new Pokémon if they switch after the missile was fired.
  •   Aerial Missile has slightly more ending lag (FAF 60 → 62), no longer being less laggy than Dark Samus's version.

HitboxesEdit

Due to the 0° angle's special behavior in Ultimate, the homing Missile's angle changes to 32° if it deals knockback of at least 120 units. However, under normal damage and knockback conditions, this does not take effect until ludicrously high damage percents (over 500% for middleweights).

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Missile
0 0 0 8.0% 1.0   Speed-based 26 25 0   2.4 top 0.0 0.0 0.0 1.0× 1.0× 0%               Fire   All All            
Super Missile
0 0 0 12.0% 5.0   Speed-based 50 65 0   2.5 top 0.0 0.0 0.0 1.0× 1.0× 0%               Bomb   All All            

TimingEdit

For the aerial versions of both Missile types, manual horizontal movement is enabled starting on frame 35.

MissileEdit

Missile 18-137
Interruptible (grounded) 55
Interruptible (aerial) 60
Animation length 72
Missile                                                                                                                                                                                                                                                                                   
Grounded                                                                                                                                                                                                                                                                                   
Aerial                                                                                                                                                                                                                                                                                   

Super MissileEdit

Super Missile 21-96
Interruptible (grounded) 58
Interruptible (aerial) 62
Animation length (grounded) 82
Animation length (aerial) 61
Missile                                                                                                                                                                                                 
Grounded                                                                                                                                                                                                 
Aerial                                                                                                                                                                                                 
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Prop event
 
Interruptible

ParametersEdit

MoveEdit

Smash input window 5 frames
Horizontal speed divisor 2
Air friction 0.0025
Missile X offset 1u
Maximum Homing Missiles at a time 2
Maximum Super Missiles at a time 1

Homing MissileEdit

Lifetime 120 frames
Initial speed 1.15
Homing deviation per frame 0.65°
Maximum homing deviation 70°
Period before decelerating 85 frames
Speed multiplier per frame when decelerating 0.95
Minimum speed 0.4

Super MissileEdit

Initial speed 0.18
Period before accelerating 26 frames
Lifetime upon accelerating 50 frames
Acceleration 0.16
Maximum speed 4.2
Rotation speed 2