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Dark Samus (SSBU)/Up special

Hitbox visualization showing Dark Samus's up special, Screw Attack, when aerial.
Hitbox visualization showing Dark Samus's up special, Screw Attack, when grounded.
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Overview

Hitboxes

Grounded

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
Hit 1
0 0 0 3.0% 0   Standard 0 100 200   3.2 top 0.0 0.0 5.0 0.5× 0.5× 0%               Screw Attack   All All            
1 0 0 3.0% 0   Standard 0 100 200   3.2 top 0.0 0.0 -5.0 0.5× 0.5× 0%               Screw Attack   All All            
2 0 0 3.0% 0   Standard 0 100 200   3.2 top 0.0 9.0 5.0 0.5× 0.5× 0%               Screw Attack   All All            
3 0 0 3.0% 0   Standard 0 100 200   3.2 top 0.0 9.0 -5.0 0.5× 0.5× 0%               Screw Attack   All All            
Multihits (early)
0 0 3 1.0% 0   Standard 0 100 180   3.2 top 0.0 2.0 5.0 0.5× 0.5× 0%               Screw Attack   All All            
1 0 3 1.0% 0   Standard 0 100 180   3.2 top 0.0 2.0 -5.0 0.5× 0.5× 0%               Screw Attack   All All            
2 0 3 1.0% 0   Standard 0 100 80   3.0 top 0.0 9.0 5.0 0.5× 0.5× 0%               Screw Attack   All All            
2 0 3 1.0% 0   Standard 0 100 80   3.0 top 0.0 9.0 -5.0 0.5× 0.5× 0%               Screw Attack   All All            
Multihits (mid)
0 0 3 1.0% 0   Standard 0 100 100   3.2 top 0.0 2.0 5.0 0.5× 0.5× 0%               Screw Attack   All All            
1 0 3 1.0% 0   Standard 0 100 100   3.2 top 0.0 2.0 -5.0 0.5× 0.5× 0%               Screw Attack   All All            
2 0 3 1.0% 0   Standard 0 100 40   3.0 top 0.0 9.0 5.0 0.5× 0.5× 0%               Screw Attack   All All            
3 0 3 1.0% 0   Standard 0 100 40   3.0 top 0.0 9.0 -5.0 0.5× 0.5× 0%               Screw Attack   All All            
Multihits (late)
0 0 3 1.0% 0   Standard 0 100 40   3.2 top 0.0 2.0 5.0 0.5× 0.5× 0%               Screw Attack   All All            
1 0 3 1.0% 0   Standard 0 100 40   3.2 top 0.0 2.0 -5.0 0.5× 0.5× 0%               Screw Attack   All All            
2 0 3 1.0% 0   Standard 0 100 20   3.0 top 0.0 9.0 5.0 0.5× 0.5× 0%               Screw Attack   All All            
3 0 3 1.0% 0   Standard 0 100 20   3.0 top 0.0 9.0 -5.0 0.5× 0.5× 0%               Screw Attack   All All            
Final hit
0 0 0 2.0% 0   Standard 56 190 0   10.0 top 0.0 6.5 0.0 2.5× 1.0× 0%               Screw Attack Finish   All All            

Aerial

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
Multihits (early)
0 0 2 1.0% 3.0   Standard 0 100 115   3.2 top 0.0 2.0 5.0 0.5× 0.5× 0%               Screw Attack   All All            
1 0 2 1.0% 3.0   Standard 0 100 115   3.2 top 0.0 2.0 -5.0 0.5× 0.5× 0%               Screw Attack   All All            
2 0 2 1.0% 3.0   Standard 0 100 60   3.0 top 0.0 9.0 5.0 0.5× 0.5× 0%               Screw Attack   All All            
3 0 3 1.0% 3.0   Standard 0 100 60   3.0 top 0.0 9.0 -5.0 0.5× 0.5× 0%               Screw Attack   All All            
Multihits (late)
0 0 2 1.0% 3.0   Standard 0 100 70   3.2 top 0.0 2.0 5.0 0.5× 0.5× 0%               Screw Attack   All All            
1 0 2 1.0% 3.0   Standard 0 100 70   3.2 top 0.0 2.0 -5.0 0.5× 0.5× 0%               Screw Attack   All All            
2 0 2 1.0% 3.0   Standard 0 100 40   3.0 top 0.0 9.0 5.0 0.5× 0.5× 0%               Screw Attack   All All            
3 0 2 1.0% 3.0   Standard 0 100 40   3.0 top 0.0 9.0 -5.0 0.5× 0.5× 0%               Screw Attack   All All            
Final hit
0 0 0 1.0% 3.0   Standard 50 240 0   10.0 top 0.0 6.5 0.0 2.0× 1.0× 0%               Screw Attack Finish   All All             0

Timing

Grounded

Intangibility 3-6
Hit 1 4-6
Multihits (early) 7-11
Multihits (mid) 12-14
Multihits (late) 15-24
Final hit 25-26
Animation length 38
                                                                           
                                                                           

Aerial

Intangibility 3-4
Multihits (early) 5-10
Multihits (late) 11-26
Final hit 27-28
Animation length 47
                                                                                             
                                                                                             
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Vulnerable
 
Intangible

Trivia

  • Every hitbox except the final hit is coded as an extended hitbox despite not being extended. This prevents them from interpolating.