Min Min (SSBU)
Min Min (ミェンミェン/麵麵, MinMin) is a playable character in Super Smash Bros. Ultimate. She is the seventh downloadable character in Ultimate and the first downloadable character as part of Fighters Pass Vol. 2. An ARMS character was announced to be playable as part of Challenger Pack 6 on March 26th, 2020 during a Nintendo Direct Mini. However, it was not revealed that it would be Min Min until June 22nd, 2020 during a Mr. Sakurai Presents. Min Min was released on June 29th, 2020, and is classified as fighter #76.
Haruna Takatsu reprises her role as Min Min in all regions, albeit via repurposed voice clips from ARMS.
Although Min Min's physique is athletic and slender, her enormous ARMS and the accessories attached to them grant her above-average weight, weighing as much as Link, Yoshi, Captain Falcon, and Mii Gunner. Her base stats are true to this weight class as well, with an average walking speed, the 19th slowest dashing speed, and the 6th slowest air speed. As a playable character from ARMS, Min Min's playstyle can be considered a hybrid of Little Mac's and Simon's, with an emphasis on both strong punching attacks and keeping foes at a distance. However, while her punch attacks have the most melee range of any attack in the game, their hitboxes are strictly located on her ARMS' "fists". Altogether, this means that in comparison to other characters dependent on spacing (such as Marth or Corrin), much stricter attack positioning is crucial to keeping distance from opponents.
Min Min's biggest strength is arguably the sheer versatility of her moveset. Her down special, ARMS Change, allows her to swap between three ARMS which can be equipped to her right ARM: the Ramram, which is not as powerful as her other ARMS but can be angled in a wider arc, the Megawatt, which lacks in speed and range but compensates with high power, and the Dragon, which can fire a laser if the attack button for Min Min's respective ARM is held down. ARMS Change does not incur any ending lag, allowing her to swap her right ARM instantly as needed, allowing for a potential surprise attack. Min Min can uniquely attack with one ARM and use the other one mid-attack (and can do so in entirely different directions), as the A button triggers attacks with her left ARM, while the B button triggers attacks with her right. While this effectively deprives her of any traditional neutral or side special as used by other characters, this gives her a very strong mixup game, as she can use both ARMS to catch foes off guard before attacking. She can also jump mid-punch, giving her a decent ground-to-air game, although this is mostly effective when Ramram is active, due to its vertical coverage.
In the air, Min Min's forward and backward aerials retain the same function as they do on the ground, though she uniquely has the ability to perform Smash attacks while airborne. This allows her to sport KO potential even in air-to-air engagements, as well as giving her additional unique landing options. Her neutral aerial spins the ARM currently equipped to Min Min's respective ARM in a circular motion, which can be reliably spaced and used as a defensive option. Uniquely, her airborne neutral special is nearly identical to her neutral aerial, while utilizing her currently equipped right ARM instead of her left. Although the different ARMS sport different traits in terms of startup, speed and active frames, they all have the same amount of landing lag. The Megawatt version of Min Min's airborne neutral special is notably capable of KOing, while the Ramram version can combo into itself at low percents, and lead into forward and backward aerial combos which in some circumstances may lead to early KOs.
One of Min Min's most atypical but valuable perks is her ability to keep pressure and potentially start combos far from harm's way. With the right precision and spacing, Min Min can cause an onslaught of constant attacks that can combo into one another without any risk of retaliation, while continuously remaining in a position to do it again. This is especially dangerous when any character is offstage, as any who try to recover horizontally are at risk of being KO'd even at 0% thanks to the sheer range provided by Min Min's ARMS. While she's afforded safety from on-stage against horizontal recoveries, the speed of Min Min's attacks in the air grant her plenty of opportunities in edgeguarding from off-stage as well, and ARMS Jump allows her to pursue and edgeguard opponents who recover high. Depending on the currently equipped ARM, Min Min can even beat out oncoming projectiles from characters attempting to pressure her from afar. The core of her security is from the inability to counter an ARM at mid to long-range in any way that'd put her at risk, and no ARM or their effect can be reflected.
While punches comprise the bulk of her moveset, she has a handful of kick-based attacks that also have utility. Her down tilt is a sliding kick that, despite its poor damage output, allows her to approach foes reliably due to its speed and distance covered, and it can also start combos. Her up aerial has a good horizontal range in front of her that makes it good for performing combos on landing, while her down aerial is decently strong and can function as a combo breaker if there is enough vertical distance. Her up smash and down smash have great power when sweetspotted, being very strong KO options, while the former has the unique perk of reflecting projectiles on contact. Both Min Min's up smash and up tilt have very fast startup, as well as great vertical range, giving her both a decent out of shield option and solid anti-air.
Min Min also has a strong grab game, with her grab having the second-longest reach of all grabs in the game and all of her throws dealing at least 8% damage. Her forward throw can force opponents offstage, her up and back throws have strong KO potential, and her down throw, despite its inability to start combos reliably, can still follow up if the opponent does not react accordingly. Throwing also has the benefit of giving her left Dragon ARM a boost in power. This charged-up state lasts for 20 seconds barring the sustaining of heavy knockback, and gives her a damage and knockback boost on any attack made with her left Dragon ARM, including its laser. However, one key flaw with her grab is that it has the longest startup of any grab in the game, and considerable end lag if missed, rendering it a risky option to use in neutral and largely saved for landing and whiff punishing.
Despite all of her unique perks, Min Min is not without weaknesses. As her ARMS' hitboxes are located on her "fists", foes can easily close in on her if she makes a mistake in spacing or timing her punches. While the Ramram's wide curving arc can somewhat alleviate this, its hitboxes are rendered inactive during the last few frames of retraction, requiring her to properly move, time and alternate between ARMS in order to offset her vulnerability, giving her a notably high skill floor. Since this problem is not shared with other range-dependent fighters (such as Shulk), this means that there are bound to be blind spots on Min Min's fist attacks, even against larger characters.
One downside to Min Min's more streamlined playstyle is her lack of other options in neutral and the sheer oddity of her moveset. Lacking normal forward tilts and relying on her forward smash, forward aerial and neutral moves means that Min Min's main moves are far more prone to staling than other characters. Even with the various ARMS to swap between, their counter-play is similar across all three, further compounding on her questionable close-quarters traits. Many of her moves are meant for combat from much greater distances, and while she sports many close-range moves with fast startup as a last line of defense, they're generally plagued with notable end lag, making them highly committal and punishable if whiffed or blocked. This means that characters with high mobility are particularly difficult for Min Min to fight, especially if they have high damage-per-second or kill power, as she both lacks tools to handle them up close as well as any easy way to keep them at bay without high vulnerability to reads.
Min Min further suffers from her very poor disadvantage state. She has almost no moves to break out of disadvantage once she's in it, lacking any functional combo breakers outside of situational usage of down air and neutral air. This, coupled with her slow fall speed, makes her prone to getting juggled. Her up special has a long range as a tether recovery, but will only work if Min Min is sufficiently close to a ledge, which means that any stray aerial from any character may be enough to edgeguard and gimp her, even at surprisingly low percents. This is compounded by her abysmal air speed, which makes both recovering and avoiding repeated attacks all the more difficult. Finally, while she has more range to control and threaten with than any other character, she can occasionally struggle with being conditioned by opponents in neutral. Despite sporting an up smash that uniquely acts as a reflector, it's highly committal. This makes it an inferior option against certain projectile users like Mega Man or the Links, as they can pressure her with multiple fast projectiles that her reflector is unable to account for. While her ARMS can beat out weaker projectiles, there are quite a few that either clank or have transcendent priority, which force her to play aggressively and risking to slip into her poor disadvantage state. This issue is particularly exacerbated against characters who have reflectors of their own, and are able to reflect their own projectiles back at her.
Overall, Min Min is a character well equipped with unique tools and traits that have her play a hybrid gameplay style, incorporating elements of zoning as well as the aggressive usage of long-ranged attacks. Her ability to alternate between attacks, and retain mobility while doing so, makes for a character who maintains a strong pressure game that can discombobulate opponents, and the ability to switch the traits of her attacks gives her unique frame trapping capabilities and a deadly edgeguarding game. This adds up to Min Min having a profound snowball effect whenever she gains advantage in battle. However, her precise hitboxes, coupled with a sub-par disadvantage state and arguably one of the characters most vulnerable to match up experience due to her streamlined playstyle means that the player is going to have to master precision and reads in order to combat opponents who are capable of rushing her down, playing a stronger defensive game, or taking advantage of her blind spots. Because of her recent addition coupled with the impact of COVID-19, Min Min's results and placing in the metagame have yet to be seen.
For a gallery of Min Min's hitboxes, see here.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
Min Min's ARMS
Min Min possesses three unique ARMS, identical to her standard ARMS in ARMS, which can be switched freely using ARMS Change. Only her right ARM (which is controlled with the special button) can be switched, while her left ARM (which is controlled with normal inputs) is always the Dragon ARM. Every switch is accompanied by a unique sound cue.
Much like Incineroar's enhancement via Revenge, if Min Min herself is grabbed during her powered-up ARM state (including other moves with grabbing hitboxes, such as Falcon Dive), her powered-up ARM will instantly revert back to normal. She will also instantly lose her powered-up Dragon if she is frozen, stunned, asleep, crumpled, paralyzed, buried, or if she fails to tech a ground landing.
In competitive play
Due to the impact of COVID-19 on competitive Smash, it is currently unknown how well Min Min fares in competitive play. The initial reception of the character has been mixed; some players such as ESAM acclaim her as a top tier, pointing to her excellence in pressuring, zoning and edgeguarding, while other players such as MkLeo point out her weaknesses against faster, air-based top-tier characters and even mid- to low-tiers. In the online meta, Min Min has seen modestly successful performance, with US players such as ESAM and Wrath having employed her as a successful secondary in tournament bracket matches, while Shuton and Pochi placed top 5 in the eleventh season of Japan's Wi-Fi ladder using Min Min.
Classic Mode: ARMS at the Ready
Min Min's opponents are based off of other characters from ARMS. The final battle is against Galleom.
Note: Every stage plays a track from the ARMS universe, no matter what universe the stage originates from.
Role in World of Light
Despite her status as downloadable content, Min Min does have a legitimate role in World of Light, as she appears in the base game as a spirit that can be found in the Light Realm, as one of the two spirits the player can beat to get to Lucas, meaning that she was vaporized by Galeem. Defeating this spirit does not unlock her as a playable character; rather, she is unlocked after downloading her and defeating at least 10 other fighters from Galeem's control, just like other DLC characters.
Min Min's Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 500 coins, but only after she has been downloaded. Unlocking her in World of Light allows the player to preview the second spirit below in the Spirit List under the name "Min Min (Fighter)".
Additionally, Min Min has an Attack-type Primary Spirit as part of Ultimate's base game.
As the main opponent
Series announcement Trailer
Character Introduction Trailer