Min Min (SSBU): Difference between revisions

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Arguably Min Min's biggest strength is the sheer versatility of her moveset, as her down special, [[ARMS Change]], allows her to swap her right ARM between three types: Ramram, which is not as powerful as her other ARMS but can be angled in a wider arc, Megawatt, which lacks in speed and range but compensates with higher power, and Dragon, which can fire a laser if the attack button on Min Min's respective ARM is held down. It also does not incur any ending lag, allowing her to constantly swap her right ARM as a potential surprise attack. In addition, Min Min can uniquely attack with one ARM and use the other one mid-attack, as her left ARM attacks use the A button, with the B button using her right ARM. While this effectively deprives her of any traditional special move as with other characters, this gives her a very strong mixup game, as she can catch foes off guard and then attack. She can also jump mid-punch, giving her a decent ground-to-air game, although this is only most effective if Ramram is active due to its coverage.
Arguably Min Min's biggest strength is the sheer versatility of her moveset, as her down special, [[ARMS Change]], allows her to swap her right ARM between three types: Ramram, which is not as powerful as her other ARMS but can be angled in a wider arc, Megawatt, which lacks in speed and range but compensates with higher power, and Dragon, which can fire a laser if the attack button on Min Min's respective ARM is held down. It also does not incur any ending lag, allowing her to constantly swap her right ARM as a potential surprise attack. In addition, Min Min can uniquely attack with one ARM and use the other one mid-attack, as her left ARM attacks use the A button, with the B button using her right ARM. While this effectively deprives her of any traditional special move as with other characters, this gives her a very strong mixup game, as she can catch foes off guard and then attack. She can also jump mid-punch, giving her a decent ground-to-air game, although this is only most effective if Ramram is active due to its coverage.
An atypical but very valuable and unique perk to Min Min is her ability to keep pressure and potential 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, and be in 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. Depending on the ARM, they can even beat out oncoming projectiles from characters attempting to pressure her from afar. The core of the security is from the inability to counter an ARM at mid to long range in any way that'd put Min Min at risk, and no ARM or their effect can be reflected.


While punches make up the bulk of her moveset, she has a handful of kick-based attacks that also have utility. Her down tilt, despite its poor damage output, is a sliding kick that allows her to approach foes reliably due to its speed and distance covered, while it can also start combos. Her up aerial has 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 good power when sweetspotted, while the former uniquely has the perk of being able to reflect projectiles.
While punches make up the bulk of her moveset, she has a handful of kick-based attacks that also have utility. Her down tilt, despite its poor damage output, is a sliding kick that allows her to approach foes reliably due to its speed and distance covered, while it can also start combos. Her up aerial has 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 good power when sweetspotted, while the former uniquely has the perk of being able to reflect projectiles.
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However, 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. While Ramram's wide curving arc can somewhat alleviate this, its low power can still be unable to deter approaches due to her attacks' ending lag. Since this problem is not shared with other range-dependent fighters (such as {{SSBU|Shulk}}), this means that there are bound to be blindspots on Min Min's fist attacks, even against larger characters.
However, 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. While Ramram's wide curving arc can somewhat alleviate this, its low power can still be unable to deter approaches due to her attacks' ending lag. Since this problem is not shared with other range-dependent fighters (such as {{SSBU|Shulk}}), this means that there are bound to be blindspots on Min Min's fist attacks, even against larger characters.


Another problem that Min Min has is her defense. While her up smash can uniquely reflect projectiles, this can completely fail altogether if a reflected projectile is sent back at her, as the move's high ending lag means that it can completely backfire on her. Her up special has long range as a tether recovery, but will only work if Min Min is sufficiently close to a ledge, which means that any sufficiently strong semi-spike or meteor smash may be powerful enough that she will have trouble recovering.
One downside to Min Min's more streamlined playstyle is her lack of other options in neutral and the sheer varying quality in her moveset. Lacking normal forward tilts and relying on forward smash, fair and neutral moves means that her main moves are far more prone to staling than other characters, and even with the various ARMS to swap between, their counter-play is similar across all three. Various moves like down smash, down air and down tilt are also typically unreliable compared to the rest of her moves.
 
A critical flaw in Min Min's kit is her inability to fight in more close quarters combat. Many of her moves are meant for combat from much greater distances, and all of them save for her jab and up tilt have either great start up or great end lag, and both jab and up tilt lack the range or power to make them reliable when on the defense. This means that characters with high mobility are particularly difficult to fight, as Min Min both lacks tools to handle them up close as well as ways to keep them at bay without reads.
 
Another problem that Min Min has is her defense. While her up smash can uniquely reflect projectiles, this can completely fail altogether if a reflected projectile is sent back at her, as the move's high ending lag means that it can completely backfire on her. She has almost no moves to break out of disadvantage once she's in it, and her rather exploitable blindspots make this difficult to avoid to an experienced opponent. Her up special has long range as a tether recovery, but will only work if Min Min is sufficiently close to a ledge, which means that any sufficient aerial from any character may be enough to edgeguard her, even at surprisingly low percents. This is all made worse by her abysmal airspeed, which makes both recovering and avoiding repeated attacks all the more difficult.


==Moveset==
==Moveset==
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