While attacking with an ARM, Min Min can attack with her other ARM either forward or backward, as well as jump if a tilt input is used. A smash-inputted attack instead sets her vertical speed to 1.2 on initiation if it is lower than 1.
The duration of each ARM's attack depends on the time it takes Min Min to fully retract it, which is shorter the sooner it hits an opponent or solid surface, and has some additional lag if shielded. The framestrips below show three timings: fully extended without hitting, hitting an opponent as soon as possible, and getting blocked by a shield as soon as possible. In the case of Ramram, hitting an opponent does not affect its timing, but hitting a shield or solid surface does, which also prevents it from shooting out the ring.
Unlike other aerials, this move lacks traditional landing lag or autocancels, instead causing Min Min to transition into her grounded Punch.
The Dragon ARM can shoot a laser by holding the attack button as it extends. It can still fire the laser upon hitting an opponent, but not if it is shielded or rebounds off a solid surface.
Early hit
16, 17-19
Clean hit
20-24
Late hit
25-29
Earliest next ARM
17
Laser aiming detector (full, on hit)
30-37, 18-25
Laser hitbox (full, on hit)
38-47, 26-35
Ending portion (full, full w/laser, on hit, on hit w/laser, blocked)
44, 63, 26, 51, 35
Interruptible (full, full w/laser, on hit, on hit w/laser, blocked)
63, 82, 45, 70, 54
Animation length (full, full w/laser, on hit, on hit w/laser, blocked)