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Min Min (SSBU)/Forward aerial

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This move's data is shared with back aerial.

HitboxesEdit

All ARMs have their damage reduced by 0.7× if they bounce off solid terrain, which fully affects the knockback they deal.

DragonEdit

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
Tilt input, early
0 0 0 8.0% -2.5   Forward 50 87 0   0.7 have 3.1 0.5 0.0 1.0× 1.0× 0%               Dragon Punch   All All            
Tilt input, late
0 0 0 8.0% -2.5   Forward 50 87 0   2.9 have 3.1 to 1.0 0.5 0.0 1.0× 1.0× 0%               Dragon Punch   All All            
Smash input, earliest
0 0 0 12.0% -3.5   Forward 40 78 0   0.7 have 3.1 0.5 0.0 0.9× 1.0× 0%               Dragon Punch   All All            
Smash input, early
0 0 0 12.0% -3.5   Forward 40 78 0   2.9 have 3.1 to 1.0 0.5 0.0 0.9× 1.0× 0%               Dragon Punch   All All            
Smash input, clean
0 0 0 16.0% -3.5   Forward 40 71 0   2.9 have 3.1 to 1.0 0.5 0.0 0.9× 1.0× 0%               Dragon Punch   All All            
Smash input, late
0 0 0 13.0% -3.5   Forward 40 72 0   2.9 have 3.1 to 1.0 0.5 0.0 0.9× 1.0× 0%               Dragon Punch   All All            
Laser
0 0 0 7.0% 0   Forward 70 70 0   1.3 top 0.0 0.0 2.0 to 25.0 1.0× 1.0× 0%               Fire   All All            
ID Radius Bone Offset G A
Laser aiming detector
0 23.0 top -30.0 4.0 to -4.0 0.0    

Dragon PlusEdit

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
Tilt input, early
0 0 0 9.2% -2.5   Forward 50 86 0   0.7 have 5.4 0.5 0.3 1.0× 1.0× 0%               Dragon Punch   All All            
Tilt input, late
0 0 0 9.2% -2.5   Forward 50 86 0   3.2 have 5.4 to 1.0 0.5 0.3 1.0× 1.0× 0%               Dragon Punch   All All            
Smash input, earliest
0 0 0 13.8% -4.5   Forward 40 73 0   0.7 have 5.4 0.5 0.3 0.9× 1.0× 0%               Dragon Punch   All All            
Smash input, early
0 0 0 13.8% -4.5   Forward 40 73 0   3.2 have 5.4 to 1.0 0.5 0.3 0.9× 1.0× 0%               Dragon Punch   All All            
Smash input, clean
0 0 0 18.4% -4.5   Forward 40 65 0   3.2 have 5.4 to 1.0 0.5 0.3 0.9× 1.0× 0%               Dragon Punch   All All            
Smash input, late
0 0 0 14.95% -4.5   Forward 40 67 0   3.2 have 5.4 to 1.0 0.5 0.3 0.9× 1.0× 0%               Dragon Punch   All All            
Laser
0 0 0 12.0% 0   Forward 65 70 0   2.8 top 0.0 0.0 4.0 to 30.0 1.0× 1.0× 0%               Fire   All All            
ID Radius Bone Offset G A
Laser aiming detector
0 23.0 top -30.0 4.0 to -4.0 0.0    

MegawattEdit

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
Tilt input, early
0 0 0 11.0% -3.5   Forward 50 92 0   0.7 center 0.0 0.0 0.0 1.2× 1.0× 0%               Megawatt Punch   All All            
Tilt input, late
0 0 0 11.0% -3.5   Forward 50 92 0   3.7 center -1.0 0.0 0.0 1.2× 1.0× 0%               Megawatt Punch   All All            
Smash input, earliest
0 0 0 19.0% -6.0   Forward 48 70 0   0.7 center 0.0 0.0 0.0 1.0× 1.0× 0%               Megawatt Punch   All All            
Smash input, early and late
0 0 0 19.0% -6.0   Forward 48 70 0   3.7 center -1.0 0.0 0.0 1.0× 1.0× 0%               Megawatt Punch   All All            
Smash input, clean
0 0 0 21.0% -6.0   Forward 48 70 0   3.7 center -1.0 0.0 0.0 1.0× 1.0× 0%               Megawatt Punch   All All            

RamramEdit

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
Tilt input, early
0 0 0 5.0% -2.5   Forward 25 95 0   0.7 cakram1 0.0 2.0 0.0 0.9× 1.0× 0%               Ramram Punch   All All            
Tilt input, late
0 0 0 5.0% -2.5   Forward 25 95 0   3.0 cakram1 0.0 2.0 0.0 0.9× 1.0× 0%               Ramram Punch   All All            
Smash input, earliest
0 0 0 10.0% -4.0   Forward 25 69 0   0.7 cakram1 0.0 2.0 0.0 0.9× 1.0× 0%               Ramram Punch   All All            
Smash input, early
0 0 0 10.0% -4.0   Forward 25 69 0   3.0 cakram1 0.0 2.0 0.0 0.9× 1.0× 0%               Ramram Punch   All All            
Smash input, clean
0 0 0 12.0% -4.0   Forward 25 59 0   3.0 cakram1 0.0 2.0 0.0 0.9× 1.0× 0%               Ramram Punch   All All            
Ring
0 0 0 2.5% 0   Forward 35 85 0   3.0 cakram1 0.0 2.0 to -2.0 0.0 0.5× 1.0× 0%               Ramram Punch   All All            

TimingEdit

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.

Dragon / Dragon Plus (tilt input)Edit

Hitbox (early, late) 14, 15-25
Earliest next ARM 17
Ending portion (full, on hit, blocked) 35, 22, 32
Interruptible (full, on hit, blocked) 54, 41, 51
Animation length (full, on hit, blocked) 53, 40, 50
Full                                                                                                           
On hit                                                                                                           
Blocked                                                                                                           

Dragon / Dragon Plus (smash input)Edit

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) 62, 81, 44, 69, 53
Full                                                                                                                                                                   
Full with laser                                                                                                                                                                   
                                                                                                                                                                 
On hit                                                                                                                                                                   
On hit with laser                                                                                                                                                                   
                                                                                                                                                                 
Blocked                                                                                                                                                                   

Megawatt (tilt input)Edit

Hitbox (early, late) 14, 15-32
Earliest next ARM 17
Ending portion (full, on hit, blocked) 41, 18, 31
Interruptible (full, on hit, blocked) 60, 37, 50
Animation length (full, on hit, blocked) 59, 36, 49
Full                                                                                                                       
On hit                                                                                                                       
Blocked                                                                                                                       

Megawatt (smash input)Edit

Early hit 16, 17-19
Clean hit 20-31
Late hit 32-38
Earliest next ARM 17
Ending portion (full, on hit, blocked) 52, 20, 34
Interruptible (full, on hit, blocked) 73, 39, 53
Animation length (full, on hit, blocked) 72, 38, 52
Full                                                                                                                                             
On hit                                                                                                                                             
Blocked                                                                                                                                             

Ramram (tilt input)Edit

ARM hitbox (early, late) 14, 15-21
Ring hitbox 22-29
Earliest next ARM 17
Ending portion (full, blocked) 29, 31
Interruptible (full, blocked) 48, 50
Animation length (full, blocked) 47, 49
Full (ARM)                                                                                                   
Full (ring)                                                                                                   
Blocked                                                                                                   

Ramram (smash input)Edit

Early hit 16, 17-18
Clean hit 19-25
Ring hitbox 26-35
Earliest next ARM 17
Ending portion 37
Interruptible 56
Animation length 71
Full (ARM)                                                                                                               
Full (ring)                                                                                                               
Blocked                                                                                                               
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
  
State change
  
Earliest continuable point
  
Prop event
 
Searchbox

TriviaEdit

  • Min Min has a landing lag value of 12 frames coded for her forward aerial in her character files, which is never used due to its unique properties.