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Min Min (SSBU)/Forward tilt

Hitbox visualization showing Min Min's forward tilt with Dragon.
Hitbox visualization showing Min Min's forward tilt with Power Dragon.
Hitbox visualization showing Min Min's forward tilt with Megawatt.
Hitbox visualization showing Min Min's forward tilt with Ramram.

Update historyEdit

  13.0.1

  •   It deals negative shield damage (0 (all) → -2.5 (Ramram/Dragon)/-3.5 (Megawatt).

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
Early hit
0 0 0 8.0% -2.5   Forward 50 90 0   0.7 have 3.1 0.5 0.0 1.0× 1.0× 0%               Dragon Punch   All All            
Late hit
0 0 0 8.0% -2.5   Forward 50 90 0   2.9 have 3.1 to 1.0 0.5 0.0 1.0× 1.0× 0%               Dragon Punch   All All            

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
Early hit
0 0 0 9.2% -2.5   Forward 50 90 0   0.7 have 5.4 0.5 0.3 1.0× 1.0× 0%               Dragon Punch   All All            
Late hit
0 0 0 9.2% -2.5   Forward 50 90 0   3.2 have 5.4 to 1.0 0.5 0.3 1.0× 1.0× 0%               Dragon Punch   All All            

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
Early hit
0 0 0 11.0% -3.5   Forward 50 97 0   0.7 center 0.0 0.0 0.0 1.2× 1.0× 0%               Megawatt Punch   All All            
Late hit
0 0 0 11.0% -3.5   Forward 50 97 0   3.7 center -1.0 0.0 0.0 1.2× 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
Early hit
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            
Late hit
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            
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 walk, jump, or attack with her other ARM either forward or backward, as well as aim the active ARM vertically as it extends.

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.

Dragon / Dragon PlusEdit

Hitbox (early, late) 14, 15-25
Earliest next ARM 17
Ending portion (full, on hit, blocked) 40, 24, 35
Interruptible (full, on hit, blocked) 59, 43, 54
Animation length (full, on hit, blocked) 74, 58, 69
Full                                                                                                                                                     
On hit                                                                                                                                                     
Blocked                                                                                                                                                     

MegawattEdit

Hitbox (early, late) 14, 15-32
Earliest next ARM 17
Ending portion (full, on hit, blocked) 49, 18, 40
Interruptible (full, on hit, blocked) 68, 37, 59
Animation length (full, on hit, blocked) 83, 52, 74
Full                                                                                                                                                                       
On hit                                                                                                                                                                       
Blocked                                                                                                                                                                       

RamramEdit

ARM hitbox (early, late) 14, 15-21
Ring hitbox 22-29
Earliest next ARM 17
Ending portion 33
Interruptible 52
Animation length 67
Full (ARM)                                                                                                                                       
Full (ring)                                                                                                                                       
Blocked                                                                                                                                       
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
  
State change
  
Earliest continuable point
  
Prop event
 
Interruptible