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Min Min (SSBU)/Neutral attack/Hit 1: Difference between revisions

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[[File:MinMinJab1.gif|thumb|450px|Hitbox visualization showing Min Min's first jab.]]
[[File:MinMinJab1.gif|thumb|450px|Hitbox visualization showing Min Min's first jab.]]
{{competitive expertise}}
{{competitive expertise}}
==Overview==
==Overview==
==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
! Hitstun
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage=2.5%
|damage=2.5%
|angle=180
|angle=180
|af=3
|bk=20
|bk=20
|ks=20
|ks=20
Line 22: Line 25:
|sfx=Kick
|sfx=Kick
|slvl=S
|slvl=S
|hitbits=Fighter only
}}
}}
|'''+8''' frames
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|damage=2.5%
|damage=2.5%
|angle=361
|angle=361
|af=3
|bk=25
|bk=25
|ks=25
|ks=25
Line 41: Line 47:
|slvl=S
|slvl=S
}}
}}
|'''+8''' frames
|}
|}


==Timing==
==Timing==
Like Ryu and Ken's tapped moves, Min Min's Jab 1 has an extra frame before the animation starts to detect the input. The data below is without that extra frame.
Min Min's first jab has one extra frame of startup than what is coded in its scripts, due to her performing the [[Punch|held variant]] of the attack before the game checks for a button release. This happens even if the input is [[buffer]]ed, unlike {{SSBU|Ryu}} and {{SSBU|Ken}}'s tapped attacks, but does not apply to Min Min's following jabs.
 
{|class="wikitable"
{|class="wikitable"
!Move change
|1-2
|-
!Hitboxes
!Hitboxes
|4-5
|5-6
|-
|-
!Earliest continuable
!Continuability window
|9
|10-25
|-
|-
!Interruptible
!Interruptible
|24
|25
|-
|-
!Animation length
!Animation length
|37
|38
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=3|e=LagContinuableS}}{{FrameStrip|t=Lag|c=15|s=LagContinuableE}}{{FrameStrip|t=Interruptible|c=14}}
{{FrameStrip|t=Lag|c=1|e=LagStateS}}{{FrameStrip|t=Lag|c=3|s=LagStateE}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=3|e=LagContinuableS}}{{FrameStrip|t=Lag|c=15|s=LagContinuableE}}{{FrameStrip|t=Interruptible|c=14}}
|-
{{FrameStrip|t=Blank|c=9}}{{FrameStrip|t=Continuable|c=16}}{{FrameStrip|t=Blank|c=13}}
{{FrameStripEnd}}
{{FrameStripEnd}}


{{FrameIconLegend|lag=y|hitbox=y|earliestcontinuable=y|interruptible=y}}
{{FrameIconLegend|lag=y|hitbox=y|earliestcontinuable=y|continuable=y|state=y|interruptible=y}}
 
==Trivia==
*The move has another continuability window set on frame 16 if the attack button is held without hitting, but utilizing it is impossible due to the move requiring a tap input to activate.


{{MvSubNavMinMin|g=SSBU}}
{{MvSubNavMinMin|g=SSBU}}
[[Category:Min Min (SSBU)]]
[[Category:Min Min (SSBU)]]
[[Category:Neutral attacks (SSBU)]]
[[Category:Neutral attacks (SSBU)]]

Latest revision as of 17:01, August 6, 2022

Hitbox visualization showing Min Min's first jab.
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You can discuss this issue on the talk page or edit this page to improve it.

Overview[edit]

Hitboxes[edit]

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 Hitstun
0 0 0 2.5% 0 AngleIcon180.png Forward 20 20 0 HitboxTableIcon(False).png 3.0 top 0.0 7.0 15.0 1.4× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Foot).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Kick SpecialsDirect.png Fighter only All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png +8 frames
1 0 0 2.5% 0 Sakurai angle Forward 25 25 0 HitboxTableIcon(False).png 3.0 top 0.0 7.0 5.0 to 15.0 1.4× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Foot).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png +8 frames

Timing[edit]

Min Min's first jab has one extra frame of startup than what is coded in its scripts, due to her performing the held variant of the attack before the game checks for a button release. This happens even if the input is buffered, unlike Ryu and Ken's tapped attacks, but does not apply to Min Min's following jabs.

Move change 1-2
Hitboxes 5-6
Continuability window 10-25
Interruptible 25
Animation length 38
FrameIcon(LagStateS).png FrameIcon(LagStateE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagContinuableS).png FrameIcon(LagContinuableE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(BlankStateS).pngFrameIcon(BlankStateE).png
State change
FrameIcon(Continuable).png
Continuable
FrameIcon(BlankContinuableS).pngFrameIcon(BlankContinuableE).png
Earliest continuable point
FrameIcon(Interruptible).png
Interruptible

Trivia[edit]

  • The move has another continuability window set on frame 16 if the attack button is held without hitting, but utilizing it is impossible due to the move requiring a tap input to activate.