From SmashWiki, the Super Smash Bros. wiki
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This article or section may require competitive expertise. You can discuss this issue on the talk page or edit this page to improve it.
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This move's data is shared with back aerial.
Hitboxes[edit]
All ARMs have their damage reduced by 0.7× if they bounce off solid terrain, which fully affects the knockback they deal.
ID |
Part |
Rehit rate |
Damage |
SD |
Angle |
Angle type |
BK |
KS |
FKV |
Set weight |
Radius |
Bone |
Offset |
H× |
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% |
|
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|
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|
|
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% |
|
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|
|
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% |
|
|
|
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|
|
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% |
|
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|
Dragon Punch |
|
All |
All |
|
|
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|
|
|
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% |
|
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Fire |
|
All |
All |
|
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ID |
Radius |
Bone |
Offset |
G |
A
|
Laser aiming detector
|
0 |
23.0 |
top |
-30.0 |
4.0 to -4.0 |
0.0 |
|
|
Dragon Plus[edit]
ID |
Part |
Rehit rate |
Damage |
SD |
Angle |
Angle type |
BK |
KS |
FKV |
Set weight |
Radius |
Bone |
Offset |
H× |
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% |
|
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|
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% |
|
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Dragon Punch |
|
All |
All |
|
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|
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% |
|
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Dragon Punch |
|
All |
All |
|
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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% |
|
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Dragon Punch |
|
All |
All |
|
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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% |
|
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Dragon Punch |
|
All |
All |
|
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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% |
|
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Dragon Punch |
|
All |
All |
|
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|
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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% |
|
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Fire |
|
All |
All |
|
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ID |
Radius |
Bone |
Offset |
G |
A
|
Laser aiming detector
|
0 |
23.0 |
top |
-30.0 |
4.0 to -4.0 |
0.0 |
|
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Megawatt[edit]
ID |
Part |
Rehit rate |
Damage |
SD |
Angle |
Angle type |
BK |
KS |
FKV |
Set weight |
Radius |
Bone |
Offset |
H× |
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% |
|
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Megawatt Punch |
|
All |
All |
|
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|
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|
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% |
|
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Megawatt Punch |
|
All |
All |
|
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|
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|
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% |
|
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Megawatt Punch |
|
All |
All |
|
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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% |
|
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Megawatt Punch |
|
All |
All |
|
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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% |
|
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Megawatt Punch |
|
All |
All |
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ID |
Part |
Rehit rate |
Damage |
SD |
Angle |
Angle type |
BK |
KS |
FKV |
Set weight |
Radius |
Bone |
Offset |
H× |
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% |
|
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|
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|
|
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% |
|
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|
Ramram Punch |
|
All |
All |
|
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|
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|
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% |
|
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Ramram Punch |
|
All |
All |
|
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|
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|
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% |
|
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|
Ramram Punch |
|
All |
All |
|
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|
|
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|
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% |
|
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|
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% |
|
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Ramram Punch |
|
All |
All |
|
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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
|
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 |
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Full with laser |
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On hit |
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On hit with laser |
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Blocked |
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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
|
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
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Animation length (full, on hit, blocked)
|
72, 38, 52
|
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) |
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Full (ring) |
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Blocked |
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Ramram (smash input)[edit]
Early hit
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16, 17-18
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Clean hit
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19-25
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Ring hitbox
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26-35
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Earliest next ARM
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17
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Ending portion
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37
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Interruptible
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56
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Animation length
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71
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Full (ring) |
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Blocked |
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Legend (1 square = 1 frame)
Lag time |
Hitbox |
Hitbox change |
State change |
Earliest continuable point |
Prop event |
Searchbox
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- 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.
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Min Min's moveset
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