Update historyEdit
- 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
Dragon PlusEdit
MegawattEdit
RamramEdit
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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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 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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On hit | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Blocked |
RamramEdit
ARM hitbox (early, late) | 14, 15-21 |
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Ring hitbox | 22-29 |
Earliest next ARM | 17 |
Ending portion | 33 |
Interruptible | 52 |
Animation length | 67 |
Full (ARM) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Full (ring) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Blocked |
Lag time |
Hitbox |
Hitbox change |
State change |
Earliest continuable point |
Prop event |
Interruptible |