From SmashWiki, the Super Smash Bros. wiki
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 history[edit]
13.0.1
- It deals negative shield damage (0 (all) → -2.5 (Ramram/Dragon)/-3.5 (Megawatt).
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
|
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 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
|
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 |
|
|
|
|
|
|
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
|
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 |
|
|
|
|
|
|
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
|
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 |
|
|
|
|
|
|
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 Plus[edit]
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
|
Megawatt[edit]
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
|
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) |
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Full (ring) |
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Blocked |
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Min Min's moveset
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