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|universe = {{uv|ARMS}} | |universe = {{uv|ARMS}} | ||
|availability = [[Downloadable content (SSBU)|Downloadable]] | |availability = [[Downloadable content (SSBU)|Downloadable]] | ||
}} | }} | ||
:{{Cquote| | :{{Cquote|Min Min Arms Herself!|cite=Introduction tagline}} | ||
'''Min Min''' ({{ja|ミェンミェン|Myen Myen}}, ''MinMin'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. She is the seventh [[Downloadable content (SSBU)|downloadable character]] in ''Ultimate'' and the first downloadable character | '''Min Min''' ({{ja|ミェンミェン|Myen Myen}}, ''MinMin'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. She is the seventh [[Downloadable content (SSBU)|downloadable character]] in ''Ultimate'' and the first downloadable character in {{h2|Downloadable content (SSBU)|Fighters Pass Vol. 2}}. An {{uv|ARMS}} character was announced to be playable as part of Challenger Pack 6 on March 26th, 2020 during a [https://www.youtube.com/watch?v=ubRf4zyEvG4 Nintendo Direct Mini]. However, it was not revealed that it would be Min Min until June 22nd, 2020 during a ''[[Mr. Sakurai Presents]]''. Min Min was released as part of Challenger Pack 6 on June 29th, 2020 (June 30th, 2020 in Europe and Asia), and is classified as [[Fighter number|Fighter #76]]. | ||
Haruna Takatsu reprises her role as Min Min, with her portrayal from '' | Haruna Takatsu reprises her role as Min Min, with her portrayal from ''ARMS'' being re-purposed for ''Ultimate'' in all regions. | ||
==Attributes== | ==Attributes== | ||
Although Min Min's physique is athletic and slender, the | Although Min Min's physique is athletic and slender, her enormous ARMS and the accessories attached to them grant her above-average [[weight]], weighing as much as {{SSBU|Link}}, {{SSBU|Yoshi}}, {{SSBU|Captain Falcon}}, and {{SSBU|Mii Gunner}}. Her base stats are true to this weight class as well, with an average [[walk]]ing speed, the twentieth slowest [[dash]]ing speed, and the sixth slowest [[air speed]]. As a playable character from ''ARMS'', Min Min's playstyle can be considered a hybrid of {{SSBU|Little Mac}} and {{SSBU|Simon}}'s, with an emphasis on both strong [[punch]]es and keeping foes at a distance. However, while her punches have the most melee [[range]] of any attack in the game, their hitboxes are strictly located on her ARMS' "fists". Altogether, this means that in comparison to other characters dependent on [[spacing]] (such as {{SSBU|Marth}} or {{SSBU|Corrin}}), much stricter attack positioning is crucial to keeping distance from opponents. | ||
Min Min's biggest strength is arguably the sheer versatility of her moveset. Her [[down special]], [[ARMS Change]], allows her to swap between three ARMS which can be equipped to her right ARM: the Ramram, which is not as powerful as her other ARMS but can be angled in a wider arc, the Megawatt, which lacks in speed and range but compensates with high power, and the Dragon, which can fire a laser if the attack button for Min Min's respective ARM is held down. ARMS Change does not incur any [[ending lag]], allowing her to swap her right ARM instantly as needed, allowing for a potential surprise attack. Min Min can uniquely attack with one ARM and use the other one mid-attack (and can do so in entirely different directions), as the A button triggers attacks with her left ARM, while the B button triggers attacks with her right. This effect also applies to her [[forward smash]] attacks, granting her a distinctly high damage dispensing ceiling. While this effectively deprives her of any traditional [[Neutral special|neutral]] or [[side special]] as used by other characters, this gives her a very strong mix-up game, as she can use both ARMS to catch foes off guard before attacking, and also cover a myriad of tech chasing options. She can also [[jump]] mid-punch, giving her a decent ground-to-air game, although this is mostly effective when Ramram is active, due to its vertical coverage. | |||
In the air, Min Min's [[Forward aerial|forward]] and [[back aerial]]s retain the same function as they do on the [[ground]], though she uniquely has the ability to perform forward smashes while airborne. This allows her to sport [[KO]] potential even in air-to-air engagements, as well as giving her additional unique landing options. Her [[neutral aerial]] spins the ARM currently equipped to Min Min's right ARM in a circular motion, which can be reliably spaced and used as a defensive option. Uniquely, her airborne neutral special is nearly identical to her neutral aerial, while utilizing her currently equipped right ARM instead of her left. Although the different ARMS sport different traits in terms of startup, speed and active [[frame]]s, they all have the same amount of [[landing lag]]. The Megawatt version of Min Min's airborne neutral special is notably capable of KOing, while the Ramram version can [[combo]] into itself at low percentages, and lead into forward and back aerial combos, which in some circumstances may lead to early KOs. | |||
One of Min Min's most atypical but valuable perks is her ability to keep [[pressure]] and potentially start combos far from harm's way. Being able to consecutively string multiple tilts and forward smashes into one another allows Min Min to hit confirm into extreme amounts of damage from afar with a comparatively few amounts of hits. With the right precision and [[spacing]], Min Min can cause an onslaught of constant attacks that can combo into one another without any risk of retaliation, while continuously remaining in a position to do it again. This is especially dangerous when any character is offstage, as any who try to [[recovery|recover]] horizontally are at risk of being KO'd even at 0% thanks to the sheer range provided by Min Min's ARMS. While she is afforded safety from on-stage against horizontal recoveries, the speed of Min Min's attacks in the air grant her plenty of opportunities in [[edge-guard]]ing from off-stage as well, and [[ARMS Jump]] allows her to pursue and edgeguard opponents who recover high. Depending on the currently equipped ARM, Min Min can even beat out oncoming [[projectile]]s from characters attempting to pressure her from afar. The core of her security is from the inability to counter an ARM at mid to long-range in any way that would put her at risk, and no ARM nor any of their effects can be [[reflect]]ed. | |||
While punches comprise the bulk of her [[move]]set, she has a handful of kick-based attacks that also have utility. Her [[down tilt]] is a sliding kick that, despite its poor damage output, allows her to [[approach]] foes reliably due to its speed and distance covered, and it can also start combos. Her [[dash attack]] gives her a solid burst option given her lack in mobility, can lead to follow-ups at low percentages, and is able to [[cross-up]] [[shield]]s when used at close range. Her [[up aerial]] has a good horizontal range in front of her that makes it good for performing combos on landing, while her [[down aerial]] is decently strong and can function as a combo breaker if there is enough vertical distance. Her [[up smash]] and [[down smash]] have great power when [[Sweet spot (hitbox)|sweetspotted]], being very strong KO options. Both Min Min's up smash and [[up tilt]] have very fast startup, as well as great vertical range, giving her both a strong [[out of shield]] option and solid anti-air. Additionally, her up smash has the unique properties of sporting a reflector hitbox, which is active one frame before its attack hitbox, and has one persistent reflector hitbox in front of her for the duration of the move, as well as moving ones on her legs. Because of the reflector being applied to her up smash, she sports the fastest out of shield reflector in the game, and is able to cover both close-range approaches and point-blank projectile options. | |||
Min Min also has a | Min Min also has a strong [[grab]] game, with her grab having the second-longest reach of all grabs in the game and all of her [[throw]]s dealing at least 8%. Her [[forward throw]] can force opponents offstage and set up easy tech chase combos at lower percentages, her [[up throw|up]] and [[back throw]]s have strong KO potential, and her [[down throw]], despite its inability to start combos reliably, can still follow up if the opponent does not react accordingly. Throwing also has the benefit of giving her left Dragon ARM a boost in power. This [[charge]]d-up state lasts for 20 seconds, barring the sustaining of heavy [[knockback]], and gives her a damage and knockback boost on any attack made with her left Dragon ARM, including its laser. However, one key flaw with her grab is that it has the longest startup of any grab in the game, and considerable end lag if missed, rendering it a risky option to use in neutral and largely saved for landing and [[whiff]] [[punish]]ing. | ||
Despite all of Min Min's unique perks, her moveset does come with weaknesses. As her ARMS' [[hitbox]]es are located on her "fists", foes can easily close in on her if she makes a mistake in spacing or timing her punches. While the Ramram's wide curving arc can somewhat alleviate this, its hitboxes are rendered inactive during the last few frames of retraction, requiring her to properly move, time and alternate between ARMS in order to offset her vulnerability, giving her a notably high skill floor. Since this problem is not shared with other range-dependent fighters (such as {{SSBU|Shulk}}), this means that there are bound to be blind spots on Min Min's fist attacks, even against larger characters. | Despite all of Min Min's unique perks, her moveset does come with weaknesses. As her ARMS' [[hitbox]]es are located on her "fists", foes can easily close in on her if she makes a mistake in spacing or timing her punches. While the Ramram's wide curving arc can somewhat alleviate this, its hitboxes are rendered inactive during the last few frames of retraction, requiring her to properly move, time and alternate between ARMS in order to offset her vulnerability, giving her a notably high skill floor. Since this problem is not shared with other range-dependent fighters (such as {{SSBU|Shulk}}), this means that there are bound to be blind spots on Min Min's fist attacks, even against larger characters. | ||
One downside to Min Min's more streamlined playstyle is her relative lack of variance between individual moves. Lacking | One downside to Min Min's more streamlined playstyle is her relative lack of variance between individual moves. Lacking normal [[forward tilt]]s and relying on her forward smash, forward aerial and neutral moves means that Min Min's main moves are far more prone to [[Stale-move negation|staling]] than other characters. Even with the various ARMS to swap between, their counter-play remains relatively similar across all three. Many of her moves are meant for combat from much greater distances, and while she sports many close-range moves with fast startup as a last line of defense, they are generally plagued with notable end lag, making them highly committal and punishable if whiffed or blocked. This means that characters with high mobility are particularly difficult for Min Min to fight, especially if they have high damage-per-second or KO power, as she lacks tools to handle them up close as well as any easy way to keep them at bay without committing to high vulnerability [[read]]s. | ||
Min Min further suffers from her very poor disadvantage state. She has almost no moves to break out of disadvantage once she is in it, lacking any functional combo breakers outside of situational usage of down and neutral aerials. This, coupled with her slow [[fall speed]], makes her prone to getting [[juggling|juggled]]. Her [[up special]] has a long range as a [[tether recovery]], but will only work if Min Min is sufficiently close to | Min Min further suffers from her very poor disadvantage state. She has almost no moves to break out of disadvantage once she is in it, lacking any functional combo breakers outside of situational usage of down and neutral aerials. This, coupled with her slow [[fall speed]], makes her prone to getting [[juggling|juggled]]. Her [[up special]] has a long range as a [[tether recovery]], but will only work if Min Min is sufficiently close to a [[ledge]], which means that any stray [[aerial]] from any character may be enough to edge-guard and [[gimp]] her, even at surprisingly low percents. This is compounded by her abysmal air speed, which makes both recovering and avoiding repeated attacks all the more difficult. Finally, while she has more range to control and threaten with than any other character, she can occasionally struggle with being conditioned by opponents in the [[neutral game]]. Her up smash, despite uniquely acting as a reflector, is highly committal, making it an inferior option against certain projectile users such as {{SSBU|Mega Man}} or the [[Link]]s, as they can pressure her with multiple fast projectiles that her reflector is unable to account for. While her ARMS can beat out weaker projectiles, there are quite a few that either clank or have transcendent [[priority]], which forces her to play aggressively and risk slipping into her poor disadvantageous state. This issue is particularly exacerbated against characters who have reflectors of their own, and are able to reflect their own projectiles back at her. | ||
Min Min | Overall, Min Min is a character well equipped with unique tools and traits that have her play a hybrid gameplay style, incorporating elements of zoning as well as the aggressive usage of long-ranged attacks. Her fast overall frame data, strong anti-aerial prowess, and ability to alternate between attacks while retaining mobility make for a character who maintains a strong pressure game that can discombobulate opponents, allowing her to mix up her play from multiple angles in deceptive ways. Her ability to switch the traits of her attacks also gives her unique frame trapping and tech chasing capabilities, as well as a deadly edge-guarding game. This adds up to Min Min having a profound snowball effect whenever she gains advantage in battle. However, the combination of her precise hitboxes, sub-par disadvantage state, punishable frame data on select key moves, and high learning curve means that the player is going to have to have the ingenuity to master precision, proper conditioning, and reads in order to combat opponents who are capable of rushing her down, playing a stronger defensive game, or taking advantage of her blind spots. | ||
Because of the impact that [[COVID-19]] has had on competitive events around the world, Min Min's potential remains to be fully ascertained. Despite this, she has amassed a notable amount of players with strong competitive results in Japan - where offline tournaments have continued relatively unabated - potentially showing early signs of Min Min being a very strong contender at a top competitive level. | |||
==Update history== | ==Update history== | ||
Aside from a glitch fix in update 8.1.0 | Aside from a glitch fix in update 8.1.0 and a single buff to neutral attack in update 9.0.0, Min Min has been nerfed slightly overall via game update 11.0.0. Forward smash's held charge was shortened significantly, and the Dragon ARM's KO potential was toned down slightly due to its laser's base knockback being decreased. Aside from these changes, Min Min's air dodge and [[crumpling]]-induced vulnerability were both standardized to match the rest of the cast. | ||
'''{{GameIcon|ssbu}} 8.1.0''' | '''{{GameIcon|ssbu}} 8.1.0''' | ||
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'''{{GameIcon|ssbu}} {{SSBU|12.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|12.0.0}}''' | ||
{{UpdateList (SSBU)/12.0.0|char=Min Min}} | {{UpdateList (SSBU)/12.0.0|char=Min Min}} | ||
==Moveset== | ==Moveset== | ||
*Min Min has an unorthodox control scheme for the ''Super Smash Bros.'' series: the attack ([[A]] by default) and special ([[B]] by default) buttons are designated to | *Min Min has an unorthodox control scheme for the ''Super Smash Bros.'' series: the attack ([[A]] by default) and special ([[B]] by default) buttons are designated to the left and right ARMS respectively, allowing her to attack while alternating between ARMS. Pressing these buttons simultaneously will have Min Min attack with each ARM one after the other, with a short pause in between. As a result of this unique control scheme, Min Min technically possesses only two conventional special moves: [[ARMS Jump / ARM Hook]] and [[ARMS Change]]. | ||
**She can move around and jump while performing the tilt version of said attacks and use the smash version in the air. Min Min can also punch behind herself when alternating punches, angle the attacks upward and downward when on the ground, and even crouch during the tilt version of these attacks. The arms lack hurtboxes, making them disjointed, with the | **She can move around and jump while performing the tilt version of said attacks and use the smash version in the air. Min Min can also punch behind herself when alternating punches, angle the attacks upward and downward when on the ground, and even crouch during the tilt version of these attacks. The arms lack hurtboxes, making them disjointed, with the "fists" being the actual hitboxes only when extending outward. The ARMS will bounce back upon hitting [[shield]]s, walls, or floors. | ||
*Min Min's forward smash has a different charging animation depending on if she is punching forward or backward. | *Min Min's forward smash has a different charging animation depending on if she is punching forward or backward. | ||
*Min Min's right ARM can be swapped between three | *Min Min's right ARM can be swapped between three ARMS—the Ramram, the Megawatt and the Dragon—by using her down special move, [[ARMS Change]]. | ||
*If Min Min | *If Min Min charges a smash attack for ≈15 frames (grounded only, except for the Dragon ARM for aerial smash attacks), her ARM will generate additional effects. More details are mentioned below. | ||
*After [[throw]]ing an opponent or while she has the [[Final Smash]] aura, Min Min's left ARM will be | *After [[throw]]ing an opponent or while she has the [[Final Smash]] aura, Min Min's left ARM will be granted a powered-up state for a while. This is accompanied by the ARM changing appearance, which also increases its damage and knockback (see below).<!--this appears to be its hitbox for the tilts, neutral aerial, and ARMS Hook (which is equal to 1.15x) but a 1.25x multiplier for the smashes--> | ||
''For a gallery of Min Min's hitboxes, see [[Min Min (SSBU)/Hitboxes|here]].'' | ''For a gallery of Min Min's hitboxes, see [[Min Min (SSBU)/Hitboxes|here]].'' | ||
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|neutralcount=3 | |neutralcount=3 | ||
|neutralinf=y | |neutralinf=y | ||
|neutralname=Kung Fu Combo | |neutralname=Kung Fu Combo<ref name=MinMinReveal/> | ||
|neutral1dmg=2.5%{{!!}}—{{!!}}—{{!!}}—{{!!}}— | |neutral1dmg=2.5%{{!!}}—{{!!}}—{{!!}}—{{!!}}— | ||
|neutral2dmg=2% {{!!}}—{{!!}}—{{!!}}—{{!!}}— | |neutral2dmg=2% {{!!}}—{{!!}}—{{!!}}—{{!!}}— | ||
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|neutralinfdmg=0.5% (loop), 5% (last){{!!}}—{{!!}}—{{!!}}—{{!!}}— | |neutralinfdmg=0.5% (loop), 5% (last){{!!}}—{{!!}}—{{!!}}—{{!!}}— | ||
|neutraldesc=''Tapped:'' A mid-level roundhouse kick, followed by a legsweep, followed by a high-level roundhouse kick. When button mashed, Min Min performs a rapid series of low-, mid-, and high-level side kicks before concluding with a high-level side kick. The regular neutral attack can KO at very high percentages.<br/><br/>''Held (Attack)'': Min Min performs a forward tilt with her left ARM. See below for details.<br/><br/>''Held (Special)'': Min Min performs a forward tilt with her right ARM. See below for details. | |neutraldesc=''Tapped:'' A mid-level roundhouse kick, followed by a legsweep, followed by a high-level roundhouse kick. When button mashed, Min Min performs a rapid series of low-, mid-, and high-level side kicks before concluding with a high-level side kick. The regular neutral attack can KO at very high percentages.<br/><br/>''Held (Attack)'': Min Min performs a forward tilt with her left ARM. See below for details.<br/><br/>''Held (Special)'': Min Min performs a forward tilt with her right ARM. See below for details. | ||
|ftiltname=Punch | |ftiltname=Punch | ||
|ftiltdmg=—{{!!}}8%{{!!}}9.2%{{!!}}11%{{!!}}5%, 2.5% (ring) | |ftiltdmg=—{{!!}}8%{{!!}}9.2%{{!!}}11%{{!!}}5%, 2.5% (ring) | ||
|ftiltdesc=''Attack'': | |ftiltdesc=''Attack'': Fires a single straight punch with her left ARM.<br/><br/>''Special'': Fires a single straight punch with her right ARM.<br/><br/>With either ARM, Min Min can move slowly and jump during this move, similarly to {{SSBU|Mega Man}}'s forward tilt. The attack can be angled so that it curves upward or downward. | ||
|utiltname=Wheel Kick | |utiltname=Wheel Kick<ref name=MinMinReveal>[https://www.youtube.com/watch?v=M_NNyXaBW-I Super Smash Bros. Ultimate – Mr. Sakurai Presents "Min Min"]</ref> | ||
|utiltdmg=7% (clean foot), 5% (clean leg), 6% (late foot), 4% (late leg){{!!}}—{{!!}}—{{!!}}—{{!!}}— | |utiltdmg=7% (clean foot), 5% (clean leg), 6% (late foot), 4% (late leg){{!!}}—{{!!}}—{{!!}}—{{!!}}— | ||
|utiltdesc=A handstand version of the [[wikipedia:List of capoeira techniques#Aú|aú aberto]], one of many cartwheeling kicks in {{s|wikipedia|capoeira}}. It | |utiltdesc=A handstand version of the [[wikipedia:List of capoeira techniques#Aú|aú aberto]], one of many cartwheeling kicks in {{s|wikipedia|capoeira}}. It has noticeable ending lag, although it can combo into itself if landed near the end of the move. Its main usage is to anti-air opponents who get into close range, and has a rather quick startup on frame 5. Capable of KOing at very high percents. | ||
|dtiltname=Slide | |dtiltname=Slide<ref name=MinMinReveal/> | ||
|dtiltdmg=7% (clean foot), 5% (clean leg), 5.5% (late foot), 3.5% (late leg){{!!}}—{{!!}}—{{!!}}—{{!!}}— | |dtiltdmg=7% (clean foot), 5% (clean leg), 5.5% (late foot), 3.5% (late leg){{!!}}—{{!!}}—{{!!}}—{{!!}}— | ||
|dtiltdesc=A [[Wikipedia:Dropkick#Baseball slide|baseball slide]]. It can low-profile many attacks, and can start combos at low-mid percentages, such as into neutral aerial, up aerial, or up smash. Her legs gain intangibility during frames 10-14. It is potentially a reference to one of {{s|armsinstitute|Kid Cobra}}'s abilities in ''ARMS'', in which his {{s|armsinstitute|charge}}d {{s|armsinstitute|dash}} is a slide that can enable him to evade incoming punches and close in on opponents. | |dtiltdesc=A [[Wikipedia:Dropkick#Baseball slide|baseball slide]]. It can low-profile many attacks, and can start combos at low-mid percentages, such as into neutral aerial, up aerial, or up smash. Her legs gain intangibility during frames 10-14. It is potentially a reference to one of {{s|armsinstitute|Kid Cobra}}'s abilities in ''ARMS'', in which his {{s|armsinstitute|charge}}d {{s|armsinstitute|dash}} is a slide that can enable him to evade incoming punches and close in on opponents. | ||
|dashname=Jumping Kick | |dashname=Jumping Kick<ref name=MinMinReveal/> | ||
|dashdmg=10% (clean foot), 8% (clean leg/late foot), 6% (late leg){{!!}}—{{!!}}—{{!!}}—{{!!}}— | |dashdmg=10% (clean foot), 8% (clean leg/late foot), 6% (late leg){{!!}}—{{!!}}—{{!!}}—{{!!}}— | ||
|dashdesc=A flying kick. | |dashdesc=A flying kick. Covers a lot of distance, which is especially useful due to Min Min's slow ground speed. It can also cross up shields at its beginning. | ||
|fsmashname=Punch | |fsmashname=Punch | ||
|fsmashdmg=—{{!!}}{{ChargedSmashDmgSSBU|12}} (close), {{ChargedSmashDmgSSBU|16}} (mid), {{ChargedSmashDmgSSBU|13}} (far), 7% (laser), {{ChargedSmashDmgSSBU|13.8}} (charged close), {{ChargedSmashDmgSSBU|18.4}} (charged mid), {{ChargedSmashDmgSSBU|14.95}} (charged far), 12% (charged laser){{!!}}{{ChargedSmashDmgSSBU|15}} (close), {{ChargedSmashDmgSSBU|20}} (mid), {{ChargedSmashDmgSSBU|16.25}} (late), 12% (laser){{!!}}{{ChargedSmashDmgSSBU|19}} (close), {{ChargedSmashDmgSSBU|21}} (mid), {{ChargedSmashDmgSSBU|19}} (far), {{ChargedSmashDmgSSBU|21.85}} (charged close), {{ChargedSmashDmgSSBU|24.15}} (charged mid), {{ChargedSmashDmgSSBU|21.85}} (charged far){{!!}}{{ChargedSmashDmgSSBU|10}} (close/mid), {{ChargedSmashDmgSSBU|12}} (far), 2.5% (ring), {{ChargedSmashDmgSSBU|11.5}} (charged close/mid), {{ChargedSmashDmgSSBU|13.8}} (charged far), 4% (charged ring) | |fsmashdmg=—{{!!}}{{ChargedSmashDmgSSBU|12}} (close), {{ChargedSmashDmgSSBU|16}} (mid), {{ChargedSmashDmgSSBU|13}} (far), 7% (laser), {{ChargedSmashDmgSSBU|13.8}} (charged close), {{ChargedSmashDmgSSBU|18.4}} (charged mid), {{ChargedSmashDmgSSBU|14.95}} (charged far), 12% (charged laser){{!!}}{{ChargedSmashDmgSSBU|15}} (close), {{ChargedSmashDmgSSBU|20}} (mid), {{ChargedSmashDmgSSBU|16.25}} (late), 12% (laser){{!!}}{{ChargedSmashDmgSSBU|19}} (close), {{ChargedSmashDmgSSBU|21}} (mid), {{ChargedSmashDmgSSBU|19}} (far), {{ChargedSmashDmgSSBU|21.85}} (charged close), {{ChargedSmashDmgSSBU|24.15}} (charged mid), {{ChargedSmashDmgSSBU|21.85}} (charged far){{!!}}{{ChargedSmashDmgSSBU|10}} (close/mid), {{ChargedSmashDmgSSBU|12}} (far), 2.5% (ring), {{ChargedSmashDmgSSBU|11.5}} (charged close/mid), {{ChargedSmashDmgSSBU|13.8}} (charged far), 4% (charged ring) | ||
|fsmashdesc=''Attack'': | |fsmashdesc=''Attack'': Fires a single straight punch with her left ARM.<br/><br/>''Special'': Fires a single straight punch with her right ARM.<br/><br/>Additionally, pressing the attack and special buttons together leads to a unique smash attack that throws both her left and right ARMS, the latter coming very shortly after the former. Her forward smash is slightly stronger than most of her other punching moves and has more range. The attack can be angled so that it curves upward or downward. It is strongest when hitting right before full extension, and is weaker at the start and at maximum range. If the smash is charged for more than 15 frames (0.25 seconds), its base damage increases. In addition, the Dragon's laser becomes Plus, the Megawatt becomes electrified, and the Ramram becomes fiery. Interestingly, Min Min cannot be [[Reverse|flipped around]] while charging her forward smash. As of update 11.0.0, Min Min can only hold a charged forward smash for half a second (30 frames) instead of the usual two seconds (120 frames). | ||
|usmashname=Somersault Kick | |usmashname=Somersault Kick<ref name=MinMinReveal/> | ||
|usmashdmg={{ChargedSmashDmgSSBU|16}} (clean foot), {{ChargedSmashDmgSSBU|14}} (clean leg/mid foot), {{ChargedSmashDmgSSBU|12}} (mid leg/late foot), {{ChargedSmashDmgSSBU|10}} (late leg)<br/>1.8× (reflected projectiles){{!!}}—{{!!}}—{{!!}}—{{!!}}— | |usmashdmg={{ChargedSmashDmgSSBU|16}} (clean foot), {{ChargedSmashDmgSSBU|14}} (clean leg/mid foot), {{ChargedSmashDmgSSBU|12}} (mid leg/late foot), {{ChargedSmashDmgSSBU|10}} (late leg)<br/>1.8× (reflected projectiles){{!!}}—{{!!}}—{{!!}}—{{!!}}— | ||
|usmashdesc=A handstand bicycle kick. Grants intangibility in her legs (frames 5-7 for both legs, and 8-13 for her kicking leg) and can [[reflect]] projectiles. Unlike most reflectors, it can be used from out of shield effectively, aiding her defense. | |usmashdesc=A handstand version of a bicycle kick. Grants intangibility in her legs (frames 5-7 for both legs, and 8-13 for her kicking leg) and can [[reflect]] projectiles. Based on her ability to deflect attacks with a kick in ''ARMS''. Unlike most reflectors, it can be used from [[out of shield]] effectively, aiding her defense. Has decent vertical range, but high ending lag. Her hurtbox is also raised due to the height she leaps during the kick, which may cause certain low and mid-level attacks to miss her. | ||
|dsmashname=Two-Way Kick | |dsmashname=Two-Way Kick<ref name=MinMinReveal/> | ||
|dsmashdmg={{ChargedSmashDmgSSBU|15}} (feet), {{ChargedSmashDmgSSBU|13}} (legs){{!!}}—{{!!}}—{{!!}}—{{!!}}— | |dsmashdmg={{ChargedSmashDmgSSBU|15}} (feet), {{ChargedSmashDmgSSBU|13}} (legs){{!!}}—{{!!}}—{{!!}}—{{!!}}— | ||
|dsmashdesc=A split kick. Grants her legs intangibility (frames 4-6). Has a sourspot located on her legs. Both sides have equal strength. | |dsmashdesc=A split kick. Grants her legs intangibility (frames 4-6). Has a sourspot located on her legs. Both sides have equal strength. | ||
|nairname= | |nairname= | ||
|nairdmg=—{{!!}}{{ShortHopDmgSSBU|8.5}}{{!!}}{{ShortHopDmgSSBU|9.775}}{{!!}}{{ShortHopDmgSSBU|12}}{{!!}}{{ShortHopDmgSSBU|6}} | |nairdmg=—{{!!}}{{ShortHopDmgSSBU|8.5}}{{!!}}{{ShortHopDmgSSBU|9.775}}{{!!}}{{ShortHopDmgSSBU|12}}{{!!}}{{ShortHopDmgSSBU|6}} | ||
|nairdesc=''Attack'': | |nairdesc=''Attack'': Rotates her left ARM around herself in a downward circular motion.<br/><br/>''Special:'' Rotates her right ARM around herself in a downward circular motion.<br/><br/>The Ramram variant is extremely fast and can be used in quick succession, allowing it to combo into itself without the need to land on the ground. The Megawatt variant is notorious for its high power, being able to KO under 100% near the top blast line. Lastly, the Dragon variant falls in between with a decent balance of speed and power, although it gains decent KO potential when powered up by a throw. One thing that all of the neutral aerial variants have in common is that they function as a versatile combo starter on landing; it can combo into down tilt, forward tilt/held neutral attack, dash attack, and even forward smash at low percentages. Due to its versatility, it is overall one of her most useful moves. | ||
|fairname=Punch | |fairname=Punch | ||
|fairdmg=—{{!!}}{{ShortHopDmgSSBU|8}} (tilted), {{ShortHopDmgSSBU|12}} (smashed close), {{ShortHopDmgSSBU|16}} (smashed mid), {{ShortHopDmgSSBU|13}} (smashed far), {{ShortHopDmgSSBU|7}} (smashed laser){{!!}}{{ShortHopDmgSSBU|9.2}} (tilted), {{ShortHopDmgSSBU|15}} (smashed close), {{ShortHopDmgSSBU|20}} (smashed mid), {{ShortHopDmgSSBU|16.25}} (smashed late), {{ShortHopDmgSSBU|12}} (smashed laser){{!!}}{{ShortHopDmgSSBU|11}} (tilted), {{ShortHopDmgSSBU|19}} (smashed close), {{ShortHopDmgSSBU|21}} (smashed mid), {{ShortHopDmgSSBU|19}} (smashed far){{!!}}{{ShortHopDmgSSBU|5}} (tilted), {{ShortHopDmgSSBU|10}} (smashed close/mid), {{ShortHopDmgSSBU|12}} (smashed far), {{ShortHopDmgSSBU|2.5}} (ring) | |fairdmg=—{{!!}}{{ShortHopDmgSSBU|8}} (tilted), {{ShortHopDmgSSBU|12}} (smashed close), {{ShortHopDmgSSBU|16}} (smashed mid), {{ShortHopDmgSSBU|13}} (smashed far), {{ShortHopDmgSSBU|7}} (smashed laser){{!!}}{{ShortHopDmgSSBU|9.2}} (tilted), {{ShortHopDmgSSBU|15}} (smashed close), {{ShortHopDmgSSBU|20}} (smashed mid), {{ShortHopDmgSSBU|16.25}} (smashed late), {{ShortHopDmgSSBU|12}} (smashed laser){{!!}}{{ShortHopDmgSSBU|11}} (tilted), {{ShortHopDmgSSBU|19}} (smashed close), {{ShortHopDmgSSBU|21}} (smashed mid), {{ShortHopDmgSSBU|19}} (smashed far){{!!}}{{ShortHopDmgSSBU|5}} (tilted), {{ShortHopDmgSSBU|10}} (smashed close/mid), {{ShortHopDmgSSBU|12}} (smashed far), {{ShortHopDmgSSBU|2.5}} (ring) | ||
|fairdesc=''Attack'': | |fairdesc=''Attack'': Fires a single straight punch with her left ARM.<br/><br/>''Special'': Fires a single straight punch with her right ARM.<br/><br/>If performed using a smash input, the move will have more range and power but will be slower, with similar properties to forward smash. If using the smash input, Min Min will temporarily stall in the air, but only for her first input. Additionally, doing so will prevent her from being able to fast fall until she either uses a standard aerial or jumps. Unlike the grounded version of these attacks, this attack cannot be angled. | ||
|bairname=Punch | |bairname=Punch | ||
|bairdmg=—{{!!}}colspan{{=}}"4"{{!}}(same as forward aerial) | |bairdmg=—{{!!}}colspan{{=}}"4"{{!}}(same as forward aerial) | ||
|bairdesc=''Attack'': | |bairdesc=''Attack'': Fires a single straight punch behind her with her left ARM.<br/><br/>''Special'': Fires a single straight punch behind her with her right ARM.<br/><br/>If performed using a smash input, the move will have more range and power but will be slower, with similar properties to forward smash, including the ability to be angled. If using the smash input, Min Min will temporarily stall in the air, but only for her first input. | ||
|uairname=Midair Somersault | |uairname=Midair Somersault Kick<ref name=MinMinReveal/> | ||
|uairdmg={{ShortHopDmgSSBU|6.5}} (foot), {{ShortHopDmgSSBU|4.5}} (leg){{!!}}—{{!!}}—{{!!}}—{{!!}}— | |uairdmg={{ShortHopDmgSSBU|6.5}} (foot), {{ShortHopDmgSSBU|4.5}} (leg){{!!}}—{{!!}}—{{!!}}—{{!!}}— | ||
|uairdesc=A bicycle kick. It cannot combo into itself without landing due to its slightly higher ending lag compared to similar up aerials | |uairdesc=A bicycle kick. It cannot combo into itself without landing due to its slightly higher ending lag compared to other similar up aerials, but it is slightly stronger overall when sweetspotted; it can KO at around 130% near the upper blast line. | ||
|dairname=Dive Kick | |dairname=Dive Kick<ref name=MinMinReveal/> | ||
|dairdmg={{ShortHopDmgSSBU|11}} (clean), {{ShortHopDmgSSBU|9}} (late), 3% (landing){{!!}}—{{!!}}—{{!!}}—{{!!}}— | |dairdmg={{ShortHopDmgSSBU|11}} (clean), {{ShortHopDmgSSBU|9}} (late), 3% (landing){{!!}}—{{!!}}—{{!!}}—{{!!}}— | ||
|dairdesc=A diagonal flying kick. | |dairdesc=A diagonal flying kick. Can [[meteor smash]] at the start of the move. Due to its status as a [[stall-then-fall]], it can be used to break out of disadvantage, although it is can be reacted to easily with proper prediction. | ||
|grabname= | |grabname= | ||
|grabdmg=—{{!!}}—{{!!}}—{{!!}}—{{!!}}— | |grabdmg=—{{!!}}—{{!!}}—{{!!}}—{{!!}}— | ||
|grabdesc=Extends her ARMS to clinch the opponent. Min Min has an extended grab, which is identical to her grab in ''ARMS'', albeit unable to reach the same range as her punches. By far the slowest startup of any grab in ''Ultimate'', but it makes up for this by having the second-longest range of all grabs in the game (with only | |grabdesc=Extends her ARMS to clinch the opponent. Min Min has an extended grab, which is identical to her grab in ''ARMS'', albeit unable to reach the same range as her standard punches. By far the slowest startup of any grab in ''Ultimate'', but it makes up for this by having the second-longest range of all grabs in the game (with only the [[Grapple Beam]] surpassing it). While it has extreme range, it is merely an extended grab, not a [[tether grab]], much like how the [[Hookshot]] and the Grapple Beam function in ''[[SSB]]''. As a result, it does not function as a [[grab aerial]] and, by extension, cannot be used to grab edges. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=1.5%{{!!}}—{{!!}}—{{!!}}—{{!!}}— | |pummeldmg=1.5%{{!!}}—{{!!}}—{{!!}}—{{!!}}— | ||
|pummeldesc=A knee strike | |pummeldesc=A knee strike. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=5% (hit 1), 4% (throw){{!!}}—{{!!}}—{{!!}}—{{!!}}— | |fthrowdmg=5% (hit 1), 4% (throw){{!!}}—{{!!}}—{{!!}}—{{!!}}— | ||
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|bthrowname= | |bthrowname= | ||
|bthrowdmg=14% (hitbox), — (throw){{!!}}—{{!!}}—{{!!}}—{{!!}}— | |bthrowdmg=14% (hitbox), — (throw){{!!}}—{{!!}}—{{!!}}—{{!!}}— | ||
|bthrowdesc=A {{h2|wikipedia:Suplex|German suplex}}. | |bthrowdesc=A {{h2|wikipedia:Suplex|German suplex}}. Functions almost identically to {{SSBU|Incineroar}}'s back throw, albeit with less base knockback and a slightly different animation. Her strongest throw, and can KO at around 120% at the ledge. However, it is very susceptible to DI because of its diagonal angle, making it KO later if DI'd correctly. Nearby opponents will take damage as well. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=2% (hit 1), 8% (throw){{!!}}—{{!!}}—{{!!}}—{{!!}}— | |uthrowdmg=2% (hit 1), 8% (throw){{!!}}—{{!!}}—{{!!}}—{{!!}}— | ||
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|dthrowname= | |dthrowname= | ||
|dthrowdmg=4% (hit 1), 4% (throw){{!!}}—{{!!}}—{{!!}}—{{!!}}— | |dthrowdmg=4% (hit 1), 4% (throw){{!!}}—{{!!}}—{{!!}}—{{!!}}— | ||
|dthrowdesc=Pins the opponent down and performs a somersault axe kick. | |dthrowdesc=Pins the opponent down and performs a somersault axe kick. It lacks combo potential due to its high ending lag, so this makes its only purpose for tech-chasing on platforms. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=7%{{!!}}—{{!!}}—{{!!}}—{{!!}}— | |floorfdmg=7%{{!!}}—{{!!}}—{{!!}}—{{!!}}— | ||
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|edgename= | |edgename= | ||
|edgedmg=9%{{!!}}—{{!!}}—{{!!}}—{{!!}}— | |edgedmg=9%{{!!}}—{{!!}}—{{!!}}—{{!!}}— | ||
|edgedesc=A sliding low-level roundhouse kick. | |edgedesc=A sliding low-level roundhouse kick. Has decent range. | ||
|nsname=Punch | |nsname=Punch | ||
|nsdmg=(see neutral attack above){{!!}}colspan{{=}}"4"{{!}}(see neutral aerial and forward tilt above) | |nsdmg=(see neutral attack above){{!!}}colspan{{=}}"4"{{!}}(see neutral aerial and forward tilt above) | ||
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|usname=ARMS Jump / ARM Hook | |usname=ARMS Jump / ARM Hook | ||
|usdmg=—{{!!}}9% (ARM Hook){{!!}}10.35% (ARM Hook){{!!}}—{{!!}}— | |usdmg=—{{!!}}9% (ARM Hook){{!!}}10.35% (ARM Hook){{!!}}—{{!!}}— | ||
|usdesc='''ARMS Jump''': On the ground, Min Min | |usdesc='''ARMS Jump''': On the ground, Min Min springboards herself into the air with her ARMS. It can be charged to increase her height and angled horizontally, and has [[intangibility]] as she begins to rise (frames 8-13 on her whole body if uncharged; 8-17 on her ARMS and 18-25 on her whole body if charged). However, it cannot be used if either of her ARMS is extended. Despite its lack of a hitbox, its intangibility makes it a decent out-of-shield option to escape shield pressure and reset the neutral. | ||
'''ARM Hook''': In the air, | '''ARM Hook''': In the air, she uses her left Dragon ARM as a [[tether recovery]]. The tether can grab edges, and will retract once pressing up or any button. ARM Hook is difficult to use as an attack due to its vertically diagonal trajectory, but it has decent horizontal knockback, KOing around 110% near the edge and 95% when powered up. | ||
|dsname=ARMS Change | |dsname=ARMS Change | ||
|dsdmg=—{{!!}}—{{!!}}—{{!!}}—{{!!}}— | |dsdmg=—{{!!}}—{{!!}}—{{!!}}—{{!!}}— | ||
|dsdesc=Swaps between three different | |dsdesc=Swaps her right ARM between three different weapons (see section below), each of which have a different effect on her ARM-based moves. She cannot swap while attacking or while unable to move. Swapping is active on frame 1, and ARMS can attack instantly with a changed ARM. | ||
|fsname=ARMS Rush | |fsname=ARMS Rush | ||
|fsdmg=10% (punch), 0.8% (hits 1-18), 15% (ending){{!!}}—{{!!}}—{{!!}}—{{!!}}— | |fsdmg=10% (punch), 0.8% (hits 1-18), 15% (ending){{!!}}—{{!!}}—{{!!}}—{{!!}}— | ||
|fsdesc=Min Min punches forward with a powered-up left Dragon ARM. If this punch connects with a fighter, a cinematic will play in which | |fsdesc=Min Min punches forward with a powered-up left Dragon ARM. If this punch connects with a fighter, a cinematic will play in which six ''ARMS'' fighters ([[Spring Man]], [[Ribbon Girl]], Ninjara, {{s|armsinstitute|Twintelle}}, {{s|armsinstitute|Mechanica}}, and {{s|armsinstitute|Master Mummy}}) will attack the fighter with a barrage of punches. Min Min then uses her left Dragon ARM's laser to blast the opponent against a gong, finishing the Final Smash and sending them flying. Unlike most Final Smashes, ARMS Rush can only affect one target, as any bystanders will be knocked away. | ||
}} | }} | ||
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'''Right ARM:''' | '''Right ARM:''' | ||
*'''Ramram:''' Min Min's default right ARM. It is her fastest ARM, but also the weakest. While attacking with [[Punch]], it throws out a | *'''Ramram:''' Min Min's default right ARM. It is her fastest ARM, but also the weakest. While attacking with [[Punch]], it throws out a chakram projectile that extends the range of her attack, flinging in an upward circle before returning to her. It can be angled to slightly change its trajectory. If charged for more than 15 frames during her forward smash, the chakram will be set alight, dealing [[flame]] damage to enemies. The chakram does not stop moving when it strikes an opponent, and it cannot be reflected. | ||
*'''Megawatt:''' A | *'''Megawatt:''' A yellow mine-like fist that acts as her strongest, but slowest ARM. Every blow from the Megawatt emits a "heavy" hit sound effect, much like {{SSBU|Ganondorf}}'s attacks. If charged for more than 15 frames during her forward smash, the Megawatt will become electrified, dealing [[electric]] damage to enemies. | ||
*'''Dragon:''' A dragon | *'''Dragon:''' A dragon-styled weapon that acts as Min Min's fixed left ARM. It is the middle ground of her ARMS, dealing average damage and knockback. If the attack button is held during a forward smash, the Dragon will fire a laser, which has slight homing capabilities and will attempt to aim towards an opponent. If charged for more than 15 frames during her forward smash, the Dragon will change appearance and generate a stronger green-yellow laser that deals more damage and knockback. This laser can also be generated on aerial smash attacks, unlike the Ramram or Megawatt ARMS. Both versions of the laser deal flame damage. | ||
'''Left ARM:''' | '''Left ARM:''' | ||
*Min Min's left ARM will always utilize the Dragon | *Min Min's left ARM will always utilize the Dragon. Unique to her left arm is the ability to become stronger after throwing an opponent, much like in her original game: this is indicated by its larger appearance and flames billowing from the Dragon ARM as well as her ARM changing to look like a dragon's body. When powered up, the Dragon ARM's punch and laser will be stronger for ≈20 seconds and the laser will take the appearance of its charged variation. Min Min's left ARM also becomes powered up after she gains her Final Smash. | ||
Much like {{SSBU|Incineroar}}'s enhancement via [[Revenge]], Min Min | Much like {{SSBU|Incineroar}}'s enhancement via [[Revenge]], if Min Min herself is grabbed during her powered-up ARM state (including other moves with grabbing hitboxes, such as [[Falcon Dive]]), her powered-up ARM will instantly revert back to normal. She will also instantly lose her powered-up Dragon if she is [[frozen]], [[stun]]ned, [[asleep]], [[crumple]]d, [[paralyze]]d, [[buried]], or if she fails to [[tech]] a ground landing. | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
*Jumps onto the stage while corkscrewing, assumes the Gai Bù (a [[wikipedia:Wushu stances|stance in wushu]]) upon landing, and then assumes the Jin Ji Du Li (a stance in wushu). | *Jumps onto the stage while corkscrewing, assumes the Gai Bù (a [[wikipedia:Wushu stances|stance in wushu]]) upon landing, and then assumes the Jin Ji Du Li (a stance in wushu). | ||
<gallery> | <gallery> | ||
MinMinOnScreenAppearanceSSBU.gif|Min Min's on-screen appearance | MinMinOnScreenAppearanceSSBU.gif|Min Min's on-screen appearance | ||
</gallery> | </gallery> | ||
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*Min Min raises her left ARM and lowers it in front of herself in a fighting stance. | *Min Min raises her left ARM and lowers it in front of herself in a fighting stance. | ||
<gallery> | <gallery> | ||
SSBUMinMinIdle1.gif|Min Min's first idle pose | SSBUMinMinIdle1.gif|Min Min's first idle pose | ||
SSBUMinMinIdle2.gif|Min Min's second idle pose | SSBUMinMinIdle2.gif|Min Min's second idle pose | ||
</gallery> | </gallery> | ||
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===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
* '''Left''': Raises her left ARM in the air, whilst simultaneously swaying her hips towards her right. Afterwards, she waves both her ARMS in alternating circles, and then assumes the Fú Hǔ Bù (a stance in wushu) while saying "{{ja|我愛拉麺!|Wǒ ài lāmiàn!}}" ("I love ramen!") Based on one of Min Min's two victory animations from ''ARMS''. Her right ARM is equipped with the Ramram, and her left Dragon ARM is powered up. | * '''Left''': Raises her left ARM in the air, whilst simultaneously swaying her hips towards her right. Afterwards, she waves both her ARMS in alternating circles, and then assumes the Fú Hǔ Bù (a stance in wushu) while saying "{{ja|我愛拉麺!|Wǒ ài lāmiàn!}}" ("I love ramen!") Based on one of Min Min's two victory animations from ''ARMS''. Her right ARM is equipped with the Ramram, and her left Dragon ARM is powered up. | ||
*'''Up''': Performs a {{s|wikipedia|butterfly | *'''Up''': Performs a {{s|wikipedia|butterfly kick}}, followed by a right-legged wheel kick, followed by a left-legged roundhouse kick in which she keeps her left leg outstretched afterwards. During this pose, Min Min says "{{ja|謝謝!|Xièxie!}}" ("Thank you!") Almost identical to one of Min Min's two victory animations from ''ARMS'', albeit with her smiling instead of scowling. Her right ARM is equipped with the Megawatt. | ||
*'''Right''': Performs a roundhouse kick before assuming the Chā Bù (a stance in wushu). This is based on the animation that plays after Min Min wins a round in ''ARMS''. Her right ARM is equipped with the Dragon. | *'''Right''': Performs a roundhouse kick before assuming the Chā Bù (a stance in wushu). This is based on the animation that plays after Min Min wins a round in ''ARMS''. Her right ARM is equipped with the Dragon. | ||
[[File:ARMSVictoryThemeUltimate.ogg|thumb|A short flourish from the ''{{SSBUMusicLink|ARMS|ARMS Grand Prix Official Theme Song}}'', combined with the vocals from Ribbon Girl's stage ''{{SSBUMusicLink|ARMS|Ribbon Ring}}''.]] | [[File:ARMSVictoryThemeUltimate.ogg|thumb|A short flourish from the ''{{SSBUMusicLink|ARMS|ARMS Grand Prix Official Theme Song}}'', combined with the vocals from Ribbon Girl's stage ''{{SSBUMusicLink|ARMS|Ribbon Ring}}''.]] | ||
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{{clr}} | {{clr}} | ||
==In | ==In competitive play== | ||
The [[COVID-19 pandemic and its impact on competitive Smash|impact of COVID-19 on competitive ''Smash'']] postponed Min Min's performance at offline events. As a result of her very unique traits and lopsided advantage and disadvantage states, the initial reception to the character was mixed; some players such as {{Sm|ESAM}} and {{Sm|Dabuz}} acclaimed her as a top tier, pointing to her excellence in pressuring, zoning and edgeguarding, while other players such as {{Sm|Marss}} pointed out her weaknesses against faster, air-based top-tier characters and even mid- to low-tiers. In Japan, where the offline meta managed to prosper, Min Min saw more positive competitive impressions, courtesy of in-person tournament results from players such as {{Sm|Himo}}, {{Sm|Terra}}, and {{Sm|Mao}}. {{Sm|ProtoBanham}} picked up the character as a co-main to great success, most notably using the character to secure victory in {{Trn|Kagaribi 4}} across multiple Top 64 sets - including Grand Finals - against several [[Fall 2019 PGRU]]'d players, making her the first [[Downloadable content (SSBU)|DLC]] character since {{SSBU|Joker}} to have won a [[supermajor]] while {{Sm|Dabuz}} got 3rd at {{Trn|Momentous}}. This has led to more people considering her a strong contender at a competitive level, with players such as {{Sm|Raito}} and {{Sm|Lunamado}} labeling her a high tier at minimum. | |||
' | |||
In the online metagame, Min Min has seen a lot of success: American players such as ESAM and {{Sm|Wrath}} employed her as a successful secondary in tournament bracket matches, while Japanese players {{Sm|Shuton}} and {{Sm|Pochi}} placed top 5 in the eleventh season of Japan's Wi-Fi ladder using Min Min.<ref>{{cite web|url=https://twitter.com/juddy_96/status/1294323108179070978|title=Smashmate Season 11 Final Standings}}</ref> Dabuz, having embraced Min Min as a prominent online main, has seen consistently strong performance, including multiple top 8 placements at tournaments such as {{Trn|Smash Out Breast Cancer}}, {{Trn|Gaming For Tots}}, and Hungrybox's {{Trn|The Box: Juice Box}} series. Finally, Wi-Fi Warrior {{Sm|Peckham}} has also seen strong performances with the character, including 7th at {{Trn|Reset: Smash for RAINN}} and {{Trn|The Online Olympus II}} as well as 9th at {{Trn|The Box: Lunch Box 9}} and {{Trn|Super Galaxy Gambit x Collision}}. With these results, many players consider Min Min to be a strong character online. | |||
=== | ===Notable players=== | ||
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present are generally not enough to warrant a spot.--> | |||
''Any number following the Smasher name indicates placement on the [[Fall 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from July 13th, 2019 to December 15th, 2019.'' | |||
''See also: [[:Category:Min Min professionals (SSBU)]]'' | |||
<!--We are currently rehauling the notable player's section. As such, please refrain from adding in any new players until further notice.--> | |||
*{{Sm|Himo|Japan}} - Placed 2nd at {{Trn|Obasuma OST 2}} and {{Trn|Obasuma OST 4}}. Himo has taken sets off players like {{Sm|Nau|p=Ultimate}}, {{Sm|Zuke}}, and {{Sm|Dera}}. | |||
*{{Sm|Kinaji|Australia}} - Placed 4th at {{Trn|Pissmas 2}} using {{SSBU|Snake}} and Min Min. Took sets off players like {{Sm|Duon}}. | |||
*{{Sm|Mao|Japan}} - Placed 17th at {{Trn|Kagaribi}}. Took sets off {{Sm|Arika}}, {{Sm|Vent}} and {{Sm|T}}. | |||
*{{Sm|Pochi|Japan}} - Placed 1st at {{Trn|HST SP 7}} using only Min Min. He has taken sets off {{Sm|Marcos}}, {{Sm|Nyaga}}, and {{Sm|Shion|p=Japan}}. | |||
*{{Sm|ProtoBanham|Japan}} (#19) - The best Min Min player in the world. Placed 1st at {{Trn|TSC 13}} using solo Min Min, and 1st at {{Trn|Kagaribi 4}} using Min Min as a co-main along with {{SSBU|Lucina}}. Took sets off {{Sm|FILIP}}, {{Sm|Nanchan}}, {{Sm|Nau|p=Ultimate}}, {{Sm|Tarakotori}}, {{Sm|Arika}}, {{Sm|Tea}}, {{Sm|Shuton}}, and {{Sm|Zackray}}. | |||
*{{Sm|Terra|Japan}} - Placed 5th at {{Trn|Miesuma SP 4}} and 17th at {{Trn|Mēsuma}}. Terra has taken sets off players like {{Sm|Rizeo}}, {{Sm|Ame}}, {{Sm|ononox}}, and {{Sm|Lapo}}. | |||
=={{SSBU|Classic Mode}}: ARMS at the Ready== | =={{SSBU|Classic Mode}}: ARMS at the Ready== | ||
[[File:SSBU Congratulations Min Min.png|thumb|Min Min's congratulations screen.]] | [[File:SSBU Congratulations Min Min.png|thumb|Min Min's congratulations screen.]] | ||
Min Min's opponents are based off of other characters from ''ARMS''. The final battle is against [[Galleom]]. | |||
{|class="wikitable" style="text-align:center" | {|class="wikitable" style="text-align:center" | ||
!Round!!Opponent!!Stage!!Music!!Notes | !Round!!Opponent!!Stage!!Music!!Notes | ||
|- | |- | ||
|1||{{CharHead|Mii Brawler|SSBU|hsize=20px}} ( | |1||{{CharHead|Mii Brawler|SSBU|hsize=20px}} (x2)||[[Spring Stadium]] ([[Ω form]])||''{{SSBUMusicLink|ARMS|Spring Stadium}}''||Mii Brawler Combinations:<br> | ||
* | *Spring Man Mask, Spring Man Outfit | ||
* | *Ribbon Girl Mask, Ribbon Girl Outfit | ||
Based on Spring Man and Ribbon Girl. | |||
|- | |- | ||
|2||{{CharHead|Little Mac|SSBU|hsize=20px}}||[[Boxing Ring]]||''{{SSBUMusicLink|ARMS|Sparring Ring}}''|| | |2||{{CharHead|Little Mac|SSBU|hsize=20px}}||[[Boxing Ring]]||''{{SSBUMusicLink|ARMS|Sparring Ring}}''||Represents Springtron. | ||
|- | |- | ||
|3||{{CharHead|Samus|SSBU|hsize=20px|color=Green}} and {{CharHead|Mega Man|SSBU|hsize=20px|color=Green}}||[[Frigate Orpheon]]||''{{SSBUMusicLink|ARMS|DNA Lab}}''|| | |3||{{CharHead|Samus|SSBU|hsize=20px|color=Green}} and {{CharHead|Mega Man|SSBU|hsize=20px|color=Green}}|| [[Frigate Orpheon]]||''{{SSBUMusicLink|ARMS|DNA Lab}}''||The characters and their color schemes represent Dr. Coyle, while the stage and music reference the DNA Lab stage. | ||
|- | |- | ||
|4||Giant {{CharHead|Donkey Kong|SSBU|hsize=20px|color=White}}|| | |4||Giant {{CharHead|Donkey Kong|SSBU|hsize=20px|color=White}}||{{SSB|Kongo Jungle}}||''{{SSBUMusicLink|ARMS|Mausoleum}}''||Represents Master Mummy. | ||
|- | |- | ||
|5||{{Head|R.O.B.|g=SSBU|s=20px|cl=Yellow}} ( | |5||{{Head|R.O.B.|g=SSBU|s=20px|cl=Yellow}} (x5), {{Head|R.O.B.|g=SSBU|s=20px|cl=Blue}} (x1) {{SSBU|R.O.B.}}||Spring Stadium ([[Battlefield form]])||''{{SSBUMusicLink|ARMS|Scrapyard}}''||Represents The Cell from 1-on-100 mode. The colors also bear resemblance to Mechanica and Byte & Barq. | ||
|- | |- | ||
|6||{{ | |6||{{Head|Min Min|g=SSBU|s=20px}} Min Min||Spring Stadium||''{{SSBUMusicLink|ARMS|Ramen Bowl}}''|| If the player uses Min Min's default costume, the opponent will use her {{Head|Min Min|g=SSBU|s=20px|cl=Cyan}} cyan costume instead. | ||
|- | |- | ||
|colspan="5"|[[Bonus Stage]] | |colspan="5"|[[Bonus Stage]] | ||
|- | |- | ||
|Final||[[Galleom]]||[[Base]]||''{{SSBUMusicLink|ARMS|ARMS Grand Prix Final Battle}}''|| | |Final||[[Galleom]]||[[Base]]||''{{SSBUMusicLink|ARMS|ARMS Grand Prix Final Battle}}''||Represents Hedlok after fusing to Max Brass or Dr. Coyle | ||
|} | |} | ||
Note: Every stage plays a track from the ''ARMS'' universe, no matter what universe the stage originates from. Additionally, the music that plays when fighting Galleom is ARMS Grand Prix Final Battle instead of his standard boss theme. | |||
[[Credits]] roll after completing Classic Mode. Completing it as Min Min has ''{{SSBUMusicLink|ARMS|ARMS Grand Prix Official Theme Song}}'' accompany the credits. | [[Credits]] roll after completing Classic Mode. Completing it as Min Min has ''{{SSBUMusicLink|ARMS|ARMS Grand Prix Official Theme Song}}'' accompany the credits. | ||
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[[File:WoL-76MinMin.jpg|thumb|The message that shows Min Min's availability in World of Light|left]] | [[File:WoL-76MinMin.jpg|thumb|The message that shows Min Min's availability in World of Light|left]] | ||
[[File:Min Min Spirit WoL.jpg|thumb|The Min Min spirit in [[World of Light]]]] | [[File:Min Min Spirit WoL.jpg|thumb|The Min Min spirit in [[World of Light]]]] | ||
Despite her status as downloadable content, Min Min does have a legitimate role in [[World of Light]], as she appears in the base | Despite her status as downloadable content, Min Min does have a legitimate role in [[World of Light]], as she appears in the base game as a spirit that can be found in [[The Light Realm]], as one of the two spirits the player can beat to get to {{SSBU|Lucas}}, meaning that she was vaporized by [[Galeem]]. Defeating this spirit does not unlock her as a playable character; rather, she is unlocked after downloading her and defeating at least 10 other fighters from Galeem's control, just like other DLC characters. | ||
{{clrl}} | {{clrl}} | ||
==[[Spirit]]s== | ==[[Spirit]]s== | ||
Min Min's fighter spirit can be obtained by completing | Min Min's fighter spirit can be obtained by completing [[Classic Mode]]. It is also available periodically for purchase in the shop for 500 coins, but only after she has been downloaded. Unlocking her in World of Light allows the player to preview the second spirit below in the Spirit List under the name "Min Min (Fighter)". | ||
Additionally, Min Min has an Attack-type primary spirit as part | Additionally, Min Min has an Attack-type primary spirit as part of ''Ultimate'''s base game. | ||
<center> | <center> | ||
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</center> | </center> | ||
== | ==Spirit Battles== | ||
===As the main opponent=== | ===As the main opponent=== | ||
{|class="wikitable sortable" style="width:100%;" | {|class="wikitable sortable" style="width:100%;" | ||
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|[[Fourside]] ([[Battlefield form]]) | |[[Fourside]] ([[Battlefield form]]) | ||
|•Move Speed ↑<br>•Item: [[Bumper]] | |•Move Speed ↑<br>•Item: [[Bumper]] | ||
|•The enemy has increased move speed when the enemy's at high damage<br>•The enemy starts the battle with a | |•The enemy has increased move speed when the enemy's at high damage<br>•The enemy starts the battle with a {{b|Drill|item}} | ||
|{{SSBUMusicLink|ARMS|Snake Park}} | |{{SSBUMusicLink|ARMS|Snake Park}} | ||
|} | |} | ||
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==Gallery== | ==Gallery== | ||
<gallery> | <gallery> | ||
Min Min artwork.jpg|The first | Min Min artwork.jpg|The first Min Min artwork, as posted on the official English Nintendo Versus Twitter account. | ||
Min Min artwork 2.jpg| | Min Min artwork 2.jpg|Secondary Min Min artwork, as posted on the official Nintendo of Europe Twitter account. | ||
Min Min Arms Herself.png|Min Min's splash art. | Min Min Arms Herself.png|Min Min's splash art. | ||
Min Min Invitation.png|Min Min dressed as a waitress catching the | Min Min Invitation.png|Min Min dressed as a waitress catching the ''Smash'' invitation in her trailer. | ||
Min Min unlock notice SSBU.jpg|Min Min's unlock notice after downloading her from the Nintendo eShop. | |||
Min Min unlock notice SSBU.jpg|Min Min's unlock notice after downloading her from the | SSBUWebsiteMinMin1.jpg|Min Min using her [[Taunt|up taunt]] on [[Spring Stadium]]. | ||
SSBUWebsiteMinMin1.jpg|[[Taunt]] | SSBUWebsiteMinMin2.jpg|Min Min using [[ARMS Jump / ARM Hook|ARM Hook]] on an [[edge]] in Spring Stadium. | ||
SSBUWebsiteMinMin2.jpg| | SSBUWebsiteMinMin3.jpg|Min Min using her [[forward smash]] against {{SSBU|Little Mac}} on [[Boxing Ring]]. | ||
SSBUWebsiteMinMin3.jpg| | SSBUWebsiteMinMin4.jpg|Min Min is about to be hit by {{SSBU|Captain Falcon}}'s [[Raptor Boost]] on Spring Stadium. | ||
SSBUWebsiteMinMin4.jpg| | SSBUWebsiteMinMin5.jpg|Min Min using [[forward throw]] on {{SSBU|Wii Fit Trainer}} on [[Coliseum]]. | ||
SSBUWebsiteMinMin5.jpg| | SSBUWebsiteMinMin6.jpg|Using her [[air dodge]] with [[Meloetta]] on {{SSBB|Yoshi's Island}}. | ||
SSBUWebsiteMinMin6.jpg|[[ | |||
</gallery> | </gallery> | ||
==Trivia== | ==Trivia== | ||
{{ImageCaption|File:SSBU Min Min versus splash screen 2.jpg|File:SSBU Min Min versus splash screen.jpg|width1= | {{ImageCaption|File:SSBU Min Min versus splash screen 2.jpg|File:SSBU Min Min versus splash screen.jpg|width1=160x160px|width2=160x160px|align=right|caption=A comparison of the [[versus splash screen]] showing<br/>[[Ditto match|two Min Mins]] in the English version (left) vs. Japanese<br/>version (right).}} | ||
*According to [[Masahiro Sakurai]], Min Min was originally going to have no special moves at all, but after he considered it, he created the unique special moves for her in the spirit of ''ARMS''.<ref>https://twitter.com/PushDustIn/status/1283431414554230784</ref><ref>https://twitter.com/Sephazon/status/1283431577532297218</ref> | |||
*Min Min is referred to within the game files with the codename "tantan", which comes from the Japanese pronunciation of {{s|wikipedia|Dandan noodles}} ({{ja|担々麺|Tantanmen}}), a type of ramen noodles. | *Min Min is referred to within the game files with the codename "tantan", which comes from the Japanese pronunciation of {{s|wikipedia|Dandan noodles}} ({{ja|担々麺|Tantanmen}}), a type of ramen noodles. | ||
*Min Min is the first: | |||
**character added to represent a new [[universe]] in ''Super Smash Bros.'' who is neither the poster character nor the default player character of their series. | |||
***According to the series director Masahiro Sakurai, Min Min was selected as the ''ARMS'' fighter by special request of Kosuke Yabuki, the lead producer of ''ARMS''. Before this, both Min Min and [[Ninjara]] were in consideration for the spot. | |||
****To justify her inclusion over the perceived series protagonist [[Spring Man]] (who is already present in the game as an [[Assist Trophy]]), Kosuke Yabuki explained that every fighter in ''ARMS'' is a protagonist. | |||
****In a special episode of Nintendo Minute that was released approximately two years before Min Min's reveal in ''Ultimate'', Kosuke Yabuki confirmed that his favorite character from ''ARMS'' was Min Min, thus presumably clarifying why he requested her. | |||
****In addition, Min Min was the champion of the online "[https://armswiki.org/wiki/Party_Crash_Bash/ Party Crash Bash]" event that took place on ''ARMS'' from November 2018 to June 2019, in which Ninjara was also the runner-up. | |||
**fighter to speak Mandarin, as well as the first fighter to speak a real-life language other than English or Japanese in all regions. | |||
**DLC newcomer in any ''Smash'' game that originates from a new first-party series, as {{SSB4|Corrin}}, {{SSBU|Byleth}}, and {{SSBU|Piranha Plant}} were all from preexisting series ({{uv|Fire Emblem}} and {{uv|Mario}}, respectively). | |||
**DLC fighter in ''Ultimate'' to be exclusively female (as [[Banjo & Kazooie (SSBU)|Kazooie]] is paired with Banjo and only half of Byleth's {{SSBU|alternate costume}}s are female), and the second overall after {{SSB4|Bayonetta}} in ''[[Super Smash Bros. 4|Smash 4]]''. | |||
**character in the series overall to have an aerial smash attack<!--While Robin's aerials change depending on whether or not they are initiated with the C-stick, that does not inherently make them aerial smash attacks-->, and the second to be able to walk during and jump out of forward tilts and neutral attacks, following {{SSBU|Mega Man}} and preceding {{SSBU|Steve}}. | |||
**fighter since the original ''[[Super Smash Bros.]]'' to lack a unique [[side special]]. | |||
**fighter from a fighting game to not have command inputs or unique sound effects when hitting an opponent. | |||
*Min Min is the second: | |||
**fighter that debuted in a [[Nintendo Switch]] title, following {{SSBU|Byleth}}, who debuted in ''Fire Emblem: Three Houses''. | |||
***Coincidentally, both characters' reveal trailers use cel-shaded CGI that resembles hand-drawn animation. | |||
**DLC fighter in ''Ultimate'' to use repurposed voice clips, following {{SSBU|Banjo & Kazooie}}. | |||
**DLC fighter in ''Ultimate'' not to have been revealed prior to her [[Mr. Sakurai Presents|presentation video]]'s release, following Byleth. Her series, however, was announced ahead of time. | |||
*Min Min appears in the beginning of her trailer in a waitress uniform, without her mask and with normal human arms and eyes. This design is unique for the trailer and has not been seen otherwise. | |||
**In ''ARMS'', fighters are never depicted without a mask (excluding [[Mechanica]], who lacks the ARMS ability, and artificially-created characters Helix, Byte & Barq, and Springtron). Additionally, they are always shown with spiral-shaped eyes, and their ARMS retain their coiled appearance [[armsinstitute:File:MinMinRamen.png|even when contracted into a human shape]]. [https://twitter.com/armsfan_eng/status/879127939115175936 A Tweet from the official ''ARMS'' Twitter account] explains that the masks are regulator devices that allow the user's ARMS to form into coils, and that removing the mask returns them to normal arms, which the depiction in the trailer aligns with. It is indicated elsewhere (in [https://twitter.com/armsfan_eng/status/879904769350844416 another Tweet] and [https://i.imgur.com/wK09fZJ.jpg in-game text] in the game's {{s|armsinstitute|Gallery}}) that removing the mask can cause the ARMS to switch forms unwillingly and become difficult to control, which is not depicted in the trailer. | |||
*Min Min and {{SSBU|Inkling}} are the only characters in ''Smash'' to have had their [[universe|series]] debut on an [[wikipedia:eighth generation of video game consoles|eighth generation video game console]]. | |||
**Both characters are the only ones in ''Ultimate'' to represent new first-party universes. | |||
**Min Min, Inkling, {{SSBU|Terry}}, {{SSBU|Pyra}}/{{SSBU|Mythra}}, and {{SSBU|Kazuya}} are the only newcomers in ''Ultimate'' to have received a [[List of character posters|''Smash Bros. 4''-style character poster]] to promote their inclusion as a playable character. | |||
*In the game's files, Min Min has unused animations copied from {{SSBU|Captain Falcon}}; specifically, the aerial and grounded [[Falcon Kick]].<ref>[https://twitter.com/Zeckemyro/status/1278532640891600897]</ref><ref>[https://twitter.com/Zeckemyro/status/1278532720168185856]</ref> This implies that she may have been developed using Captain Falcon as the basis. Coincidentally, Captain Falcon appears in Min Min's reveal trailer. | |||
**Additionally, datamining Min Min's script reveals that her dash attack has an unused [[reflection]] hitbox, in a similar vein to her up smash.<ref>[https://www.twitter.com/Meshima_/status/1280091688514383874]</ref> | |||
*Much like Terry, Min Min occasionally vocalizes while [[roll]]ing; however, it is difficult to notice as Min Min does not vocalize as loudly as Terry does, compound with the volume of accompanying sound effects. | |||
*When KO'd by reaching 0 HP during her final stock in [[Stamina Mode]], Min Min uses her heavy knockback scream rather than her standard KO scream. She shares this trait with {{SSBU|Mario}}, {{SSBU|Dr. Mario}}, {{SSBU|Hero}}, Terry, Byleth, {{SSBU|Sephiroth}}, Pyra and Mythra. | |||
*Min Min is one of three characters to speak a phrase while being [[Star KO]]'d, shouting "{{ja|哎呀!|Āi yā!}}" (''Oh no!''), the first two being {{SSBU|Pit}}, who says, “I never learned how to read!” and Byleth, who says, “My battle ends here!” | |||
**Unlike Pit and Byleth, Min Min says her Star KO line in all versions of the game, rather than just the English version. | |||
**Apart from the use of a [[Boss Galaga]], Min Min is one of few fighters who reuse their [[tumbling]] animation while being Star KO'd, much like how Star KOs acted in ''Smash 4''; she shares this trait with {{SSBU|Shulk}}, Cloud, {{SSBU|Corrin}}, Inkling, {{SSBU|Incineroar}}, and {{SSBU|Joker}}. | |||
*Similarly to {{SSBB|Meta Knight}}, {{SSBB|Ice Climbers}}, {{SSBB|Mr. Game & Watch}}, and {{SSBB|Zero Suit Samus}} in ''[[Super Smash Bros. Brawl]]'', the UI shows Min Min's name as a single word ("MINMIN") when the game's [[language]] is set to Japanese. | *Similarly to {{SSBB|Meta Knight}}, {{SSBB|Ice Climbers}}, {{SSBB|Mr. Game & Watch}}, and {{SSBB|Zero Suit Samus}} in ''[[Super Smash Bros. Brawl]]'', the UI shows Min Min's name as a single word ("MINMIN") when the game's [[language]] is set to Japanese. | ||
* | *While this is very difficult to notice, in Min Min's Megawatt victory pose, the camera clips through her left foot.<ref>https://youtu.be/gBQVzm4LTkE?t=258</ref> | ||
*Min Min is the | *Min Min is the third DLC character in ''Ultimate'' to not have an alternate costume that changes the character's model, following Banjo & Kazooie and Terry and preceding Pyra/Mythra. | ||
*Each in-game render of Min Min features her with a different ARM weapon on her right arm: her primary spirit has the Megawatt ARM, her fighter spirit has the Dragon ARM, and her official Smash render has the Ramram ARM. | |||
*Min Min is the third DLC Fighters Pass fighter to appear in a CG portion of a trailer other than her own ({{SSBU|Kazuya}}'s trailer in this case), followed by {{SSBU|Banjo & Kazooie}} and [[Hero (SSBU)|Erdrick]] in Sephiroth's trailer. | |||
* | |||
*Min Min is the | |||
==References== | ==References== | ||
<references /> | <references /> | ||
*https://www.nintendo.com/whatsnew/detail/2020/min-min-from-arms-dishes-out-spicy-punches-and-kicks-in-super-smash-bros-ultimate/ | |||
{{SSBUCharacters}} | {{SSBUCharacters}} | ||
{{ARMS universe}} | {{ARMS universe}} | ||
[[Category:Min Min (SSBU)| ]] | [[Category:Min Min (SSBU)| ]] | ||
[[Category:Downloadable content]] | [[Category:Downloadable content]] | ||
[[Category:Spirits]] | [[Category:Spirits]] | ||
[[es:Min Min (SSBU)]] | [[es:Min Min (SSBU)]] |