Super Smash Bros. Ultimate

Min Min (SSBU)/Neutral attack/Infinite: Difference between revisions

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(Created page with "{{ArticleIcons|ssbu=y}} {{competitive expertise}} ==Overview== ==Hitboxes== Hitboxes ID 0 and 1 of rapid jab are given 3 extra frames of hitstun and 9 extra frames of shieldst...")
 
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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:MinMinRapidJab.gif|thumb|400px|Hitbox visualization showing Min Min's rapid jab.]]
[[File:MinMinRapidJabFinisher.gif|thumb|400px|Hitbox visualization showing Min Min's rapid jab finisher.]]
{{competitive expertise}}
{{competitive expertise}}
==Overview==
==Overview==
==Update History==
{{GameIcon|ssbu}} '''{{SSBU|9.0.0}}'''
*{{buff|Rapid jab finisher has transcendent priority, preventing it from being canceled out by weak attacks.}}
==Hitboxes==
==Hitboxes==
Hitboxes ID 0 and 1 of rapid jab are given 3 extra frames of hitstun and 9 extra frames of shieldstun. Due to there being no ID 0 but an ID 2, the latter is not given any extra.
The scripts only specify hitstun and shieldstun modifiers for the ID 1 hitboxes of the rapid jab portion, as well as an ID 0 hitbox that does not exist. However, [[Hitstun#List of moves with hitstun modifiers|due to a glitch]] with hitstun and shieldstun modifiers, they also apply to the ID 2 hitbox regardless.
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
! Hitstun
! Shieldstun
{{HitboxTableTitle|Rapid jab|42}}
{{HitboxTableTitle|Rapid jab|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
Line 10: Line 18:
|damage=0.5%
|damage=0.5%
|angle=361
|angle=361
|af=3
|bk=12
|bk=12
|ks=16
|ks=16
Line 16: Line 25:
|bn=top
|bn=top
|xpos=0.0
|xpos=0.0
|ypos=5.5 to 11.5
|ypos=5.4 to 11.6
|zpos=7.0
|zpos=7.0
|ff=1.0
|ff=1.0
Line 27: Line 36:
|rebound=f
|rebound=f
}}
}}
|'''+3''' frames
|9×
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=2
|id=2
|damage=0.5%
|damage=0.5%
|angle=361
|angle=361
|af=3
|bk=8
|bk=8
|ks=16
|ks=16
|fkv=0
|fkv=0
|r=3.8
|r=5.6
|bn=top
|bn=top
|xpos=0.0
|xpos=0.0
|ypos=5.5 to 11.5
|ypos=5.4 to 11.6
|zpos=7.0
|zpos=14.0
|ff=1.0
|ff=1.0
|sdi=0.4
|sdi=0.4
Line 48: Line 60:
|rebound=f
|rebound=f
}}
}}
|—
|—
{{HitboxTableTitle|Rapid jab finisher|42}}
{{HitboxTableTitle|Rapid jab finisher|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage=5.0%
|damage=5.0%
|angle=40
|angle=45
|af=3
|bk=90
|bk=90
|ks=60
|ks=60
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|sfx=Kick
|sfx=Kick
|slvl=M
|slvl=M
|clang=f
|rebound=f
}}
}}
|—
|—
|}
|}


==Timing==
==Timing==
Interruptibility and animation length are only for the finisher.
After one full loop, releasing the attack button at any point causes the infinite to transition into the finisher. Interruptibility and animation length are for the finisher only.
{|class="wikitable"
{|class="wikitable"
!Rapid Jab
!Loop points
|6, 8, 10, 12...
|3-4, 19-20
|-
!Rapid jab
|6, 8, 10, 12, 14, 16, 18
|-
|-
!Finisher
!Finisher

Latest revision as of 16:16, August 6, 2022

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

Overview[edit]

Update History[edit]

Super Smash Bros. Ultimate 9.0.0

  • Buff Rapid jab finisher has transcendent priority, preventing it from being canceled out by weak attacks.

Hitboxes[edit]

The scripts only specify hitstun and shieldstun modifiers for the ID 1 hitboxes of the rapid jab portion, as well as an ID 0 hitbox that does not exist. However, due to a glitch with hitstun and shieldstun modifiers, they also apply to the ID 2 hitbox regardless.

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 Shieldstun
Rapid jab
1 0 0 0.5% 0 Sakurai angle Forward 12 16 0 HitboxTableIcon(False).png 3.8 top 0.0 5.4 to 11.6 7.0 1.0× 0.4× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Rapid (effect) Foot (type) 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 +3 frames
2 0 0 0.5% 0 Sakurai angle Forward 8 16 0 HitboxTableIcon(False).png 5.6 top 0.0 5.4 to 11.6 14.0 1.0× 0.4× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Rapid (effect) Foot (type) 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
Rapid jab finisher
0 0 0 5.0% 0 AngleIcon45.png Forward 90 60 0 HitboxTableIcon(False).png 7.5 top 0.0 8.0 13.0 to 15.0 2.6× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) Foot (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

After one full loop, releasing the attack button at any point causes the infinite to transition into the finisher. Interruptibility and animation length are for the finisher only.

Loop points 3-4, 19-20
Rapid jab 6, 8, 10, 12, 14, 16, 18
Finisher 6-7
Interruptible 41
Animation length 55
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagLoopS).png FrameIcon(LagLoopE).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(LagLoopS).png FrameIcon(LagLoopE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).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(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(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(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(BlankLoopS).pngFrameIcon(BlankLoopE).png
Loop point
Interruptibility
Interruptible