Min Min (SSBU)/Neutral attack: Difference between revisions
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{{ArticleIcons|ssbu=y}} | {{ArticleIcons|ssbu=y}} | ||
==Overview== | ==Overview== | ||
Min Min's neutral attack consists of a straight kick and a low sweep followed by either a high kick or a flurry of kicks. | |||
For the technical data of each individual hit, see: | For the technical data of each individual hit, see: | ||
Line 8: | Line 8: | ||
*[[Min Min (SSBU)/Neutral attack/Hit 3]] | *[[Min Min (SSBU)/Neutral attack/Hit 3]] | ||
*[[Min Min (SSBU)/Neutral attack/Infinite]] | *[[Min Min (SSBU)/Neutral attack/Infinite]] | ||
==Quickest loop== | |||
Min Min's first jab has one extra frame of startup than what is coded in its scripts, due to her performing the [[Punch|held variant]] of the attack before the game checks for a button release. This happens even if the input is [[buffer]]ed, unlike {{SSBU|Ryu}} and {{SSBU|Ken}}'s tapped attacks, but does not apply to Min Min's following jabs. | |||
<br>The third jab and rapid jab have different continuability windows, with the latter being shorter and taking priority. The move transitions into the rapid jab if, since the start of the first jab and before the end of the rapid jab window, the attack button has been pressed and released at least 3 times. Otherwise, it transitions into the third jab. | |||
{|class="wikitable" | |||
!Jab 1 | |||
|5-6 | |||
|- | |||
!Consecutive jab | |||
|15 | |||
|- | |||
!Jab 2 | |||
|17-18 | |||
|- | |||
!Jab 3 | |||
|29-30 | |||
|- | |||
!Rapid jab | |||
|28, 30, 32, 34, 36, 38, 40 | |||
|- | |||
!Rapid jab finisher | |||
|47-48 | |||
|- | |||
!Interruptible | |||
|25, 41, 59, 82 | |||
|- | |||
!Animation lengths | |||
|38, 48, 72, 96 | |||
|} | |||
{{FrameStripStart}} | |||
{{FrameStrip|t=Lag|c=1|e=LagStateS}}{{FrameStrip|t=Lag|c=3|s=LagStateE}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=3|e=LagContinuableS}}{{FrameStrip|t=Lag|c=15|s=LagContinuableE}}{{FrameStrip|t=Interruptible|c=14}}{{FrameStrip|t=Blank|c=58}} | |||
|- | |||
{{FrameStrip|t=Blank|c=9|e=BlankContinuableS}}{{FrameStrip|t=Lag|c=7|s=LagContinuableE}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=4|e=LagContinuableS}}{{FrameStrip|t=Lag|c=1|s=LagContinuableM}}{{FrameStrip|t=Lag|c=17|s=LagContinuableE}}{{FrameStrip|t=Interruptible|c=8}} | |||
{{FrameStrip|t=Blank|c=48}} | |||
|- | |||
{{FrameStrip|t=Blank|c=23|e=BlankContinuableS}}{{FrameStrip|t=Lag|c=5|s=LagContinuableE}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=28}}{{FrameStrip|t=Interruptible|c=14}}{{FrameStrip|t=Blank|c=24}} | |||
|- | |||
{{FrameStrip|t=Blank|c=22|e=BlankContinuableS}}{{FrameStrip|t=Lag|c=3|s=LagContinuableE|e=LagLoopS}}{{FrameStrip|t=Lag|c=2|s=LagLoopE}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=1|e=LagLoopS}}{{FrameStrip|t=Lag|c=5|s=LagLoopE}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=33}}{{FrameStrip|t=Interruptible|c=15}} | |||
{{FrameStripEnd}} | |||
{{FrameIconLegend|lag=y|hitbox=y|earliestcontinuable=y|interruptible=y|loop=y}} | |||
{{MvSubNavMinMin|g=SSBU}} | {{MvSubNavMinMin|g=SSBU}} | ||
[[Category:Min Min (SSBU)]] | [[Category:Min Min (SSBU)]] | ||
[[Category:Neutral attacks (SSBU)]] | [[Category:Neutral attacks (SSBU)]] |
Latest revision as of 21:31, November 4, 2024
Overview[edit]
Min Min's neutral attack consists of a straight kick and a low sweep followed by either a high kick or a flurry of kicks.
For the technical data of each individual hit, see:
- Min Min (SSBU)/Neutral attack/Hit 1
- Min Min (SSBU)/Neutral attack/Hit 2
- Min Min (SSBU)/Neutral attack/Hit 3
- Min Min (SSBU)/Neutral attack/Infinite
Quickest loop[edit]
Min Min's first jab has one extra frame of startup than what is coded in its scripts, due to her performing the held variant of the attack before the game checks for a button release. This happens even if the input is buffered, unlike Ryu and Ken's tapped attacks, but does not apply to Min Min's following jabs.
The third jab and rapid jab have different continuability windows, with the latter being shorter and taking priority. The move transitions into the rapid jab if, since the start of the first jab and before the end of the rapid jab window, the attack button has been pressed and released at least 3 times. Otherwise, it transitions into the third jab.
Jab 1 | 5-6 |
---|---|
Consecutive jab | 15 |
Jab 2 | 17-18 |
Jab 3 | 29-30 |
Rapid jab | 28, 30, 32, 34, 36, 38, 40 |
Rapid jab finisher | 47-48 |
Interruptible | 25, 41, 59, 82 |
Animation lengths | 38, 48, 72, 96 |
Lag time |
Hitbox |
Loop point |
Earliest continuable point |
Interruptible |
|