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'''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]].
'''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 ''ARMS'' being re-purposed for ''Ultimate'' in all regions.  
Haruna Takatsu reprises her role as Min Min, with her portrayal from [[armsinstitute:ARMS (game)|''ARMS'']] being re-purposed for ''Ultimate'' in all regions.  


==Attributes==
==Attributes==
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.
Although Min Min's physique is athletic and slender, the [[armsinstitute:ARMS (equipment)|ARMS]] she wields render her as a [[Weight|heavyweight]] that weighs 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 20th slowest [[dash]]ing speed, and the 6th slowest [[air speed]]. As an ''ARMS'' [[armsinstitute:Fighters|fighter]], 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. Although her punches have the most melee [[range]] of any attack in the game, their hitboxes located strictly on her equipped ARMS, and do not cover her [[armsinstitute:ARMS (extendable)|extendable ARMS]]. As a result, Min Min requires much stricter attack positioning to keep opponents away at a safe distance in comparison to other fighters dependent on [[spacing]], such as {{SSBU|Marth}} or {{SSBU|Corrin}}.


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.
Min Min's biggest strength is arguably the sheer versatility of her moveset. Her [[down special]], [[ARMS Change]], allows her to swap between a trio of 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]] and [[side special]] moves, this gives her a very strong mix-up game: she can use both ARMS to catch foes off guard before attacking, as well as 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 Min Min's left 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.
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 Min Min's left 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.
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 edge-guard 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.
While punches comprise the bulk of her [[move]]set, she also has a handful of kicks that also have utility. Her [[down tilt]] is a sliding kick that, despite its meager 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 useful 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 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.
Min Min also has a useful [[grab]] game; her grab has the second-longest range of all grabs in the game, and each of her [[throw]]s have worthwhile utility. 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 [[armsinstitute:Charge|charging]] her left Dragon ARM; 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 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.
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 becoming [[Stale-move negation|stale]] 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 fast mobility are particularly difficult for Min Min to fight, especially if they have high damage per second or KO potentials, as she lacks tools to handle them up close and 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 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 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 an [[edge]], which means that any stray [[aerial]] from any character may be enough to edge-guard and [[gimp]] her, even at surprisingly low percentages. 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 also doubling 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.


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.
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 precision-reliant hitboxes, subpar 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.
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, Min Min has received a mix of buffs and nerfs via game updates, but has been nerfed overall. In update 9.0.0, neutral infinite's finisher received [[transcendent priority]] as part of a near-universal buff. Following this, update 11.0.0 nerfed Min Min in a few ways. Forward smash's holding charge duration 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 gained noticeably more ending lag; previously, it was the second fastest in the game, but is now about average compared to the rest of the cast.
Aside from a glitch fix in update 8.1.0, Min Min received a mix of buffs and nerfs via game updates, but was nerfed overall. In update 9.0.0, neutral infinite's finisher received [[transcendent priority]] as part of a near-universal buff. Following this, update 11.0.0 nerfed Min Min in a few ways. Forward smash's holding charge duration 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 gained noticeably more ending lag; previously, it was the second fastest in the game, but is now approximately average compared to the rest of the cast's air dodges.


Update 12.0.0 marginally improved neutral infinite by slightly enlarging its hitboxes, yet nerfed Min Min in a few ways. Up smash is 1 frame slower overall, and its sweetspot's KO potential was toned down slightly due to its knockback growth being decreased. In addition, [[ARM Hook]]'s tether detection was decreased by 2 frames, which causes Min Min to start her [[tether recovery]] slightly slower.
Update 12.0.0 marginally improved neutral infinite by slightly enlarging its hitboxes, yet nerfed Min Min in a few ways. Up smash is 1 frame slower overall, and its sweetspot's KO potential was toned down slightly due to its knockback growth being decreased. In addition, [[ARM Hook]]'s tether detection was decreased by 2 frames, which causes Min Min to start her [[tether recovery]] slightly slower.


Most recently, update 13.0.1 adjusted Min Min’s jab reset animation to be consistent with the rest of the cast, making the window for punishes out of a jab reset on her less lenient. Min Min was also nerfed in a few ways. Her neutral aerial was given 2 extra frames of landing lag, her forward tilt and forward smash deal less shield damage, and forward smash’s dragon laser has less active frames. These nerfs have lead to some of Min Min's more dominant options being slightly easier to punish, reducing her overall safety.
Lastly, update 13.0.1 adjusted Min Min's jab reset animation to be consistent with the rest of the cast, making the window for punishes out of a jab reset on her less lenient. Min Min was also nerfed in a few ways. Her neutral aerial was given 2 extra frames of landing lag, her forward tilt and forward smash deal less shield damage, and forward smash's Dragon laser has less active frames.
 
Overall, Min Min continues to achieve respectable results in tournaments, yet her nerfs have lead to some of her more dominant options being slightly easier to punish, reducing her overall safety. As a result, she fares mildly worse than she did when she was first released.


'''{{GameIcon|ssbu}} 8.1.0'''
'''{{GameIcon|ssbu}} 8.1.0'''
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*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 ARMS⁠—the Ramram, the Megawatt and the Dragon⁠—by using ARMS Change.
*Min Min's right ARM can be swapped between three ARMS⁠—the Ramram, the Megawatt and the Dragon⁠—by using ARMS Change.
*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.
*If Min Min [[charge]]s 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 granted a powered-up state for a while. This is indicated 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-->
*After [[throw]]ing an opponent or while she has the [[Final Smash]] aura, Min Min's left ARM will be {{s|armsinstitute|charge}}d for ≈20 seconds. This is indicated 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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|utiltname=Wheel Kick ({{ja|ホイールキック|Hoīru Kikku}})
|utiltname=Wheel Kick ({{ja|ホイールキック|Hoīru Kikku}})
|utiltdmg=7% (clean foot), 5% (clean leg), 6% (late foot), 4% (late leg){{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|utiltdmg=7% (clean foot), 5% (clean leg), 6% (late foot), 4% (late leg){{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|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 percentages when sweetspotted.
|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 rather quick startup and respectable vertical range, but has noticeable ending lag. As a result, it is a useful anti-air attack, and can function as a decent out of shield option. Although situational, it is capable of KOing at very high percentages when sweetspotted, and it can combo into itself at very low percentages during its final frames.
|dtiltname=Slide ({{ja|スライディング|Suraidingu}}, ''Sliding'')
|dtiltname=Slide ({{ja|スライディング|Suraidingu}}, ''Sliding'')
|dtiltdmg=7% (clean foot), 5% (clean leg), 5.5% (late foot), 3.5% (late leg){{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|dtiltdmg=7% (clean foot), 5% (clean leg), 5.5% (late foot), 3.5% (late leg){{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
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|dashname=Jumping Kick ({{ja|跳び蹴り|Tobigeri}})
|dashname=Jumping Kick ({{ja|跳び蹴り|Tobigeri}})
|dashdmg=10% (clean foot), 8% (clean leg/late foot), 6% (late leg){{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|dashdmg=10% (clean foot), 8% (clean leg/late foot), 6% (late leg){{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|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.
|dashdesc=A flying kick. It covers a lot of distance, which is especially useful due to Min Min's slow ground speed. It can also cross up shields during its beginning frames.
|fsmashname=Punch ({{ja|パンチ|Panchi}})
|fsmashname=Punch ({{ja|パンチ|Panchi}})
|fsmashdmg=&mdash;{{!!}}{{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=&mdash;{{!!}}{{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)
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|usmashname=Somersault Kick ({{ja|サマーソルトキック|Samāsoruto Kikku}})
|usmashname=Somersault Kick ({{ja|サマーソルトキック|Samāsoruto Kikku}})
|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){{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|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){{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|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.
|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. It also has respectable 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. It is based on her ability to deflect attacks with a kick in ''ARMS''.
|dsmashname=Two-Way Kick ({{ja|両サイドにキック|Ryōsaido ni Kikku}})
|dsmashname=Two-Way Kick ({{ja|両サイドにキック|Ryōsaido ni Kikku}})
|dsmashdmg={{ChargedSmashDmgSSBU|15}} (feet), {{ChargedSmashDmgSSBU|13}} (legs){{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|dsmashdmg={{ChargedSmashDmgSSBU|15}} (feet), {{ChargedSmashDmgSSBU|13}} (legs){{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
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|nairname=&nbsp;
|nairname=&nbsp;
|nairdmg=&mdash;{{!!}}{{ShortHopDmgSSBU|8.5}}{{!!}}{{ShortHopDmgSSBU|9.775}}{{!!}}{{ShortHopDmgSSBU|12}}{{!!}}{{ShortHopDmgSSBU|6}}
|nairdmg=&mdash;{{!!}}{{ShortHopDmgSSBU|8.5}}{{!!}}{{ShortHopDmgSSBU|9.775}}{{!!}}{{ShortHopDmgSSBU|12}}{{!!}}{{ShortHopDmgSSBU|6}}
|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. As of update 13.0.1, however, its higher landing lag makes these combos less consistent and thus riskier to perform. Due to its versatility, it is overall one of her most useful moves.
|nairdesc=''Attack'': Swings her left ARM around herself in a downward circular motion.<br/><br/>''Special:'' Swings 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. As of update 13.0.1, however, its higher landing lag makes these combos less consistent and thus riskier to perform. Due to its versatility, it is overall one of Min Min's most useful moves.
|fairname=Punch ({{ja|パンチ|Panchi}})
|fairname=Punch ({{ja|パンチ|Panchi}})
|fairdmg=&mdash;{{!!}}{{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=&mdash;{{!!}}{{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)
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|uairname=Midair Somersault Kick ({{ja|空中サマーソルトキック|Kūchū Samāsoruto Kikku}})
|uairname=Midair Somersault Kick ({{ja|空中サマーソルトキック|Kūchū Samāsoruto Kikku}})
|uairdmg={{ShortHopDmgSSBU|6.5}} (foot), {{ShortHopDmgSSBU|4.5}} (leg){{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|uairdmg={{ShortHopDmgSSBU|6.5}} (foot), {{ShortHopDmgSSBU|4.5}} (leg){{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|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.
|uairdesc=A bicycle kick. It cannot combo into itself without landing due to its slightly higher ending lag compared to similar up aerials. However, it is slightly stronger overall when sweetspotted, to the point that it can KO at around 130% while near the upper blast line.
|dairname=Dive Kick ({{ja|急降下キック|Kyūkōka Kikku}})
|dairname=Dive Kick ({{ja|急降下キック|Kyūkōka Kikku}})
|dairdmg={{ShortHopDmgSSBU|11}} (clean), {{ShortHopDmgSSBU|9}} (late), 3% (landing){{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|dairdmg={{ShortHopDmgSSBU|11}} (clean), {{ShortHopDmgSSBU|9}} (late), 3% (landing){{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|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.
|dairdesc=A diagonal flying kick. It 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=&nbsp;
|grabname=&nbsp;
|grabdmg=&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|grabdmg=&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|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.
|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 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 as a [[tether recovery]].
|pummelname=&nbsp;
|pummelname=&nbsp;
|pummeldmg=1.5%{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|pummeldmg=1.5%{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
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|bthrowname=&nbsp;
|bthrowname=&nbsp;
|bthrowdmg=14% (hitbox), — (throw){{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|bthrowdmg=14% (hitbox), — (throw){{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|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.
|bthrowdesc=A {{h2|wikipedia:Suplex|German suplex}}. It functions almost identically to {{SSBU|Incineroar}}'s back throw, albeit with less base knockback and a slightly different animation. It is Min Min's strongest throw, and can KO at around 120% while near the edge. 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=&nbsp;
|uthrowname=&nbsp;
|uthrowdmg=2% (hit 1), 8% (throw){{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|uthrowdmg=2% (hit 1), 8% (throw){{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
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|dthrowname=&nbsp;
|dthrowname=&nbsp;
|dthrowdmg=4% (hit 1), 4% (throw){{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|dthrowdmg=4% (hit 1), 4% (throw){{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|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.
|dthrowdesc=Pins the opponent down and performs a somersault axe kick. Despite heavily resembling {{SSBU|Sheik}}'s down throw, Min Min's lacks combo potential due to its high ending lag. As a result, its only purpose is to initiate tech-chasing on platforms.
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|floorfdmg=7%{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
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|usdmg=&mdash;{{!!}}9% (ARM Hook){{!!}}10.35% (ARM Hook){{!!}}&mdash;{{!!}}&mdash;
|usdmg=&mdash;{{!!}}9% (ARM Hook){{!!}}10.35% (ARM Hook){{!!}}&mdash;{{!!}}&mdash;
|usdesc='''ARMS Jump''': On the ground, Min Min uses her ARMS to springboard herself into the air. 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.
|usdesc='''ARMS Jump''': On the ground, Min Min uses her ARMS to springboard herself into the air. 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, Min Min 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.
'''ARM Hook''': In the air, Min Min 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% while near the edge and 95% while powered up.
|dsname=ARMS Change
|dsname=ARMS Change
|dsdmg=&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|dsdmg=&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
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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 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.
*'''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, inflicting [[flame|flaming]] damage to enemies. The chakram does not stop moving when it strikes an opponent, and it cannot be reflected.
*'''Megawatt:''' A yellow mine-like fist that is her strongest ARM, but also the slowest. 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.
*'''Megawatt:''' A yellow mine-like fist that is her strongest ARM, but also the slowest. 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, inflicting [[electric]]al damage to enemies.
*'''Dragon:''' A dragon-styled weapon that acts as Min Min's fixed left ARM. It is the middle ground of her ARMS, sporting average damage, knockback and speed. 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 at 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. Both versions of the laser deal flame damage.
*'''Dragon:''' A dragon-styled weapon that acts as Min Min's fixed left ARM. It is the middle ground of her ARMS, sporting average damage, knockback and speed. 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 at an opponent. If charged for more than 15 frames during her forward smash, the Dragon will change appearance and generate a stronger yellow laser that is encircled with a teal beam that inflicts more damage and knockback. This laser can also be generated via her aerial smash attacks, unlike the Ramram or Megawatt. Both versions of the laser inflict flaming damage.
'''Left ARM:'''
'''Left ARM:'''
*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.
*Min Min's left ARM will always utilize the Dragon and, unlike her right ARM, it has the ability to become {{s|armsinstitute|charge}}d after throwing an opponent, much like in ''ARMS''. The charge is indicated by flames billowing from the Dragon ARM, as well as her extendable 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]], 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.
Much like {{SSBU|Incineroar}}'s enhancement via [[Revenge]], if Min Min herself is grabbed during her charged ARM state (including other moves with grabboxes, such as [[Falcon Dive]]), her charged ARM will instantly revert to normal. The Dragon ARM's charged state will also be lost instantly if Min Min is [[frozen]], [[stun]]ned, [[asleep]], [[crumple]]d, [[paralyze]]d, [[buried]], or if she fails to [[tech]] a ground landing.


===[[Announcer]] calls===
===[[Announcer]] calls===
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*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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=={{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 on other characters from ''ARMS''. The final battle is against [[Galleom]].
Min Min's opponents reference 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}} (x2)||[[Spring Stadium]] ([[Ω form]])||''{{SSBUMusicLink|ARMS|Spring Stadium}}''||Mii Brawler Combinations:<br>
|1||{{CharHead|Mii Brawler|SSBU|hsize=20px}} (×2)||[[Spring Stadium]] ([[Ω form]])||''{{SSBUMusicLink|ARMS|Spring Stadium}}''||Mii Brawler Combinations:<br>
*Spring Man Mask, Spring Man Outfit
*Spring Man Mask, Spring Man Outfit
*Ribbon Girl Mask, Ribbon Girl Outfit
*Ribbon Girl Mask, Ribbon Girl Outfit
Line 287: Line 289:
|2||{{CharHead|Little Mac|SSBU|hsize=20px}}||[[Boxing Ring]]||''{{SSBUMusicLink|ARMS|Sparring Ring}}''||Represents Springtron.
|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}}''||The characters and their color schemes represent Dr. Coyle, while the stage and music reference the DNA Lab stage.
|3||{{CharHead|Samus|SSBU|hsize=20px|color=Green}} and {{CharHead|Mega Man|SSBU|hsize=20px|color=Green}}||  [[Frigate Orpheon]]||''{{SSBUMusicLink|ARMS|DNA Lab}}''||The fighters 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}}||{{SSB|Kongo Jungle}}||''{{SSBUMusicLink|ARMS|Mausoleum}}''||Represents Master Mummy.
|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}} (x5), {{Head|R.O.B.|g=SSBU|s=20px|cl=Blue}} (x1) {{SSBU|R.O.B.}}||Spring Stadium ([[Battlefield form]])||''{{SSBUMusicLink|ARMS|Scrapyard}}''||Horde Battle.<br/>Represents The Cell from 1-on-100 mode. The colors also bear resemblance to Mechanica and Byte & Barq.
|5||{{Head|R.O.B.|g=SSBU|s=20px|cl=Yellow}} (×5), {{Head|R.O.B.|g=SSBU|s=20px|cl=Blue}} (×1) {{SSBU|R.O.B.}}||Spring Stadium ([[Battlefield form]])||''{{SSBUMusicLink|ARMS|Scrapyard}}''||Horde Battle.<br/>Represents The Cell from 1-on-100 mode. The colors also bear resemblance to Mechanica and Byte & Barq.
|-
|-
|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.
|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 CPU Min Min will use her {{Head|Min Min|g=SSBU|s=20px|cl=Cyan}} cyan alternate costume instead.
|-
|-
|colspan="5"|[[Bonus Stage]]
|colspan="5"|[[Bonus Stage]]
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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 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.
Despite her status as downloadable content, Min Min does have a legitimate role in [[World of Light]], as she appears in the base version of ''Ultimate'' as a spirit that can be found in [[The Light Realm]]. She is one of the two spirits the player can defeat to gain access to {{SSBU|Lucas}}, which indicates that she was vaporized by [[Galeem]] prior to becoming a fighter. Defeating this spirit does not unlock Min Min as a fighter; rather, she is unlocked after downloading her and defeating at least 10 other fighters under Galeem's control, just like the other DLC fighters.
{{clrl}}
{{clrl}}


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Min Min's fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold, but only after Min Min has been downloaded. Unlocking Min Min in World of Light allows the player to preview the second spirit below in the Spirit List under the name "Min Min (Fighter)". Her fighter spirit has an alternate version that replaces it with her artwork in Ultimate.
Min Min's fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold, but only after Min Min has been downloaded. Unlocking Min Min in World of Light allows the player to preview the second spirit below in the Spirit List under the name "Min Min (Fighter)". Her fighter spirit has an alternate version that replaces it with her artwork in Ultimate.


Additionally, Min Min has an Attack-type primary spirit as part of ''Ultimate''{{'}}s base game.
Additionally, Min Min has an Attack-type primary spirit as part of the base version of ''Ultimate''.


<center>
<center>
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**Fighter 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 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 to lack a unique [[side special]] since ''[[Super Smash Bros.]]''
**Fighter to lack a unique [[side special]] since ''[[Super Smash Bros.]]''
*Min Min is the only fighter from a fighting game who does not automatically face an opponent in a 1v1 battle.
*Min Min is the only fighter from a fighting game who does not automatically face an opponent in a 1-on-1 battle.
*Min Min is the second:
*Min Min is the second:
**Fighter that debuted in a [[Nintendo Switch]] title, following {{SSBU|Byleth}}.
**Fighter that debuted in a [[Nintendo Switch]] game, following {{SSBU|Byleth}}.
***Coincidentally, both characters' reveal trailers use cel-shaded CGI resembling hand-drawn animation.
***Coincidentally, both characters' reveal trailers use cel-shaded CGI resembling hand-drawn animation.
**DLC fighter in ''Ultimate'' to use repurposed voice clips, following {{SSBU|Banjo & Kazooie}}.
**DLC fighter in ''Ultimate'' to use repurposed voice clips, following {{SSBU|Banjo & Kazooie}}.
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*Min Min and {{SSBU|Inkling}} are the only characters in the ''Super Smash Bros.'' series to have had their [[series]] debut on an {{s|wikipedia|eighth generation video game console}}.
*Min Min and {{SSBU|Inkling}} are the only characters in the ''Super Smash Bros.'' series to have had their [[series]] debut on an {{s|wikipedia|eighth generation video game console}}.
**Both characters are the only ones in ''Ultimate'' to represent new first-party universes.
**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|''SSB4''-style character poster]] to promote their inclusion as a playable character.
**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|''SSB4''-style character poster]] to promote their inclusion as a playable character.
*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.
*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, 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>
**Additionally, 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>
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*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.
*Min Min is the third DLC fighter in ''Ultimate'' to lack model-changing alternate costumes, following Banjo & Kazooie and Terry and preceding Pyra/Mythra.
*Min Min is the third DLC fighter in ''Ultimate'' to lack model-changing alternate costumes, 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, fighter spirit, and official Smash render have the Megawatt, Dragon, and Ramram ARMS respectively.
*Each in-game render of Min Min features her with a different ARM weapon on her right arm: her primary spirit, fighter spirit, and official Smash render have the Megawatt, Dragon, and Ramram ARMS, respectively.
*Min Min is the third DLC Fighters Pass fighter to appear in a CG portion of a trailer other than her own (being {{SSBU|Kazuya}}'s and {{SSBU|Sora}}'s trailers), followed by {{SSBU|Banjo & Kazooie}} and [[Hero (SSBU)|Erdrick]] in Sephiroth's trailer.
*Min Min is the third DLC Fighters Pass fighter to appear in a CG portion of a trailer other than her own (being {{SSBU|Kazuya}}'s and {{SSBU|Sora}}'s trailers), followed by {{SSBU|Banjo & Kazooie}} and [[Hero (SSBU)|Erdrick]] in Sephiroth's trailer.
*If Min Min picks up an [[Assist Trophy]] whilst walking, she can continue walking with it until she stops. She shares this trait with Mega Man and Steve. Min Min can also jump and continue walking with an Assist Trophy if she lands during a forward or back aerial.
*If Min Min picks up an [[Assist Trophy]] whilst walking, she can continue walking with it until she stops. She shares this trait with Mega Man and Steve. Min Min can also jump and continue walking with an Assist Trophy if she lands during a forward or back aerial.

Revision as of 17:16, January 29, 2023

This article is about Min Min's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Min Min.
Min Min
in Super Smash Bros. Ultimate
Min Min
ARMSSymbol.svg
Universe ARMS
Availability Downloadable
Final Smash ARMS Rush
Min Min (SSBU)
Min Min Arms Herself!
—Introduction tagline

Min Min (ミェンミェン, MinMin) is a playable character in Super Smash Bros. Ultimate. She is the seventh downloadable character in Ultimate and the first downloadable character in Fighters Pass Vol. 2. An ARMS character was announced to be playable as part of Challenger Pack 6 on March 26th, 2020 during a 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 #76.

Haruna Takatsu reprises her role as Min Min, with her portrayal from ARMS being re-purposed for Ultimate in all regions.

Attributes

Although Min Min's physique is athletic and slender, the ARMS she wields render her as a heavyweight that weighs as much as Link, Yoshi, Captain Falcon, and Mii Gunner. Her base stats are true to this weight class as well, with an average walking speed, the 20th slowest dashing speed, and the 6th slowest air speed. As an ARMS fighter, Min Min's playstyle can be considered a hybrid of Little Mac and Simon's, with an emphasis on both strong punches and keeping foes at a distance. Although her punches have the most melee range of any attack in the game, their hitboxes located strictly on her equipped ARMS, and do not cover her extendable ARMS. As a result, Min Min requires much stricter attack positioning to keep opponents away at a safe distance in comparison to other fighters dependent on spacing, such as Marth or Corrin.

Min Min's biggest strength is arguably the sheer versatility of her moveset. Her down special, ARMS Change, allows her to swap between a trio of 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 and side special moves, this gives her a very strong mix-up game: she can use both ARMS to catch foes off guard before attacking, as well as 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 and back aerials 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 Min Min's left 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 frames, 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 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-guarding from off-stage as well, and ARMS Jump allows her to pursue and edge-guard opponents who recover high. Depending on the currently equipped ARM, Min Min can even beat out oncoming projectiles 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 reflected.

While punches comprise the bulk of her moveset, she also has a handful of kicks that also have utility. Her down tilt is a sliding kick that, despite its meager 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 shields 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 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 useful 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 useful grab game; her grab has the second-longest range of all grabs in the game, and each of her throws have worthwhile utility. Her forward throw can force opponents offstage and set up easy tech chase combos at lower percentages, her up and back throws 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 charging her left Dragon ARM; this charged 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 punishing.

Despite all of Min Min's unique perks, her moveset does come with weaknesses. As her ARMS' hitboxes 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 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 normal forward tilts and relying on her forward smash, forward aerial and neutral moves means that Min Min's main moves are far more prone to becoming stale 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 fast mobility are particularly difficult for Min Min to fight, especially if they have high damage per second or KO potentials, as she lacks tools to handle them up close and any easy way to keep them at bay without committing to high vulnerability reads.

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 juggled. Her up special has a long range as a tether recovery, but will only work if Min Min is sufficiently close to an edge, which means that any stray aerial from any character may be enough to edge-guard and gimp her, even at surprisingly low percentages. 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 also doubling as a reflector, is highly committal, making it an inferior option against certain projectile users such as Mega Man or the Links, 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.

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 precision-reliant hitboxes, subpar 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

Aside from a glitch fix in update 8.1.0, Min Min received a mix of buffs and nerfs via game updates, but was nerfed overall. In update 9.0.0, neutral infinite's finisher received transcendent priority as part of a near-universal buff. Following this, update 11.0.0 nerfed Min Min in a few ways. Forward smash's holding charge duration 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 gained noticeably more ending lag; previously, it was the second fastest in the game, but is now approximately average compared to the rest of the cast's air dodges.

Update 12.0.0 marginally improved neutral infinite by slightly enlarging its hitboxes, yet nerfed Min Min in a few ways. Up smash is 1 frame slower overall, and its sweetspot's KO potential was toned down slightly due to its knockback growth being decreased. In addition, ARM Hook's tether detection was decreased by 2 frames, which causes Min Min to start her tether recovery slightly slower.

Lastly, update 13.0.1 adjusted Min Min's jab reset animation to be consistent with the rest of the cast, making the window for punishes out of a jab reset on her less lenient. Min Min was also nerfed in a few ways. Her neutral aerial was given 2 extra frames of landing lag, her forward tilt and forward smash deal less shield damage, and forward smash's Dragon laser has less active frames.

Overall, Min Min continues to achieve respectable results in tournaments, yet her nerfs have lead to some of her more dominant options being slightly easier to punish, reducing her overall safety. As a result, she fares mildly worse than she did when she was first released.

Super Smash Bros. Ultimate 8.1.0

  • Bug fix Fixed the T-Pose glitch.

Super Smash Bros. Ultimate 9.0.0

Super Smash Bros. Ultimate 11.0.0

  • Nerf Air dodge has more ending lag (FAF 40 → 51), matching the rest of the cast.
  • Forward smash:
    • Nerf Min Min cannot hold the charge as long after it is fully charged (120 frames → 30).
    • Nerf Has less base knockback for the dragon's lasers while using Dragon ARM (70 → 65).
  • Change Changed the length of vulnerability when crumpling to be consistent with other fighters.

Super Smash Bros. Ultimate 12.0.0

  • Buff Rapid jab's hitboxes are slightly longer (Y/Y2 offset: 5.5—11.5 → 5.4—11.6) and the farthest one is slightly bigger (5.5u → 5.6u).
  • Nerf Up smash has more startup lag (frame 7 → 8), and its reflector starts later (frame 6 → 7), with its total duration increased as well (FAF 53 → 54).
  • Nerf Up smash's sweetspot has less knockback scaling (80 → 77 (early)/76 (mid)/75 (late)).
  • Nerf ARM Hook cannot grab ledges as early (frame 5 → 7).

Super Smash Bros. Ultimate 13.0.1

  • Buff The animation for jab resets was adjusted to no longer be much longer than the rest of the cast.
  • Nerf Neutral aerial has more landing lag (10 frames → 12).
  • Nerf Forward tilt deals less shield damage (0 (all) → -2.5 (Ramram/Dragon)/-3.5 (Megawatt).
  • Nerf Forward smash deals less shield damage (0 (all) → -4 (Ramram)/-6 (Megawatt)/-3.5 (Dragon).
  • Nerf Forward smash's Dragon laser has less active frames.

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 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's special moveset technically consists of only an up special move (ARMS Jump / ARM Hook) and a down special move 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 ARMS being the actual hitboxes only when extending outward. The ARMS will bounce back upon hitting shields, 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 right ARM can be swapped between three ARMS⁠—the Ramram, the Megawatt and the Dragon⁠—by using ARMS Change.
  • 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 throwing an opponent or while she has the Final Smash aura, Min Min's left ARM will be charged for ≈20 seconds. This is indicated by the ARM changing appearance, which also increases its damage and knockback (see below).

For a gallery of Min Min's hitboxes, see here.

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Min Min Dragon Dragon Plus Megawatt Ramram
Neutral attack Kung Fu Combo (カンフーコンボ) 2.5% 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.

Held (Attack): Min Min performs a forward tilt with her left ARM. See below for details.

Held (Special): Min Min performs a forward tilt with her right ARM. See below for details.
2%
5.5%
0.5% (loop), 5% (last)
Forward tilt Punch (パンチ) 8% 9.2% 11% 5%, 2.5% (ring) Attack: Throws a single straight punch with her left ARM.

Special: Throws a single straight punch with her right ARM.

With either ARM, Min Min can move slowly and jump during this move, similarly to Mega Man's forward tilt. The attack can be angled so that it curves upward or downward.
Up tilt Wheel Kick (ホイールキック) 7% (clean foot), 5% (clean leg), 6% (late foot), 4% (late leg) A handstand version of the aú aberto, one of many cartwheeling kicks in capoeira. It has rather quick startup and respectable vertical range, but has noticeable ending lag. As a result, it is a useful anti-air attack, and can function as a decent out of shield option. Although situational, it is capable of KOing at very high percentages when sweetspotted, and it can combo into itself at very low percentages during its final frames.
Down tilt Slide (スライディング, Sliding) 7% (clean foot), 5% (clean leg), 5.5% (late foot), 3.5% (late leg) A 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 Kid Cobra's abilities in ARMS, in which his charged dash is a slide that can enable him to evade incoming punches and close in on opponents.
Dash attack Jumping Kick (跳び蹴り) 10% (clean foot), 8% (clean leg/late foot), 6% (late leg) A flying kick. It covers a lot of distance, which is especially useful due to Min Min's slow ground speed. It can also cross up shields during its beginning frames.
Forward smash Punch (パンチ) 12% (close), 16% (mid), 13% (far), 7% (laser), 13.8% (charged close), 18.4% (charged mid), 14.95% (charged far), 12% (charged laser) 15% (close), 20% (mid), 16.25% (late), 12% (laser) 19% (close), 21% (mid), 19% (far), 21.85% (charged close), 24.15% (charged mid), 21.85% (charged far) 10% (close/mid), 12% (far), 2.5% (ring), 11.5% (charged close/mid), 13.8% (charged far), 4% (charged ring) Attack: Throws a single straight punch with her left ARM.

Special: Throws a single straight punch with her right ARM.

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 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 2 seconds (120 frames).
Up smash Somersault Kick (サマーソルトキック) 16% (clean foot), 14% (clean leg/mid foot), 12% (mid leg/late foot), 10% (late leg)
1.8× (reflected projectiles)
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. It also has respectable 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. It is based on her ability to deflect attacks with a kick in ARMS.
Down smash Two-Way Kick (両サイドにキック) 15% (feet), 13% (legs) A split kick. Grants her legs intangibility (frames 4-6). Has a sourspot located on her legs. Both sides have equal strength.
Neutral aerial   8.5% 9.775% 12% 6% Attack: Swings her left ARM around herself in a downward circular motion.

Special: Swings her right ARM around herself in a downward circular motion.

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. As of update 13.0.1, however, its higher landing lag makes these combos less consistent and thus riskier to perform. Due to its versatility, it is overall one of Min Min's most useful moves.
Forward aerial Punch (パンチ) 8% (tilted), 12% (smashed close), 16% (smashed mid), 13% (smashed far), 7% (smashed laser) 9.2% (tilted), 15% (smashed close), 20% (smashed mid), 16.25% (smashed late), 12% (smashed laser) 11% (tilted), 19% (smashed close), 21% (smashed mid), 19% (smashed far) 5% (tilted), 10% (smashed close/mid), 12% (smashed far), 2.5% (ring) Attack: Throws a single straight punch with her left ARM.

Special: Throws a single straight punch with her right ARM.

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.
Back aerial Punch (パンチ) (same as forward aerial) Attack: Throws a single straight punch behind her with her left ARM.

Special: Throws a single straight punch behind her with her right ARM.

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.
Up aerial Midair Somersault Kick (空中サマーソルトキック) 6.5% (foot), 4.5% (leg) A bicycle kick. It cannot combo into itself without landing due to its slightly higher ending lag compared to similar up aerials. However, it is slightly stronger overall when sweetspotted, to the point that it can KO at around 130% while near the upper blast line.
Down aerial Dive Kick (急降下キック) 11% (clean), 9% (late), 3% (landing) A diagonal flying kick. It 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.
Grab   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 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 as a tether recovery.
Pummel   1.5% A knee strike.
Forward throw   5% (hit 1), 4% (throw) A side kick. It puts opponents into an unfavorable position offstage, and most notably, it can lead into a forward smash at low-mid percentages. While it isn't a true combo, the opponent has very few options to escape afterwards, most of which Min Min can react to. The move also resembles her grab's throw in ARMS.
Back throw   14% (hitbox), — (throw) A German suplex. It functions almost identically to Incineroar's back throw, albeit with less base knockback and a slightly different animation. It is Min Min's strongest throw, and can KO at around 120% while near the edge. 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.
Up throw   2% (hit 1), 8% (throw) A stretch kick. It has an extreme amount of ending lag, to where it could be unsafe on hit at low percentages. However, to make up for this, it has above-average KO potential for an up throw; it can KO Mario at around 150% on Final Destination. It is almost identical to Ninjara's throw in ARMS.
Down throw   4% (hit 1), 4% (throw) Pins the opponent down and performs a somersault axe kick. Despite heavily resembling Sheik's down throw, Min Min's lacks combo potential due to its high ending lag. As a result, its only purpose is to initiate tech-chasing on platforms.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Gets up and swings her left ARM around herself.
Floor attack (back)
Floor getups (back)
  7% Gets up and swings her left ARM around herself.
Floor attack (trip)
Floor getups (trip)
  5% A sweep kick.
Edge attack
Edge getups
  9% A sliding low-level roundhouse kick. Has decent range.
Neutral special Punch (see neutral attack above) (see neutral aerial and forward tilt above) Tapped (Ground): Identical to her tapped neutral attack (see above for details).

Held (Ground): Identical to her forward tilt (see above for details).

Air: Identical to her neutral aerial (see above for details).
Side special Punch (see forward tilt, forward smash, forward aerial, and back aerial above) Ground: Identical to her forward tilt and forward smash (see above for details).

Air: Identical to her forward aerial and backward aerial (see above for details).
Up special ARMS Jump / ARM Hook 9% (ARM Hook) 10.35% (ARM Hook) ARMS Jump: On the ground, Min Min uses her ARMS to springboard herself into the air. 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, Min Min 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% while near the edge and 95% while powered up.

Down special ARMS Change Swaps between three different ARMS (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.
Final Smash ARMS Rush 10% (punch), 0.8% (hits 1-18), 15% (ending) 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, Twintelle, Mechanica, and 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 to finish the Final Smash. Unlike most Final Smashes, ARMS Rush can only affect one target, as any additional bystanders hit by the first punch will simply be launched away.

ARMS

Min Min's ARMS, as shown via Move List.

Min Min uses her standard ARMS from ARMS, which can be switched freely using ARMS Change. Only her right ARM (which is controlled with the special button) can be switched, whereas her left ARM (which is controlled with normal inputs) is always the Dragon ARM. Every switch is accompanied by a unique sound effect.

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 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, inflicting flaming damage to enemies. The chakram does not stop moving when it strikes an opponent, and it cannot be reflected.
  • Megawatt: A yellow mine-like fist that is her strongest ARM, but also the slowest. Every blow from the Megawatt emits a "heavy" hit sound effect, much like Ganondorf's attacks. If charged for more than 15 frames during her forward smash, the Megawatt will become electrified, inflicting electrical damage to enemies.
  • Dragon: A dragon-styled weapon that acts as Min Min's fixed left ARM. It is the middle ground of her ARMS, sporting average damage, knockback and speed. 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 at an opponent. If charged for more than 15 frames during her forward smash, the Dragon will change appearance and generate a stronger yellow laser that is encircled with a teal beam that inflicts more damage and knockback. This laser can also be generated via her aerial smash attacks, unlike the Ramram or Megawatt. Both versions of the laser inflict flaming damage.

Left ARM:

  • Min Min's left ARM will always utilize the Dragon and, unlike her right ARM, it has the ability to become charged after throwing an opponent, much like in ARMS. The charge is indicated by flames billowing from the Dragon ARM, as well as her extendable 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 Incineroar's enhancement via Revenge, if Min Min herself is grabbed during her charged ARM state (including other moves with grabboxes, such as Falcon Dive), her charged ARM will instantly revert to normal. The Dragon ARM's charged state will also be lost instantly if Min Min is frozen, stunned, asleep, crumpled, paralyzed, buried, or if she fails to tech a ground landing.

Announcer calls

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The editor who added this tag suggests: Needs announcer calls from other languages.
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On-screen appearance

  • Jumps onto the stage while corkscrewing, assumes the Gai Bù (a stance in wushu) upon landing, and then assumes the Jin Ji Du Li (a stance in wushu).

Taunts

  • Up Taunt: Performs a left-legged roundhouse kick followed by a right-legged side kick, during which she says, "哈!耶!" (an onomatopoeia). No matter what direction she faces, she always kicks first with her left leg. The finishing stance, particularly when facing leftward, is a reference to official artwork in ARMS, which is used as Min Min's fighter spirit artwork.
  • Side Taunt: Performs the Jǐ and Àn movements from 24-form tai chi chuan, then assumes the Jin Ji Du Li stance. The stance is similar to her official render in ARMS, albeit facing the camera. During the taunt, she says, "拉麺!" (Ramen!)
  • Down Taunt: Sways her ARMS in alternating circles before assuming the Tūn Bù (a stance in wushu).

Idle poses

  • Min Min hops on both feet and briefly brandishes her left ARM above her whilst her other ARM is held behind her.
  • Min Min raises her left ARM and lowers it in front of herself in a fighting stance.

Crowd cheer

Cheer (English) Cheer (Japanese/Chinese) Cheer (Italian) Cheer (Dutch) Cheer (French)
Cheer
Description Min Min! *claps 3 times* Min Min! *claps 3 times* Min Min! *claps 3 times* Min Min! *claps 3 times* Min Min! *claps 3 times*
Cheer (German) Cheer (Spanish) Cheer (Russian) Cheer (Korean)
Cheer
NTSC

PAL
Description Min Min! *claps 3 times* Min Min! *claps 3 times* Min Min! *claps 3 times* Min Min! *claps 3 times*

Victory poses

  • 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 "我愛拉麺!" ("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 butterfly twist, 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 "謝謝!" ("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.
A short flourish from the ARMS Grand Prix Official Theme Song, combined with the vocals from Ribbon Girl's stage Ribbon Ring.

In competitive play

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 ESAM and Dabuz acclaimed her as one of the best characters in the game, pointing to her excellence in pressuring, zoning, tech-chasing and edgeguarding, while other players such as Marss pointed out her weaknesses against faster, air-based top-tier characters and even mid- to low-tiers. Due to the COVID-19 pandemic being at its peak around the time of her release, especially in the West, much of the analysis over her qualities remained mostly theoretical for a long time. In Japan, where the offline meta managed to persist, Min Min saw more positive competitive impressions, courtesy of in-person tournament results from players such as Himo, Terra, and Mao. A notable turning point for the character came when ProtoBanham picked up the character as a co-main to great success, most notably using the character to secure victory in Kagaribi 4 across multiple Top 64 sets - including Grand Finals - against several Fall 2019 PGRU'd players, making her the first DLC character since Joker to have won a supermajor. In the west, Dabuz embraced Min Min as an additional character in his main lineup, placing 3rd at Momentous predominantly using the character. These results have led to more people considering her a strong contender at a competitive level, with players such as Raito and Lunamado labeling her a high tier at minimum. Aside from her aforementioned strengths, her ability to play scrappy in close-quarters engagements with strong anti-airs, burst options, and out-of-shield options, on top of her potent ground-to-air coverage and general mixup potential, has had many players believe that she offsets her weaknesses enough that she could even be in contention for top tier similarly to R.O.B. or Wolf.

In the online metagame, Min Min has seen a lot of success: American players such as ESAM and Wrath employed her as a successful secondary in tournament bracket matches, while Japanese players Shuton and Pochi placed top 5 in the eleventh season of Japan's Wi-Fi ladder using Min Min.[1] Dabuz has seen consistently strong performance, including multiple top 8 placements at tournaments such as Smash Out Breast Cancer, Gaming For Tots, and Hungrybox's The Box: Juice Box series. Finally, Wi-Fi Warrior Peckham has also seen strong performances with the character, including 7th at Reset: Smash for RAINN and The Online Olympus II as well as 9th at The Box: Lunch Box 9 and Super Galaxy Gambit x Collision. With these results, many players consider Min Min to be a strong character online.

Most historically significant players

See also: Category:Min Min professionals (SSBU)

Classic Mode: ARMS at the Ready

Min Min's congratulations screen.

Min Min's opponents reference other characters from ARMS. The final battle is against Galleom.

Round Opponent Stage Music Notes
1 Mii Brawler (SSBU) Mii Brawler (×2) Spring Stadium (Ω form) Spring Stadium Mii Brawler Combinations:
  • Spring Man Mask, Spring Man Outfit
  • Ribbon Girl Mask, Ribbon Girl Outfit

Based on Spring Man and Ribbon Girl.

2 Little Mac (SSBU) Little Mac Boxing Ring Sparring Ring Represents Springtron.
3 Samus (SSBU) Samus and Mega Man (SSBU) Mega Man Frigate Orpheon DNA Lab The fighters and their color schemes represent Dr. Coyle, while the stage and music reference the DNA Lab stage.
4 Giant Donkey Kong (SSBU) Donkey Kong Kongo Jungle Mausoleum Represents Master Mummy.
5 R.O.B. (SSBU) (×5), R.O.B. (SSBU) (×1) R.O.B. Spring Stadium (Battlefield form) Scrapyard Horde Battle.
Represents The Cell from 1-on-100 mode. The colors also bear resemblance to Mechanica and Byte & Barq.
6 Min Min (SSBU) Min Min Spring Stadium Ramen Bowl If the player uses Min Min's default costume, the CPU Min Min will use her Min Min (SSBU) cyan alternate costume instead.
Bonus Stage
Final Galleom Base 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 ARMS Grand Prix Official Theme Song accompany the credits.

Role in World of Light

The message that shows Min Min's availability in World of Light
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 version of Ultimate as a spirit that can be found in The Light Realm. She is one of the two spirits the player can defeat to gain access to Lucas, which indicates that she was vaporized by Galeem prior to becoming a fighter. Defeating this spirit does not unlock Min Min as a fighter; rather, she is unlocked after downloading her and defeating at least 10 other fighters under Galeem's control, just like the other DLC fighters.

Spirits

Min Min's fighter spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 300 Gold, but only after Min Min has been downloaded. Unlocking Min Min in World of Light allows the player to preview the second spirit below in the Spirit List under the name "Min Min (Fighter)". Her fighter spirit has an alternate version that replaces it with her artwork in Ultimate.

Additionally, Min Min has an Attack-type primary spirit as part of the base version of Ultimate.

In Spirit battles

As the main opponent

Spirit Battle parameters
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music
1,418
SSBU spirit Kid Cobra.png
Kid Cobra ARMS Min Min Min Min (SSBU)
Attack
8,700 Fourside (Battlefield form) •Move Speed ↑
•Item: Bumper
•The enemy has increased move speed when the enemy's at high damage
•The enemy starts the battle with a Drill
Snake Park

Alternate costumes

Alternate costume (SSBU)
Min Min (SSBU) Min Min (SSBU) Min Min (SSBU) Min Min (SSBU) Min Min (SSBU) Min Min (SSBU) Min Min (SSBU) Min Min (SSBU)

Trailers

Series announcement Trailer

Character Introduction Trailer

Gallery

Trivia

SSBU Min Min versus splash screen 2.jpgSSBU Min Min versus splash screen.jpg
Magnify-clip.pngMagnify-clip.png
A comparison of the versus splash screen showing
two Min Mins in the English version (left) vs. Japanese
version (right).
  • Min Min is referred to within the game files with the codename "tantan", which comes from the Japanese pronunciation of Dandan noodles (担々麺), a type of ramen noodles.
  • According to Super Smash Bros. series creator Masahiro Sakurai, Min Min was originally going to lack any special moves. However, he reconsidered this and instead created the unique special moves for her in the spirit of ARMS.[2][3]
  • Min Min is the first:
    • Fighter representing a new universe who is neither the poster character nor the default player character of their respective series.
      • According to Masahiro Sakurai, he had narrowed the choices of an ARMS fighter down to Min Min and Ninjara. Min Min was chosen at the request of ARMS lead producer Kosuke Yabuki, with her being his favorite ARMS character.[4] Yabuki elaborated on this selection by stating that "every fighter in ARMS is a protagonist".
        • Coincidentally, Min Min became the Party Crash Bash Champion (even winning six Party Crashes overall), with Ninjara being the runner-up.[5]
    • Fighter to speak Mandarin Chinese, as well as the first fighter to speak a real-life language other than English or Japanese in all regions.
    • DLC newcomer in any Super Smash Bros. game that originates from a new first-party series, as Corrin, Byleth, Piranha Plant, and Pyra/Mythra are all from preexisting series (Fire Emblem, Mario, and Xenoblade Chronicles respectively).
    • DLC fighter in Ultimate to be exclusively female (as Kazooie is paired with Banjo and only half of Byleth's alternate costumes are female), and the second overall after Bayonetta in Super Smash Bros. 4.
    • Fighter to have an aerial smash attack, and the second to be able to walk during and jump out of forward tilts and neutral attacks, following Mega Man and preceding Steve.
    • Fighter to lack a unique side special since Super Smash Bros.
  • Min Min is the only fighter from a fighting game who does not automatically face an opponent in a 1-on-1 battle.
  • Min Min is the second:
    • Fighter that debuted in a Nintendo Switch game, following Byleth.
      • Coincidentally, both characters' reveal trailers use cel-shaded CGI resembling hand-drawn animation.
    • DLC fighter in Ultimate to use repurposed voice clips, following Banjo & Kazooie.
    • DLC fighter in Ultimate not to have been revealed prior to her presentation video's release, following Byleth. Her series, however, was announced ahead of time.
  • Min Min appears at the beginning of her trailer in a waitress uniform, without her mask and with normal human arms and eyes. This design is completely unique to the trailer.
    • In ARMS, human fighters with the ARMS ability are never depicted without a mask. Additionally, they're always shown with spiral-shaped eyes, and their ARMS retain their coiled appearance even when contracted into a human shape. While removing the mask returns the coiled ARMS into normal arms,[6] doing so can cause the ARMS to switch forms unwillingly and become difficult to control,[7][8] which is not depicted in the trailer.
  • Min Min and Inkling are the only characters in the Super Smash Bros. series to have had their series debut on an eighth generation video game console.
    • Both characters are the only ones in Ultimate to represent new first-party universes.
    • Min Min, Inkling, Terry, Pyra, Mythra, and Kazuya are the only newcomers in Ultimate to have received a SSB4-style character poster to promote their inclusion as a playable character.
  • Min Min has unused animations copied from Captain Falcon; specifically, the aerial and grounded Falcon Kick.[9][10] 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, her dash attack has an unused reflection hitbox, in a similar vein to her up smash.[11]
  • Much like Terry, Min Min occasionally vocalizes while rolling; however, her quieter voice and accompanying sound effects make it difficult to notice.
  • When KO'd by reaching 0 HP during her final stock in Stamina Mode, Min Min uses one of her heavy knockback voice clips instead of her standard KO voice clip. She shares this trait with Mario, Dr. Mario, and all vocal DLC fighters except for Joker, Banjo & Kazooie, and Byleth's Japanese voice.
  • Min Min is one of three characters to speak while being star KO'd, shouting "哎呀!" (Oh no!), alongside Pit ("I never learned how to read!") and Byleth ("My battle ends here!"). Unlike them, Min Min says her star KO line in all versions of the game instead of just the English version.
  • Similarly to Meta Knight, Ice Climbers, Mr. Game & Watch, and 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.
  • Min Min is the third DLC fighter in Ultimate to lack model-changing alternate costumes, 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, fighter spirit, and official Smash render have the Megawatt, Dragon, and Ramram ARMS, respectively.
  • Min Min is the third DLC Fighters Pass fighter to appear in a CG portion of a trailer other than her own (being Kazuya's and Sora's trailers), followed by Banjo & Kazooie and Erdrick in Sephiroth's trailer.
  • If Min Min picks up an Assist Trophy whilst walking, she can continue walking with it until she stops. She shares this trait with Mega Man and Steve. Min Min can also jump and continue walking with an Assist Trophy if she lands during a forward or back aerial.
  • Min Min is one of two fighters in the second Fighters Pass who does not utilize a sword, the other being Kazuya.

References