Min Min (SSBU): Difference between revisions

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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 three ARMS which can be equipped to her right ARM: the Ramram, which is not as powerful as her other ARMS but can be angled in a wider arc, the Megawatt, which lacks in speed and range but compensates with high power, and the Dragon, which can fire a laser if the attack button for Min Min's respective ARM is held down. ARMS Change does not incur any [[ending lag]], allowing her to swap her right ARM instantly as needed, allowing for a potential surprise attack. Min Min can uniquely attack with one ARM and use the other one mid-attack (and can do so in entirely different directions), as the A button triggers attacks with her left ARM, while the B button triggers attacks with her right. This effect also applies to her [[forward smash]] attacks, granting her a distinctly high damage dispensing ceiling. While this effectively deprives her of any traditional [[Neutral special|neutral]] or [[side special]] as used by other characters, this gives her a very strong mix-up game, as she can use both ARMS to catch foes off guard before attacking, and also cover a myriad of tech chasing options. She can also [[jump]] mid-punch, giving her a decent ground-to-air game, although this is mostly effective when Ramram is active, due to its vertical coverage.


In the air, Min Min's [[Forward aerial|forward]] and [[back aerial]]s retain the same function as they do on the [[ground]], though she uniquely has the ability to perform forward smashes while airborne. This allows her to sport [[KO]] potential even in air-to-air engagements, as well as giving her additional unique landing options. Her [[neutral aerial]] spins the ARM currently equipped to Min Min's right ARM in a circular motion, which can be reliably spaced and used as a defensive option. Uniquely, her airborne neutral special is nearly identical to her neutral aerial, while utilizing her currently equipped right ARM instead of her left. Although the different ARMS sport different traits in terms of startup, speed and active [[frame]]s, they all have the same amount of [[landing lag]]. The Megawatt version of Min Min's airborne neutral special is notably capable of KOing, while the Ramram version can [[combo]] into itself at low percentages, and lead into forward and back aerial combos, which in some circumstances may lead to early KOs.
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 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.
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