Min Min (SSBU)
Min Min in Super Smash Bros. Ultimate | |
---|---|
Universe | ARMS |
Availability | Downloadable |
Final Smash | ARMS Rush |
“ | Min Min from the ARMS game is coming to the Super Smash Bros. Ultimate game as a new playable fighter! This iconic fighter is the first fighter in the Super Smash Bros. Ultimate Fighters Pass Vol 2 DLC. Spring into action using the Ramram, Megawatt, and Dragon ARMS to keep your opponents at bay, distance is the key! | ” |
—DLC Page, Super Smash Bros. Ultimate Official Site |
“ | Min Min Arms Herself! | ” |
—Introduction Tagline |
Min Min (ミェンミェン, MinMin) is a playable fighter in Super Smash Bros. Ultimate. She is the seventh downloadable character in Ultimate and the first part of 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 on June 29th, 2020, and is classified as fighter #76.
Haruna Takatsu reprises her role as Min Min in all regions, albeit via repurposed voice clips from ARMS.
Attributes
As a playable character from ARMS, Min Min's playstyle can be considered a hybrid of Little Mac's and Simon's, with an emphasis on both strong punching attacks and keeping foes at a distance. However, while her punch attacks have the most melee range of any attack in the game, their hitboxes are strictly located on her ARMS' "fists", while her dash speed is the 17th slowest in the game. Altogether, this means that in comparison to other characters dependent on spacing (such as Marth or Corrin), much stricter attack positioning is crucial to keeping distance. Min Min has typical attributes of a heavyweight. Her dashing speed is below average, and her air speed is the 6th worst.
Arguably Min Min's biggest strength is the sheer versatility of her moveset, as her down special, ARMS Change, allows her to swap her right ARM between three types: Ramram, which is not as powerful as her other ARMS but can be angled in a wider arc, Megawatt, which lacks in speed and range but compensates with higher power, and Dragon, which can fire a laser if the attack button on Min Min's respective ARM is held down. It also does not incur any ending lag, allowing her to constantly swap her right ARM as a potential surprise attack. Also, Min Min can uniquely attack with one ARM and use the other one mid-attack, as her left ARM attacks use the A button, with the B button using her right ARM. While this effectively deprives her of any traditional special move as with other characters, this gives her a very strong mixup game, as she can catch foes off guard and then attack. She can also jump mid-punch, giving her a decent ground-to-air game, although this is only most effective if Ramram is active due to its coverage.
In the air, Min Min's forward and backward aerials retain the same function as they do on the ground, though she uniquely has the capability to perform Smash attacks 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 does a circular motion which can be reliably spaced and used as a defensive option. While 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 is notably capable of KOing.
An atypical but very valuable and unique perk to Min Min is her ability to keep pressure and potential combos far from harm's way. 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, and be 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. Depending on the ARM, they can even beat out oncoming projectiles from characters attempting to pressure her from afar. The core of the security is from the inability to counter an ARM at mid to long-range in any way that'd put Min Min at risk, and no ARM or their effect can be reflected.
While punches make up the bulk of her moveset, she has a handful of kick-based attacks that also have utility. Her down tilt, despite its poor damage output, is a sliding kick that allows her to approach foes reliably due to its speed and distance covered, and it can also start combos. 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 good power when sweetspotted, while the former uniquely has the perk of being able to reflect projectiles. Both up smash and up tilt are also blessed with very fast startup, as well as great vertical range, giving Min Min a decent out-of-shield option and solid anti-air.
Min Min also has a strong grab game, with her grab being among the longest in the game (albeit with considerable end lag if it misses), while her throws deal at least 8% damage. Her forward throw can force opponents offstage, 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 giving her left Dragon ARM a boost in power. This charge lasts for 20 seconds barring the sustaining of heavy knockback, and gives her a damage and knockback boost on any attack with her left ARM, including the laser.
However, Min Min is not without weaknesses. As her ARMS' hitboxes are located on her "fists", foes can easily close in on her if she makes a mistake. While Ramram's wide curving arc can somewhat alleviate this, its low power can still be unable to deter approaches due to her attacks' ending lag. 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 lack of other options in neutral and the sheer varying quality in her moveset. Lacking normal forward tilts and relying on forward smash, fair and neutral moves means that her main moves are far more prone to staling than other characters, and even with the various ARMS to swap between, their counter-play is similar across all three. These traits also compound on her questionable close-quarters traits. 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're 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 to fight, as Min Min both lacks tools to handle them up close as well as any easy way to keep them at bay without reads.
Another problem that Min Min has is her defense. While her up smash can uniquely reflect projectiles, its end lag makes it risky to use, especially if the opponent has the ability to reflect their projectile back at her. She has almost no moves to break out of disadvantage once she's in it, lacking any functional combo breakers outside of situational down air usage. 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 edgeguard her, even at surprisingly low percents. This is compounded by her abysmal airspeed, which makes both recovering and avoiding repeated attacks all the more difficult.
Overall, Min Min is a character well equipped with unique tools and traits that has her play a hybrid style incorporating elements of zoning, as well as aggressive usage of long-ranged attacks. Her ability to alternate attacks and retaining mobility during them makes for a character who maintains a strong pressure game that can discombobulate opponents, and the ability to switch the traits of her attacks gives her unique capabilities of frame trapping, as well as boasting a deadly edgeguarding game. This adds up to Min Min having a profound snowball effect whenever she gains advantage in battle. However, her precise hitboxes, coupled with a sub-par disadvantage state, means the player is going to have to master precision in order to combat opponents who are capable of rushing them down, or taking advantage of her blind spots.
Moveset
- The attack (A) and special (B) buttons are designated to Min Min's left and right ARMS respectively, allowing her to attack while alternating between ARMS. Pressing these buttons simultaneously will have Min Min attack with each ARM one after the other, with a short pause in between. As a result of this unique control scheme, Min Min technically possesses only two special moves (ARMS Jump/ARMS Hook and ARMS Change).
- She can move around and jump while performing the tilt variations of said attacks and use the smash versions in the air. She can also punch behind herself when alternating punches, as well as angle the attacks up and down. She can even crouch during the tilt versions of these attacks. The arms have no hurtbox, making them disjointed, with the "fists" being the actual hitboxes only when extending outwards. The ARMS will bounce back upon hitting shields, walls, or floors.
- Min Min's Side Smash has a different charging animation depending on if she is doing forwards, or backwards.
- Min Min's right ARM can be swapped between three ARMS: the Ramram, Megawatt and Dragon. Each ARM can be switched using ARMS Change.
- If Min Min charges a smash attack for around half a second (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, Min Min's left ARM will be granted a powered-up state for a while. This is accompanied by the ARM changing appearance, which also increases its damage and knockback (see below).
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/Flurry Attack | 2.5% | — | — | — | — | The Kung Fu Combo, a quick hook kick followed by a leg sweep, which then transitions into either an outward roundhouse kick (if the button is held after the first hit) or a rapid series of kicks that ends with a side kick (if the button is mashed). The 3-hit variant can KO at very high percentages. If Min Min holds the button (for either arm) she will do a forward tilt instead. | |
2% | — | — | — | — | ||||
5.5% | — | — | — | — | ||||
0.5% (loop), 5% (last) | — | — | — | — | ||||
Forward tilt | Punch | — | 8% | 9.2% | — | — | Fires a single straight punch with the designated ARM. Min Min can move slowly and jump during this move, akin to Mega Man. | |
Up tilt | 7% (clean foot), 5% (clean leg), 6% (late foot), 4% (late leg) | — | — | — | — | A wheel kick. It has slightly noticeable ending lag, although it can combo into other attacks if landed near the end of the move. | ||
Down tilt | 7% (clean foot), 5% (clean leg), 5.5% (late foot), 3.5% (late leg) | — | — | — | — | A sliding kick, similar to Joker. It can low-profile many attacks, and can start combos at low -mid percentages, such as into neutral aerial or up aerial. Her legs gain intangibility during frames 10-14. This is potentially a reference to one of Kid Cobra's abilities in ARMS, where when charged his dash is a slide that can evade under incoming punches and close in on opponents. | ||
Dash attack | 10% (clean foot), 8% (clean leg), 8% (late foot), 6% (late leg) | — | — | — | — | A flying kick, similar to Fox. Grants a lot of distance, which is especially useful due to Min Min's low ground speed. | ||
Forward smash | Punch | — | 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) | — | — | Fires a single straight punch with her left ARM. Her forward smash is slightly stronger compared to most of her other punching moves and has more range. The smash attack can be angled so that it curves upward or downward. Her forward smash 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. | |
Up smash | 16% (clean foot), 14% (clean leg), 14% (mid foot), 12% (mid leg), 12% (late foot), 10% (late leg) 1.8x (reflection multiplier) |
— | — | — | — | A somersault kick that can reflect projectiles. Grants intangibility in her legs (frames 5-7 for both legs, and 8-13 for her kicking leg). 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. | ||
Down smash | 15% (feet), 13% (legs) | — | — | — | — | A split kick, similar to Sonic. 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% | — | — | Rotates her ARM in a downward circular motion. | ||
Forward aerial | Punch | — | 12% (close), 16% (mid), 13% (far), 7% (laser) | 15% (close), 20% (mid), 16.25% (late), 12% (laser) | — | — | Fires a single straight punch with her left 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 the smash input is used after the peak of her jump, Min Min will hover slightly while punching. | |
Back aerial | Punch | — | 12% (close), 16% (mid), 13% (far), 7% (laser) | 15% (close), 20% (mid), 16.25% (late), 12% (laser) | — | — | Fires a single straight punch behind her with her left 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 the smash input is used after the peak of her jump, Min Min will hover slightly while punching. | |
Up aerial | 6.5% (foot), 4.5% (leg) | — | — | — | — | A flip kick, similar to Mario. It cannot combo into itself 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. | ||
Down aerial | 11% (clean), 9% (late), 3% (landing) | — | — | — | — | A dive kick, similar to Sheik. Can meteor smash at the start of the move. | ||
Grab | — | — | — | — | — | 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 having the longest reach of all grabs in the game. While it has extreme range, it is merely an extended grab, not a tether grab - it cannot be used to grab edges or as a grab aerial. | ||
Pummel | 1.5% | — | — | — | — | Knees her opponent. | ||
Forward throw | 5% (hit 1), 4% (throw) | — | — | — | — | Kicks the opponent away, similarly to Zero Suit Samus. It puts opponents into an unfavorable position offstage, and most notably, it can lead into a forward smash at low-mid percentages. It isn't a true combo, but the opponent has very few options to escape, most of which Min Min can react to. | ||
Back throw | 14% (hit 1), 0% (throw) | — | — | — | — | Suplexes the opponent, similarly to Incineroar's back throw. Her strongest throw, and can KO at around 120% at the ledge. However, it is very susceptible to DI, making it KO later if DI'd correctly. Nearby opponents will take damage as well. | ||
Up throw | 2% (hit 1), 8% (throw) | — | — | — | — | Kicks the opponent upwards. It has an extreme amount of ending lag, to where it could be unsafe on hit at low percentages. However, to make up, it has above-average KO potential for an up throw; it can KO Mario at around 150% on Final Destination. | ||
Down throw | 4% (hit 1), 4% (throw) | — | — | — | — | A front flipping heel stomp, similarly to Sheik's down throw. It lacks combo potential due to its high ending lag, so this makes its only purpose for 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 sweep kick. Has decent range. | ||
Neutral special | Punch | 2.5% (first hit), 2% (second hit), 5.5% (final hit), 0.5% (loop), 5% (final hit of loop) (Grounded, tapped) | 8.5% (aerial) | — | 12% (aerial) | 6% (aerial) | Min Min strikes with her right, changeable ARM if held. If tapped while on the ground, it is exactly like her jab combo. If tapped in the air, however, it acts very similar to her nair but instead the speed and power of the move changes based on what arm you have equipped. The held version of the neutral special is exactly the same as the side special, so see the rows below for those details. | |
Side special | Punch | — | 12% (close), 16% (mid), 13% (far), 7% (laser), 13.8% (charged close), 18.4% (charged mid), 14.95% (charged far), 12% (charged 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) | Min Min strikes with her right, changeable ARM. See above for details. | |
Up special | ARMS Jump / ARM Hook | — | 9% (ARM Hook) | 10.35% (ARM Hook) | — | — | On the ground, Min Min boosts herself into the air with her ARMS; it can be charged to increase her height and angled horizontally, and has intangibility as she begins to rise. However, it cannot be used if either of her ARMS is extended. In the air, she uses her left Dragon ARM as a tether recovery. The tether can grab ledges, and will retract once pressing up or any button. ARM Hook is difficult to use as an attack due it’s angle, but if it does connect it has decent horizontal knockback, KOing around 110% near the edge and 95% when powered up. | |
Down special | ARMS Change | — | — | — | — | — | Swaps her right ARM between three different weapons (see section below), each of which have a different effect on her ARM-based moves. She cannot swap while attacking or while unable to move. Swapping is active on frame 1, and ARMS can attack instantly with a changed ARM. | |
Final Smash | ARMS Rush | 10% (initial hit), 0.8% (hits 1-18), 15% (final hit) | — | — | — | — | Min Min punches forward. 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 finishes the Final Smash with a blast from her left Dragon ARM, sending the opponent away. |
Min Min's ARMS
Min Min possesses three unique ARMS, identical to her standard ARMS in ARMS, which can be switched freely using ARMS Change. Only her right ARM (which is controlled with the special button) can be switched, while her left ARM (which is controlled with normal inputs) is always the Dragon ARM. Every switch is accompanied by a unique sound cue.
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 reach of her attack, flinging up an upward circle before returning to her. It can be angled to slightly change its trajectory. If charged 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.
- Megawatt: A yellow mine-like fist that acts as her strongest, but slowest ARM. Every blow from the Megawatt causes a "heavy" hit sound to play, much like Ganondorf's attacks. If charged during her forward smash, the Megawatt will become electrified, dealing electric 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, dealing average damage and knockback. If the attack button is held during a forward smash, the Dragon will fire a laser, which has slight homing capabilities and will attempt to aim towards an opponent. If charged during her forward smash, the Dragon will change appearance and generate a stronger green-yellow laser that deals more damage and knockback. This laser can also be generated on aerial smash attacks, unlike the Ramram or Megawatt ARMS.
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 her base game: this is indicated by its larger appearance and flames billowing from it as well as her ARM changing to look like a dragon's body. When powered up, the Dragon ARM's punch and the laser will be stronger for ~20 seconds. Min Min's left ARM also becomes powered up after she gains her Final Smash.
On-screen appearance
- Jumps onto the stage while spinning around like a corkscrew, performing a horse stance (a stance in Wushu) and then a second pose that resembles her official render in ARMS.
Taunts
- Up Taunt: Performs two roundhouse kicks, during which she says, "哈!耶!" (an onomatopoeia). No matter what direction she faces, she always kicks first with her left leg.
- Side Taunt: Assumes a crouching stance with her ARMS held out in front of her, then transitions to a crane-like stance. Her second stance is similar to her official render in ARMS, except facing the camera. During the taunt, she says, "拉麺!" (Ramen!)
- Down Taunt: Waves her ARMS in alternating circles before assuming a crouching stance with her dominant leg outstretched, and her ARMS raised behind her.
Idle poses
- Min Min hops on both feet and briefly brandishes her Dragon ARM above her whilst her other ARM is held behind her.
- Min Min raises her Dragon ARM and lowers it in front of herself in a fighting stance.
Victory poses
- Raises her left ARM in the air before holding it out to the side, saying "我愛拉麺!", which translates to "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 arm is powered up.
- Min Min does a high kick before assuming a defensive stance. This is based on the animation that plays after Min Min wins a round in ARMS. Her right arm is equipped with the Dragon.
- Spins around with some kicks, saying "謝謝!", which translates to "Thank you!" Based on one of Min Min's two victory animations from ARMS. Her right arm is equipped with the Megawatt.
Classic Mode: ARMS at the Ready
Min Min's opponents are based off of other characters from ARMS.
Round | Opponent | Stage | Music | Notes |
---|---|---|---|---|
1 | Mii Brawler (x2) | Spring Stadium | Spring Stadium | Mii Brawler Combinations:
Based on Spring Man and Ribbon Girl |
2 | Little Mac | Boxing Ring | Sparring Ring | Represents Springtron |
3 | Samus and Mega Man | Frigate Orpheon | DNA Lab | Represents Dr. Coyle and Helix |
4 | Donkey Kong | Kongo Jungle | Mausoleum | Represents Master Mummy |
5 | R.O.B. x5, x1 | Spring Stadium | Scrapyard | Represents The Cell from 1-on-100 mode, ending with a Hedlok enhanced version. |
6 | Min Min | Spring Stadium | Ramen Bowl | If the player uses Min Min's default costume, the opponent will use Min Min's cyan 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.
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
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 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.
Spirits
The Min Min Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 500 coins, but only after she has been downloaded. Unlocking her in World of Light allows the player to preview the first spirit below in the Spirit List under the name "Min Min (Fighter)".
Additionally, Min Min has an Attack-type Primary Spirit as part of Ultimate's base game.
Spirit Battles
As the main opponent
Spirit | Battle parameters | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music |
1,418 | Kid Cobra | ARMS Series | •Min Min | 8,700 | Fourside (Battlefield form) | •Move Speed ↑ | •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
Trailers
Series announcement Trailer
Character Introduction Trailer
Gallery
Min Min posing on Spring Stadium.
Min Min grabbing an edge on Spring Stadium.
Min Min punching Little Mac on Boxing Ring.
Min Min about to be hit by Captain Falcon's Raptor Boost on Spring Stadium.
Min Min kicking Wii Fit Trainer on Coliseum.
Min Min posing with Meloetta on Yoshi's Island.
Trivia
- Min Min's code name is "tantan", which is short for 担々麺 (Tantanmen)", a type of ramen noodles.
- Min Min is the first character added to represent a new universe in Super Smash Bros. who is neither the poster character nor the default player character of their series.
- According to the series director Masahiro Sakurai, Min Min was selected as the ARMS representative by special request of Kosuke Yabuki; the lead producer of ARMS. Before this, both Min Min and Ninjara were in consideration for the spot.
- In a special episode of Nintendo Minute that was released approximately two years before Min Min's reveal in Ultimate, Kosuke Yabuki confirmed that his favorite character from ARMS was Min Min, thus presumably clarifying why he requested her.
- In justifying her inclusion over the perceived series protagonist Spring Man, Kosuke Yabuki explained that every character in ARMS is a protagonist.
- According to the series director Masahiro Sakurai, Min Min was selected as the ARMS representative by special request of Kosuke Yabuki; the lead producer of ARMS. Before this, both Min Min and Ninjara were in consideration for the spot.
- Min Min is the first fighter to speak Chinese, as well as the first fighter to speak a language other than English or Japanese in all regions.
- She is also the second fighter to speak a language other than English in all regions, the first being Cloud.
- Min Min is the fourth fighter to have appeared in a base Super Smash Bros. game in a non-playable capacity before eventually becoming a downloadable fighter, after both Mewtwo and Lucas as trophies in Smash 4 and Piranha Plant as a stage hazard in Ultimate.
- Of the four, she is the only one to be included as a non-Fighter Spirit in Ultimate's base game.
- Min Min's right ARM in ARMS is Megawatt by default, while in Smash, it is Ramram.
- Min Min appears at the beginning of her trailer without her mask and with normal human arms and eyes. This depiction differs from the ARMS universe, where fighters with the ARMS ability of extendable ARMS are always shown to have coiled arms even when constricted to normal length and a spiral pattern in their irises. Fighters are also rarely if ever depicted without a mask, as it is explained in ARMS to be a regulator device that prevents their ARMS from extending and contracting uncontrollably.
- Min Min is the first DLC newcomer in any Smash game that came from a new first-party series; as Corrin, Piranha Plant, and Byleth were all from preexisting series (Fire Emblem and Mario).
- Min Min and Inkling are the only characters in Smash to have had their series debut on an eighth generation video game console.
- Additionally, Min Min is the only newcomer in Ultimate hailing from a series that debuted on the Nintendo Switch.
- Min Min and Inkling are currently the only newcomers in Ultimate to have received a Smash Bros. 4-style character poster to promote their inclusion as a playable character.
- Both characters are the only ones in Ultimate to represent new first-party universes.
- Both characters are also from series developed by Nintendo EPD.
- Min Min is the first solo DLC fighter in Ultimate to be female by default and the second female DLC newcomer in the series overall, with the first being Bayonetta in Smash 4.
- Coincidentally, both are the seventh DLC fighter in their Smash Bros. series debut games.
- Min Min is the only DLC character in Ultimate to not be released within a few weeks of a new wave of amiibo.
- Min Min is the only character to have a different up special on the ground and in the air.
- Min Min is the first character in the series overall to have an aerial smash attack, and the second to be able to walk during and jump out of forward tilt and jab after Mega Man.
- However, Robin could switch from the Bronze Sword to the Levin Sword by the usage of a smash input.
- Min Min can also walk back during forward tilt whereas Mega Man can not, making her the sixth character capable of walking backwards after Snake while holding a grenade, Kirby with his copy ability, and Ryu, Ken, and Terry in 1v1 matches.
- Min Min is the second fighter to appear in her series-themed Spirit Board but does not appear in her default appearance, after Byleth in their themed Spirit Board.
- Min Min is the second fighter that has made a debut on a Nintendo Switch title. The first character being Byleth, who debuted in Fire Emblem: Three Houses.
- Min Min is the only character to lack a neutral special and side special move, as the B button is used in mostly the same way as the A button, save for the ARM used being different, up and down attacks being replaced by her up and down specials, and the B button is used to activate her Final Smash.
- Due to this, Min Min is the only character in the series that can perform their jab and forward tilt with the special attack button.
- Min Min is the second DLC fighter in Ultimate to use repurposed voice clips from another game, following Banjo & Kazooie.
- Min Min is the only character who may vocalize while air dodging.
- When KO'd by reaching 0 HP during her final stock in Stamina Mode, Min Min uses her heavy knockback scream rather than her standard KO scream. She shares this trait with Mario, Dr. Mario, Hero, Terry, and Byleth.
- Min Min is one of three characters to speak a phrase while being Star KO'd, shouting "哎呀!" (Oh no!), the first two being Pit, who says, “I never learned how to read!” and Byleth, who says, “My battle ends here!”
- Unlike Pit and Byleth, Min Min says her Star KO line in all versions of the game, rather than just the English version.
- There is a glitch involving Min Min and Finish Zoom; if the opponent didn't get KO'd (e.g. due to directional influence) after Min Min's attack triggered Finish Zoom, her last used ARM will be visually stuck in being stretched.
References
ARMS universe | |
---|---|
Fighter | Min Min (SSBU) |
Assist Trophy | Spring Man |
Stage | Spring Stadium |
Other | ARMS Drone · Master Mummy · Mechanica · Ninjara · Ribbon Girl · Twintelle |
Spirits | Spirits |
Music | Ultimate |