From SmashWiki, the Super Smash Bros. wiki
Update History
11.0.0
- Min Min cannot hold the forward smash charge as long after it is fully charged (120 frames → 30).
- Forward smash has less base knockback for the dragon's lasers while using Dragon ARM (70 → 65).
13.0.1
- The ARM has negative shield damage (0 (all) → -4 (Ramram)/-6 (Megawatt)/-3.5 (Dragon).
- Forward smash's Dragon laser has less active frames.
Hitbox visualizations
|
Uncharged |
Charged |
Beam |
Beam detect
|
Dragon
|
|
|
|
|
Power Dragon
|
|
— |
|
|
Megawatt
|
|
|
— |
—
|
Ramram
|
|
|
— |
—
|
Hitboxes
- All ARMs have their damage reduced by 0.7× if they bounce off solid terrain, which fully affects the knockback they deal.
- The ARMs' hitboxes change if the move is charged for at least 17 frames. Additionally, unlike other smash attacks, it can only be held for up to 30 frames upon reaching full charge instead of 120 frames.
Dragon
ID |
Part |
Rehit rate |
Damage |
SD |
Angle |
Angle type |
BK |
KS |
FKV |
Set weight |
Radius |
Bone |
Offset |
H× |
SDI× |
T% |
Clang |
Rebound |
Effect |
Type |
G |
A |
Sound |
Direct |
Hit bits |
Hit part |
Blockable |
Reflectable |
Absorbable |
Flinchless |
No GFX |
Heedless
|
Earliest hit
|
0 |
0 |
0 |
12.0% |
-3.5 |
|
Forward |
40 |
87 |
0 |
|
0.7 |
have |
3.1 |
0.5 |
0.0 |
0.9× |
1.0× |
0% |
|
|
|
|
|
|
Dragon Punch |
|
All |
All |
|
|
|
|
|
|
Early hit
|
0 |
0 |
0 |
12.0% |
-3.5 |
|
Forward |
40 |
87 |
0 |
|
2.9 |
have |
3.1 to 1.0 |
0.5 |
0.0 |
0.9× |
1.0× |
0% |
|
|
|
|
|
|
Dragon Punch |
|
All |
All |
|
|
|
|
|
|
Clean hit
|
0 |
0 |
0 |
16.0% |
-3.5 |
|
Forward |
40 |
78 |
0 |
|
2.9 |
have |
3.1 to 1.0 |
0.5 |
0.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Dragon Punch |
|
All |
All |
|
|
|
|
|
|
Late hit
|
0 |
0 |
0 |
13.0% |
-3.5 |
|
Forward |
40 |
80 |
0 |
|
2.9 |
have |
3.1 to 1.0 |
0.5 |
0.0 |
0.9× |
1.0× |
0% |
|
|
|
|
|
|
Dragon Punch |
|
All |
All |
|
|
|
|
|
|
Earliest hit, charged
|
0 |
0 |
0 |
13.8% |
-3.5 |
|
Forward |
40 |
75 |
0 |
|
0.7 |
have |
5.4 |
0.5 |
0.3 |
0.9× |
1.0× |
0% |
|
|
|
|
|
|
Dragon Punch |
|
All |
All |
|
|
|
|
|
|
Early hit, charged
|
0 |
0 |
0 |
13.8% |
-3.5 |
|
Forward |
40 |
75 |
0 |
|
3.2 |
have |
5.4 to 1.0 |
0.5 |
0.3 |
0.9× |
1.0× |
0% |
|
|
|
|
|
|
Dragon Punch |
|
All |
All |
|
|
|
|
|
|
Clean hit, charged
|
0 |
0 |
0 |
18.4% |
-3.5 |
|
Forward |
40 |
70 |
0 |
|
3.2 |
have |
5.4 to 1.0 |
0.5 |
0.3 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Dragon Punch |
|
All |
All |
|
|
|
|
|
|
Late hit, charged
|
0 |
0 |
0 |
14.95% |
-3.5 |
|
Forward |
40 |
70 |
0 |
|
3.2 |
have |
5.4 to 1.0 |
0.5 |
0.3 |
0.9× |
1.0× |
0% |
|
|
|
|
|
|
Dragon Punch |
|
All |
All |
|
|
|
|
|
|
Laser
|
0 |
0 |
0 |
7.0% |
0 |
|
Forward |
70 |
70 |
0 |
|
1.3 |
top |
0.0 |
0.0 |
2.0 to 25.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Fire |
|
All |
All |
|
|
|
|
|
|
Laser, charged
|
0 |
0 |
0 |
12.0% |
0 |
|
Forward |
65 |
70 |
0 |
|
2.8 |
top |
0.0 |
0.0 |
4.0 to 30.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Fire |
|
All |
All |
|
|
|
|
|
|
ID |
Radius |
Bone |
Offset |
G |
A
|
Laser aiming detector
|
0 |
23.0 |
top |
-30.0 |
4.0 to -4.0 |
0.0 |
|
|
Dragon Plus
ID |
Part |
Rehit rate |
Damage |
SD |
Angle |
Angle type |
BK |
KS |
FKV |
Set weight |
Radius |
Bone |
Offset |
H× |
SDI× |
T% |
Clang |
Rebound |
Effect |
Type |
G |
A |
Sound |
Direct |
Hit bits |
Hit part |
Blockable |
Reflectable |
Absorbable |
Flinchless |
No GFX |
Heedless
|
Earliest hit
|
0 |
0 |
0 |
15.0% |
-4.5 |
|
Forward |
40 |
75 |
0 |
|
0.7 |
have |
5.4 |
0.5 |
0.3 |
0.9× |
1.0× |
0% |
|
|
|
|
|
|
Dragon Punch |
|
All |
All |
|
|
|
|
|
|
Early hit
|
0 |
0 |
0 |
15.0% |
-4.5 |
|
Forward |
40 |
75 |
0 |
|
3.2 |
have |
5.4 to 1.0 |
0.5 |
0.3 |
0.9× |
1.0× |
0% |
|
|
|
|
|
|
Dragon Punch |
|
All |
All |
|
|
|
|
|
|
Clean hit
|
0 |
0 |
0 |
20.0% |
-4.5 |
|
Forward |
40 |
70 |
0 |
|
3.2 |
have |
5.4 to 1.0 |
0.5 |
0.3 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Dragon Punch |
|
All |
All |
|
|
|
|
|
|
Late hit
|
0 |
0 |
0 |
16.25% |
-4.5 |
|
Forward |
40 |
70 |
0 |
|
3.2 |
have |
5.4 to 1.0 |
0.5 |
0.3 |
0.9× |
1.0× |
0% |
|
|
|
|
|
|
Dragon Punch |
|
All |
All |
|
|
|
|
|
|
Laser
|
0 |
0 |
0 |
12.0% |
0 |
|
Forward |
65 |
70 |
0 |
|
2.8 |
top |
0.0 |
0.0 |
4.0 to 30.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Fire |
|
All |
All |
|
|
|
|
|
|
ID |
Radius |
Bone |
Offset |
G |
A
|
Laser aiming detector
|
0 |
23.0 |
top |
-30.0 |
4.0 to -4.0 |
0.0 |
|
|
Megawatt
ID |
Part |
Rehit rate |
Damage |
SD |
Angle |
Angle type |
BK |
KS |
FKV |
Set weight |
Radius |
Bone |
Offset |
H× |
SDI× |
T% |
Clang |
Rebound |
Effect |
Type |
G |
A |
Sound |
Direct |
Hit bits |
Hit part |
Blockable |
Reflectable |
Absorbable |
Flinchless |
No GFX |
Heedless
|
Earliest hit
|
0 |
0 |
0 |
19.0% |
-6.0 |
|
Forward |
48 |
77 |
0 |
|
0.7 |
center |
0.0 |
0.0 |
0.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Megawatt Punch |
|
All |
All |
|
|
|
|
|
|
Early hit
|
0 |
0 |
0 |
19.0% |
-6.0 |
|
Forward |
48 |
77 |
0 |
|
3.7 |
center |
-1.0 |
0.0 |
0.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Megawatt Punch |
|
All |
All |
|
|
|
|
|
|
Clean hit
|
0 |
0 |
0 |
21.0% |
-6.0 |
|
Forward |
48 |
77 |
0 |
|
3.7 |
center |
-1.0 |
0.0 |
0.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Megawatt Punch |
|
All |
All |
|
|
|
|
|
|
Late hit
|
0 |
0 |
0 |
19.0% |
-6.0 |
|
Forward |
48 |
74 |
0 |
|
3.7 |
center |
-1.0 |
0.0 |
0.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Megawatt Punch |
|
All |
All |
|
|
|
|
|
|
Earliest hit, charged
|
0 |
0 |
0 |
21.85% |
-6.0 |
|
Forward |
48 |
70 |
0 |
|
0.7 |
center |
0.0 |
0.0 |
0.0 |
0.7× |
1.0× |
0% |
|
|
|
|
|
|
Megawatt Punch |
|
All |
All |
|
|
|
|
|
|
Early and late hits, charged
|
0 |
0 |
0 |
21.85% |
-6.0 |
|
Forward |
48 |
70 |
0 |
|
4.7 |
center |
-1.0 |
0.0 |
0.0 |
0.7× |
1.0× |
0% |
|
|
|
|
|
|
Megawatt Punch |
|
All |
All |
|
|
|
|
|
|
Clean hit, charged
|
0 |
0 |
0 |
24.15% |
-6.0 |
|
Forward |
48 |
70 |
0 |
|
4.7 |
center |
-1.0 |
0.0 |
0.0 |
0.7× |
1.0× |
0% |
|
|
|
|
|
|
Megawatt Punch |
|
All |
All |
|
|
|
|
|
|
Ramram
ID |
Part |
Rehit rate |
Damage |
SD |
Angle |
Angle type |
BK |
KS |
FKV |
Set weight |
Radius |
Bone |
Offset |
H× |
SDI× |
T% |
Clang |
Rebound |
Effect |
Type |
G |
A |
Sound |
Direct |
Hit bits |
Hit part |
Blockable |
Reflectable |
Absorbable |
Flinchless |
No GFX |
Heedless
|
Earliest hit
|
0 |
0 |
0 |
10.0% |
-4.0 |
|
Forward |
25 |
75 |
0 |
|
0.7 |
cakram1 |
0.0 |
2.0 |
0.0 |
0.9× |
1.0× |
0% |
|
|
|
|
|
|
Ramram Punch |
|
All |
All |
|
|
|
|
|
|
Early hit
|
0 |
0 |
0 |
10.0% |
-4.0 |
|
Forward |
25 |
75 |
0 |
|
3.0 |
cakram1 |
0.0 |
2.0 |
0.0 |
0.9× |
1.0× |
0% |
|
|
|
|
|
|
Ramram Punch |
|
All |
All |
|
|
|
|
|
|
Clean hit
|
0 |
0 |
0 |
12.0% |
-4.0 |
|
Forward |
25 |
67 |
0 |
|
3.0 |
cakram1 |
0.0 |
2.0 |
0.0 |
0.9× |
1.0× |
0% |
|
|
|
|
|
|
Ramram Punch |
|
All |
All |
|
|
|
|
|
|
Ring
|
0 |
0 |
0 |
2.5% |
0 |
|
Forward |
35 |
85 |
0 |
|
3.0 |
cakram1 |
0.0 |
2.0 to -2.0 |
0.0 |
0.5× |
1.0× |
0% |
|
|
|
|
|
|
Ramram Punch |
|
All |
All |
|
|
|
|
|
|
Earliest hit, charged
|
0 |
0 |
0 |
11.5% |
-4.0 |
|
Forward |
25 |
67 |
0 |
|
0.7 |
cakram1 |
0.0 |
2.0 |
0.0 |
0.9× |
1.0× |
0% |
|
|
|
|
|
|
Ramram Punch |
|
All |
All |
|
|
|
|
|
|
Early hit, charged
|
0 |
0 |
0 |
11.5% |
-4.0 |
|
Forward |
25 |
67 |
0 |
|
4.0 |
cakram1 |
0.0 |
2.0 |
0.0 |
0.9× |
1.0× |
0% |
|
|
|
|
|
|
Ramram Punch |
|
All |
All |
|
|
|
|
|
|
Clean hit, charged
|
0 |
0 |
0 |
13.8% |
-4.0 |
|
Forward |
25 |
57 |
0 |
|
4.0 |
cakram1 |
0.0 |
2.0 |
0.0 |
0.9× |
1.0× |
0% |
|
|
|
|
|
|
Ramram Punch |
|
All |
All |
|
|
|
|
|
|
Ring, charged
|
0 |
0 |
0 |
4.0% |
0 |
|
Forward |
40 |
90 |
0 |
|
4.0 |
cakram1 |
0.0 |
2.0 to -2.0 |
0.0 |
0.5× |
1.0× |
0% |
|
|
|
|
|
|
Fire |
|
All |
All |
|
|
|
|
|
|
Timing
While attacking with an ARM, Min Min can attack with her other ARM either forward or backward, as well as aim the active ARM vertically as it extends.
The duration of each ARM's attack depends on the time it takes Min Min to fully retract it, which is shorter the sooner it hits an opponent or solid surface, and has some additional lag if shielded. The framestrips below show three timings: fully extended without hitting, hitting an opponent as soon as possible, and getting blocked by a shield as soon as possible. In the case of Ramram, hitting an opponent does not affect its timing, but hitting a shield or solid surface does, which also prevents it from shooting out the ring.
Dragon / Dragon Plus
The Dragon ARM can shoot a laser by holding the attack button as it extends. It can still fire the laser upon hitting an opponent, but not if it is shielded or rebounds off a solid surface.
Charges between
|
8-9
|
Early hit
|
16, 17-19
|
Clean hit
|
20-24
|
Late hit
|
25-29
|
Earliest next ARM
|
17
|
Laser aiming detector (full, on hit)
|
32-39, 19-26
|
Laser hitbox (full, on hit)
|
40-49, 27-36
|
Ending portion (full, full w/laser, on hit, on hit w/laser, blocked)
|
47, 66, 28, 53, 33
|
Interruptible (full, full w/laser, on hit, on hit w/laser, blocked)
|
66, 85, 47, 72, 52
|
Animation length (full, full w/laser, on hit, on hit w/laser, blocked)
|
81, 100, 62, 87, 67
|
Full |
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Full with laser |
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On hit |
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On hit with laser |
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Blocked |
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Megawatt
Charges between
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8-9
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Early hit
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16, 17-19
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Clean hit
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20-31
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Late hit
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32-38
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Earliest next ARM
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17
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Ending portion (full, on hit, blocked)
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57, 20, 39
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Interruptible (full, on hit, blocked)
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76, 39, 58
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Animation length (full, on hit, blocked)
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91, 54, 73
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Ramram
Charges between
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8-9
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Early hit
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16, 17-18
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Clean hit
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19-25
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Ring hitbox
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26-35
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Earliest next ARM
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17
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Ending portion (full, blocked)
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39, 37
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Interruptible (full, blocked)
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58, 56
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Animation length (full, blocked)
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73, 71
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Full (ARM) |
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Full (ring) |
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Blocked |
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Min Min's moveset
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