Super Smash Bros. Ultimate

Min Min (SSBU)/Neutral attack/Infinite

< Min Min (SSBU)‎ | Neutral attack
Revision as of 17:31, October 14, 2020 by Raul Retana (talk | contribs) (Added update history)
Hitbox visualization showing Min Min's rapid jab.
Hitbox visualization showing Min Min's rapid jab finisher.
Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

Overview

Update History

  9.0.0

  •   Rapid jab finisher has transcendent priority, preventing it from being canceled out by weak attacks.

Hitboxes

Hitboxes ID 0 and 1 of rapid jab are given 3 extra frames of hitstun and a shieldstun multiplier of 9x. Due to there being no ID 0 but an ID 2, the latter is not given any extra.

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless Hitstun Shieldstun
Rapid jab
1 0 0 0.5% 0   Standard 12 16 0   3.8 top 0.0 5.5 to 11.5 7.0 1.0× 0.4× 0%               Kick   All All             +3 frames 9x
2 0 0 0.5% 0   Standard 8 16 0   5.5 top 0.0 5.5 to 11.5 14.0 1.0× 0.4× 0%               Kick   All All            
Rapid jab finisher
0 0 0 5.0% 0   Standard 90 60 0   7.5 top 0.0 8.0 13.0 to 15.0 2.6× 1.0× 0%               Kick   All All            

Timing

Interruptibility and animation length are only for the finisher.

Rapid Jab 6, 8, 10, 12...
Finisher 6-7
Interruptible 41
Animation length 55
                                                                                                                                                   
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Loop point
 
Interruptible