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 Visual Table

Uncharged Charged Beam Beam detect
Dragon        
Power Dragon      
Megawatt    
Ramram    

Hitboxes

Dragon

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
Earliest
0 0 0 12.0% -3.5   Standard 40 78 0   0.7 have 3.1 0.5 0.0 0.9× 1.0× 0%               Dragon Punch   All All            
Early
0 0 0 12.0% -3.5   Standard 40 78 0   2.9 have 3.1 to 1.0 0.5 0.0 0.9× 1.0× 0%               Dragon Punch   All All            
Middle
0 0 0 16.0% -3.5   Standard 40 71 0   2.9 have 3.1 to 1.0 0.5 0.0 0.9× 1.0× 0%               Dragon Punch   All All            
Late
0 0 0 13.0% -3.5   Standard 40 72 0   2.9 have 3.1 to 1.0 0.5 0.0 0.9× 1.0× 0%               Dragon Punch   All All            
Earliest, Charged
0 0 0 13.8% -3.5   Standard 40 73 0   0.7 have 5.4 0.5 0.3 0.9× 1.0× 0%               Dragon Punch   All All            
Early, Charged
0 0 0 13.8% -3.5   Standard 40 73 0   3.2 have 5.4 to 1.0 0.5 0.3 0.9× 1.0× 0%               Dragon Punch   All All            
Middle, Charged
0 0 0 18.4% -3.5   Standard 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, Charged
0 0 0 14.95% -3.5   Standard 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   Standard 70 70 0   1.3 top 0.0 0.0 2.0 to 25.0 1.0× 1.0× 0%               Fire   All All            

Power Dragon

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
Earliest
0 0 0 15.0% -3.5   Standard 40 75 0   0.7 have 5.4 0.5 0.3 0.9× 1.0× 0%               Dragon Punch   All All            
Early
0 0 0 15.0% -3.5   Standard 40 75 0   3.2 have 5.4 to 1.0 0.5 0.3 0.9× 1.0× 0%               Dragon Punch   All All            
Middle
0 0 0 20.0% -3.5   Standard 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
0 0 0 16.25% -3.5   Standard 40 75 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   Standard 65 70 0   2.8 top 0.0 0.0 4.0 to 30.0 1.0× 1.0× 0%               Fire   All All            

Megawatt

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
Earliest
0 0 0 19.0% -6.0   Standard 48 70 0   0.7 center 0.0 0.0 0.0 1.0× 1.0× 0%               Megawatt Punch   All All            
Early/Late
0 0 0 19.0% -6.0   Standard 48 70 0   3.7 center -1.0 0.0 0.0 1.0× 1.0× 0%               Megawatt Punch   All All            
Middle
0 0 0 21.0% -6.0   Standard 48 70 0   3.7 center -1.0 0.0 0.0 1.0× 1.0× 0%               Megawatt Punch   All All            
Earliest, Charged
0 0 0 21.85% -6.0   Standard 48 70 0   0.7 center 0.0 0.0 0.0 0.7× 1.0× 0%               Megawatt Punch   All All            
Early/Late, Charged
0 0 0 21.85% -6.0   Standard 48 70 0   4.7 center -1.0 0.0 0.0 0.7× 1.0× 0%               Megawatt Punch   All All            
Middle, Charged
0 0 0 24.15% -6.0   Standard 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 SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Earliest
0 0 0 10.0% -4.0   Standard 25 69 0   0.7 cakram1 0.0 2.0 0.0 0.9× 1.0× 0%               Ramram Punch   All All            
Early
0 0 0 10.0% -4.0   Standard 25 69 0   3.0 cakram1 0.0 2.0 0.0 0.9× 1.0× 0%               Ramram Punch   All All            
Late
0 0 0 12.0% -4.0   Standard 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   Standard 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, Charged
0 0 0 11.5% -4.0   Standard 25 67 0   0.7 cakram1 0.0 2.0 0.0 0.9× 1.0× 0%               Ramram Punch   All All            
Early, Charged
0 0 0 11.5% -4.0   Standard 25 67 0   4.0 cakram1 0.0 2.0 0.0 0.9× 1.0× 0%               Ramram Punch   All All            
Late, Charged
0 0 0 13.8% -4.0   Standard 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   Standard 40 90 0   4.0 cakram1 0.0 2.0 to -2.0 0.0 0.5× 1.0× 0%               Fire   All All            

Timing

Dragon/Power Dragon

Endlag on block depends on the length of extended ARM, timing shows longest length

Charges between 8-9
Earliest Hit 16
Early Hit 17-19
Middle Hit 20-24
Late Hit 25-29
Laser 40-51
Earliest next ARM 17
Earliest laser 31
Interruptible (miss) 65
Interruptible (miss, laser) 87
Iterruptible (hit) 59
Interruptible (hit, laser) 81
Interruptible (block) 69-70
Miss                                                                                                                                   
Miss Laser                                                                                                                                                                               
Hit                                                                                                                       
Hit Laser                                                                                                                                                                   
Block                                                                                                                                             

Megawatt

Charges between 8-9
Earliest Hit 16
Early Hit 17-19
Middle Hit 20-31
Late Hit 32-38
Earliest next ARM 17
Interruptible (miss) 75
Iterruptible (hit) 58-67
Interruptible (block) 77-83
Miss                                                                                                                                                       
Hit                                                                                                                                           
Block                                                                                                                                                                           

Ramram

Charges between 8-9
Earliest Hit 16
Early Hit 17-18
Late Hit 19-25
Ring 26-35
Earliest next ARM 17
Interruptible 57
Intteruptible (block) 64
Miss                                                                                                                                 
Block                                                                                                                                 
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
  
Hitbox change
  
Earliest continuable point