Super Smash Bros. Ultimate

Min Min (SSBU)/Neutral attack/Infinite

< Min Min (SSBU)‎ | Neutral attack
Revision as of 16:16, August 6, 2022 by DrakRoar (talk | contribs)
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Hitbox visualization showing Min Min's rapid jab.
Hitbox visualization showing Min Min's rapid jab finisher.
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OverviewEdit

Update HistoryEdit

  9.0.0

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

HitboxesEdit

The scripts only specify hitstun and shieldstun modifiers for the ID 1 hitboxes of the rapid jab portion, as well as an ID 0 hitbox that does not exist. However, due to a glitch with hitstun and shieldstun modifiers, they also apply to the ID 2 hitbox regardless.

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   Forward 12 16 0   3.8 top 0.0 5.4 to 11.6 7.0 1.0× 0.4× 0%               Kick   All All             +3 frames
2 0 0 0.5% 0   Forward 8 16 0   5.6 top 0.0 5.4 to 11.6 14.0 1.0× 0.4× 0%               Kick   All All            
Rapid jab finisher
0 0 0 5.0% 0   Forward 90 60 0   7.5 top 0.0 8.0 13.0 to 15.0 2.6× 1.0× 0%               Kick   All All            

TimingEdit

After one full loop, releasing the attack button at any point causes the infinite to transition into the finisher. Interruptibility and animation length are for the finisher only.

Loop points 3-4, 19-20
Rapid jab 6, 8, 10, 12, 14, 16, 18
Finisher 6-7
Interruptible 41
Animation length 55
                                                                                                                                                   
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Loop point
 
Interruptible