Super Smash Bros. Ultimate

Min Min (SSBU)

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This article is about Min Min's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Min Min.
Min Min
in Super Smash Bros. Ultimate
Min Min
ARMSSymbol.svg
Universe ARMS
Availability Downloadable
Final Smash ARMS Rush
Min Min (SSBU)
Min Min Arms Herself!
—Introduction Tagline
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 (ミェンミェン/麵麵, MinMin) is a playable character in Super Smash Bros. Ultimate. She is the seventh downloadable character in Ultimate and the first downloadable character as 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

Although Min Min's physique is athletic and slender, her enormous ARMS and the accessories attached to them grant her above-average weight, weighing as much as Link, Yoshi, Captain Falcon, and Mii Gunner. Her base stats are true to this weight class as well, with an average walking speed, the 19th slowest dashing speed, and the 6th slowest air speed. 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". 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 from opponents.

Min Min's biggest strength is arguably the sheer versatility of her moveset. Her down special, ARMS Change, allows her to swap between three ARMS which can be equipped to her right ARM: the Ramram, which is not as powerful as her other ARMS but can be angled in a wider arc, the Megawatt, which lacks in speed and range but compensates with high power, and the Dragon, which can fire a laser if the attack button for Min Min's respective ARM is held down. ARMS Change does not incur any ending lag, allowing her to swap her right ARM instantly as needed, allowing for a potential surprise attack. Min Min can uniquely attack with one ARM and use the other one mid-attack (and can do so in entirely different directions), as the A button triggers attacks with her left ARM, while the B button triggers attacks with her right. While this effectively deprives her of any traditional neutral or side special as used by other characters, this gives her a very strong mixup game, as she can use both ARMS to catch foes off guard before attacking. She can also jump mid-punch, giving her a decent ground-to-air game, although this is mostly effective when Ramram is active, due to its vertical 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 ability 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 spins the ARM currently equipped to Min Min's respective ARM in a circular motion, which can be reliably spaced and used as a defensive option. Uniquely, her airborne neutral special is nearly identical to her neutral aerial, while utilizing her currently equipped right ARM instead of her left. Although 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 of Min Min's airborne neutral special is notably capable of KOing, while the Ramram version can combo into itself at low percents, and lead into forward and backward aerial combos which in some circumstances may lead to early KOs.

One of Min Min's most atypical but valuable perks is her ability to keep pressure and potentially start 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, while continuously remaining 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 provided by Min Min's ARMS. While she's afforded safety from on-stage against horizontal recoveries, the speed of Min Min's attacks in the air grant her plenty of opportunities in edgeguarding from off-stage as well, and ARMS Jump allows her to pursue and edgeguard opponents who recover high. Depending on the currently equipped ARM, Min Min can even beat out oncoming projectiles from characters attempting to pressure her from afar. The core of her security is from the inability to counter an ARM at mid to long-range in any way that'd put her at risk, and no ARM or their effect can be reflected.

While punches comprise the bulk of her moveset, she has a handful of kick-based attacks that also have utility. Her down tilt is a sliding kick that, despite its poor damage output, 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 great power when sweetspotted, being very strong KO options, while the former has the unique perk of reflecting projectiles on contact. Both Min Min's up smash and up tilt have very fast startup, as well as great vertical range, giving her both a decent out of shield option and solid anti-air.

Min Min also has a strong grab game, with her grab having the second-longest reach of all grabs in the game and all of her throws dealing 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 charged-up state lasts for 20 seconds barring the sustaining of heavy knockback, and gives her a damage and knockback boost on any attack made with her left Dragon ARM, including its laser. However, one key flaw with her grab is that it has the longest startup of any grab in the game, and considerable end lag if missed, rendering it a risky option to use in neutral and largely saved for landing and whiff punishing.

Despite all of her unique perks, 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 in spacing or timing her punches. While the Ramram's wide curving arc can somewhat alleviate this, its hitboxes are rendered inactive during the last few frames of retraction, requiring her to properly move, time and alternate between ARMS in order to offset her vulnerability, giving her a notably high skill floor. 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 oddity of her moveset. Lacking normal forward tilts and relying on her forward smash, forward aerial and neutral moves means that Min Min's main moves are far more prone to staling than other characters. Even with the various ARMS to swap between, their counter-play is similar across all three, further compounding 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 for Min Min to fight, especially if they have high damage-per-second or kill power, as she both lacks tools to handle them up close as well as any easy way to keep them at bay without high vulnerability to reads.

Min Min further suffers from her very poor disadvantage state. She has almost no moves to break out of disadvantage once she's in it, lacking any functional combo breakers outside of situational usage of down air and neutral air. This, coupled with her slow fall speed, makes her prone to getting juggled. 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 and gimp her, even at surprisingly low percents. This is compounded by her abysmal air speed, which makes both recovering and avoiding repeated attacks all the more difficult. Finally, while she has more range to control and threaten with than any other character, she can occasionally struggle with being conditioned by opponents in neutral. Despite sporting an up smash that uniquely acts as a reflector, it's highly committal. This makes it an inferior option against certain projectile users like Mega Man or the Links, as they can pressure her with multiple fast projectiles that her reflector is unable to account for. While her ARMS can beat out weaker projectiles, there are quite a few that either clank or have transcendent priority, which force her to play aggressively and risking to slip into her poor disadvantage state. This issue is particularly exacerbated against characters who have reflectors of their own, and are able to reflect their own projectiles back at her.

Overall, Min Min is a character well equipped with unique tools and traits that have her play a hybrid gameplay style, incorporating elements of zoning as well as the aggressive usage of long-ranged attacks. Her ability to alternate between attacks, and retain mobility while doing so, 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 frame trapping capabilities and 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 and arguably one of the characters most vulnerable to match up experience due to her streamlined playstyle means that the player is going to have to master precision and reads in order to combat opponents who are capable of rushing her down, playing a stronger defensive game, or taking advantage of her blind spots. Because of her recent addition coupled with the impact of COVID-19, Min Min's results and placing in the metagame have yet to be seen.

Update history

Super Smash Bros. Ultimate 8.1.0

  • Bug fix Fixed the T-Pose glitch.

Moveset

  • The attack (A by default) and special (B by default) 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 conventional special moves (ARMS Jump / ARM 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 when on the ground. 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 punching forward or backward.
  • Min Min's right ARM can be swapped between three ARMS⁠—the Ramram, Megawatt and Dragon⁠—using ARMS Change.
  • If Min Min charges a smash attack for ≈15 frames (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 or while she has the Final Smash aura, 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).

For a gallery of Min Min's hitboxes, see here.

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[1] 2.5% Tapped: A mid-level roundhouse kick, followed by a legsweep, followed by a high-level roundhouse kick. When button mashed, Min Min performs a rapid series of low-, mid-, and high-level side kicks before concluding with a high-level side kick. The 3-hit variant can KO at very high percentages.

Held (Attack): Min Min performs a forward tilt with her left ARM. See below for details.

Held (Special): Min Min performs a forward tilt with her right ARM. See below for details.
2%
5.5%
0.5% (loop), 5% (last)
Forward tilt Punch 8% 9.2% 11% 5%, 2.5% (ring) Attack: Fires a single straight punch with her left ARM.

Special: Fires a single straight punch with her right ARM.

With either ARM, Min Min can move slowly and jump during this move, similarly to Mega Man's forward tilt. The attack can be angled so that it curves upward or downward.
Up tilt Wheel Kick[1] 7% (clean foot), 5% (clean leg), 6% (late foot), 4% (late leg) A handstand version of the aú aberto, one of many cartwheeling kicks in capoeira. It has noticeable ending lag, although it can combo into itself if landed near the end of the move. Its main usage is to anti-air opponents who get into close range, and has a rather quick startup on frame 5. Capable of KOing at very high percents.
Down tilt Slide[1] 7% (clean foot), 5% (clean leg), 5.5% (late foot), 3.5% (late leg) A baseball slide. It can low-profile many attacks, and can start combos at low-mid percentages, such as into neutral aerial, up aerial, or up smash. Her legs gain intangibility during frames 10-14. This is potentially a reference to one of Kid Cobra's abilities in ARMS, in which his charged dash is a slide that can evade under incoming punches and close in on opponents.
Dash attack Jumping Kick[1] 10% (clean foot), 8% (clean leg/late foot), 6% (late leg) A flying kick. Grants a lot of distance, which is especially useful due to Min Min's slow ground speed. It can cross up shields at the beginning of the move.
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) 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) Attack: Fires a single straight punch with her left ARM.

Special: Fires a single straight punch with her right ARM.

Additionally, pressing the attack and special buttons together leads to a unique smash attack that throws both her left and right ARMS, the latter coming very shortly after the former. Her forward smash is slightly stronger than most of her other punching moves and has more range. The attack can be angled so that it curves upward or downward. It 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 Somersault Kick[1] 16% (clean foot), 14% (clean leg/mid foot), 12% (mid leg/late foot), 10% (late leg)
1.8× (reflected projectiles)
A handstand version of a bicycle kick. Grants intangibility in her legs (frames 5-7 for both legs, and 8-13 for her kicking leg) and can reflect projectiles. 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. Her hurtbox is raised due to the height she leaps during the kick, which may cause certain low and mid-level attacks to miss her.
Down smash Two-Way Kick[1] 15% (feet), 13% (legs) A split kick. 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% 12% 6% Attack: Rotates her left ARM around herself in a downward circular motion.

Special: Rotates her right ARM around herself in a downward circular motion.

The Ramram variant is extremely fast and can be used in quick succession, allowing it to combo into itself without the need to land on the ground. The Megawatt variant is notorious for its high power, being able to KO under 100% near the top blast line. Lastly, the Dragon variant falls in between with a decent balance of speed and power, although it gains decent KO potential when powered up by a throw. One thing that all of the neutral aerial variants have in common is that they function as a versatile combo starter on landing; it can combo into down tilt, forward tilt/held neutral attack, dash attack, and even forward smash at low percentages. It is overall one of her most useful moves in her kit due to its versatility.
Forward aerial Punch 8% (tilted), 12% (smashed close), 16% (smashed mid), 13% (smashed far), 7% (smashed laser) 9.2% (tilted), 15% (smashed close), 20% (smashed mid), 16.25% (smashed late), 12% (smashed laser) 11% (tilted), 19% (smashed close), 21% (smashed mid), 19% (smashed far) 5% (tilted), 10% (smashed close/mid), 12% (smashed far), 2.5% (ring) Attack: Fires a single straight punch with her left ARM.

Special: Fires a single straight punch with her right 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. If using the smash input, Min Min will temporarily stall in the air, but only for her first input. Additionally, doing so will prevent her from being able to fast fall until she either uses a standard aerial or jumps. Unlike the grounded version of these attacks, this attack cannot be angled.
Back aerial Punch (same as forward aerial) Attack: Fires a single straight punch behind her with her left ARM.

Special: Fires a single straight punch behind her with her right 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 using the smash input, Min Min will temporarily stall in the air, but only for her first input.
Up aerial Midair Somersault Kick[1] 6.5% (foot), 4.5% (leg) A bicycle kick. It cannot combo into itself without landing 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 Dive Kick[1] 11% (clean), 9% (late), 3% (landing) A diagonal flying kick. Can meteor smash at the start of the move. Due to its status as a stall-then-fall, it can be used to break out of disadvantage, although it is reactable if predicted.
Grab   Extends her ARMS to clinch the opponent. 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 second-longest reach of all grabs in the game, behind Samus. While it has extreme range, it is merely an extended grab, not a tether grab, much like how the Hookshot and the Grapple Beam worked in SSB. As a result, it cannot be used to grab edges or as a grab aerial.
Pummel   1.5% A knee strike.
Forward throw   5% (hit 1), 4% (throw) A side kick. It puts opponents into an unfavorable position offstage, and most notably, it can lead into a forward smash at low-mid percentages. While it isn't a true combo, the opponent has very few options to escape afterwards, most of which Min Min can react to. The move also resembles her grab attack in ARMS.
Back throw   14% (hitbox), — (throw) A German suplex. Functions almost identically to Incineroar's back throw, albeit with less base knockback and a slightly different animation. Her strongest throw, and can KO at around 120% at the ledge. However, it is very susceptible to DI because of its diagonal angle, making it KO later if DI'd correctly. Nearby opponents will take damage as well.
Up throw   2% (hit 1), 8% (throw) A stretch kick. It has an extreme amount of ending lag, to where it could be unsafe on hit at low percentages. However, to make up for this, 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) Pins the opponent down and performs a somersault axe kick. 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 sliding low-level roundhouse kick. Has decent range.
Neutral special Punch (see neutral attack above) (see neutral aerial and forward tilt above) Tapped (Ground): Identical to her tapped neutral attack (see above for details).

Held (Ground): Identical to her forward tilt (see above for details).

Air: Identical to her neutral aerial (see above for details).
Side special Punch (see forward tilt, forward smash, forward aerial, and back aerial above) Ground: Identical to her forward tilt and forward smash (see above for details).

Air: Identical to her forward aerial and backward aerial (see above for details).
Up special ARMS Jump / ARM Hook 9% (ARM Hook) 10.35% (ARM Hook) ARMS Jump: On the ground, Min Min springboards 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 (frames 8-13 on her whole body if uncharged; 8-17 on her ARMS and 18-25 on her whole body if charged). However, it cannot be used if either of her ARMS is extended. Despite its lack of a hitbox, its intangibility makes it a decent out-of-shield option to escape shield pressure and reset the neutral.

ARM Hook: 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 to its 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 with a powered-up left Dragon ARM. 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 uses her left Dragon ARM's laser to blast the opponent against a gong, finishing the Final Smash and sending them flying. Unlike most Final Smashes, ARMS Rush can only affect one victim, as any bystanders will be knocked away.

Min Min's ARMS

Min Min's available ARMS, as shown via Move List.

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 effect.

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 in an upward circle before returning to her. It can be angled to slightly change its trajectory. If charged for more than 15 frames 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, and it cannot be reflected.
  • Megawatt: A yellow mine-like fist that acts as her strongest, but slowest ARM. Every blow from the Megawatt emits a "heavy" hit sound effect, much like Ganondorf's attacks. If charged for more than 15 frames 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 for more than 15 frames 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. Both versions of the laser generate flame effects.

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 in her original game: this is indicated by its larger appearance and flames billowing from the Dragon ARM as well as her ARM changing to look like a dragon's body. When powered up, the Dragon ARM's punch and laser will be stronger for ≈20 seconds and the laser will take the appearance of its charged variation. Min Min's left ARM also becomes powered up after she gains her Final Smash.

Much like Incineroar's enhancement via Revenge, if Min Min herself is grabbed during her powered-up ARM state (including other moves with grabbing hitboxes, such as Falcon Dive), her powered-up ARM will instantly revert back to normal. She will also instantly lose her powered-up Dragon if she is frozen, stunned, asleep, crumpled, paralyzed, buried, or if she fails to tech a ground landing.

On-screen appearance

  • Jumps onto the stage while corkscrewing, assumes the Gai Bù (a stance in wushu) upon landing, and then assumes the Jin Ji Du Li (a stance in wushu).

Taunts

  • Up Taunt: Performs a left-legged roundhouse kick followed by a right-legged side kick, during which she says, "哈!耶!" (an onomatopoeia). No matter what direction she faces, she always kicks first with her left leg. The finishing stance, particularly when facing leftward, is a reference to official artwork in ARMS, which is used as Min Min's Fighter Spirit artwork.
  • Side Taunt: Performs the Jǐ and Àn movements from 24-form tai chi chuan, then assumes the Jin Ji Du Li stance. The stance is similar to her official render in ARMS, albeit facing the camera. During the taunt, she says, "拉麺!" (Ramen!)
  • Down Taunt: Sways her ARMS in alternating circles before assuming the Tūn Bù (a stance in wushu).

Idle poses

  • Min Min hops on both feet and briefly brandishes her left ARM above her whilst her other ARM is held behind her.
  • Min Min raises her left ARM and lowers it in front of herself in a fighting stance.

Victory poses

  • Left: Raises her left ARM in the air, whilst simultaneously swaying her hips towards her right. Afterwards, she waves both her ARMS in alternating circles, and then assumes the Fú Hǔ Bù (a stance in wushu) while saying "我愛拉麺!" ("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 Dragon ARM is powered up.
  • Up: Performs a butterfly kick, followed by a right-legged wheel kick, followed by a left-legged roundhouse kick in which she keeps her left leg outstretched afterwards. During this pose, Min Min says "謝謝!" ("Thank you!") Almost identical to one of Min Min's two victory animations from ARMS, albeit with her smiling instead of scowling. Her right ARM is equipped with the Megawatt.
  • Right: Performs a roundhouse kick before assuming the Chā Bù (a stance in wushu). This is based on the animation that plays after Min Min wins a round in ARMS. Her right ARM is equipped with the Dragon.
A short flourish from the ARMS Grand Prix Official Theme Song, combined with the vocals from Ribbon Girl's stage Ribbon Ring.

In competitive play

Due to the impact of COVID-19 on competitive Smash, it is currently unknown how well Min Min fares in competitive play. The initial reception of the character has been mixed; some players such as ESAM acclaim her as a top tier, pointing to her excellence in pressuring, zoning and edgeguarding, while other players such as MkLeo point out her weaknesses against faster, air-based top-tier characters and even mid- to low-tiers. In the online meta, Min Min has seen modestly successful performance, with US players such as ESAM and Wrath having employed her as a successful secondary in tournament bracket matches, while Shuton and Pochi placed top 5 in the eleventh season of Japan's Wi-Fi ladder using Min Min.[2]

Notable players

Classic Mode: ARMS at the Ready

Min Min's congratulations screen.

Min Min's opponents are based off of other characters from ARMS. The final battle is against Galleom.

Round Opponent Stage Music Notes
1 Mii Brawler (x2) Mii Brawler (SSBU) Spring Stadium (Ω form) Spring Stadium Mii Brawler Combinations:
  • Spring Man Mask, Spring Man Outfit
  • Ribbon Girl Mask, Ribbon Girl Outfit

Based on Spring Man and Ribbon Girl

2 Little Mac Little Mac (SSBU) Boxing Ring Sparring Ring Represents Springtron
3 Samus Samus (SSBU) and Mega Man Mega Man (SSBU) Frigate Orpheon DNA Lab Represents Dr. Coyle and Helix
4 Giant Donkey Kong Donkey Kong (SSBU) Kongo Jungle Mausoleum Represents Master Mummy
5 R.O.B. R.O.B. (SSBU) x5, R.O.B. (SSBU) x1 Spring Stadium (Battlefield form) Scrapyard Represents The Cell from 1-on-100 mode, ending with a Hedlok enhanced version. The colors also bear resemblance to Mechanica and Byte & Barq.
6 Min Min Min Min (SSBU) Spring Stadium Ramen Bowl If the player uses Min Min's default costume, the opponent will use Min Min's cyan costume (Min Min (SSBU)) 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. Additionally, the music that plays when fighting Galleom is ARMS Grand Prix Final Battle instead of his standard boss theme.

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

The message that shows Min Min's availability in World of Light
The Min Min spirit 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

Min Min's 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 second 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 Spirit.png
Kid Cobra ARMS Min Min Min Min (SSBU)
Attack
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

Alternate costume (SSBU)
Min Min (SSBU) Min Min (SSBU) Min Min (SSBU) Min Min (SSBU) Min Min (SSBU) Min Min (SSBU) Min Min (SSBU) Min Min (SSBU)

Trailers

Series announcement Trailer

Character Introduction Trailer

Gallery

Trivia

SSBU Min Min versus splash screen 2.jpgSSBU Min Min versus splash screen.jpg
Magnify-clip.pngMagnify-clip.png
A comparison of versus splash screen showing
two Min Mins in the English version (left) vs. Japanese
version (right).
  • According to Sakurai, Min Min was originally going to have no special moves at all, but after he considered it, he created the unique special moves for her in the spirit of ARMS.[3][4]
  • Min Min is referred within the game files with the codename "tantan", which comes from the Japanese pronunciation of Dandan noodles (担々麺), 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. The final Party Crash in ARMS prior to the free weekend in 2020 also came down to Ninjara and Min Min, with Min Min ultimately winning as well.
        • 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.
      • To justify her inclusion over the perceived series protagonist Spring Man (who is already present in the game as an Assist Trophy), Kosuke Yabuki explained that every character in ARMS is a protagonist.
    • fighter to speak Mandarin, as well as the first fighter to speak a real-life language other than English or Japanese in all regions.
      • She is also the second fighter in Ultimate to speak a real language other than English in all regions, the first being Cloud.
    • 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).
    • DLC fighter in Ultimate to be exclusively female (as Kazooie is paired with Banjo and only half of Byleth's alternate costumes are female), and the second overall after Bayonetta in Smash 4.
    • 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 neutral attack after Mega Man.
    • DLC fighter in Ultimate to lack a reflectable projectile.
    • fighter outside of the original Super Smash Bros. to lack a unique side special.
    • fighter from a fighting game to not have command inputs or unique sound effects when hitting an opponent.
  • 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.
    • fighter that has made a debut in a Nintendo Switch title. The first character is Byleth, who debuted in Fire Emblem: Three Houses.
    • DLC fighter in Ultimate to use repurposed voice clips, following Banjo & Kazooie.
    • DLC fighter in Ultimate not to have been revealed before her presentation video's release, following Byleth. Her series, however, was announced ahead of time.
  • 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 appears in the beginning of her trailer in a waitress uniform, without her mask and with normal human arms and eyes. This design is unique for the trailer and has not been seen otherwise.
    • In ARMS, fighters with the ARMS ability have never been depicted without a mask (excluding Mechanica, who lacks the ability, and artificially-created characters Helix, Byte & Barq, and Springtron). Additionally, they are always shown with spiral-shaped eyes, and their ARMS retain their coiled appearance even when contracted into a human shape. A Tweet from the official ARMS Twitter account explains that the masks are regulator devices that allow the user's ARMS to form into coils, and that removing the mask returns them to normal arms, which the depiction in the trailer aligns with. It is indicated elsewhere (in another Tweet and in-game text in the game's Gallery) that removing the mask can cause the ARMS to switch forms unwillingly and become difficult to control, which is not depicted in the trailer.
  • Min Min and Inkling are the only characters in Smash to have had their series debut on an eighth generation video game console.
    • They also 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.
    • Additionally, Min Min is the only newcomer in Ultimate hailing from a series that debuted on the Nintendo Switch.
    • 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 can 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 Snake's Copy Ability, and Ryu, Ken, and Terry in 1v1 matches.
  • In the game's files, Min Min has unused animations copied from Captain Falcon; specifically, the aerial and grounded Falcon Kick.[5][6] This implies that she may have been developed using Captain Falcon as the basis. Coincidentally, Captain Falcon appears in Min Min's reveal trailer.
    • Additionally, datamining Min Min's script reveals that her dash attack has an unused reflection hitbox, in a similar vein to her up smash.[7]
  • Much like Terry, Min Min occasionally vocalizes while rolling; however, it is difficult to notice as Min Min does not vocalize as loud as Terry, compound with the volume of accompanying sound effects.
  • 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.
    • Apart from use of a Boss Galaga, Min Min is the one of few fighters who reuses their tumbling animation while being Star KO'd, much like how Star KOs acted in Smash 4; she shares this trait with Shulk, Cloud, Corrin, Inkling, Incineroar, and Joker.
  • Min Min is one of the few voiced fighters in Ultimate whose voice clips are sourced from their own games rather than being specifically recorded for a Smash game. She shares this trait with Rosalina & Luma, Bowser Jr., Daisy, Yoshi, Inkling, Sonic, Banjo & Kazooie, Young Link, and Toon Link.
  • 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.
  • Similar to Meta Knight, Ice Climbers, Mr. Game & Watch, and Zero Suit Samus in Super Smash Bros. Brawl, the UI shows Min Min's name as a single word ("MINMIN") when the game's language is set to Japanese.
  • While this is very difficult to notice, in Min Min's Megawatt victory pose, the camera clips through her left foot.[8]
  • Unlike any other character, Min Min cannot be flipped around while charging her forward smash.
  • Min Min is the third DLC character in Ultimate to not have an alternate costume that changes the character's model, following Banjo & Kazooie and Terry.
  • Each in-game render of Min Min features her with a different ARM weapon on her right arm: her Primary Spirit has the Megawatt ARM, her Fighter Spirit has the Dragon ARM, and her official Smash render has the Ramram ARM.

References