* Has Model Scaling Issues *
Jab 1
5
24
--
Startup and total frames assumes player presses and releases A/B in one frame, or buffers the attack. Transitions to jab 2 on frame 10
2.5
7
4
--
-15
5—6
18
* Has Model Scaling Issues *
Jab 2
8
31
--
Transitions to rapid jab on frame 14 or jab 3 on frame 15
2.0
6
3
--
-20
8—9
22
Jab 3
6
35
--
--
5.5
14
6
--
-23
6—7
28
Rapid Jab
6/8/10...
--
--
--
0.5
4
--
--
--
6/8/10...
--
Rapid Jab Finisher
7
41
--
--
5.0
15
6
--
-28
6—7
34
Ground
Air
Forward Tilt, Dragon
14
58 (53 air)
--
Endlag on hit is 28. Endlag on block is 39. Can fire other arm beginning on frame 17. Min Min can move and jump at any point of the animation
8.0
7
8
--
-31
Ground: 14(15—24) // Air: 14(15—22)
36
Ground
Air
Forward Tilt, Power Dragon
14
58
--
**
9.2
**
9
--
-29
Ground: 14(15—24) // Air: 14(15—22)
36
Ground
Air
Forward Tilt, Ramram
14
51 (47 air)
--
Can fire other arm beginning on frame 17. Projectile does not launch if blocked. Endlag is 37 if blocked.
5.0
6/5
6/2
--
-31
Ground: 14(15—21/22—29) // Air: 14(15—19/20—24)
27
Ground
Air
Forward Tilt, Megawatt
14
67 (59 air)
--
Can fire other arm beginning on frame 17. Endlag on hit is 22-29 depending on how far the arm must retract. Endlag on block is 40-44 depending on how far the arm must retract.
11.0
10
10
--
-30 — -34
Ground: 14(15—32) // Air: 14(15—27)
40
Up Tilt
5
41
--
Sweetspots are Min Min's feet, legs are sourspots.
(Clean) 5.0/7.0 // (Late) 4.0/6.0
5/6/6/7
5/6/6/7
(Left Leg)(Right Leg)
-31/-30/-29
(5-6/7-11)(6-9/10-15)
26
Down Tilt
10
34
--
leg intangibility on frame 10-14
7.0/5.0(5.5/3.5)
6/7/6
6/7/6
Early/Late
-18/-17
10-14/15-19
15
Dash Attack
7
38
--
--
10.0/8.0
7/10/7
8/10/8
Early/Late
-23
7—10/11—16
22
Ground
Charged
Air
Beam
Beam Detection
Forward Smash, Dragon (Laser)
16 (40)
65 (87)
--
Charge hold frame 8. Can fire other arm beginning on frame 17. Endlag on hit is 30. Endlag on block is 40-41 depending on how far the arm must retract. You cannot fire the beam if you already made contact with a shield or clanked
12.0/16.0/13.0 (7.0)
9/10/9 (7)
8/11/9 (3)
Early/Middle/Late (Laser)
-32/-29/-30 (-35)
16(17—19/20—24/25—29) (40—50)
15
Ground
Air
Beam
Beam Detection
Forward Smash, Power Dragon (Laser)
16 (40)
65 (87)
--
**
15.0/20.0/16.25 (12.0)
**
11/13/11 (4)
Early/Middle/Late (Laser)
-31/-31/-29 (-34)
Ground: 16(17—19/20—24/25—29) (40—50) // Air: 16(17—19/20—23/24—28) (40—50)
15
Forward Smash, Ramram
16 (26)
57 (55 air)
--
Can fire other arm beginning on frame 17. Projectile does not launch if blocked. Endlag is 39 if blocked. Charge hold frame 8.
10.0/12.0 (2.5)
8/9/5
7/8/2
Normal/Late (Chakram)
-32/-31
Ground: 16(17—18/19—25/26—35) // Air: 16(17—18/19—24/25—32)
25
Forward Smash, Megawatt
16
75 (70 air)
--
Charge hold frame 8. Can fire other arm beginning on frame 17. Endlag on hit is 22-31 depending on how far the arm must retract. Endlag on block is 41-47 depending on how far the arm must retract.
19.0/21.0/19.0
12/14/12
13/14/13
Early/Middle/Late
-28 — -34
Ground: 16(17—19/20—31/32—38) // Air: 16(17—19/20—29/30—36)
39
Up Smash
8
53
--
leg intangibility on frame 7-15. Reflects on frame 6-15. Charge hold frame 2
16.0/14.0
10/11/10/9
10/11/10/8
early close/far late close/far
-35/-34
8-10/11-13/14-16
37
* No Model Scaling *
Down Smash
6
48
--
leg intangibility on frame 6-8. Charge hold frame 2
15.0/13.0
9/10
9/10
Left Leg/Right Leg
-33/-32
6—8
40
Left
Right
Neutral Air, Dragon
10
37
12
arm intangible on frame 10-23. autocancels on frame 1-3 and 37 onward
8.5
7
4
**
-8
10—23
FH
FH
14
Neutral Air, Power Dragon
10
37
12
**
9.775
**
4
**
-6
10—23
--
FH
14
Neutral Air, Ramram
8
28
12
arm intangible on frame 8-18. autocancels on frame 1-3 and 28 onward
6.0
6
3
**
-9
8—18
SH, FH, FHFF
SH, FH, FHFF
10
Neutral Air, Megawatt
14
50
12
arm intangible on frame 14-32. autocancels on frame 1-5 and 50 onward
12.0
10
5
**
-7
14—32
--
--
18
Up Air
7
38
8
autocancels on frame 29 onward
6.5/4.5
5
3
**
-5
7—13
SH, FH, FHFF
FH
25
Normal
Landing
Down Air
15
54
25
landing hit on frame 1 of landing. Autocancels on frame 41 onward
11.0/9.0/3.0
8/7/5
4/4/4
Early/Late/Landing
*/*/-20
15—18/19—33/1—3
FH
--
21
Grab
18
56
--
ARMS don't have hurtboxes on frames 18-38
--
18—24
32
Dash Grab
18
56
--
ARMS don't have hurtboxes on frames 18-38
--
18—24
32
Pivot Grab
18
56
--
ARMS don't have hurtboxes on frames 18-38
--
18—24
32
Pummel
1
19
**
total frames includes 14 frames of hitlag (plus one in 1v1)
1.5
Forward Throw
13
29
--
Hits on frame 12, throws on frame 13.
9.0
Backward Throw
31
49
--
Hits on frame 27, throws on frame 31.
14.0
Up Throw
11
54
--
Hits on frame 10, throws on frame 11.
10.0
Down Throw
16
45
--
Hits on frame 15, throws on frame 16.
8.0
Spot Dodge
20/25
--
Intangible on frame 3—17.
Forward Roll
29
--
Intangible on frame 4-15.
Backward Roll
34
--
Intangible on frame 5-16.
Neutral Air Dodge
50
10
Intangible on frame 3-30.
Air Dodge, Down
71
**
Intangible on frame 3-21
Air Dodge, Diagonally Down
78
**
Intangible on frame 3-21
Air Dodge, Left/Right
85
**
Intangible on frame 3-21
Air Dodge, Diagonally Up
97
**
Intangible on frame 3-21
Air Dodge, Up
107
**
Intangible on frame 3-21
Stats
Weight — 104
Gravity — 0.11
Walk Speed — 1.05
Run Speed — 1.55
Initial Dash — 1.9
Air Speed — 0.85
Total Air Acceleration — 0.06
SH / FH / SHFF / FHFF Frames — 34 / 46 / 24 / 33
Fall Speed / Fast Fall Speed — 1.52/2.432
Up Smash — 8 Frames
Up Air — 10 Frames
Neutral Air (Chakram) — 11 Frames
Shield Grab (Grab, post-Shieldstun) — 22 frames
Shield Drop — 11 frames (universal)
Jump Squat (pre-Jump frames) — 3 frames (universal)
Getup Attacks
Facing Up
Facing Down
Trip
Ledge