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======<span style="visibility:hidden;font-size:0">Overview</span>====== |
======<span style="visibility:hidden;font-size:0">Overview</span>====== |
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{{Overview |
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|overview= The Ramen Bomber, {{StockIcon|SSBU|Min Min}} is a character that specialises in using long range attacks with extreme reach to control the stage. |
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Min Min's core strengths are in her ARMs. Her ARM attacks cover a large portions of the stage, stopping any fighter who attempts to close in on her. In the horizontal pane, {{clr|tilt|F-Tilt}} and {{clr|smash|F-Smash}} are excellent space control tools. Anyone who attempts to go over these ARM attacks will be swatted away by her fast and effective anti-airs in {{clr|tilt|U-Tilt}} and {{clr|smash|U-Smash}}, the latter of which also acts as a reflector against projectiles. |
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By sending her opponent offstage either through knocking them off with attacks or using her follow up throws after a long ranged {{clr|grab|Grab}}, Min Min can then enforce her suffocating ledge game. Her ARM attacks allow her to edgeguard safely from a distance without fear of getting reversal'd. Of note, the {{clr|special|Ram Ram}} variant covers a massive portion of the ledge, easily being capable of hitting below the ledge. |
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To balance out their incredible reach, her ARM attacks have middling startup and leave her vulnerable if missed. Although she packs close ranged attacks with fast startup, their high endlag leaves Min Min vulnerable to being punished for guessing wrong. Min Min also suffers from a very poor disadvantage state: a slow fall speed leaves her vulnerable to being juggled with no functional combo breakers. Though she has a tether recovery, she needs to be close to the ledge to use it, which is hampered by her slow air speed. |
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If you're looking for a character that can control the neutral with the press of a button and have outstanding ledge pressure, Min Min might be able to cook up what you need. |
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'''<p style="padding: 10px; border: 2px solid red;">Min-Min</p>''' |
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<gallery>Min_Min_SSBU.png</gallery> |
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|summary= is a zoner that uses her ARMs to pressure opponents from a distance and strong anti-air game to swat enemies out of the sky. |
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|pros= |
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*'''Range Goddess:''' Because her ARMs act as long disjointed hitboxes, Min Min can cover a lot of horizontal space and pressure from a distance easily. |
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*'''Anti-Air Goddess''': Her {{clr|smash|U-Smash}}, {{clr|tilt|U-Tilt}} are strong, fast options to anti air opponents who attempt to jump over her ARMs. |
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*'''Rewarding Grab:''' Min Min gets significant reward from grabbing opponents: Throwing them puts opponents in an optimal position for her to keep up the pressure, and powers up her left ARM's next attack. |
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*'''Incredible edgeguarding:''' Min Min is able to edgeguard horizontal recoveries without putting her in harm's way. |
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|cons= |
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*'''Committal Neutral:''' All of her tilts, smash attacks and grab have over 30f of endlag and long total frames. Because of this, each move that Min Min throws out forces her to commit the full duration of the move. |
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*'''Blindspots:''' Further compounding her commital moves, the ARMs have hitboxes only on the fists. If not properly spaced, Min Min will easily be whiffed punished. |
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*'''Linear Playstyle:''' Min-Min's kit is smaller compared to the cast forcing her to condition with limited tools. |
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*'''Staling:''' Because the pool of attacks that Min Min has is shared regardless of ARM type, her moves stale easily, hindering the KO potential of her moves if she does not mix up her options. |
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|weight = 104 |
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|spotDodge = 25F (3-17F intangible) |
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|airDodge = 3~30F intangible (Neutral)<br>3~21F intangible (Directional) |
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|fastestOOS = {{clr|smash|U-Smash}} (8F) |
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|unique_mechanic1_name=ARMS |
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|unique_mechanic1= |
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Instead of the typical Smash Control Scheme ({{Prompt|A}} for normal attacks, {{Prompt|B}} for specials), Min Min's {{Prompt|A}} and {{Prompt|B}} buttons control the ARMS that she; the left ARM controlled by {{Prompt|A}}, right ARM controlled by {{Prompt|B}}. Pressing both {{Prompt|A}} and {{Prompt|B}} will cause her to attack with each ARM with a short pause between each attack. |
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There are 3 ARM types: Ramram, Megawatt and Dragon. When Min Min spawns, the left is equipped as Dragon, the right as Ramram. ''Only'' her right ARM can be changed by using {{clr|special|ARMS Change}}; her left ARM is stuck as the Dragon ARM. Each ARM type will change the frame data of the attacks that use her ARMs ({{clr|aerial|N-Air}}, {{clr|tilt|Side-Tilt}}, {{clr|aerial|Side-Air}}, {{clr|smash|Side-Smash}}). Generally speaking, Ramram covers the most vertical space, Megawatt packs the most punch and Dragon covers the most horizontal space. Knowing when to use each ARM type will help improve your Min Min gameplay. |
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Additionally, each ARM has 2 different attack versions: Tilt and Smash. While using each ARM attack, Min Min is able to move about freely, being the only character that can (technically) do a Smash Attack in the Air. Smash attacks(Grounded All, Aerial Dragon only) with a minimum of 15f charge will also grant the attack special effects depending on the ARM type. Ramram gets a fire effect, Megawatt gains an electric effect. |
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|unique_mechanic2_name=Power Dragon |
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|unique_mechanic2= |
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[[File:SSBU Min Min PowerDragonStance.png|thumb|center]] |
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After throwing an opponent, Min Min's left ARM will be powered up for about 20s. Min Min's next attack with the left ARM will be charged up for around 20s, increasing its damage and knockback. Power Dragon is lost if Min Min is grabbed, frozen, stunned, asleep, crumpled, paralyzed, burned, or if she does not tech a grounded fall. |
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}} |
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==Normal Moves== |
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=== {{clr|tilt|Jab}} === |
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<big>{{Prompt|A}}</big> |
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{{SSBU Move Card |
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|attack=Jab 1, Jab 2, Jab 3, Rapid Jab |
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|specificHits=yes |
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|description= |
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}} |
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=== {{clr|special|ARM Forward Tilt}} === |
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<big>{{Prompt|Analog Left}} / {{Prompt|Analog Right}} + {{Prompt|A}} or {{Prompt|B}}</big> <span class="input-badge">(Air OK)</span> |
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<tabber> |
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|-|Dragon= |
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{{SSBU Move Card |
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|attack=Forward Tilt Dragon |
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|specificHits=yes |
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|description= |
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}} |
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|-|Power Dragon= |
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{{SSBU Move Card |
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|attack=Forward Tilt Power Dragon |
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|specificHits=yes |
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|description= |
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}} |
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|-|Ramram= |
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{{SSBU Move Card |
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|attack=Forward Tilt Ramram |
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|specificHits=yes |
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|description= |
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}} |
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|-|Megawatt= |
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{{SSBU Move Card |
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|attack=Forward Tilt Megawatt |
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|specificHits=yes |
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|description= |
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}} |
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</tabber> |
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=== {{clr|tilt|Up Tilt}} === |
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<big>{{Prompt|Analog Up}} + {{Prompt|A}}</big> |
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{{SSBU Move Card |
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|attack=Up Tilt |
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|specificHits=yes |
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|description= |
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}} |
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=== {{clr|tilt|Down Tilt}} === |
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<big>{{Prompt|Analog Down}} + {{Prompt|A}}</big> |
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{{SSBU Move Card |
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|attack=Down Tilt |
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|specificHits=yes |
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|description= |
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}} |
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=== {{clr|tilt|Dash Attack}} === |
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<big>{{Prompt|A}} while dashing or running</big> |
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{{SSBU Move Card |
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|attack=Dash Attack |
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|specificHits=yes |
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|description= |
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}} |
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==Smash Attacks== |
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=== {{clr|special|ARM Forward Smash}} === |
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<big>{{Prompt|Analog Smash Left}} / {{Prompt|Analog Smash Right}} + {{Prompt|A}} or {{Prompt|B}}</big> <span class="input-badge">(Air OK)</span> |
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<tabber> |
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|-|Dragon= |
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{{SSBU Move Card |
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|attack=Forward Smash Dragon |
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|specificHits=yes |
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|description= |
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}} |
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|-|Power Dragon= |
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{{SSBU Move Card |
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|attack=Forward Smash Power Dragon |
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|specificHits=yes |
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|description= |
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}} |
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|-|Ramram= |
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{{SSBU Move Card |
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|attack=Forward Smash Ramram |
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|specificHits=yes |
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|description= |
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}} |
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|-|Megawatt= |
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{{SSBU Move Card |
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|attack=Forward Smash Megawatt |
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|specificHits=yes |
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|description= |
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}} |
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</tabber> |
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=== {{clr|smash|Up Smash}} === |
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<big>{{Prompt|Analog Smash Up}} + {{Prompt|A}}</big> |
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{{SSBU Move Card |
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|attack=Up Smash |
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|specificHits=yes |
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|description= |
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}} |
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=== {{clr|smash|Down Smash}} === |
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<big>{{Prompt|Analog Smash Down}} + {{Prompt|A}}</big> |
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{{SSBU Move Card |
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|attack=Down Smash |
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|specificHits= |
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|description= |
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}} |
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==Aerials== |
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=== {{clr|special|ARM Neutral Aerial}} === |
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<big>Airborne {{Prompt|A}} or {{Prompt|B}}</big> |
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{{SSBU Move Card |
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|attack=Neutral Air |
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|specificHits=yes |
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|description= |
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}} |
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=== {{clr|special|ARM Aerial Forward Tilt}} === |
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<big>{{Prompt|Analog Left}} / {{Prompt|Analog Right}} + {{Prompt|A}} or {{Prompt|B}}</big> |
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<tabber> |
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|-|Dragon= |
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{{SSBU Move Card |
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|attack=Forward Tilt Aerial Dragon |
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|specificHits=yes |
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|description= |
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}} |
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|-|Power Dragon= |
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{{SSBU Move Card |
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|attack=Forward Tilt Aerial Power Dragon |
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|specificHits=yes |
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|description= |
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}} |
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|-|Ramram= |
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{{SSBU Move Card |
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|attack=Forward Tilt Aerial Ramram |
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|specificHits=yes |
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|description= |
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}} |
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|-|Megawatt= |
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{{SSBU Move Card |
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|attack=Forward Tilt Aerial Megawatt |
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|specificHits=yes |
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|description= |
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}} |
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</tabber> |
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=== {{clr|special|ARM Aerial Forward Smash}} === |
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<big>Airborne {{Prompt|Analog Smash Left}} / {{Prompt|Analog Smash Right}} + {{Prompt|A}} or {{Prompt|B}}</big> |
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<tabber> |
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|-|Dragon= |
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{{SSBU Move Card |
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|attack=Forward Smash Aerial Dragon |
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|specificHits=yes |
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|description= |
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}} |
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|-|Power Dragon= |
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{{SSBU Move Card |
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|attack=Forward Smash Aerial Power Dragon |
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|specificHits=yes |
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|description= |
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}} |
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|-|Ramram= |
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{{SSBU Move Card |
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|attack=Forward Smash Aerial Ramram |
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|specificHits=yes |
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|description= |
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}} |
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|-|Megawatt= |
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{{SSBU Move Card |
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|attack=Forward Smash Aerial Megawatt |
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|specificHits=yes |
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|description= |
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}} |
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</tabber> |
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=== {{clr|aerial|Up Aerial}} === |
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<big>Airborne {{Prompt|Analog Up}} + {{Prompt|A}}</big> |
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{{SSBU Move Card |
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|attack=Up Air |
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|specificHits= |
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|description= |
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}} |
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=== {{clr|aerial|Down Aerial}} === |
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<big>Airborne {{Prompt|Analog Down}} + {{Prompt|A}}</big> |
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{{SSBU Move Card |
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|attack=Down Air |
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|specificHits=yes |
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|description= |
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}} |
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==Special Moves== |
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=== {{clr|special|Dragon Beam}} === |
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<big>{{Prompt|A}} after Dragon Forward Smash</big> |
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{{SSBU Move Card |
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|attack=Beam |
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|specificHits=yes |
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|description= |
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}} |
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=== {{clr|special|ARMS Jump / ARM Hook}} === |
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<big>{{Prompt|Analog Up}} + {{Prompt|B}}</big> |
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{{SSBU Move Card |
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|attack=ARMS Jump, ARMS Hook |
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|specificHits=yes |
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|description= |
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;ARMS Jump |
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*Placeholder |
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---- |
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;ARM Hook |
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Tether Recovery |
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*Placeholder |
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}} |
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=== {{clr|special|ARMS Change}} === |
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<big>{{Prompt|Analog Down}} + {{Prompt|B}}</big> |
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{{SSBU Move Card |
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|attack=ARMS Change |
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|specificHits= |
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|description= |
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}} |
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==Grabs & Throws== |
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=== {{clr|grab|Grab}} === |
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<big>{{Prompt|Z}}</big> |
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{{SSBU Move Card |
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|attack=Grab |
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|specificHits=yes |
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|description= |
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Slow, but long reaching grab. Although Min Min doesn't really get combos off of her throws, they reposition the opponent in a favourable position for Min Min. |
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---- |
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;Standing Grab |
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---- |
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;Pivot Grab (While Dashing, {{Prompt|Analog Left}}/ > {{Prompt|Z}}) |
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---- |
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;Dash Grab (While Dashing, {{Prompt|Z}}) |
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---- |
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;Pummel (After grabbing, {{Prompt|A}}) |
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}} |
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=== {{clr|grab|Forward Throw}} === |
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<big>After grabbing, {{Prompt|Analog Right}}</big> |
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{{SSBU Move Card |
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|attack=Forward Throw |
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|specificHits=yes |
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|description= |
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}} |
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=== {{clr|grab|Back Throw}} === |
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<big>After grabbing, {{Prompt|Analog Left}}</big> |
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{{SSBU Move Card |
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|attack=Back Throw |
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|specificHits=yes |
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|description= |
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}} |
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=== {{clr|grab|Up Throw}} === |
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<big>After grabbing, {{Prompt|Analog Up}}</big> |
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{{SSBU Move Card |
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|attack=Up Throw |
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|specificHits=yes |
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|description= |
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}} |
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=== {{clr|grab|Down Throw}} === |
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<big>After grabbing, {{Prompt|Analog Down}}</big> |
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{{SSBU Move Card |
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|attack=Down Throw |
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|specificHits=yes |
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|description= |
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}} |
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==Misc. Attacks== |
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=== Ledge Attack === |
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<big>{{Prompt|A}} while holding the ledge</big> |
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{{SSBU Move Card |
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|attack=Ledge Attack |
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|specificHits= |
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|description= |
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*PlaceHolder |
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}} |
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=== Getup Attack === |
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<big>{{Prompt|A}} after getting knocked down</big> |
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{{SSBU Move Card |
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|attack=Getup Attack |
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|specificHits=yes |
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|description= |
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It's a Getup Attack. |
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}} |
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=== Trip Attack === |
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<big>{{Prompt|A}} after tripping</big> |
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{{SSBU Move Card |
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|attack=Trip Attack |
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|specificHits= |
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|description= |
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*PlaceHolder |
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}} |
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==Navigation== |
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{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} |
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<center>{{StockIcon|{{ROOTPAGENAME}}|{{#titleparts:{{PAGENAME}}|1|2}}|50px}}</center> |
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{{#lst:{{PAGENAME}}/Data|Links}} |
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{{#lst:SSBU/Navigation}} |
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[[Category:Super Smash Bros. Ultimate]] |
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[[Category:Min Min]] |
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[[Category:Playable Character]] |
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<noinclude>[[Category:Axl Low]]</noinclude> |
Latest revision as of 15:50, 29 June 2023
Min Min's core strengths are in her ARMs. Her ARM attacks cover a large portions of the stage, stopping any fighter who attempts to close in on her. In the horizontal pane, F-Tilt and F-Smash are excellent space control tools. Anyone who attempts to go over these ARM attacks will be swatted away by her fast and effective anti-airs in U-Tilt and U-Smash, the latter of which also acts as a reflector against projectiles.
By sending her opponent offstage either through knocking them off with attacks or using her follow up throws after a long ranged Grab, Min Min can then enforce her suffocating ledge game. Her ARM attacks allow her to edgeguard safely from a distance without fear of getting reversal'd. Of note, the Ram Ram variant covers a massive portion of the ledge, easily being capable of hitting below the ledge.
To balance out their incredible reach, her ARM attacks have middling startup and leave her vulnerable if missed. Although she packs close ranged attacks with fast startup, their high endlag leaves Min Min vulnerable to being punished for guessing wrong. Min Min also suffers from a very poor disadvantage state: a slow fall speed leaves her vulnerable to being juggled with no functional combo breakers. Though she has a tether recovery, she needs to be close to the ledge to use it, which is hampered by her slow air speed.
If you're looking for a character that can control the neutral with the press of a button and have outstanding ledge pressure, Min Min might be able to cook up what you need.
Min Min is a zoner that uses her ARMs to pressure opponents from a distance and strong anti-air game to swat enemies out of the sky. | |
Pros | Cons |
|
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There are 3 ARM types: Ramram, Megawatt and Dragon. When Min Min spawns, the left is equipped as Dragon, the right as Ramram. Only her right ARM can be changed by using ARMS Change; her left ARM is stuck as the Dragon ARM. Each ARM type will change the frame data of the attacks that use her ARMs (N-Air, Side-Tilt, Side-Air, Side-Smash). Generally speaking, Ramram covers the most vertical space, Megawatt packs the most punch and Dragon covers the most horizontal space. Knowing when to use each ARM type will help improve your Min Min gameplay.
Additionally, each ARM has 2 different attack versions: Tilt and Smash. While using each ARM attack, Min Min is able to move about freely, being the only character that can (technically) do a Smash Attack in the Air. Smash attacks(Grounded All, Aerial Dragon only) with a minimum of 15f charge will also grant the attack special effects depending on the ARM type. Ramram gets a fire effect, Megawatt gains an electric effect.
Normal Moves
Jab
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Jab 1 | 2.5 | 5-6 | 25 | 180/361 | -15 to -14 | N/A |
Jab 2 | 2.0 | 8-9 | 32 | 60/80/93 | -20 to -19 | N/A |
Jab 3 | 5.5 | 6-7 | 36 | 361 | -23 to -22 | N/A |
Rapid Jab | 0.5 | 3/5/7/9/11/13/... | 17 | 361 | NaN/NaN | N/A |
Rapid Jab Finisher | 5.0 | 6-7 | 41 | 45 | -28 to -27 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Jab 1 | 20/25 | 20/25 | N/A | N/A | 4 | ||||||||
Jab 2 | 30 | 20 | N/A | N/A | 3 | ||||||||
Jab 3 | 60 | 90 | N/A | N/A | 6 | ||||||||
Rapid Jab | 12/8 | 16 | N/A | N/A | 5/2 | ||||||||
Rapid Jab Finisher | 90 | 60 | N/A | N/A | 6 |
ARM Forward Tilt
/ + or (Air OK)
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Dragon | 8.0 | 14-24 | 59 | 361 | -36 to -26 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Dragon | 50 | 87 | N/A | N/A | 8 |
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Power Dragon | 9.2 | 14-22 | 59 | 361 | -35 to -27 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Power Dragon | 50 | 90 | N/A | N/A | 9 |
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Forward Hit | 5.0 | 14-21 | 52 | 30 | -31 to -24 | N/A |
Returning Hit | 2.5 | 22-29 | 52 | 30 | -26 to -19 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Forward Hit | 25 | 95 | N/A | N/A | 6 | ||||||||
Returning Hit | 35 | 85 | N/A | N/A | 2 |
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Megawatt | 11.0 | 14-32 | 68 | 45 | -43 to -25 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Megawatt | 50 | 97 | N/A | N/A | 10 |
Up Tilt
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Front Leg, Clean | 5.0/7.0 | 5-6 | 42 | 96 | -30 to -29/-29 to -28 | N/A |
Back Leg, Clean | 5.0/7.0 | 6-9 | 42 | 96 | -29 to -26/-28 to -25 | N/A |
Front Leg, Late | 4.0/6.0 | 7-11 | 42 | 93 | -29 to -25/-28 to -24 | N/A |
Back Leg, Late | 4.0/6.0 | 10-15 | 42 | 93 | -26 to -21/-25 to -20 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Front Leg, Clean | 75 | 100 | N/A | N/A | 6/7 | ||||||||
Back Leg, Clean | 75 | 100 | N/A | N/A | 6/7 | ||||||||
Front Leg, Late | 70 | 105 | N/A | N/A | 5/6 | ||||||||
Back Leg, Late | 70 | 105 | N/A | N/A | 5/6 |
Down Tilt
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Clean | 5.0/7.0 | 10-14 | 35 | 68/73/78 | -18 to -14/-17 to -13 | kneer intangible 10-14 |
Late | 3.5/5.5 | 15-19 | 35 | 68/73/78 | -15 to -11/-13 to -9 | kneer intangible 10-14 |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Clean | 70 | 70 | N/A | N/A | 6/7 | ||||||||
Late | 70 | 70 | N/A | N/A | 4/6 |
Clean:
- Values seperated as Close/Far
Late:
- Values seperated as Close/Far
Dash Attack
while dashing or running
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Clean | 8.0/10.0Inner/Outer | 7-10 | 39 | 40 | -23 to -20/-21 to -18 | N/A |
Late | 6.0/8.0Inner/Outer | 11-16 | 39 | 40 | -21 to -16/-19 to -14 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Clean | 85 | 50 | N/A | N/A | 8/10 | ||||||||
Late | 85 | 50 | N/A | N/A | 6/8 |
Clean:
- Sweetspot located closer to Min Min
Late:
- Sweetspot located closer to Min Min
Smash Attacks
ARM Forward Smash
/ + or (Air OK)
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early | 12.0 | 16-19 | 66 | 361 | -38 to -35 | N/A |
Clean | 16.0 | 20-24 | 66 | 361 | -31 to -27 | N/A |
Late | 13.0 | 25-29 | 66 | 361 | -28 to -24 | N/A |
Charged, Early | 13.8 | 17-20 | 66 | 361 | -35 to -32 | N/A |
Charged, Clean | 18.4 | 21-24 | 66 | 361 | -28 to -25 | N/A |
Charged, Late | 14.95 | 25-29 | 66 | 361 | -27 to -23 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | 40 | 87 | N/A | N/A | 11 | ||||||||
Clean | 40 | 78 | N/A | N/A | 14 | ||||||||
Late | 40 | 80 | N/A | N/A | 12 | ||||||||
Charged, Early | 40 | 75 | N/A | N/A | 13 | ||||||||
Charged, Clean | 40 | 70 | N/A | N/A | 16 | ||||||||
Charged, Late | 40 | 70 | N/A | N/A | 13 |
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early | 15.0 | 16-19 | 66 | 361 | -35 to -32 | N/A |
Clean | 20.0 | 20-24 | 66 | 361 | -27 to -23 | N/A |
Late | 18.4 | 25-29 | 66 | 361 | -24 to -20 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | 40 | 75 | N/A | N/A | 14 | ||||||||
Clean | 40 | 70 | N/A | N/A | 18 | ||||||||
Late | 40 | 70 | N/A | N/A | 16 |
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early | 10.0 | 16-18 | 58 | 30 | -31 to -29 | N/A |
Clean | 12.0 | 19-25 | 58 | 30 | -27 to -21 | N/A |
Returning | 2.5 | 26-35 | 58 | 30 | -28 to -19 | N/A |
Charged, Early | 11.5 | 16-18 | 58 | 30 | -30 to -28 | N/A |
Charged, Clean | 13.8 | 19-25 | 58 | 30 | -25 to -19 | N/A |
Charged, Returning | 4.0 | 26-35 | 58 | 30 | -27 to -18 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | 25 | 75 | N/A | N/A | 10 | ||||||||
Clean | 25 | 67 | N/A | N/A | 11 | ||||||||
Returning | 35 | 85 | N/A | N/A | 2 | ||||||||
Charged, Early | 25 | 67 | N/A | N/A | 11 | ||||||||
Charged, Clean | 25 | 57 | N/A | N/A | 13 | ||||||||
Charged, Returning | 40 | 90 | N/A | N/A | 2 |
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early | 19.0 | 16-19 | 76 | 45 | -42 to -39 | N/A |
Clean | 21.0 | 20-31 | 76 | 45 | -37 to -26 | N/A |
Late | 19.0 | 32-38 | 76 | 45 | -26 to -20 | N/A |
Charged, Early | 21.85 | 16-19 | 76 | 45 | -40 to -37 | N/A |
Charged, Clean | 24.15 | 20-31 | 76 | 45 | -34 to -23 | N/A |
Charged, Late | 21.85 | 32-38 | 76 | 45 | -24 to -18 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | 48 | 77 | N/A | N/A | 17 | ||||||||
Clean | 48 | 77 | N/A | N/A | 18 | ||||||||
Late | 48 | 74 | N/A | N/A | 17 | ||||||||
Charged, Early | 48 | 70 | N/A | N/A | 19 | ||||||||
Charged, Clean | 48 | 70 | N/A | N/A | 21 | ||||||||
Charged, Late | 48 | 70 | N/A | N/A | 19 |
Up Smash
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Clean | 14.0/16.021/24 charged | 8-10 | 53 | 75 | -34 to -32/-33 to -31-30 to -28/-29 to -27 charged | knees intangible 7-15 |
Late | 12.0/14.018/21 charged | 11-13 | 53 | 82 | -33 to -31/-31 to -29-29 to -27/-27 to -25 charged | knees intangible 7-15 |
Reflector Hitbox | 6-15 | 53 | N/A | N/A | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Clean | 48 | 80/77 | N/A | N/A | 10/115/5 charged | ||||||||
Late | 48 | 80/76 | N/A | N/A | 8/104/5 charged | ||||||||
Reflector Hitbox | N/A | N/A | N/A | N/A |
Clean:
- Values seperated as Sourspot/Sweetspot
Down Smash
+
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
13.0/15.019.5/22.5 charged | 6-8 | 49 | 361/30 | -33 to -31/-32 to -30-29 to -27/-27 to -25 charged | legs intangible 6-8 |
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
50 | 72/70 | N/A | N/A | 9/105/5 charged |
- Values seperated by Left/Right Leg
Aerials
ARM Neutral Aerial
Airborne or
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Dragon | 8.5 | 10-23 | 38 | 50 | -19 to -6 | handl intangible 10-23/arml5 intangible 10-23/handl intangible 10-23/arml5 intangible 10-23 |
Power Dragon | 9.775 | 10-23 | 38 | 50 | -18 to -5 | handl intangible 10-23/arml5 intangible 10-23/handl intangible 10-23/arml5 intangible 10-23 |
RamRam | 6.0 | 8-18 | 29 | 38 | -14 to -4 | handl intangible 8-18/arml5 intangible 8-18/handl intangible 8-18/arml5 intangible 8-18 |
Megawatt | 12.0 | 14-32 | 51 | 60 | -25 to -7 | handl intangible 14-32/arml5 intangible 14-32/handl intangible 14-32/arml5 intangible 14-32 |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Dragon | 40 | 95 | N/A | N/A | 8 | ||||||||
Power Dragon | 50 | 100 | N/A | N/A | 9 | ||||||||
RamRam | 45 | 85 | N/A | N/A | 6 | ||||||||
Megawatt | 50 | 95 | N/A | N/A | 11 |
ARM Aerial Forward Tilt
/ + or
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Dragon | 8.0 | 14-22 | 54 | 361 | -31 to -23 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Dragon | 50 | 90 | N/A | N/A | 8 |
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Power Dragon | 9.2 | 14-22 | 59 | 361 | -35 to -27 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Power Dragon | 50 | 86 | N/A | N/A | 9 |
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Forward Hit | 5.0 | 14-19 | 48 | 30 | -27 to -22 | N/A |
Returning Hit | 2.5 | 20-24 | 48 | 30 | -24 to -20 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Forward Hit | 25 | 95 | N/A | N/A | 6 | ||||||||
Returning Hit | 35 | 85 | N/A | N/A | 2 |
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Megawatt | 11.0 | 14-27 | 60 | 45 | -35 to -22 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Megawatt | 50 | 92 | N/A | N/A | 10 |
ARM Aerial Forward Smash
Airborne / + or
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early | 12.0 | 16-19 | 66 | 361 | -38 to -35 | N/A |
Clean | 16.0 | 20-23 | 66 | 361 | -31 to -28 | N/A |
Late | 13.0 | 24-28 | 66 | 361 | -29 to -25 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | 40 | 78 | N/A | N/A | 11 | ||||||||
Clean | 40 | 71 | N/A | N/A | 14 | ||||||||
Late | 40 | 72 | N/A | N/A | 12 |
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early | 13.8 | 16-19 | 66 | 361 | -36 to -33 | N/A |
Clean | 18.4 | 20-23 | 66 | 361 | -29 to -26 | N/A |
Late | 14.95 | 24-28 | 66 | 361 | -28 to -24 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | 40 | 73 | N/A | N/A | 13 | ||||||||
Clean | 40 | 70 | N/A | N/A | 16 | ||||||||
Late | 40 | 70 | N/A | N/A | 13 |
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early | 10.0 | 16-18 | 56 | 30 | -29 to -27 | N/A |
Clean | 12.0 | 19-24 | 56 | 30 | -25 to -20 | N/A |
Returning | 2.5 | 25-32 | 56 | 30 | -27 to -20 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | 25 | 69 | N/A | N/A | 10 | ||||||||
Clean | 25 | 67 | N/A | N/A | 11 | ||||||||
Returning | 35 | 85 | N/A | N/A | 2 |
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early | 19.0 | 16-19 | 71 | 45 | -37 to -34 | N/A |
Clean | 21.0 | 20-29 | 71 | 45 | -32 to -23 | N/A |
Late | 19.0 | 30-36 | 71 | 45 | -23 to -17 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | 48 | 77 | N/A | N/A | 17 | ||||||||
Clean | 48 | 77 | N/A | N/A | 18 | ||||||||
Late | 48 | 74 | N/A | N/A | 17 |
Up Aerial
Airborne +
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
4.5/6.5Inner/Outer | 7-13 | 39 | 75/70 | -5 | N/A |
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
40 | 150/130 | 8 | 29+ | 3 |
- Outer hitbox is stronger than inner hitbox
Down Aerial
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early | 11.0 | 15-18 | 55 | 285 | -21 | N/A |
Late | 9.0 | 19-33 | 55 | 55 | -21 | N/A |
Landing | 3.0 | 1-3 | 26 | 361 | -20 to -18 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | 30 | 90 | 25 | 41+ | 4 | ||||||||
Late | 80 | 60 | 25 | 41+ | 4 | ||||||||
Landing | 60 | 120 | N/A | N/A | 4 |
Special Moves
Dragon Beam
after Dragon Forward Smash
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Dragon Beam | 7.0 | N/A | 2 | 361 | NaN | N/A |
Power Dragon Beam | 12.0 | N/A | 2 | 361 | NaN | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Dragon Beam | 65 | 70 | N/A | N/A | 3 | ||||||||
Power Dragon Beam | 70 | 65 | N/A | N/A | 4 |
ARMS Jump / ARM Hook
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
ARMS Jump | - | - | 25, 37 Held | - | - | all intangible 8-13, all intangible 18-25 Held |
Dragon, Grounded | 9.0 | 12-20 | 55 | 45 | -33 to -25 | N/A |
Dragon, Aerial | 9.0 | 12-20 | 55 | 45 | -33 to -25 | N/A |
Power Dragon, Grounded | 10.35 | 12-20 | 55 | 45 | -32 to -24 | N/A |
Power Dragon, Aerial | 10.35 | 12-20 | 55 | 45 | -32 to -24 | N/A |
- ARMS Jump
- Placeholder
- ARM Hook
Tether Recovery
- Placeholder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
ARMS Jump | - | - | N/A | N/A | - | ||||||||
Dragon, Grounded | 56 | 78 | N/A | N/A | 9 | ||||||||
Dragon, Aerial | 56 | 78 | N/A | N/A | 9 | ||||||||
Power Dragon, Grounded | 66 | 85 | N/A | N/A | 10 | ||||||||
Power Dragon, Aerial | 66 | 85 | N/A | N/A | 10 |
ARMS Change
+
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
- | - | 1 | - | - |
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | N/A | N/A | - |
Grabs & Throws
Grab
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Standing | N/A | 18-24 | 57 | N/A | N/A | N/A |
Dash | N/A | 18-24 | 57 | N/A | N/A | N/A |
Pivot | N/A | 18-24 | 57 | N/A | N/A | N/A |
Pummel | 1.5 | 1 | 7 | 361 | -2 | N/A |
Slow, but long reaching grab. Although Min Min doesn't really get combos off of her throws, they reposition the opponent in a favourable position for Min Min.
- Standing Grab
- Pivot Grab (While Dashing, / > )
- Dash Grab (While Dashing, )
- Pummel (After grabbing, )
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Standing | N/A | N/A | N/A | N/A | N/A | ||||||||
Dash | N/A | N/A | N/A | N/A | N/A | ||||||||
Pivot | N/A | N/A | N/A | N/A | N/A | ||||||||
Pummel | 30 FKB | 100 | N/A | N/A | 3 |
Standing:
- ARMs have no hurtbox from frames 18-38
Dash:
- ARMs have no hurtbox from frames 18-38
Forward Throw
After grabbing,
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Initial Hit | 5.0 | 12 | 30 | 45 | -11 | all invincible 1-13 |
Throw | 4.0 | 13 | 30 | 33 | N/A | all invincible 1-13 |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Initial Hit | 30 | 130 | N/A | N/A | 6 | ||||||||
Throw | 58 | 75 | N/A | N/A | N/A |
Back Throw
After grabbing,
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Initial Hit | 14.0 | 27 | 50 | 32 | -9 | all invincible 1-31 |
Throw | 0.0 | 31 | 50 | 47 | N/A | all invincible 1-31 |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Initial Hit | 40 | 60 | N/A | N/A | 13 | ||||||||
Throw | 32 | 340 | N/A | N/A | N/A |
Up Throw
After grabbing,
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Initial Hit | 2.0 | 10 | 55 | 45 | -41 | all invincible 1-11 |
Throw | 8.0 | 11 | 55 | 73 | N/A | all invincible 1-11 |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Initial Hit | 30 | 130 | N/A | N/A | 3 | ||||||||
Throw | 65 | 88 | N/A | N/A | N/A |
Down Throw
After grabbing,
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Initial Hit | 4.0 | 15 | 46 | 0 | -25 | all invincible 1-16 |
Throw | 4.0 | 16 | 46 | 75 | N/A | all invincible 1-16 |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Initial Hit | 30 | 130 | N/A | N/A | 5 | ||||||||
Throw | 90 | 60 | N/A | N/A | N/A |
Misc. Attacks
Ledge Attack
while holding the ledge
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
9.0 | 24-26 | 56 | 45 | -22 to -20 | all intangible 1-26 |
- PlaceHolder
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
90 | 20 | N/A | N/A | 9 |
Getup Attack
after getting knocked down
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Up | 7.0 | 19-25 | 46 | 48 | -19 to -13 | all intangible 1-25 |
Down | 7.0 | 19-25 | 46 | 48 | -19 to -13 | all intangible 1-25 |
It's a Getup Attack.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Up | 80 | 48 | N/A | N/A | 7 | ||||||||
Down | 80 | 48 | N/A | N/A | 7 |
Trip Attack
after tripping
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
5.0 | 19-32 | 50 | 361 | -24 to -11 | all intangible 1-7 |
- PlaceHolder
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
60 | 50 | N/A | N/A | 6 |
To edit frame data, edit values in SSBU/Min Min/Data. |
Essentials
• Controls • FAQ •
The Basics
• Movement •
Offense •
Defense •
Detailed & Advanced Information
• Damage/Knockback • Frame Data Explanations • States of Play • Universal Strategy • Esoterica •
Archived Information
• Patch Notes • Tier Lists • Alternate Resources • Discords •
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