nyuuzyou/wikis huggingface dataset:
Mimic

A mimic (, Mimikku) is a recurring monster in the Dragon Quest series.
==Origin==
Mimics were first introduced in , and have appeared in every mainline game since then. Mimics are similar to monsters of the same name in other franchises, such as . These monsters, usually found within dungeons, take the form of a treasure chest and attack the player upon attempting to open it. Defeating the mimic generally rewards the player with an item, which differs from game to game.
Mimics are essentially stronger versions of another monster called the cannibox, as mimics possess better stats and the ability to instantly kill any character with spells like Whack and Thwack.
==In Super Smash Bros. Ultimate==
Mimics have a chance of appearing on the stage Yggdrasil's Altar. Just like in their home series, mimics take the form of a regular treasure chest, and when the player tries to open it, they'll attack. Defeating the mimic results in a random item to be dropped.
==Names in other languages==
==Trivia==
*The mimic's ability to land critical hits is a reference to it being part of the cannibox family of monsters, which have a tendency to land guaranteed critical hits.
Category:Square Enix
Category:Third-party characters
Category:Stage hazards
Mimicutie

Mimicuties (, Mimikko) are enemies from Kid Icarus: Uprising that appear in the Smash Run game mode exclusively for .
==Origin==
Mimicuties were introduced in Kid Icarus: Uprising. They appear as standard chests at first, but when approached, they sprout legs and proceed to run around and perform kicking attacks. They have two main attacks: a flurry of rapid kicks and a sliding whirlwind kick, both of which carry over to Smash 4 essentially unchanged.
==In ==
===In Smash Run===
Mimicuties appear as enemies. They disguise themselves as chests, only differentiated from them by their lighter color and the fact that they face towards the screen, and are intended to trick players into thinking they are real treasure chests. If a character approaches a Mimicutie, it will sprout a pair of legs and start attacking, actively and very quickly pursuing the player if they try to run away. They can attack either with a flurry of kicks or a powerful spinning slide, similar to that of Kritter. Due to their considerable health, flinch resistance and powerful attacks they are difficult to defeat, though managing to do so gives players substantial rewards similar to an actual chest.
===Trophy===
==In Super Smash Bros. Ultimate==
Mimicutie appears as a spirit for the game's Spirit mode. In the World of Light, they can be found in the Temple of Light sub-area disguised as a real chest.
===Spirit===
No.	Image	Name	Type	Class	Cost 	Ability 	Series
728	 	 	★ 	1 	Foot Attack ↑	Kid Icarus Series	
==Names in other languages==
Category:Common enemies
Category:Trophies (SSB4-3DS)
Category:Spirits
Mimikyu

Mimikyu (, Mimikkyu) is a creature from the Pokémon franchise.
==Origin==
 is a Ghost/Fairy type Pokémon that debuted in , and is categorized within the Pokédex at #778 as the "Disguise Pokémon". Its true form is unknown, as it covers itself under a cloth that resembles ; it is said that looking at its true form would kill the viewer or afflict them with a terrible illness. As a result, Mimikyu is a rather lonely and resentful Pokémon; the reason it disguises itself as Pikachu is because of Pikachu's popularity as a species, and Mimikyu wants to make friends as easily as Pikachu can. In the games, Mimikyu's ability is , which allows it to take no damage for one attack, after which it will go into its Busted Form, a deflated version of itself. The Pokédex states it is very upset when this happens. Due to its disguise highly resembling Pikachu, it is sometimes among the few Pokémon in each region who are commonly referred to as a "Pikaclone", though it lacks the Electric typing.
While official sources list its attack in Smash as Disguise, it strongly resembles , its signature Z-Move introduced in .
==In Super Smash Bros. Ultimate==
===As a Poké Ball Pokémon===
Mimikyu appears as a Poké Ball summon. After getting close to its opponent, Mimikyu grabs the opponent with its tentacles and drags them under its cloth, where it proceeds to deal damage for a few seconds before releasing them. The amount of time that the opponent stays trapped inside Mimikyu is dependent on how much damage the opponent suffered before getting grabbed, up to 999% damage. If the trapped fighter reaches 90% damage by the end of the attack, they are instantly KO'd. Like Gulpin, other players can attack the opponent trapped inside Mimikyu.
Mimikyu cannot appear on King of Fighters Stadium.
===Spirit===
No.	Image	Name	Type	Class	Cost 	Ability 	Series
555	 	 	★★ 	1 	Death's Scythe Equipped	Pokémon Series	
==Gallery==
SSBUMimikyu.png|Artwork of Mimikyu in Super Smash Bros. Ultimate.
SSBUWebsiteMimikyu1.jpg|Mimikyu on Dracula's Castle in Ultimate.
SSBUWebsiteMimikyu2.jpg|Mimikyu capturing on PictoChat 2 in Ultimate.
SSBUWebsiteMimikyu3.jpg|Mimikyu on the Fountain of Dreams in Ultimate.
SSBUWebsiteMimikyu4.jpg|Mimikyu trapping an opponent on Shadow Moses Island in Ultimate.
==Names in other languages==
==Trivia==
*The official blog erroneously states that Mimikyu first begins to KO fighters when they are above 100%. This contradicts an in-game tip, which correctly states that Mimikyu first begins to KO fighters above 90%.
*Although Mimikyu seems to be able to use a Z-Move by itself in Smash, much like Incineroar, only Marshadow has ever been shown capable of using a Z-Move on its own without a trainer with a Z-Ring and a Z-Crystal to use it.
*While Mimikyu's name in Simplified Chinese was changed in 2020, this change did not carry over to Smash.
==External links==
*Mimikyu on Bulbapedia
Category:Spirits
Min Min (SSBU)/Back throw

Min Min back throw hurtbox and hitbox visualization	Min Min back throw hurtbox and hitbox visualization	Min Min back throw hurtbox and hitbox visualization	Min Min back throw hurtbox and hitbox visualization	Min Min back throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-31
Hitbox 	27
Throw release 	31
Turnaround 	45
Interruptible 	50
Animation length	75
|-
Category:Min Min (SSBU)
Category:Back throws (SSBU)
Min Min (SSBU)/Dash attack

==Overview==
==Hitboxes==
|}
==Timing==
Clean hit 	7-10
Late hit 	11-16
Interruptible 	39
Animation length	63
==Trivia==
*The attack was supposed to have a reflection hitbox in a similar vein to her up smash, but was scrapped during development. Its leftover script still exists in the game's data.
Category:Min Min (SSBU)
Category:Dash attacks (SSBU)
Min Min (SSBU)/Down aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
The move first sets Min Min's vertical momentum to 0.5 on frames 1-13, then sets her horizontal speed to 0.9 and her vertical speed to -4 from frame 14 onward. Manual horizontal movement is also disabled during frames 1-60.
Initial autocancel	1-3
Clean hit 	15-18
Late hit 	19-33
Ending autocancel 	41-
Interruptible 	55
Animation length 	63
|-
===Landing lag===
Hitbox 	1-3
Interruptible 	26
Animation length	48
Category:Min Min (SSBU)
Category:Down aerials (SSBU)
Min Min (SSBU)/Down smash

==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	2-3
Legs intangible 	6-8
Hitboxes 	6-8
Interruptible 	49
Animation length	69
!Hitboxes 
|-
!Legs 
Category:Min Min (SSBU)
Category:Down smashes (SSBU)
Min Min (SSBU)/Down throw

Min Min down throw hurtbox and hitbox visualization	Min Min down throw hurtbox and hitbox visualization	Min Min down throw hurtbox and hitbox visualization	Min Min down throw hurtbox and hitbox visualization	Min Min down throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-16
Hitbox 	15
Throw Release 	16
Interruptible 	46
Animation length	65
|-
Category:Min Min (SSBU)
Category:Down throws (SSBU)
Min Min (SSBU)/Down tilt

==Overview==
==Hitboxes==
|}
==Timing==
Right lower leg intangible	10-14
Clean hit 	10-14
Late hit 	15-19
Interruptible 	35
Animation length 	51
!Hitboxes 
|-
!Right lower leg 
Category:Min Min (SSBU)
Category:Down tilts (SSBU)
Min Min (SSBU)/Edge attack

==Overview==
==Hitboxes==
|}
==Timing==
For each ledge grab without touching the ground or being hit, intangibility is reduced on subsequent ledge grabs, until it is lost entirely from the fourth grab onward. The hitbox visualization only shows intangibility for the first ledge grab.
Intangibility (1st grab)	1-26
Intangibility (2nd grab)	1-21
Intangibility (3rd grab)	1-13
Hitbox 	24-26
Interruptible 	56
Animation length 	57
!Hitbox 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
Category:Min Min (SSBU)
Category:Edge attacks (SSBU)
Min Min (SSBU)/Forward smash

==Update History==
 
*
*
 
*
*
==Hitbox visualizations==
 	Uncharged	Charged	Beam 	Beam detect
Dragon 	 	 	 	
Power Dragon	 	—	 	
Megawatt 	 	 	—	—
Ramram 	 	 	—	—
==Hitboxes==
*All ARMs have their damage reduced by 0.7× if they bounce off solid terrain, which fully affects the knockback they deal.
*The ARMs' hitboxes change if the move is charged for at least 17 frames. Additionally, unlike other smash attacks, it can only be held for up to 30 frames upon reaching full charge instead of 120 frames.
===Dragon===
The laser's damage is not affected by charging or the ARM bouncing off terrain.
|}
|}
===Dragon Plus===
The laser's damage is not affected by charging or the ARM bouncing off terrain.
|}
|}
===Megawatt===
|}
===Ramram===
The ring's damage is not affected by charging or the ARM bouncing off terrain.
|}
==Timing==
While attacking with an ARM, Min Min can attack with her other ARM either forward or backward, as well as aim the active ARM vertically as it extends.
The duration of each ARM's attack depends on the time it takes Min Min to fully retract it, which is shorter the sooner it hits an opponent or solid surface, and has some additional lag if shielded. The framestrips below show three timings: fully extended without hitting, hitting an opponent as soon as possible, and getting blocked by a shield as soon as possible. In the case of Ramram, hitting an opponent does not affect its timing, but hitting a shield or solid surface does, which also prevents it from shooting out the ring.
===Dragon / Dragon Plus===
The Dragon ARM can shoot a laser by holding the attack button as it extends. It can still fire the laser upon hitting an opponent, but not if it is shielded or rebounds off a solid surface.
Charges between 	8-9
Early hit 	16, 17-19
Clean hit 	20-24
Late hit 	25-29
Earliest next ARM 	17
Laser aiming detector (full, on hit) 	32-39, 19-26
Laser hitbox (full, on hit) 	40-49, 27-36
Ending portion (full, full w/laser, on hit, on hit w/laser, blocked) 	47, 66, 28, 53, 33
Interruptible (full, full w/laser, on hit, on hit w/laser, blocked) 	66, 85, 47, 72, 52
Animation length (full, full w/laser, on hit, on hit w/laser, blocked)	81, 100, 62, 87, 67
!Full 
|-
!rowspan=2|Full with laser 
|-
|-
!On hit 
|-
!rowspan=2|On hit with laser 
|-
|-
!Blocked 
===Megawatt===
Charges between 	8-9
Early hit 	16, 17-19
Clean hit 	20-31
Late hit 	32-38
Earliest next ARM 	17
Ending portion (full, on hit, blocked) 	57, 20, 39
Interruptible (full, on hit, blocked) 	76, 39, 58
Animation length (full, on hit, blocked)	91, 54, 73
!Full 
|-
!On hit 
|-
!Blocked 
===Ramram===
Charges between 	8-9
Early hit 	16, 17-18
Clean hit 	19-25
Ring hitbox 	26-35
Earliest next ARM 	17
Ending portion (full, blocked) 	39, 37
Interruptible (full, blocked) 	58, 56
Animation length (full, blocked)	73, 71
!Full (ARM) 
|-
!Full (ring) 
|-
!Blocked 
Category:Min Min (SSBU)
Category:Forward smashes (SSBU)
Min Min (SSBU)/Forward throw

Min Min forward throw hurtbox and hitbox visualization	Min Min forward throw hurtbox and hitbox visualization	Min Min forward throw hurtbox and hitbox visualization	Min Min forward throw hurtbox and hitbox visualization	Min Min forward throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-13
Hitbox 	12
Throw Release 	13
Interruptible 	30
Animation length	71
|-
Category:Min Min (SSBU)
Category:Forward throws (SSBU)
Min Min (SSBU)/Forward tilt

==Update history==
 
*
==Hitboxes==
All ARMs have their damage reduced by 0.7× if they bounce off solid terrain, which fully affects the knockback they deal.
===Dragon===
|}
===Dragon Plus===
|}
===Megawatt===
|}
===Ramram===
|}
==Timing==
While attacking with an ARM, Min Min can walk, jump, or attack with her other ARM either forward or backward, as well as aim the active ARM vertically as it extends.
The duration of each ARM's attack depends on the time it takes Min Min to fully retract it, which is shorter the sooner it hits an opponent or solid surface, and has some additional lag if shielded. The framestrips below show three timings: fully extended without hitting, hitting an opponent as soon as possible, and getting blocked by a shield as soon as possible. In the case of Ramram, hitting an opponent does not affect its timing, but hitting a shield or solid surface does, which also prevents it from shooting out the ring.
===Dragon / Dragon Plus===
Hitbox (early, late) 	14, 15-25
Earliest next ARM 	17
Ending portion (full, on hit, blocked) 	40, 24, 35
Interruptible (full, on hit, blocked) 	59, 43, 54
Animation length (full, on hit, blocked)	74, 58, 69
!Full 
|-
!On hit 
|-
!Blocked 
===Megawatt===
Hitbox (early, late) 	14, 15-32
Earliest next ARM 	17
Ending portion (full, on hit, blocked) 	49, 18, 40
Interruptible (full, on hit, blocked) 	68, 37, 59
Animation length (full, on hit, blocked)	83, 52, 74
!Full 
|-
!On hit 
|-
!Blocked 
===Ramram===
ARM hitbox (early, late)	14, 15-21
Ring hitbox 	22-29
Earliest next ARM 	17
Ending portion 	33
Interruptible 	52
Animation length 	67
!Full (ARM) 
|-
!Full (ring) 
|-
!Blocked 
Category:Min Min (SSBU)
Category:Forward tilts (SSBU)
Min Min (SSBU)/Grab

==Overview==
==Grabbox Data==
===Standing and dash grabs===
|}
===Pivot grab===
|}
==Timing==
For all grabs, the ARMs can rebound off solid surfaces, causing Min Min to retract them earlier and cutting off part of the grab's total duration.
Grab (early, late) 	18, 19-24
ARM hurtboxes 	1-17, 37-72
Ending portion 	37
Interruptible (from ending) 	56 (20)
Animation length (standing grab)	72
Animation length (dash grab) 	73
Animation length (pivot grab) 	71
!Standing grab 
|-
!Dash grab 
|-
!Pivot grab 
|-
!ARM hurtboxes 
Category:Min Min (SSBU)
Category:Grabs (SSBU)
Min Min (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 (tapped)Neutral special 1 (tapped) 	Kung Fu Combo 	
Neutral attack 2 (tapped)Neutral special 2 (tapped) 	Kung Fu Combo 	
Neutral attack 3 (tapped)Neutral special 3 (tapped) 	Kung Fu Combo 	
Neutral attack rapid (tapped) Neutral special rapid (tapped) 	Kung Fu Combo 	
Neutral attack rapid finisher (tapped) Neutral special rapid finisher (tapped) 	Kung Fu Combo 	
Jab (held)Forward tiltNeutral specialSide special (Dragon) 	Punch 	
Jab (held)Forward tilt (Power Dragon) 	Punch 	
Neutral specialSide special (Ramram) 	Punch 	
Neutral specialSide special (Megawatt) 	Punch 	
Up tilt 	Wheel Kick 	
Down tilt 	Slide 	
Dash attck 	Jumping Kick 	
Forward smashSide special (smash) (Dragon) 	Punch 	
Forward smashSide special (smash) (Dragon, charged) 	Punch 	
Forward smashSide special (smash)Forward aerial (smash)Back aerial (smash) (Dragon beam) 	Punch 	
Forward smashSide special (smash)Forward aerial (smash)Back aerial (smash) (Dragon beam detect)	Punch 	
Forward smash Forward aerial (smash)Back aerial (smash) (Power Dragon) 	Punch 	
Forward smashForward aerial (smash)Back aerial (smash) (Power Dragon beam) 	Punch 	
Forward smashForward aerial (smash)Back aerial (smash) (Power Dragon beam detect) 	Punch 	
Side special (smash) (Ramram) 	Punch 	
Side special (smash) (Ramram, charged) 	Punch 	
Side special (smash) (Megawatt) 	Punch 	
Side special (smash) (Megawatt, charged) 	Punch 	
Up smash 	Somersault Kick 	
Down smash 	Two-Way Kick 	
Neutral aerial 	Punch 	
Neutral aerial (Power Dragon) 	Punch 	
Neutral special (aerial) (Dragon) 	Punch 	
Neutral special (aerial) (Ramram) 	Punch 	
Neutral special (aerial) (Megawatt) 	Punch 	
Forward aerialBack aerialSide special (aerial) (Dragon) 	Punch 	
Forward aerialBack aerialSide special (aerial) (Dragon, smash) 	Punch 	
Forward aerialBack aerial (Power Dragon) 	Punch 	
Forward aerialBack aerial (Power Dragon, smash) 	Punch 	
Side special (aerial) (Ramram) 	Punch 	
Side special (aerial) (Ramram, smash) 	Punch 	
Side special (aerial) (Megawatt) 	Punch 	
Side special (aerial) (Megawatt, smash) 	Punch 	
Up aerial 	Midair Somersault Kick	
Down aerial 	Dive Kick 	
Down aerial (landing) 	Dive Kick 	
Up special (grounded) 	ARMS Jump 	(unavailable)
Up special (Dragon, grounded) 	ARM Hook 	
Up special (Dragon, aerial) 	ARM Hook 	
Up special (Power Dragon, grounded) 	ARM Hook 	
Up special (Power Dragon, aerial) 	ARM Hook 	
Grab 	 	
Dash grab 	 	
Pivot grab 	 	
Forward throw 	 	
Back throw 	 	
Up throw 	 	
Down throw 	 	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	 	
Ledge attack 	 	
Category:Min Min (SSBU)
Category:Hitboxes (SSBU)
Min Min (SSBU)/Neutral aerial

==Update History==
 
*
==Hitboxes==
===Dragon===
|}
===Dragon Plus===
|}
===Megawatt===
|}
===Ramram===
|}
==Timing==
===Attack===
====Dragon / Dragon Plus====
Initial autocancel 	1-3
ARM intangible 	10-23
Hitboxes 	10-23
Ending autocancel 	37-
Interruptible 	38
Animation length (left, right)	48, 46
!Left 
|-
!Right 
|-
!ARM 
|-
!Autocancel 
====Megawatt====
Initial autocancel	1-5
ARM intangible 	14-32
Hitboxes 	14-32
Ending autocancel 	50-
Interruptible 	51
Animation length 	64
!Hitboxes 
|-
!ARM 
|-
!Autocancel 
====Ramram====
Initial autocancel	1-3
ARM intangible 	8-18
Hitboxes 	8-18
Ending autocancel 	28-
Interruptible 	29
Animation length 	35
!Hitboxes 
|-
!ARM 
|-
!Autocancel 
===Landing===
Interruptible 	13
Animation length (left, right)	51, 43
!Left 
|-
!Right 
Category:Min Min (SSBU)
Category:Neutral aerials (SSBU)
Min Min (SSBU)/Neutral attack

==Overview==
Min Min's neutral attack consists of a straight kick and a low sweep followed by either a high kick or a flurry of kicks.
For the technical data of each individual hit, see:
*Min Min (SSBU)/Neutral attack/Hit 1
*Min Min (SSBU)/Neutral attack/Hit 2
*Min Min (SSBU)/Neutral attack/Hit 3
*Min Min (SSBU)/Neutral attack/Infinite
==Quickest loop==
Min Min's first jab has one extra frame of startup than what is coded in its scripts, due to her performing the held variant of the attack before the game checks for a button release. This happens even if the input is buffered, unlike and 's tapped attacks, but does not apply to Min Min's following jabs.
The third jab and rapid jab have different continuability windows, with the latter being shorter and taking priority. The move transitions into the rapid jab if, since the start of the first jab and before the end of the rapid jab window, the attack button has been pressed and released at least 3 times. Otherwise, it transitions into the third jab. 
Jab 1 	5-6
Consecutive jab 	15
Jab 2 	17-18
Jab 3 	29-30
Rapid jab 	28, 30, 32, 34, 36, 38, 40
Rapid jab finisher	47-48
Interruptible 	25, 41, 59, 82
Animation lengths 	38, 48, 72, 96
|-
|-
|-
Category:Min Min (SSBU)
Category:Neutral attacks (SSBU)
Min Min (SSBU)/Neutral attack/Hit 1

==Overview==
==Hitboxes==
! Hitstun
|+8 frames
|+8 frames
|}
==Timing==
Min Min's first jab has one extra frame of startup than what is coded in its scripts, due to her performing the held variant of the attack before the game checks for a button release. This happens even if the input is buffered, unlike and 's tapped attacks, but does not apply to Min Min's following jabs.
Move change 	1-2
Hitboxes 	5-6
Continuability window	10-25
Interruptible 	25
Animation length 	38
|-
==Trivia==
*The move has another continuability window set on frame 16 if the attack button is held without hitting, but utilizing it is impossible due to the move requiring a tap input to activate. 
Category:Min Min (SSBU)
Category:Neutral attacks (SSBU)
Min Min (SSBU)/Neutral attack/Hit 2

==Overview==
==Hitboxes==
! Hitstun
|+8 frames
|+8 frames
|+8 frames
|}
==Timing==
The third jab and rapid jab have different continuability windows, with the latter being shorter and taking priority. The move transitions into the rapid jab if, since the start of the first jab and before the end of the rapid jab window, the attack button has been pressed and released at least 3 times. Otherwise, it transitions into the third jab.
Hitboxes 	Hitboxes 	8-9
Continuability 	Rapid jab 	14
Continuability 	Jab 3 (held on hit or tapped)	15-31
Continuability 	Jab 3 (held without hitting) 	18
Interruptible 	Interruptible 	32
Animation length	Animation length 	39
!Hitboxes 
|-
!Rapid jab 
|-
!Jab 3 
Category:Min Min (SSBU)
Category:Neutral attacks (SSBU)
Min Min (SSBU)/Neutral attack/Infinite

==Overview==
==Update History==
 
*
==Hitboxes==
The scripts only specify hitstun and shieldstun modifiers for the ID 1 hitboxes of the rapid jab portion, as well as an ID 0 hitbox that does not exist. However, due to a glitch with hitstun and shieldstun modifiers, they also apply to the ID 2 hitbox regardless.
! Hitstun
! Shieldstun
|+3 frames
|9×
|—
|—
|—
|—
|}
==Timing==
After one full loop, releasing the attack button at any point causes the infinite to transition into the finisher. Interruptibility and animation length are for the finisher only.
Loop points 	3-4, 19-20
Rapid jab 	6, 8, 10, 12, 14, 16, 18
Finisher 	6-7
Interruptible 	41
Animation length	55
Category:Min Min (SSBU)
Category:Neutral attacks (SSBU)
Min Min (SSBU)/Neutral special

==Overview==
Min Min's neutral special uses her right arm, which can be the Ramram, the Megawatt or the Dragon.
==Hitbox and Frame Data==
Min Min's neutral special uses the same data as her forward tilt if inputed on the ground and as her neutral aerial if inputed in the air. Data for both can be found here :
*Min Min (SSBU)/Forward tilt
*Min Min (SSBU)/Neutral aerial
Category:Min Min (SSBU)
Category:Neutral special moves (SSBU)
Min Min (SSBU)/Side special

==Overview==
Min Min's side special uses her right arm, which can be the Ramram, the Megawatt or the Dragon.
==Hitbox and Frame Data==
Min Min's side special uses the same data as her forward tilt and forward smash depending on how it is inputed. Data for both can be found here :
*Min Min (SSBU)/Forward tilt
*Min Min (SSBU)/Forward smash
Category:Min Min (SSBU)
Category:Side special moves (SSBU)
Min Min (SSBU)/Up aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1
Hitboxes 	7-13
Ending autocancel 	29-
Interruptible 	39
Animation length 	52
|-
===Landing lag===
Interruptible 	9
Animation length	38
Category:Min Min (SSBU)
Category:Up aerials (SSBU)
Min Min (SSBU)/Up smash

==Overview==
==Update History==
 
*
*
==Hitboxes==
|}
==Timing==
Only the lower parts of both legs are made intangible.
Charges between 	2-3
Left leg intangible 	8-16
Right leg intangible	8-10
Reflection 	7-16 (front)8-16 (leg)
Clean hit 	8-10
Mid hit 	11-13
Late hit 	14-16
Interruptible 	54
Animation length 	70
!Reflectors 
|-
!Hitboxes 
|-
!Left leg 
|-
!Right leg 
==Reflector parameters==
Damage threshold 	80%
Damage multiplier 	1.8
Speed multiplier 	2.4
Lifetime multiplier	0.8
Category:Min Min (SSBU)
Category:Up smashes (SSBU)
Category:Reflectors
Min Min (SSBU)/Up special

This article is about the hitbox analysis of Min Min’s up special in Super Smash Bros. Ultimate. For the move itself, see ARMS Jump / ARM Hook.
==Overview==
==Hitboxes==
===Left leg===
|}
==Timing==
===ARM Hook===
Hitbox (early, late)	12-13, 14-20
ARM hurtboxes off 	12-31
Interruptible 	55
Animation length 	64
|-
===ARMS Jump===
====Short====
Intangibility 	8-13
ARM hurtboxes off	11-31
Interruptible 	26
Animation length 	59
|Lag 
|-
|Body 
|-
|ARMS 
====Charged====
Intangibility 	18-25
ARMS intangible 	8-20
ARM hurtboxes off	21-43
Interruptible 	38
Animation length 	71
|Lag 
|-
|Body 
|-
|ARMS 
Category:Min Min (SSBU)
Category:Up special moves (SSBU)