Super Jump Punch
When performed by Mario, he jumps diagonally upwards with more vertical range than horizontal. If the attack strikes an enemy during the jump, coins fly out of the enemy, and the foe receives several hits of 1% damage each for up to about 10-13% damage. The coins' appearance is accompanied by the usual sound effect played in the Mario series when Mario grabs a coin. The last hit of the attack deals moderate knockback in Melee, but is more powerful in Brawl, able to Star KO opponents if used near the upper blast line. It is possible to "aim" the move straight up vertically by holding the Control Stick in the opposite direction that Mario is facing during the initial "spark" of the move's animation, and it can be angled more horizontally as well by aiming the control stick or D-Pad forward. Mario can hit opponents with the first hit of the move by aiming in the opposite direction upon the move's start-up, which only does set knockback and minimal damage, therefore having little use.
In the original Super Smash Bros, the move has a great vertical range (enough to go from the main platform of Dream Land to the top platform) and decent horizontal range if aimed forward. From Melee onward this range was reduced, causing it to become an overall rather poor recovery move since it is easily edgeguarded. However, this can be mitigated by the then-new addition of Mario's side special move Cape, which slightly aids Mario's horizontal recovery and makes recovering a little easier. Combining Cape with Super Jump Punch's lightly horizontal and mainly vertical range will give Mario a fair horizontal recovery, though the attack's angle will make it a terrible move to use vertically in some situations below the ledge.
In Melee, Dr. Mario's version of the attack is nearly identical to Mario's, though it is more powerful and scores fewer hits. As with Mario, if the attack hits an enemy, coins fly out and the attack deals about 12% damage. However, the sound effect uses generic "hit" sounds instead of playing Mario's usual coin sound effect. Like Mario, Dr. Mario can also "aim" the move to change its angle somewhat. Unlike Mario's Cape, Dr. Mario's Super Sheet has a much less noticeable aid on his horizontal recovery and is less helpful than Mario's because of its lag, sending Dr. Mario up and forward only once.
In Smash 4, Dr. Mario's Super Jump Punch no longer hits multiple times, instead striking as a single, solid hit with a sweetspot at the start of the attack that does 13% damage and a sourspot at the move's apex that does 7% damage. This can be considered a less extreme version of Luigi's version of Super Jump Punch. This move, if sweetspotted and aimed in the opposite direction, can potentially hit foes behind him, allowing him to avoid a possible punish after using the move or edgeguard foes offstage and recover at the same time.
Luigi's version of the move behaves quite differently from both Mario and Dr. Mario's versions. The move has a rather large sourspot that deals only 1% damage (releasing a single coin) and no knockback, barely making an opponent flinch at all. However, it has a very precise sweetspot right in front of Luigi only at the very beginning of the move, which if it connects turns the move into a powerful Fire Jump Punch that makes the ping sound effect, dealing around 25% damage with high knockback (enough to KO at around 60% damage or higher). The Fire Jump Punch if used in the air is slightly weaker than if used on the ground, dealing 20% rather than 25%. It is possible to combo with it by short hopping, performing an neutral aerial, and then using a sweetspotted punch at damage percentages around 40% with many characters. Luigi can turn around after the initial hitbox, which will sourspot anyone near him when doing so; however, the usefulness of this maneuver is questionable.
In the original Super Smash Bros., Luigi's Super Jump Punch sends him upwards and forwards like Mario, but the horizontal movement after the move is performed is low. From Melee onward, to distinguish the behavior of the move even further from Mario and Dr. Mario, the move instead sends Luigi directly vertically upward with no horizontal range at all. In Melee specifically Luigi would fall straight down after he finished rising, forcing him to rely entirely on his then-newly added Green Missile and his Luigi Cyclone for horizontal recovery. From Brawl onwards, for comedic and aesthetic effect Luigi falls upside-down after performing the move, becoming helpless; this allows him to steer himself horizontally while falling at the cost of more landing lag.
The move's sourspot may seem useless; however, in Time matches it can be used to steal KOs, as it will give Luigi the last hit on the opponent without changing their trajectory. Additionally, in Melee the Luigi Ladder can be performed, where two Luigis can repeatedly hit each other with the sourspot of the attack to rise indefinitely, even above the upper blast line.
Special Move customization was added in Super Smash Bros. 4. These are the variations:
Mario & Dr. Mario
The Super Jump Punch is based on the most simple technique used by the Mario Bros.—the jump. In the original Super Mario Bros. and many games afterward, Mario and Luigi jump to cross gaps, stomp on enemies (such as Koopa Troopas and Goombas), and break bricks or hit blocks to reveal coins or power-ups (such as Super Mushrooms and Fire Flowers).
The Super Jump Punch is based on Mario and Luigi's ability to reveal multiple coins from certain blocks by jumping due to holding their fists upward; these coins are seen when Mario, Luigi (when sourspotted only), and Dr. Mario (in Melee only) use the attack on a foe. Coins are the currency of the Mushroom Kingdom in the Mario series. The coins that appear use their design from Super Mario 64 up until Super Smash Bros. 4, where their design was updated to resemble the Star Coins from the New Super Mario Bros. series of games. The sound effect played at the beginning of the move (by all three users) is based on the sound effect played when Mario or Luigi jumps in Super Mario Bros.
In Melee, if Mario is right next to a wall, the Super Jump Punch can be cancelled into a wall jump by tapping the opposite direction Mario is facing immediately after Mario begins to turn around after reaching the apex of his jump. This technique can be rather useful if Mario happens to be knocked very low while next to the wall on stages such as Yoshi's Story (such as when recovering from a meteor smash). It isn't easy to utilize however, due to requiring Mario to be right next to the wall before using the move.
In Melee, Dr. Mario can cancel his Super Jump Punch. To perform this, a player must have Dr. Mario use his Super Jump Punch and then during the first four frames, quickly move the control stick in the opposite direction. Alternatively, the player can use Super Jump Punch such that Dr. Mario would jump backwards, and then press the control stick downward during the first few frames of the animation. This technique can be used for combos (similar to Fox's Reflector) or to shield cancel and punish the opponent for approaching or for trying to break the player's shield; however, its set knockback means that it cannot KO opponents.