Super Jump Punch
The Super Jump Punch (スーパージャンプパンチ, Sūpā Janpu Panchi) is Mario and Luigi's up special move that they can perform in the Smash Bros. games. Dr. Mario also shares this move with them in Super Smash Bros. Melee. It is executed by pressing the special button while holding the control stick or d-pad upwards; thus, it is their up special move. When performed by either of the "Marios," they jump up diagonally 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 multiple hits for up to about 12% damage. The last hit of the attack deals a little knockback, but it can Star KO opponents if used near the upper blast line (especially in Brawl).
The Super Jump Punch is a unique special move in that it is based on a very simple technique used by the Mario Bros.-- the jump. In the original Super Mario Bros., Mario and Luigi used their 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 blocks with a jump; this is seen when Mario, Dr. Mario, or Luigi use the attack on a foe. Coins are the currency of the Mushroom Kingdom in the Mario series. The coins that appear have their design from Super Mario 64.
When Mario uses this attack each hit inflicts 1% damage. The average total damage caused is around 10-13%. This move had moderate knockback in Melee, but is more powerful in Brawl. The move is often a rather poor recovery overall due to its short range and being easily edgeguarded (with the exception of the Super Jump Punch in SSB64, which 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). However, using Cape can slightly aid Mario's horizontal recovery, making recovering a little easier. Cape, combined with Super Jump Punch's lightly horizontal and mainly vertical range will give Mario a fair horizontal recovery, though the attack's normal angle will make it a terrible move to use vertically in some situations below the ledge. It is possible to "aim" both Mario's Super Jump Punches straight up vertically by holding the Control Stick in the opposite direction that they are facing during the "spark" of the Super Jump Punch's animation and can be angled more horizontally as well by aiming the control stick or D-Pad forward.
When Dr. Mario performs the attack, coins fly out of the enemy, and the attack deals about 12% damage. Dr. Mario's version of the attack is the same as Mario's, but is more powerful, and scores fewer hits. Also, the sound effect is different than the usual sound made when Mario grabs a coin. Using the cape to aid his version of the recovery is less noticeable and less helpful than Mario's because of its lag, sending Dr. Mario up and forward only once.
Luigi's sourspotted Super Jump Punch only deals 1 point of damage, and only makes a character flinch very slightly. However, if the attack's sweet spot hits a character, it becomes a powerful Fire Jump Punch which deals around 25% damage with high knockback and can KO an opponent at 60% damage or higher. Luigi can turn around after the initial hitbox, however, its usefulness is questionable. In Super Smash Bros., his Super Jump Punch sends him upwards and forwards, but the horizontal movement after the move is performed is low. In Super Smash Bros. Melee, Luigi's attack sends him vertically upward without any horizontal range, forcing him to rely on his Green Missile for horizontal recovery. In Super Smash Bros. Brawl, Luigi has more horizontal movement after the move but has more landing lag compared to his Melee Super Jump Punch. The Fire Jump Punch if used in the air is slightly weaker than if used on the ground (20% rather than 25%). It is possible to combo with it by small jumping, performing an neutral aerial, and then using a sweetspotted punch at percentages around 40% with many characters. When sourspotted, it can be used to steal KOs, as it will give Luigi the point without changing their trajectory.
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. 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), this technique is rather useful. It isn't easy to utilize however, due to requiring Mario to be right next to the wall before using the move.
Dr. Mario can cancel his Super Jump Punch. To perform it, 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. Another way the player can do it is to use Super Jump Punch so Dr. Mario would jump backwards and then press the control stick downward during the first few frames of the animation. This 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. This move also has set knockback.