Editing Super Jump Punch

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===Luigi===
===Luigi===
[[File:SSBUWebsiteLuigi2.jpg|thumb|Luigi's Fire Jump Punch in ''Super Smash Bros. Ultimate''. The sweet spot activates [[Special Zoom]].]]
[[File:SSBUWebsiteLuigi2.jpg|thumb|Luigi's Fire Jump Punch in ''Super Smash Bros. Ultimate''. The sweet spot activates [[Special Zoom]].]]
Luigi's version of the move behaves very 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 {{b|sweetspot|hitbox}} 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 (except in the Japanese version of ''Smash 64'', where a normal strong attack sound plays), dealing 25% damage with high knockback (enough to [[KO]] at around 60% damage or higher) and triggering Special Zoom in ''Ultimate''. The aerial Fire Jump Punch is weaker than the grounded version, dealing 20% rather than 25% and considerably lower knockback with no ping or Special Zoom. (Starting from ''Smash 4'', the aerial sweetspot has less startup lag and a somewhat larger hitbox to minimally compensate.) It is possible to combo with it by [[short hop]]ping, performing a neutral aerial, and then using a sweet spotted punch at damage percentages around 40% with many characters. Luigi can turn around after the initial hitbox, which will sour spot anyone near him when doing so; however, the usefulness of this maneuver is questionable. Regardless, the move is Luigi's most powerful KO move, and it also serves as Luigi's primary vertical recovery move.
Luigi's version of the move behaves very 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 {{b|sweetspot|hitbox}} 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 25% damage with high knockback (enough to [[KO]] at around 60% damage or higher) and triggering Special Zoom in ''Ultimate''. The aerial Fire Jump Punch is weaker than the grounded version, dealing 20% rather than 25% and considerably lower knockback with no ping or Special Zoom. (Starting from ''Smash 4'', the aerial sweetspot has less startup lag and a somewhat larger hitbox to minimally compensate.) It is possible to combo with it by [[short hop]]ping, performing a neutral aerial, and then using a sweet spotted punch at damage percentages around 40% with many characters. Luigi can turn around after the initial hitbox, which will sour spot anyone near him when doing so; however, the usefulness of this maneuver is questionable. Regardless, the move is Luigi's most powerful KO move, and it also serves as Luigi's primary vertical recovery move.


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, gaining less height compared to ''Smash 64'' and losing the ability to be angled. 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. The move also received increased startup lag and reduced knockback in ''Melee''. From ''Brawl'' onward, 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, unlike the old helpless state. In ''Brawl'', the sweet spot has slightly increased startup lag but is more effective at KOing due to the universally decreased falling speeds combined with the inclusion of the [[gravity]] penalty. It covers considerably greater vertical distance than Mario's and Dr. Mario's respective versions in all games except ''Smash 4''. It gains even less distance than before in ''Smash 4'', with even more landing lag, and it has less KO power due to its reduced knockback. The grounded version also has more startup lag and less range. It is somewhat safer, however, due to its reduced distance. However, in ''Ultimate'' most of the move's height and KO power from ''Brawl'' was restored, albeit with reduced horizontal movement when Luigi starts descending. The move also KO confirms from many of Luigi's moves, including his [[down throw]], [[up tilt]], and [[neutral aerial]].
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, gaining less height compared to ''Smash 64'' and losing the ability to be angled. 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. The move also received increased startup lag and reduced knockback in ''Melee''. From ''Brawl'' onward, 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, unlike the old helpless state. In ''Brawl'', the sweet spot has slightly increased startup lag but is more effective at KOing due to the universally decreased falling speeds combined with the inclusion of the [[gravity]] penalty. It covers considerably greater vertical distance than Mario's and Dr. Mario's respective versions in all games except ''Smash 4''. It gains even less distance than before in ''Smash 4'', with even more landing lag, and it has less KO power due to its reduced knockback. The grounded version also has more startup lag and less range. It is somewhat safer, however, due to its reduced distance. However, in ''Ultimate'' most of the move's height and KO power from ''Brawl'' was restored, albeit with reduced horizontal movement when Luigi starts descending. The move also KO confirms from many of Luigi's moves, including his [[down throw]], [[up tilt]], and [[neutral aerial]].

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