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Super Jump Punch: Difference between revisions

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The '''Super Jump Punch''' is a [[third jump]] that [[Mario]] and [[Luigi]] can perform in all three smash games. [[Dr. Mario (SSBM)|Dr. Mario]] also shares this move with them in ''[[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, [[supermariowiki:Coin|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 [[third jump]] that [[Mario]] and [[Luigi]] can perform in all three titles. [[Dr. Mario (SSBM)|Dr. Mario]] also shares this move with them in ''[[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, [[supermariowiki:Coin|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]]'').


==Users==
==Users==


===Mario===
===Mario===
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 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. 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. 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 vertically as well by aiming the control stick or D-Pad forward.
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 offers 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 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. 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. 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 vertically as well by aiming the control stick or D-Pad forward.


===Dr. Mario===
===Dr. Mario===

Revision as of 17:26, December 19, 2011

Super Jump Punch
File:SuperJumpPunchSsbb.jpg
Mario performing his Super Jump Punch as a recovery
User Mario, Luigi, Dr. Mario
Universe Mario
"Attack opponents while jumping or leap to get back to the ledge."
(Melee's instruction manual)
"Jump while attacking. Useful in recoveries."
(Brawl's instruction manual)


The Super Jump Punch is a third jump that Mario and Luigi can perform in all three titles. Dr. Mario also shares this move with them in 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).

Users

Mario

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 offers 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 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. 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. 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 vertically as well by aiming the control stick or D-Pad forward.

Dr. Mario

When Dr. Mario performs the attack, coins fly out of the enemy, and the foe receives 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

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 his to rely on his Green Missile for 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.

Origin

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. The coins that appear have their design from Super Mario 64.

Gallery

Trivia

  • Coins are the currency of the Mushroom Kingdom in the Mario series. In the Super Smash Bros. series, beginning with Super Smash Bros., they are created when the Super Jump Punch connects with an opponent. The appearance of these coins is modeled after the coins from Super Mario 64.
  • In Melee, the appearance of the coins is the same as the original SSB, but the coins for the Trophy Lottery look similar as well as the Game Over screen. Also, these same coins are used on the Game Over screen in Brawl's Adventure or Classic Modes to continue, as well as the Coin Launcher. Lastly, there is a Coin sticker.
  • This move is occasionally referred to as "Pay-Day Punch" given that Nintendo Power magazine gave this name to the move in its review for Super Smash Bros., due to the coins flying out of the enemy when dealing damage.
  • The coins that appear are 2D sprites that always face the screen on the pause menu.
  • The coins come out from the enemy, not from the user.

Video (Mario)

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