Super Jump Punch
The user leaps upward with a jumping uppercut. This is the user's main recovery move, and it can also be used from out of shield as well.
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 for up to about 13% damage fresh (15% in Smash 64, and 11.5% in Ultimate). The coins' appearance is accompanied by the usual sound effect played in the Mario series when Mario grabs a coin. 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; however, this is no longer possible in Ultimate.
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, he can utilize his side special, wall jump, and respective down specials to mitigate this nerf. It also has the aforementioned lower damage output since Melee, but can cancel itself into a wall upon startup, making it better for recovery mix-ups.
In Brawl, the move has much more landing lag and has lost the ability to cancel itself into a wall, but the last hit has increased knockback, rendering capable of KOing at the upper blast line. From Brawl onward, the move also possesses the autolink angle on the penultimate hits, allowing it to connect more reliably.
In Ultimate, there is a chance that Cappy from Super Mario Odyssey might show his eyes when Mario uses this move, with the coin sound effect altered, and the coins replaced with regional coins from New Donk City should this occur; this is purely aesthetic, and has no effect on the move's properties. The linking hits deal less damage and the final hit deals less base knockback, hindering the move's damage-racking and vertical KOing ability, while the move sweetspots the ledge three frames later, worsening its utility as a recovery move. However, the linking hits now use weight-independent knockback and are impossible to SDI, making the move connect even more reliably, and several of them (specifically the second to fourth hits of the entire move) have a larger gap between each other, increasing the move's total hitbox duration.
In Melee, Dr. Mario's version of the attack is nearly identical to Mario's, though it deals more knockback and scores fewer hits. As with Mario, if the attack hits an enemy, coins fly out and the attack deals about 13% damage fresh. 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. This move can be cancelled upon startup unlike Mario's, granting it combo ability, but it cannot be canceled into a wall jump since Dr. Mario cannot wall jump. It also travels less recovery distance than Mario's, forcing Dr. Mario to rely more on his respective side and down specials compared to Mario, both of which also travel less distance than Mario's.
In SSB4, Dr. Mario's Super Jump Punch no longer hits multiple times and coins no longer fly out, instead striking as a sex kick, dealing 13.44% damage at the start of the attack and 6.72% damage for the rest of the move. This can be considered a less extreme version of Luigi's version of Super Jump Punch. This move, if hit clean 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, somewhat compensating for the removal of its canceling technique. The move gains a significant landing lag nerf, similar to Mario's and Luigi's, hindering its safety if whiffed.
In Ultimate, Dr. Mario's stronger attack multiplier causes Super Jump Punch to be even stronger, now dealing 14.1% clean and 7.0% late without any compensation on its knockback.
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 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 25% damage with high knockback (enough to KO at around 60% damage or higher), and triggers Special Zoom in Ultimate. The Fire Jump Punch, if used in the air is much weaker than if used on the ground, dealing 20% rather than 25% and considerably lower knockback, except in Smash 64, and does not trigger Special Zoom in Ultimate. 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. Regardless, the move is Luigi's most powerful KO move, and it also serves as Luigi's 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 aimed. 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 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, however the sweetspot is even harder to land than before, but with greater knockback. It covers considerably greater vertical distance than Mario's (in Melee and Brawl) and Dr. Mario's (in Melee) respective versions. It gains even less distance than before in Smash 4, with even more landing lag, and it does not KO until about 10% later due to its reduced base knockback. It is somewhat safer however, due to its reduced distance.
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 and Ultimate, 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 is available in Super Smash Bros. 4. These are the variations:
Mario & Dr. Mario
The Super Jump Punch is based on the simplest 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).
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. It also doesn't work at all on certain walls.
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.