Super Jump Punch
Super Jump Punch is a move where the user leaps vertically while performing an uppercut. This is the user's main recovery move, and it can also be used out of shield.
When performed by Mario, he jumps diagonally upwards with a 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 it is 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 (although the latter was noticeably nerfed). It also has the aforementioned lower damage output but can cancel itself into a wall upon startup, making it better for recovery mix-ups. This version is also one frame slower than the previous version, coming out on frame 3 as opposed to frame 2. This makes it a slightly worse out of shield option although it is still tied for the fastest (and Mario generally has many more opportunities to use it out of shield due to the changes to shieldstun).
In Brawl, the move has lost the ability to cancel itself into a wall, but the last hit has increased knockback, rendering it capable of KOing at the upper blast line. The move also possesses less hits and the autolink angle on the penultimate hits, allowing it to connect more reliably. The move can also be performed one frame faster out of shield, as (with all up specials) it can now be performed on the first frame of Mario's jumpsquat rather than the second frame.
In Smash 4, the move travels a slightly better vertical distance and no longer causes him to drop momentum at the move's apex, compensating for the nerf to Cape's stalling effect, and is often used for a combo finisher after several up aerials. The move's hitboxes are identical to its Brawl counterpart however, the move greatly benefits from the universal changes to Smash 4, mainly the removal of edgehogging and the introduction of rage. The former (along with its increased distance) makes it a much better recovery move while the latter can potentially allow the move to KO as low as 0% near the upper blastzone if Mario has enough rage.
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 sweet spots 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 addition, the move now travels high enough to reach the top platform of Dream Land for the first time since Smash 64 (though this is brought about by a change to Dream Land rather than one to the move itself).
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 (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 hopping, 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.
The move's sour spot 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 sour spot of the attack to rise indefinitely, even above the upper blast line.
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, which notably initiates faster than with Mario's version. This move can be canceled 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 grant less momentum than Mario's.
In SSB4, Dr. Mario's Super Jump Punch no longer hits multiple times and coins no longer fly out, now 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 cancelling 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. However, it has lost the ability to be aimed after connecting with the sweet spot, removing its edgeguarding potential.
Special Move customization is available in Super Smash Bros. 4. These are the variations:
Mario & Dr. Mario
In Melee, if Mario is right next to a wall, the Super Jump Punch can be canceled 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 backward, 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.
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).
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 in the first three games borrow their design from Super Mario 64, but from Super Smash Bros. 4 onward their design was updated to resemble the Star Coins from the New Super Mario Bros. series of games. In Super Smash Bros. Ultimate, coins produced by Mario can randomly appear as regional coins found in the Metro Kingdom from Super Mario Odyssey. 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 while the sound effect of the Regional coins from Odyssey plays when that variant is activated.
Names in other languages