Editing Super Jump Punch

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In ''[[Super Smash Bros. 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 aerial]]s. 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 [[edgehog]]ging 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 ''[[Super Smash Bros. 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 aerial]]s. 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 [[edgehog]]ging 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 ''[[Super Smash Bros. Ultimate]]'', there is a 30% chance that [[Cappy]] from ''{{s|mariowiki|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 (1% → 0.6%) and the final hit deals less base knockback, hindering the move's damage-racking (up to 11.0% total) and vertical KOing ability, while the move sweet spots the ledge three frames later, worsening its utility as a recovery move. The changes to rage also removed the looping hits' ability to KO at incredibly early percents. 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).
In ''[[Super Smash Bros. Ultimate]]'', there is a 30% chance that [[Cappy]] from ''{{s|mariowiki|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 (1% → 0.6%) and the final hit deals less base knockback, hindering the move's damage-racking (up to 11.0% total) 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===
===Luigi===

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