Editing Super Jump Punch

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# '''Super Jump Punch''': Default.
# '''Super Jump Punch''': Default.
# '''Super Jump''': Deals no damage, but has less startup, increases the distance traveled, and has a wider range of angles, essentially looking like Mario's iconic jump. Rises faster when used in mid-air. While Mario's Super Jump further increases recovery distance (about to Smash 64 levels), Dr. Mario's Super Jump travels about the same distance as Mario's Super Jump Punch. It has significantly more ending lag and slightly more landing lag, but Mario's momentum is not halted at the end of the move as much.{{Main|Mario (SSB4)/Up special/Custom 1}}{{Main|Dr. Mario (SSB4)/Up special/Custom 1}}
# '''Super Jump''': Deals no damage, but has less startup, increases the distance traveled, and has a wider range of angles, essentially looking like Mario's iconic jump. Rises faster when used in mid-air. While Mario's Super Jump further increases recovery distance (about to Smash 64 levels), Dr. Mario's Super Jump travels about the same distance as Mario's Super Jump Punch. It has significantly more ending lag and slightly more landing lag, but Mario's momentum is not halted at the end of the move as much.{{Main|Mario (SSB4)/Up special/Custom 1}}{{Main|Dr. Mario (SSB4)/Up special/Custom 1}}
# '''Explosive Punch (Mario) / Ol' One-Two (Dr. Mario)''' (known as '''The Ol' One-Two (Dr. Mario)''' in the [[PAL]] version): Produces [[flame]] and [[explosive]] damage. It now does only two hits, 8% damage for the first hit and 13% damage for the second. A powerful KOing option, killing at around 96% from the ground. However, recovery distance is reduced, and the move can't be angled at all. The move has drastically increased ending lag, meaning Mario cannot be controlled for a long time after the move ends, and it also has slightly increased landing lag. However, it has significantly larger hitboxes, making it somewhat easier to connect with.  
# '''Explosive Punch (Mario) / Ol' One-Two (Dr. Mario)''': Produces [[flame]] and [[explosive]] damage. It now does only two hits, 8% damage for the first hit and 13% damage for the second. A powerful KOing option, killing at around 96% from the ground. However, recovery distance is reduced, and the move can't be angled at all. The move has drastically increased ending lag, meaning Mario cannot be controlled for a long time after the move ends, and it also has slightly increased landing lag. However, it has significantly larger hitboxes, making it somewhat easier to connect with.  
#: In {{for3ds}}, this variation is a [[List of challenges (SSB4-3DS)|Challenge]] unlock for Mario, only obtainable by getting a score of at least 200,000 in [[Target Blast]].{{Main|Mario (SSB4)/Up special/Custom 2}}{{Main|Dr. Mario (SSB4)/Up special/Custom 2}}
#: In {{for3ds}}, this variation is a [[List of challenges (SSB4-3DS)|Challenge]] unlock for Mario, only obtainable by getting a score of at least 200,000 in [[Target Blast]].{{Main|Mario (SSB4)/Up special/Custom 2}}{{Main|Dr. Mario (SSB4)/Up special/Custom 2}}


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