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Mario (SSB4)/Up special/Default: Difference between revisions

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{{ArticleIcons|ssb4=y}}
{{ArticleIcons|ssb4=y}}
[[File:MarioSuperJumpPunch.gif|270px|right|thumbnail|Hitbox visualization of Mario's Super Jump Punch.]]
{{disambig2|the hitbox visualization in ''Super Smash Bros. 4''|the move itself|Super Jump Punch}}
[[File:MarioSuperJumpPunch.gif|270px|thumb|Hitbox visualization of Mario's Super Jump Punch.]]


==Overview==
==Overview==
Mario's up special move is a rising uppercut known as the [[Super Jump Punch]]. It deals 13% when fresh and if all hits connect. It is Mario's primary [[recovery]] move. Despite the short amount of distance it grants, it can be angled.
Mario's up special move is a rising uppercut known as the [[Super Jump Punch]]. It deals 13% when fresh and if all hits connect. It is Mario's primary [[recovery]] move. Despite the short amount of distance it grants, it can be angled.


Due to its speed, this move is commonly used [[out of shield]], as a combo finisher or to net KOs off the upper [[blast line]]. Although the final hit is not very powerful, the fixed knockback of the earlier hits can lead to very early KOs if the move is used high up and the final hit does not connect.
Due to its speed, this move is commonly used [[out of shield]], as a combo finisher or to net KOs off the upper [[blast line]]. Although the final hit is not very powerful, the fixed knockback of the earlier hits can lead to very early KOs if only the first hit of the move connects near the upper blast zone (especially with [[rage]]).


==Hitboxes==
==Hitboxes==
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|-
|-
!Animation length
!Animation length
|38
|37
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Hitbox|c=3|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=1|s=HitboxChangeM}}{{FrameStrip|t=Hitbox|c=1|s=HitboxChangeM}}{{FrameStrip|t=Hitbox|c=1|s=HitboxChangeM}}{{FrameStrip|t=Hitbox|c=2|s=HitboxChangeE|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=2|s=HitboxChangeE|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=2|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=24}}
{{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Hitbox|c=4|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=1|s=HitboxChangeM}}{{FrameStrip|t=Hitbox|c=1|s=HitboxChangeM}}{{FrameStrip|t=Hitbox|c=1|s=HitboxChangeM}}{{FrameStrip|t=Hitbox|c=2|s=HitboxChangeE|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=2|s=HitboxChangeE|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=2|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=22}}
{{FrameStripEnd}}
{{FrameStripEnd}}
{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Vulnerable|c=2}}{{FrameStrip|t=Intangible|c=3}}{{FrameStrip|t=Vulnerable|c=33}}
{{FrameStrip|t=Vulnerable|c=2}}{{FrameStrip|t=Intangible|c=4}}{{FrameStrip|t=Vulnerable|c=31}}
{{FrameStripEnd}}
 
===Landing lag===
{|class="wikitable"
!Animation length
|30
|}
 
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=30}}
{{FrameStripEnd}}
{{FrameStripEnd}}


{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|vulnerable=y|intangible=y}}
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|vulnerable=y|intangible=y}}


{{MvSubNavMario}}
{{MvSubNavMario|g=SSB4}}
[[Category:Mario (SSB4)]]
[[Category:Mario (SSB4)]]
[[Category:Special moves (SSB4)]]
[[Category:Up special moves (SSB4)]]
[[Category:Up special moves (SSB4)]]

Latest revision as of 09:17, April 12, 2023

This article is about the hitbox visualization in Super Smash Bros. 4. For the move itself, see Super Jump Punch.
Hitbox visualization of Mario's Super Jump Punch.

OverviewEdit

Mario's up special move is a rising uppercut known as the Super Jump Punch. It deals 13% when fresh and if all hits connect. It is Mario's primary recovery move. Despite the short amount of distance it grants, it can be angled.

Due to its speed, this move is commonly used out of shield, as a combo finisher or to net KOs off the upper blast line. Although the final hit is not very powerful, the fixed knockback of the earlier hits can lead to very early KOs if only the first hit of the move connects near the upper blast zone (especially with rage).

HitboxesEdit

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Hit 1
0 0 5% 0   0 100 130 7.0 0 5.0 6.0 0.0 1.0x 1.0x 0%               Coin  
1 0 5% 0   0 100 140 6.0 0 9.0 6.0 0.0 1.0x 1.0x 0%               Coin  
Hits 2-4
0 0 1% 0   0 100 150 6.0 0 4.5 7.0 0.0 1.0x 1.0x 0%               Coin  
1 0 1% 0   0 100 150 5.0 0 8.5 7.0 0.0 1.0x 1.0x 0%               Coin  
Hit 5-6
0 0 1% 0   0 100 90 5.5 0 4.5 7.0 0.0 1.0x 1.0x 0%               Coin  
1 0 1% 0   0 100 120 4.2 0 8.5 7.0 0.0 1.0x 1.0x 0%               Coin  
Hit 7
0 0 3% 0   52 145 0 10.0 0 4.5 7.0 0.0 1.0x 1.0x 0%               Coin 2  
1 0 3% 0   52 145 0 10.0 0 8.5 7.0 0.0 1.0x 1.0x 0%               Coin 2  

TimingEdit

Hitboxes 3-6, 7, 8, 9, 10-11, 12-13, 14-15
Intangible 3-6
Animation length 37
                                                                         
                                                                         

Landing lagEdit

Animation length 30
                                                           
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Vulnerable
 
Intangible