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Mario (SSBU)/Up special

< Mario (SSBU)
Revision as of 17:53, January 20, 2022 by DrakRoar (talk | contribs)
This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Super Jump Punch.
Hitbox visualization showing Mario's up special, Super Jump Punch.
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Overview

Hitboxes

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Hit 1
0 0 0 5.0% 0   Forward 0 100 160   2.5 top 0.0 6.5 0.0 1.0× 0.0× 0%               Coin   All All            
1 0 0 5.0% 0   Forward 0 100 150   4.0 top 0.0 6.5 5.0 1.0× 0.0× 0%               Coin   All All            
2 0 0 5.0% 0   Forward 0 100 160   4.0 top 0.0 6.3 9.2 1.0× 0.0× 0%               Coin   All All            
Hits 2-6
0 0 2 0.6% 0   Forward 0 100 180   3.0 top 0.0 6.5 2.5 1.0× 0.0× 0%               Coin   All All            
1 0 2 0.6% 0   Forward 0 100 170   3.8 top 0.0 6.5 8.0 1.0× 0.0× 0%               Coin   All All            
2 0 2 0.6% 0   Forward 0 100 110   3.0 top 0.0 11.5 2.5 1.0× 0.0× 0%               Coin   All All            
3 0 2 0.6% 0   Forward 0 100 110   3.8 top 0.0 11.5 8.5 1.0× 0.0× 0%               Coin   All All            
Hit 7
0 0 0 3.0% 0   Forward 50 145 0   9.0 top 0.0 11.5 8.0 1.0× 1.0× 0%               Coin   All All            
1 0 0 3.0% 0   Forward 50 145 0   9.0 top 0.0 11.5 2.5 1.0× 1.0× 0%               Coin   All All            

Timing

The move changes direction on frame 3 if reversed, and can grab ledges from both sides starting on frame 14.

Intangibility 3-6
Hit 1 3-6
Hits 2-6 7-16
Hit 7 17-18
Animation length 37
                                                                         
                                                                         
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Vulnerable
 
Intangible

Parameters

Stick sensitivity to reverse 0.3
Stick sensitivity to angle 0.5
Maximum angle deviation 12°
Grounded height multiplier 1.1
Aerial height multiplier 1.08
Air speed multiplier on startup 0.67
Helplessness air speed multiplier 0.6
Landing lag 30 frames
Chance of Cappy appearing 30%