This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Super Jump Punch.
Luigi Up Special Hitbox Visualizations
Grounded Aerial
LuigiUSpecialGroundedSSBU.gif LuigiUSpecialAerialSSBU.gif

OverviewEdit

Super Jump Punch is Luigi's most reliable KOing move, able to finish off opponents at around 50% to 60%. It has massive landing lag (45 frames), making it very punishable on whiff. Coming out on frame 8, it is one of Luigi's fastest out of shield options, but hindered by its low range. Aside from being Luigi’s primary recovery move for vertical distance, the move is typically used as a powerful combo finisher from a variety of Luigi's combo extenders, ending in a stock taken almost all the time. The move does not launch traditionally at 90°; instead, it has an angle of 88°. This means that optimal DI is away from Luigi.

In the air, it is noticeably weaker, but can be hit from an up tilt, a down throw and other combos and mix ups. It also has a slightly bigger hitbox that isn't extended into the z-axis, causing some inconsistencies against thinner characters. It is also able to start a combo should Luigi grab the ledge immediately after sweetspotting it. Unlike the grounded version, the aerial version sends straight up, using an angle of 90°.

When sourspotted, Super Jump Punch deals only 1% with knockback so weak that it cannot KO above the upper blast line, allowing two Luigis to perform the Luigi ladder technique. Combined with the high landing lag, this makes the late hit incredibly unsafe to land as it will inevitably lead to a very strong punish.

HitboxesEdit

Landing a grounded clean hit triggers a Special Zoom.

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
Grounded clean hit
0 0 0 25.0% 0   Standard 50 88 0   2.2 top 1.2 to -1.2 6.0 7.0 1.0× 1.0× 0%               Bat   All All            
Aerial clean hit
0 0 0 20.0% 0   Standard 40 80 0   2.7 top 0.0 6.0 5.5 1.0× 1.0× 0%               Burn   All All            
Late hit
0 0 0 1.0% 0   Standard 1 1 0   5.8 head 2.0 2.2 0.0 1.0× 1.0× 0%               Coin   All All            
1 0 0 1.0% 0   Standard 1 1 0   4.7 hip 0.0 4.8 0.0 1.0× 1.0× 0%               Coin   All All            

TimingEdit

 
Close-up of the move's clean hit.

The move enables ledge grabs from the front starting on frame 11, and from behind starting on frame 25. Luigi can also fast fall as early as frame 25.

To B-reverse the move, the control stick has to be held backward on frame 8 for the grounded version, and frame 6 for the aerial version.

GroundedEdit

Optional reverse 8
Intangible 8-10
Clean hit 8
Late hit 9-23
Animation length 56
                                                                                                               
                                                                                                               

AerialEdit

Optional reverse 6
Intangible 6-8
Clean hit 6
Late hit 7-23
Animation length 56
                                                                                                               
                                                                                                               

LandingEdit

Animation length 45
                                                                                         
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Vulnerable
  
State change
 
Intangible

ParametersEdit

MoveEdit

While the move is generally described to only travel straight up, it can actually be directed horizontally much like Mario's version, albeit to a much less significant degree that is harder to discern.

Horizontal speed multiplier on startup 0
Startup gravity 0.05
Stick sensitivity to reverse 0.25
Stick sensitivity to angle 0.2
Maximum angle deviation
Grounded height multiplier 1
Aerial height multiplier 1.2
Horizontal speed multiplier on ending 0.05
Helplessness air speed 0.35
Helplessness fall speed 1.5
Landing lag 45 frames

Special ZoomEdit

Duration 35 frames
Slowdown magnitude 4
Zoom rate 3.5
Time before zoom 3 frames
Background duration (non-1v1) 24 frames