Super Jump Punch: Difference between revisions

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==Users==
==Users==
===Mario===
===Mario===
[[File:200px-SuperJumpPunch.jpg|thumb|150px|left|Super Jump Punch in ''Melee''.]]
[[File:200px-SuperJumpPunch.jpg|thumb|150px|left|Super Jump Punch in ''[[Melee]]''.]]
[[Image:MarioJumppunch.jpg|thumb|150px|right|Mario performing his Super Jump Punch as an attack]]
[[Image:MarioJumppunch.jpg|thumb|150px|right|Mario performing his Super Jump Punch as an attack in ''[[Brawl]]''.]]
When Mario uses this attack each hit does 1% damage. Average damage is around 10-13%. Moderate knockback, though seems more powerful in Brawl. It is a poor recovery overall due to it's short range and easiness to be edgeguarded (with the exception of N64's S.J.P. which has a great vertical range and decent horizontal range if aimed forward). However, using [[Cape]] will aid Mario's horizontal recovery, making recovering a little easier. Cape, combined with S.J.P.'s some horizontal and mainly vertical range will give Mario a good horizontal recovery, though the attack's normal angle will make it a terrible move to use vertically in some situations below the ledge. It is possible to "aim" both Mario's Super Jump Punch straight up vertically by holding the control stick in the opposite direction they are facing during the "spark" of the Super Jump Punch's animation, and can be angled vertically as well by aiming the control stick forward.
When Mario uses this attack each hit does 1% damage. Average damage is around 10-13%. Moderate knockback, though seems more powerful in Brawl. It is a poor recovery overall due to it's short range and easiness to be edgeguarded (with the exception of N64's S.J.P. which has a great vertical range and decent horizontal range if aimed forward). However, using [[Cape]] will aid Mario's horizontal recovery, making recovering a little easier. Cape, combined with S.J.P.'s some horizontal and mainly vertical range will give Mario a good horizontal recovery, though the attack's normal angle will make it a terrible move to use vertically in some situations below the ledge. It is possible to "aim" both Mario's Super Jump Punch straight up vertically by holding the control stick in the opposite direction they are facing during the "spark" of the Super Jump Punch's animation, and can be angled vertically as well by aiming the control stick forward.



Revision as of 11:48, September 10, 2010

File:SuperJumpPunchSsbb.jpg
Mario performing his Super Jump Punch as a recovery

The Super Jump Punch is a third jump that Mario and Luigi can perform in all three titles. Dr. Mario also shares this move with them in Melee. It is executed by pressing B while holding the control stick upwards; thus, it is their up B attack. When performed by either of the "Marios," they jump up diagonally with more vertical range than horizontal; if the attack strikes an enemy during the jump, coins fly out of the enemy, and the foe receives multiple hits for up to about 12% damage. The last hit of the attack deals a little knockback, but it can Star KO opponents if used near the upper blast line (especially in Brawl).

Users

Mario

Mario's Super Jump Punch Attack.
Mario performing his Super Jump Punch as an attack in Brawl.

When Mario uses this attack each hit does 1% damage. Average damage is around 10-13%. Moderate knockback, though seems more powerful in Brawl. It is a poor recovery overall due to it's short range and easiness to be edgeguarded (with the exception of N64's S.J.P. which has a great vertical range and decent horizontal range if aimed forward). However, using Cape will aid Mario's horizontal recovery, making recovering a little easier. Cape, combined with S.J.P.'s some horizontal and mainly vertical range will give Mario a good horizontal recovery, though the attack's normal angle will make it a terrible move to use vertically in some situations below the ledge. It is possible to "aim" both Mario's Super Jump Punch straight up vertically by holding the control stick in the opposite direction they are facing during the "spark" of the Super Jump Punch's animation, and can be angled vertically as well by aiming the control stick forward.

Dr. Mario

Dr. Mario's Super Jump punch
Dr. Mario's Super Jump Punch

When Dr. Mario performs the attack, coins fly out of the enemy, and the foe receives about 12% damage. Dr. Mario's version of the attack is the exact same as Mario's, but is more powerful, and scores fewer hits. Also, the sound effect is different than the usual sound made when Mario grabs a coin. Using the cape to aid his version of the recovery is less noticeable and less helpful than Mario's because of its lag, sending Dr. Mario up and forward only once.

Luigi

Luigi performing a Super Jump Punch
Luigi doing a sweetspotted Fire Jump Punch.

Luigi's Super Jump Punch only deals 1 point of damage, and only makes a character flinch very slightly. However, if the attack's sweet spot hits a character, it becomes a powerful Fire Jump Punch which deals around 25% damage with high knockback and can KO an opponent at 70% damage or higher. Luigi can turn around after the initial hitbox, however, its usefulness is questionable. In Super Smash Bros. Melee, Luigi's attack sends him vertically without any horizontal range, forcing him to rely on his Green Missile for recovery. In Brawl, Luigi becomes Helpless after a Super Jump Punch, turning upside down at the peak of his jump. This allows for more horizontal movement after the move but has more landing lag compared to his Melee Super Jump Punch. The Fire Jump Punch if used in the air is slightly weaker than if used on the ground (20% rather then 25%). It is possible to combo with it by small jumping, performing an n-air, and then using a sweetspotted punch at percentages around 40% with many characters. The Fire Jump Punch is often nicknamed Shoryuken due to its resemblance to the Shoryukeun attack from the Street Fighter games, involving a fast uppercut with good range usually to counter aerial assaults.

Origin

The Super Jump Punch is a unique special move in that it is based off of a very simple technique used by the Mario Bros.-- the jump. In the original Super Mario Bros., Mario and Luigi used their jump to cross gaps (called "abysses"), stomp on enemies (namely Koopa Troopas and Goombas), and break bricks or hit blocks to reveal coins or power-ups (namely Super Mushrooms and Fire Flowers). The Super Jump Punch is based off of Mario and Luigi's ability to reveal multiple coins from blocks with a jump; this is seen when Mario, Dr. Mario, or Luigi use the attack on a foe. The coins that appear seem to use their appearance from Super Mario 64.

Trivia

  • Coins are the currency of the Mushroom Kingdom in the Mario series. In the Super Smash Bros. series, beginning with Super Smash Bros., they are created when the Jump Punch connects with an opponent. The appearance of these coins is modeled after the coins from Super Mario 64.
  • In Melee, the appearance of the coins is the same as the original SSB, but the coins for the Trophy Lottery look similar as well as the Game Over screen. Also, these same coins are used on the Game Over screen in Brawl's Adventure or Classic Modes to continue, as well as the Coin Launcher. Lastly, there is a Coin sticker.
  • This move is occasionally referred to as "Pay-Day Punch" given that Nintendo Power magazine gave this name to the move in its review for Super Smash Bros, due to the coins flying out of the enemy when dealing damage.
  • The coins that appear are 2D sprites that always face the screen on the pause menu.

Video (Mario)

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