Editing Super Jump Punch

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{{Infobox Special Move
{{Infobox Special Move
|name=Super Jump Punch
|name=Super Jump Punch
|image={{tabber|title1=Mario|content1=[[File:Mario Up B SSBU.gif|300px]]|title2=Luigi|content2=[[File:Luigi Up B SSBU.gif|300px]]|title3=Dr. Mario|content3=[[File:Dr Mario Up B SSBU.gif|300px]]}}
|image={{tabber|title1=Mario|tab1=[[File:Mario Up B SSBU.gif|300px]]|title2=Luigi|tab2=[[File:Luigi Up B SSBU.gif|300px]]|title3=Dr. Mario|tab3=[[File:Dr Mario Up B SSBU.gif|300px]]}}
|caption=Super Jump Punch in ''Ultimate''.
|caption=Super Jump Punch in ''Ultimate''.
|user=[[Mario]]
|user=[[Mario]]
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In ''[[Super Smash Bros. 4]]'', the move travels a slightly better vertical distance and no longer causes him to drop momentum at the move's apex, compensating for the nerf to Cape's stalling effect, and is often used for a combo finisher after several [[up aerial]]s. The move's hitboxes are identical to its ''Brawl'' counterpart however, the move greatly benefits from the universal changes to ''Smash 4'', mainly the removal of [[edgehog]]ging and the introduction of [[rage]]. The former (along with its increased distance) makes it a much better recovery move while the latter can potentially allow the move to KO as low as 0% near the upper blastzone if Mario has enough rage.
In ''[[Super Smash Bros. 4]]'', the move travels a slightly better vertical distance and no longer causes him to drop momentum at the move's apex, compensating for the nerf to Cape's stalling effect, and is often used for a combo finisher after several [[up aerial]]s. The move's hitboxes are identical to its ''Brawl'' counterpart however, the move greatly benefits from the universal changes to ''Smash 4'', mainly the removal of [[edgehog]]ging and the introduction of [[rage]]. The former (along with its increased distance) makes it a much better recovery move while the latter can potentially allow the move to KO as low as 0% near the upper blastzone if Mario has enough rage.


In ''[[Super Smash Bros. Ultimate]]'', there is a 30% chance that [[Cappy]] from ''{{s|mariowiki|Super Mario Odyssey}}'' might show his eyes when Mario uses this move, with the coin sound effect altered, and the coins replaced with regional coins from New Donk City should this occur; this is purely aesthetic, and has no effect on the move's properties. The linking hits deal less damage (1% → 0.6%) and the final hit deals less base knockback, hindering the move's damage-racking (up to 11.0% total) and vertical KOing ability, while the move sweet spots the ledge three frames later, worsening its utility as a recovery move. The changes to rage also removed the looping hits' ability to KO at incredibly early percents. However, the linking hits now use weight-independent knockback and are impossible to SDI, making the move connect even more reliably, and several of them (specifically the second to fourth hits of the entire move) have a larger gap between each other, increasing the move's total hitbox duration. In addition, the move now travels high enough to reach the top platform of Dream Land for the first time since ''Smash 64'' (though this is brought about by a change to Dream Land rather than one to the move itself).
In ''[[Super Smash Bros. Ultimate]]'', there is a 30% chance that [[Cappy]] from ''{{s|mariowiki|Super Mario Odyssey}}'' might show his eyes when Mario uses this move, with the coin sound effect altered, and the coins replaced with regional coins from New Donk City should this occur; this is purely aesthetic, and has no effect on the move's properties. The linking hits deal less damage (1% → 0.6%) and the final hit deals less base knockback, hindering the move's damage-racking (up to 11.0% total) and vertical KOing ability, while the move sweet spots the ledge three frames later, worsening its utility as a recovery move. However, the linking hits now use weight-independent knockback and are impossible to SDI, making the move connect even more reliably, and several of them (specifically the second to fourth hits of the entire move) have a larger gap between each other, increasing the move's total hitbox duration. In addition, the move now travels high enough to reach the top platform of Dream Land for the first time since ''Smash 64'' (though this is brought about by a change to Dream Land rather than one to the move itself).


===Luigi===
===Luigi===
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==Customization==
==Customization==
Special Move customization is available in ''[[Super Smash Bros. 4]]''. These are the variations:
Special Move customization is available in ''[[Super Smash Bros. 4]]''. These are the variations:
===Mario and Dr. Mario===
===Mario & Dr. Mario===
{{CustomSet|Mario|Up|name1=Super Jump Punch|desc1=A rising punch that hits repeatedly.|name2=Super Jump|desc2=More jump than the Super Jump Punch, but with none of the punch.|name3=Explosive Punch|desc3=Less jump than the Super Jump Punch, but with an explosive punch at the top.|altlink2=Super Jump (Mario)}}
{{CustomSet|Mario|Up|name1=Super Jump Punch|desc1=A rising punch that hits repeatedly.|name2=Super Jump|desc2=More jump than the Super Jump Punch, but with none of the punch.|name3=Explosive Punch|desc3=Less jump than the Super Jump Punch, but with an explosive punch at the top.|altlink2=Super Jump (Mario)}}
{{CustomSet|DrMario|Up|name1=Super Jump Punch|desc1=This rising punch may have no coins involved, but it's extra powerful at the start of the jump.|name2=Super Jump|desc2=A slow jump that travels higher. No attack power, but you can move horizontally.|name3=Ol' One-Two|desc3=A burning uppercut. Not much height, but causes a powerful explosion at its peak.|altlink2=Super Jump (Dr. Mario)}}
{{CustomSet|DrMario|Up|name1=Super Jump Punch|desc1=This rising punch may have no coins involved, but it's extra powerful at the start of the jump.|name2=Super Jump|desc2=A slow jump that travels higher. No attack power, but you can move horizontally.|name3=Ol' One-Two|desc3=A burning uppercut. Not much height, but causes a powerful explosion at its peak.|altlink2=Super Jump (Dr. Mario)}}
# '''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)''': 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}}


===Luigi===
===Luigi===
{{CustomSet|Luigi|Up|name1=Super Jump Punch|desc1-ntsc=Punch up through the air. Stronger at the start of the move.|desc1-pal=Punches up through the air. The very start of the move is extremely powerful if it hits home.|name2=Fiery Jump Punch|desc2-ntsc=Easier to get a critical hit at the start, but you don't jump as high.|desc2-pal=Punches up into the air. Easier to get a critical hit at the start, but you don't go up as high.|name3=Burial Header|desc3-ntsc=Can bury opponents on the way down, but no critical hits on the way up.|desc3-pal=Hits once on the way into the air, then falls quickly to hit again. Can bury opponents.}}
{{CustomSet|Luigi|Up|name1=Super Jump Punch|desc1-ntsc=Punch up through the air. Stronger at the start of the move.|desc1-pal=Punches up through the air. The very start of the move is extremely powerful if it hits home.|name2=Fiery Jump Punch|desc2-ntsc=Easier to get a critical hit at the start, but you don't jump as high.|desc2-pal=Punches up into the air. Easier to get a critical hit at the start, but you don't go up as high.|name3=Burial Header|desc3-ntsc=Can bury opponents on the way down, but no critical hits on the way up.|desc3-pal=Hits once on the way into the air, then falls quickly to hit again. Can bury opponents.}}
# '''Super Jump Punch''': Default.
# '''Super Jump Punch''': Default.
# '''Fiery Jump Punch''': The sweet spot is much larger (2.2 -> 4.0 (ground) 2.7 -> 4.0 (air)), making it considerably easier to land. However it is weaker (25% (ground), 20% (air) -> 18% (ground), 15% (air)), has a worse angle (88º (ground), 90º (Air) -> 70º (ground), 75º air), kills over 40% later, grants less height and has more ending and landing lag. Oddly, it grants Luigi slight control of the angle of the jump, granting it horizontal recovery potential. This is not to be confused with the '''Fire Jump Punch''', which is the regular Super Jump Punch hit at its sweet spot, although the two are related, having to do with the sweet spot of the original attack.{{Main|Luigi (SSB4)/Up special/Custom 1}}
# '''Fiery Jump Punch''': The sweet spot is much larger (2.2 -> 4.0 (ground) 2.7 -> 4.0 (air)), making it considerably easier to land. However it is weaker (25% (ground), 20% (air) -> 18% (ground), 15% (air)), has a worse angle (88º (ground), 90º (Air) -> 70º (ground), 75º air), kills over 40% later, grants less height and has more ending and landing lag. Oddly, it grants Luigi slight control of the angle of the jump, granting it horizontal recovery potential. This is not to be confused with the '''Fire Jump Punch''', which is the regular Super Jump Punch hit at its sweet spot, although the two are related, having to do with the sweet spot of the original attack.
# '''Burial Header''': Loses the sweet spot but gains a new attack after the initial jump - Luigi falls much faster and can bury grounded opponents, allowing for potential follow-ups. With good positioning, the sour spot can combo into the descending hit and knock opponents away. Sends Luigi higher than his other up specials. It also has noticeably less [[ending lag]]. Hurts horizontal recovery due to the new fall speed. It also launches aerial opponents horizontally, though one might assume it is a [[meteor smash]] due to burying grounded opponents.{{Main|Luigi (SSB4)/Up special/Custom 2}}
:{{Main|Luigi (SSB4)/Up special/Custom 1}}
# '''Burial Header''': Loses the sweet spot but gains a new attack after the initial jump - Luigi falls much faster and can bury grounded opponents, allowing for potential follow-ups. With good positioning, the sour spot can combo into the descending hit and knock opponents away. Sends Luigi higher than his other up specials. It also has noticeably less [[ending lag]]. Hurts horizontal recovery due to the new fall speed. It also launches aerial opponents horizontally, though one might assume it is a [[meteor smash]] due to burying grounded opponents.
:{{Main|Luigi (SSB4)/Up special/Custom 2}}


<gallery>
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==Techniques==
==Techniques==
[[File:Sjpwalljump.gif|thumb|Mario walljumping after his Up-B]]
[[File:upbcancelsmall.gif|thumb|Dr. Mario canceling his Up-B]]
===Super Jump Punch [[wall jump]]===
===Super Jump Punch [[wall jump]]===
[[File:Sjpwalljump.gif|thumb|Mario walljumping after his up special]]
In ''Melee'', if Mario is right next to a wall, the Super Jump Punch can be canceled into a [[wall jump]] by tapping the opposite direction Mario is facing immediately after Mario begins to turn around after reaching the apex of his jump. This technique can be rather useful if Mario happens to be knocked very low while next to the wall on stages such as [[Yoshi's Story]] (such as when recovering from a [[meteor smash]]). It isn't easy to utilize however, due to requiring Mario to be right next to the wall before using the move. It also doesn't work at all on certain walls.
In ''Melee'', if Mario is right next to a wall, the Super Jump Punch can be canceled into a [[wall jump]] by tapping the opposite direction Mario is facing immediately after Mario begins to turn around after reaching the apex of his jump. This technique can be rather useful if Mario happens to be knocked very low while next to the wall on stages such as [[Yoshi's Story]] (such as when recovering from a [[meteor smash]]). It isn't easy to utilize however, due to requiring Mario to be right next to the wall before using the move. It also doesn't work at all on certain walls.
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===Up-B cancel===
===Up-B cancel===
[[File:upbcancelsmall.gif|thumb|Dr. Mario canceling his up special]]
In ''Melee'', Dr. Mario can cancel his Super Jump Punch. To perform this, a player must have Dr. Mario use his Super Jump Punch and then during the first four frames, quickly move the [[control stick]] in the opposite direction. Alternatively, the player can use Super Jump Punch such that Dr. Mario would jump backward, and then press the control stick downward during the first few frames of the animation. This technique can be used for combos (similar to {{SSBM|Fox}}'s [[Reflector]]) or to shield cancel and punish the opponent for [[approach]]ing or for trying to break the player's [[shield]]; however, its [[set knockback]] means that it cannot [[KO]] opponents.
In ''Melee'', Dr. Mario can cancel his Super Jump Punch. To perform this, a player must have Dr. Mario use his Super Jump Punch and then during the first four frames, quickly move the [[control stick]] in the opposite direction. Alternatively, the player can use Super Jump Punch such that Dr. Mario would jump backward, and then press the control stick downward during the first few frames of the animation. This technique can be used for combos (similar to {{SSBM|Fox}}'s {{b|Reflector|Fox}}) or to shield cancel and punish the opponent for [[approach]]ing or for trying to break the player's [[shield]]; however, its [[set knockback]] means that it cannot [[KO]] opponents.


The technique is still possible in ''Smash 4'', but it requires the player to be under the effects of [[Witch Time]] or a [[timer]].
The technique is still possible in Smash 4, but it requires the player to be under the effects of [[Witch Time]] or a [[timer]].
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The Super Jump Punch is based on the simplest technique used by the Mario Bros. — the {{s|mariowiki|jump}}. In the original ''[[Super Mario Bros.]]'' and many games afterward, Mario and Luigi jump to cross gaps, stomp on enemies (such as [[Koopa Troopa]]s and [[Goomba]]s), and break [[Brick Block|bricks]] or hit [[? Block|block]]s to reveal {{s|mariowiki|coin}}s or power-ups (such as [[Super Mushroom]]s and [[Fire Flower]]s).
The Super Jump Punch is based on the simplest technique used by the Mario Bros. — the {{s|mariowiki|jump}}. In the original ''[[Super Mario Bros.]]'' and many games afterward, Mario and Luigi jump to cross gaps, stomp on enemies (such as [[Koopa Troopa]]s and [[Goomba]]s), and break [[Brick Block|bricks]] or hit [[? Block|block]]s to reveal {{s|mariowiki|coin}}s or power-ups (such as [[Super Mushroom]]s and [[Fire Flower]]s).


The Super Jump Punch is based on Mario and Luigi's abilities to reveal [[mariowiki:Coin Block|multiple coins from certain blocks]] and defeat enemies standing on blocks from below by jumping due to holding their fists upward (the latter of which dates back to ''Mario Bros.''); these coins are seen when Mario, Luigi (when sourspotted only), and Dr. Mario (in ''Melee'' only) use the attack on a foe. Coins are the currency of the {{b|Mushroom Kingdom|location}} in the [[Mario (universe)|''Mario'' series]]. The coins that appear in the first three games borrow their design from ''{{s|supermariowiki|Super Mario 64}}'', but from ''Super Smash Bros. 4'' onward their design was updated to resemble the {{s|mariowiki|Star Coins}} from the ''[[mariowiki:New Super Mario Bros.|New Super Mario Bros.]]'' series of games. In ''[[Super Smash Bros. Ultimate]]'', coins produced by Mario can randomly appear as {{s|supermariowiki|regional coins}} found in the {{s|supermariowiki|Metro Kingdom}} from ''{{s|supermariowiki|Super Mario Odyssey}}''. The sound effect played at the beginning of the move (by all three users) is based on the sound effect played when Mario or Luigi jumps in ''Super Mario Bros'' while the sound effect of the Regional coins from ''Odyssey'' plays when that variant is activated.
The Super Jump Punch is based on Mario and Luigi's ability to reveal [[mariowiki:Coin Block|multiple coins from certain blocks]] by jumping due to holding their fists upward; these coins are seen when Mario, Luigi (when sourspotted only), and Dr. Mario (in ''Melee'' only) use the attack on a foe. Coins are the currency of the {{b|Mushroom Kingdom|location}} in the [[Mario (universe)|''Mario'' series]]. The coins that appear in the first three games borrow their design from ''{{s|supermariowiki|Super Mario 64}}'', but from ''Super Smash Bros. 4'' onward their design was updated to resemble the {{s|mariowiki|Star Coins}} from the ''[[mariowiki:New Super Mario Bros.|New Super Mario Bros.]]'' series of games. In ''[[Super Smash Bros. Ultimate]]'', coins produced by Mario can randomly appear as {{s|supermariowiki|regional coins}} found in the {{s|supermariowiki|Metro Kingdom}} from ''{{s|supermariowiki|Super Mario Odyssey}}''. The sound effect played at the beginning of the move (by all three users) is based on the sound effect played when Mario or Luigi jumps in ''Super Mario Bros'' while the sound effect of the Regional coins from ''Odyssey'' plays when that variant is activated.
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*Although Luigi's Super Jump Punch appears to jump straight upward, it can actually be very slightly angled. This rarely has a noticeable effect though.
*Although Luigi's Super Jump Punch appears to jump straight upward, it can actually be very slightly angled. This rarely has a noticeable effect though.
*In ''Melee'', the coins for the [[Trophy Lottery]] as well as the "Game Over" screen look very similar to the coins that appear when using this move. This carries over to the [[Game Over]] screen in ''Brawl''{{'}}s Adventure and Classic Modes, as well as the [[Coin Launcher]]. Lastly, there is a [[List of SSBM trophies (Super Mario Bros. series)|Coin]] trophy in ''Melee''.
*In ''Melee'', the coins for the [[Trophy Lottery]] as well as the "Game Over" screen look very similar to the coins that appear when using this move. This carries over to the [[Game Over]] screen in ''Brawl''{{'}}s Adventure and Classic Modes, as well as the [[Coin Launcher]]. Lastly, there is a [[List of SSBM trophies (Super Mario Bros. series)|Coin]] trophy in ''Melee''.
*This move is occasionally nicknamed as "Pay-Day Punch", given that ''Nintendo Power'' magazine gave this name to the move in its review for ''[[Super Smash Bros.]]'', referring to the coins flying out of the enemy when dealing damage. This is a reference to the move Pay Day used by [[Meowth]] in the {{uv|Pokémon}} games, which also causes coins to spawn.
*This move is occasionally nicknamed as "Pay-Day Punch", given that ''Nintendo Power'' magazine gave this name to the move in its review for ''[[Super Smash Bros.]]'', referring to the coins flying out of the enemy when dealing damage. This is a reference to the move Pay Day used by [[Meowth]] in the ''{{uv|Pokémon}}'' games, which also causes coins to spawn.
*Prior to ''SSB4'', the coins that appear are 2D sprites that always face the screen on the [[pause]] menu.
*Prior to ''SSB4'', the coins that appear are 2D sprites that always face the screen on the [[pause]] menu.
* In ''SSB4'' both Explosive Punch and Ol' One Two when performed up close, bears similarities to [[Ryu]]'s Shin Shoryuken.
*In ''Ultimate'', Luigi's Super Jump Punch is coded to bypass the [[interruptibility]] that his special fall landing normally has. Causing special fall with [[Pac-Jump]]'s trampoline reveals that the landing lag is supposed to be interruptible on frame 31.
*In ''Ultimate'', Luigi's Super Jump Punch is coded to bypass the [[interruptibility]] that his special fall landing normally has. Causing special fall with [[Pac-Jump]]'s trampoline reveals that the landing lag is supposed to be interruptible on frame 31.
*In ''Ultimate'', the description of Dr. Mario's Super Jump Punch incorrectly states that it hits multiple times despite not being able to hit more than once since ''SSB4''.
*In ''Ultimate'', the description of Dr. Mario's Super Jump Punch incorrectly states that it hits multiple times despite not being able to hit more than once since ''SSB4''.

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