Super Jump Punch: Difference between revisions
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==Overview== | ==Overview== | ||
The user leaps upward with a jumping uppercut. This is the user's main recovery move, and it can also be used | The user leaps upward with a jumping uppercut. This is the user's main recovery move, and it can also be used [[out of shield]]. | ||
===Mario=== | ===Mario=== | ||
[[File:Super Jump Punch Brawl recovery.png|thumb|Mario uses Super Jump Punch as a recovery in ''Brawl''.]] | [[File:Super Jump Punch Brawl recovery.png|thumb|Mario uses Super Jump Punch as a recovery in ''Brawl''.]] | ||
When performed by Mario, he jumps diagonally upwards with more vertical range than horizontal. If the attack strikes an enemy during the jump, {{s|mariowiki|coin}}s fly out of the enemy, and the foe receives several hits for up to about 13% damage fresh (15% in ''[[Super Smash Bros.|Smash 64]]'', and 11.5% in ''Ultimate''). The coins' appearance is accompanied by the usual sound effect played in the [[Mario (universe)|''Mario'' series]] when Mario grabs a coin. It is possible to "aim" the move straight up vertically by holding the Control Stick in the opposite direction that Mario is facing during the initial "spark" of the move's animation, and it can be angled more horizontally as well by aiming the control stick or D-Pad forward. Mario can hit opponents with the first hit of the move by aiming in the opposite direction upon the move's start-up, which only does set knockback and minimal damage, therefore having little use; however, this is no longer possible in ''Ultimate''. | When performed by Mario, he jumps diagonally upwards with a more vertical range than horizontal. If the attack strikes an enemy during the jump, {{s|mariowiki|coin}}s fly out of the enemy, and the foe receives several hits for up to about 13% damage fresh (15% in ''[[Super Smash Bros.|Smash 64]]'', and 11.5% in ''Ultimate''). The coins' appearance is accompanied by the usual sound effect played in the [[Mario (universe)|''Mario'' series]] when Mario grabs a coin. It is possible to "aim" the move straight up vertically by holding the Control Stick in the opposite direction that Mario is facing during the initial "spark" of the move's animation, and it can be angled more horizontally as well by aiming the control stick or D-Pad forward. Mario can hit opponents with the first hit of the move by aiming in the opposite direction upon the move's start-up, which only does set knockback and minimal damage, therefore having little use; however, this is no longer possible in ''Ultimate''. | ||
In the original ''Super Smash Bros'', the move has a great vertical range (enough to go from the main platform of {{SSB|Dream Land}} to the top platform) and decent horizontal range if aimed forward. | In the original ''Super Smash Bros'', the move has a great vertical range (enough to go from the main platform of {{SSB|Dream Land}} to the top platform) and decent horizontal range if it is aimed forward. | ||
From ''[[Super Smash Bros. Melee|Melee]]'' onward, this range was reduced, causing it to become an overall rather poor recovery move since it is easily [[edgeguard]]ed. However, he can utilize his [[Cape|side special]], [[wall jump]], and respective [[Mario Tornado|down]] [[F.L.U.D.D.|specials]] to mitigate this nerf. It also has the aforementioned lower damage output since ''Melee'' | From ''[[Super Smash Bros. Melee|Melee]]'' onward, this range was reduced, causing it to become an overall rather poor recovery move since it is easily [[edgeguard]]ed. However, he can utilize his [[Cape|side special]], [[wall jump]], and respective [[Mario Tornado|down]] [[F.L.U.D.D.|specials]] to mitigate this nerf. It also has the aforementioned lower damage output since ''Melee'' but can cancel itself into a wall upon startup, making it better for recovery mix-ups. This version is also four frames faster than the original version, coming out on frame 3 as opposed to frame 7 and making it a superior out of shield option. | ||
In ''[[Super Smash Bros. Brawl|Brawl]]'', the move has much more landing lag and has lost the ability to cancel itself into a wall, but the last hit has increased knockback, rendering capable of KOing at the upper [[blast line]]. From ''Brawl'' onward, the move also possesses the [[autolink angle]] on the penultimate hits, allowing it to connect more reliably. | In ''[[Super Smash Bros. Brawl|Brawl]]'', the move has much more landing lag and has lost the ability to cancel itself into a wall, but the last hit has increased knockback, rendering capable of KOing at the upper [[blast line]]. From ''Brawl'' onward, the move also possesses the [[autolink angle]] on the penultimate hits, allowing it to connect more reliably. | ||
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In ''[[Super Smash Bros. 4|SSB4]]'', the move travels at 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. | In ''[[Super Smash Bros. 4|SSB4]]'', the move travels at 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. | ||
In ''[[Super Smash Bros. Ultimate|Ultimate]]'', there is a 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 and the final hit deals less base knockback, hindering the move's damage-racking and vertical KOing ability, while the move | In ''[[Super Smash Bros. Ultimate|Ultimate]]'', there is a 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 and the final hit deals less base knockback, hindering the move's damage-racking 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. | ||
===Luigi=== | ===Luigi=== | ||
[[File:SSBUWebsiteLuigi2.jpg|thumb|Luigi's Fire Jump Punch in ''Super Smash Bros. Ultimate''. The | [[File:SSBUWebsiteLuigi2.jpg|thumb|Luigi's Fire Jump Punch in ''Super Smash Bros. Ultimate''. The sweet spot activates [[Special Zoom]].]] | ||
Luigi's version of the move behaves very differently from both Mario and Dr. Mario's versions. The move has a rather large [[sourspot]] that deals only 1% damage (releasing a single coin) and no knockback, barely making an opponent flinch at all. However, it has a very precise {{b|sweetspot|hitbox}} right in front of Luigi only at the very beginning of the move, which if it connects turns the move into a powerful '''Fire Jump Punch''' that makes the [[ping]] sound effect, dealing 25% damage with high knockback (enough to [[KO]] at around 60% damage or higher), and triggering Special Zoom in ''Ultimate''. The Fire Jump Punch, if used in the air, is much weaker than if used on the ground, dealing 20% rather than 25% and considerably lower knockback (with less startup lag and a somewhat larger hitbox to minimally compensate starting from ''Smash 4''), except in ''Smash 64'' (where it is only slightly weaker than the grounded version). It also does not trigger Special Zoom in ''Ultimate''. It is possible to combo with it by [[short hop]]ping, performing | Luigi's version of the move behaves very differently from both Mario and Dr. Mario's versions. The move has a rather large [[sourspot]] that deals only 1% damage (releasing a single coin) and no knockback, barely making an opponent flinch at all. However, it has a very precise {{b|sweetspot|hitbox}} right in front of Luigi only at the very beginning of the move, which if it connects turns the move into a powerful '''Fire Jump Punch''' that makes the [[ping]] sound effect, dealing 25% damage with high knockback (enough to [[KO]] at around 60% damage or higher), and triggering Special Zoom in ''Ultimate''. The Fire Jump Punch, if used in the air, is much weaker than if used on the ground, dealing 20% rather than 25% and considerably lower knockback (with less startup lag and a somewhat larger hitbox to minimally compensate starting from ''Smash 4''), except in ''Smash 64'' (where it is only slightly weaker than the grounded version). It also does not trigger Special Zoom in ''Ultimate''. It is possible to combo with it by [[short hop]]ping, performing a neutral aerial, and then using a sweet spotted punch at damage percentages around 40% with many characters. Luigi can turn around after the initial hitbox, which will sour spot anyone near him when doing so; however, the usefulness of this maneuver is questionable. Regardless, the move is Luigi's most powerful KO move, and it also serves as Luigi's primary vertical recovery move. | ||
In the original ''[[Super Smash Bros.]]'', Luigi's Super Jump Punch sends him upwards and forwards like Mario, but the horizontal movement after the move is performed is low. From ''Melee'' onward, to distinguish the behavior of the move even further from Mario and Dr. Mario, the move instead sends Luigi directly vertically upward with no horizontal range at all, gaining less height compared to ''Smash 64'' and losing the ability to be aimed. In ''Melee'', specifically Luigi would fall straight down after he finished rising, forcing him to rely entirely on his then-newly added [[Green Missile]] and his [[Luigi Cyclone]] for horizontal recovery. The move also received increased startup lag and reduced knockback in ''Melee''. From ''Brawl'' onward, for comedic and aesthetic effect Luigi falls upside-down after performing the move, becoming [[helpless]]; this allows him to steer himself horizontally while falling at the cost of more landing lag, unlike the old helpless state. In ''Brawl'', the | In the original ''[[Super Smash Bros.]]'', Luigi's Super Jump Punch sends him upwards and forwards like Mario, but the horizontal movement after the move is performed is low. From ''Melee'' onward, to distinguish the behavior of the move even further from Mario and Dr. Mario, the move instead sends Luigi directly vertically upward with no horizontal range at all, gaining less height compared to ''Smash 64'' and losing the ability to be aimed. In ''Melee'', specifically, Luigi would fall straight down after he finished rising, forcing him to rely entirely on his then-newly added [[Green Missile]] and his [[Luigi Cyclone]] for horizontal recovery. The move also received increased startup lag and reduced knockback in ''Melee''. From ''Brawl'' onward, for comedic and aesthetic effect Luigi falls upside-down after performing the move, becoming [[helpless]]; this allows him to steer himself horizontally while falling at the cost of more landing lag, unlike the old helpless state. In ''Brawl'', the sweet spot has slightly increased startup lag but is more effective at KOing due to the universally decreased falling speeds combined with the inclusion of the [[gravity]] penalty. It covers considerably greater vertical distance than Mario's and Dr. Mario's respective versions in all game except ''Smash 4''. It gains even less distance than before in ''Smash 4'', with even more landing lag, and it has less KO power due to its reduced knockback. The grounded version also has more startup lag and less range. It is somewhat safer, however, due to its reduced distance. However, in ''Ultimate'' most of the move's height and KO power from ''Brawl'' was restored, albeit with reduced horizontal movement when Luigi starts descending. The move also KO confirms from many of Luigi's moves, including his [[down throw]], [[up tilt]], and [[neutral aerial]]. | ||
The move's | The move's sour spot may seem useless; however, in [[Time]] matches it can be used to steal [[KO]]s, as it will give Luigi the last hit on the opponent without changing their trajectory. Additionally, in ''Melee'' and ''Ultimate'', the [[Luigi Ladder]] can be performed, where two Luigis can repeatedly hit each other with the sour spot of the attack to rise indefinitely, even above the upper [[blast line]]. | ||
===Dr. Mario=== | ===Dr. Mario=== | ||
In ''Melee'', Dr. Mario's version of the attack is nearly identical to Mario's, though it deals more knockback and scores fewer hits. As with Mario, if the attack hits an enemy, coins fly out and the attack deals about 13% damage fresh. However, the sound effect uses generic "hit" sounds instead of playing Mario's usual coin sound effect. Like Mario, Dr. Mario can also "aim" the move to change its angle somewhat. This move can be | In ''Melee'', Dr. Mario's version of the attack is nearly identical to Mario's, though it deals more knockback and scores fewer hits. As with Mario, if the attack hits an enemy, coins fly out and the attack deals about 13% damage fresh. However, the sound effect uses generic "hit" sounds instead of playing Mario's usual coin sound effect. Like Mario, Dr. Mario can also "aim" the move to change its angle somewhat. This move can be canceled upon startup unlike Mario's, granting it combo ability, but it cannot be canceled into a wall jump since Dr. Mario cannot wall jump. It also travels less recovery distance than Mario's, forcing Dr. Mario to rely more on his respective [[Super Sheet|side]] and [[Dr. Tornado|down specials]] compared to Mario, both of which also grant less momentum than Mario's. | ||
In ''SSB4'', Dr. Mario's Super Jump Punch no longer hits multiple times and coins no longer fly out, | In ''SSB4'', Dr. Mario's Super Jump Punch no longer hits multiple times and coins no longer fly out, now striking as a [[sex kick]], dealing 13.44% damage at the start of the attack and 6.72% damage for the rest of the move. This can be considered a less extreme version of Luigi's version of Super Jump Punch. This move, if hit clean and aimed in the opposite direction, can potentially hit foes behind him, allowing him to avoid a possible punish after using the move or [[edgeguard]] foes offstage and recover at the same time, somewhat compensating for the removal of its canceling technique. The move gains a significant landing lag nerf, similar to Mario's and Luigi's, hindering its safety if whiffed. | ||
In ''Ultimate'', Dr. Mario's stronger attack multiplier causes Super Jump Punch to be even stronger, now dealing 14.1% clean and 7.0% late without any compensation on its knockback. | In ''Ultimate'', Dr. Mario's stronger attack multiplier causes Super Jump Punch to be even stronger, now dealing 14.1% clean and 7.0% late without any compensation on its knockback. | ||
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{{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 | # '''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. | ||
# '''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]]. | #: 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]]. | ||
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{{CustomSet|Luigi|Up|name1=Super Jump Punch|desc1=Punch up through the air. Stronger at the start of the move.|name2=Fiery Jump Punch|desc2=Easier to get a critical hit at the start, but you don't jump as high.|name3=Burial Header|desc3=Can bury opponents on the way down, but no critical hits on the way up.}} | {{CustomSet|Luigi|Up|name1=Super Jump Punch|desc1=Punch up through the air. Stronger at the start of the move.|name2=Fiery Jump Punch|desc2=Easier to get a critical hit at the start, but you don't jump as high.|name3=Burial Header|desc3=Can bury opponents on the way down, but no critical hits on the way up.}} | ||
# '''Super Jump Punch''': Default. | # '''Super Jump Punch''': Default. | ||
# '''Fiery Jump Punch''': The | # '''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 | # '''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. | ||
<gallery> | <gallery> | ||
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[[File:upbcancelsmall.gif|thumb|Dr. Mario canceling his Up-B]] | [[File:upbcancelsmall.gif|thumb|Dr. Mario canceling his Up-B]] | ||
===Super Jump Punch [[wall jump]]=== | ===Super Jump Punch [[wall jump]]=== | ||
In ''Melee'', if Mario is right next to a wall, the Super Jump Punch can be | 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. | ||
===Up-B cancel=== | ===Up-B cancel=== | ||
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 | 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. | ||
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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Dr.Mario Super Jump Punch.jpg|Dr. Mario's Super Jump Punch in ''Melee''. | Dr.Mario Super Jump Punch.jpg|Dr. Mario's Super Jump Punch in ''Melee''. | ||
SSB4 - Dr. Mario Screen-4.jpg|Dr. Mario's Super Jump Punch in {{forwiiu}}. | SSB4 - Dr. Mario Screen-4.jpg|Dr. Mario's Super Jump Punch in {{forwiiu}}. | ||
Dr Mario SSBU Skill Preview Up Special.png|Dr. Mario using Super Jump Punch as shown in the Move List in ''Ultimate''. | Dr. Mario SSBU Skill Preview Up Special.png|Dr. Mario using Super Jump Punch as shown in the Move List in ''Ultimate''. | ||
</gallery> | </gallery> | ||