Super Smash Bros. Ultimate

Mario (SSBU)/Up special: Difference between revisions

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(New Page: {{ArticleIcons|ssbu=y}} thumb|350px|Hitbox visualization showing Mario's up special, Super Jump Punch. {{competitive expertise}} ==Overview== ==Hitb...)
 
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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
{{disambig2|the hitbox visualization in ''Super Smash Bros. Ultimate''|the move itself|Super Jump Punch}}
[[File:MarioSuperJumpPunchSSBU.gif|thumb|350px|Hitbox visualization showing Mario's up special, Super Jump Punch.]]
[[File:MarioSuperJumpPunchSSBU.gif|thumb|350px|Hitbox visualization showing Mario's up special, Super Jump Punch.]]
{{competitive expertise}}
{{competitive expertise}}
==Overview==
==Overview==
Performs a jumping punch upwards. It's useful as an attack out of shield (tied with [[Mr. Game and Watch]]'s up special for fastest up special in the game) as well as a combo finisher. It is commonly used to KO opponents off the top of the stage when near the upper blast line. Additionally, it serves as Mario's primary recovery tool. Although it's overall distance coverage is mere average, thanks to it's speed, fairly large hitboxes and lenient [[Autolink angle]], it can be an effective burst option against a greedy opponent offstage, allowing him to avoid an otherwise fatal edgeguarding setup and get back up safely on stage.
==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Hit 1|24}}
{{HitboxTableTitle|Hit 1|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage=5.0%
|damage=5.0%
|angle=60
|angle=60
|af=3
|bk=0
|bk=0
|ks=100
|ks=100
|fkv=150
|fkv=160
|r=4.0
|setweight=t
|r=2.5
|bn=top
|bn=top
|xpos=0.0
|xpos=0.0
|ypos=6.5
|ypos=6.5
|zpos=5.0
|zpos=0.0
|ff=1.0
|ff=1.0
|type=Hand
|type=Hand
Line 30: Line 35:
|damage=5.0%
|damage=5.0%
|angle=86
|angle=86
|af=3
|bk=0
|bk=0
|ks=100
|ks=100
|fkv=150
|fkv=150
|setweight=t
|r=4.0
|r=4.0
|bn=top
|bn=top
|xpos=0.0
|xpos=0.0
|ypos=6.3
|ypos=6.5
|zpos=9.2
|zpos=5.0
|ff=1.0
|ff=1.0
|type=Hand
|type=Hand
Line 49: Line 56:
|damage=5.0%
|damage=5.0%
|angle=100
|angle=100
|af=3
|bk=0
|bk=0
|ks=100
|ks=100
|fkv=160
|fkv=150
|r=2.5
|setweight=t
|r=4.0
|bn=top
|bn=top
|xpos=0.0
|xpos=0.0
|ypos=6.5
|ypos=6.3
|zpos=0.0
|zpos=9.2
|ff=1.0
|ff=1.0
|type=Hand
|type=Hand
Line 64: Line 73:
|sdi=0.0
|sdi=0.0
}}
}}
{{HitboxTableTitle|Hits 2-6|24}}
{{HitboxTableTitle|Hits 2-6|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 70: Line 79:
|rehit=2
|rehit=2
|angle=60
|angle=60
|af=3
|bk=0
|bk=0
|ks=100
|ks=100
|fkv=180
|fkv=180
|setweight=t
|r=3.0
|r=3.0
|bn=top
|bn=top
Line 90: Line 101:
|rehit=2
|rehit=2
|angle=92
|angle=92
|af=3
|bk=0
|bk=0
|ks=100
|ks=100
|fkv=170
|fkv=170
|setweight=t
|r=3.8
|r=3.8
|bn=top
|bn=top
Line 110: Line 123:
|rehit=2
|rehit=2
|angle=60
|angle=60
|af=3
|bk=0
|bk=0
|ks=100
|ks=100
|fkv=110
|fkv=110
|setweight=t
|r=3.0
|r=3.0
|bn=top
|bn=top
Line 130: Line 145:
|rehit=2
|rehit=2
|angle=92
|angle=92
|af=3
|bk=0
|bk=0
|ks=100
|ks=100
|fkv=110
|fkv=110
|setweight=t
|r=3.8
|r=3.8
|bn=top
|bn=top
Line 145: Line 162:
|slvl=M
|slvl=M
}}
}}
{{HitboxTableTitle|Hit 7|24}}
{{HitboxTableTitle|Hit 7|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage=3.0%
|damage=3.0%
|angle=60
|angle=60
|af=3
|bk=50
|bk=50
|ks=145
|ks=145
Line 168: Line 186:
|damage=3.0%
|damage=3.0%
|angle=60
|angle=60
|af=3
|bk=50
|bk=50
|ks=145
|ks=145
Line 173: Line 192:
|r=9.0
|r=9.0
|bn=top
|bn=top
|xpos=3.2
|xpos=0.0
|ypos=11.5
|ypos=11.5
|zpos=2.5
|zpos=2.5
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}}
}}
|}
|}
==Timing==
==Timing==
===Attack===
===Attack===
The move can grab ledges from both sides starting on frame 14. To [[B-reverse]] it, the control stick has to be held backward on frame 3.
{|class="wikitable"
{|class="wikitable"
!Optional reverse
|3
|-
!Intangibility
!Intangibility
|3-6
|3-6
Line 193: Line 217:
|-
|-
!Hits 2-6
!Hits 2-6
|7-16
|7-16 (rehit rate: 2)
|-
|-
!Hit 7
!Hit 7
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{{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Hitbox|c=4|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=10|s=HitboxChangeE|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=2|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=19}}
{{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Hitbox|c=4|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=10|s=HitboxChangeE|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=2|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=19}}
|-
|-
{{FrameStrip|t=Vulnerable|c=2}}{{FrameStrip|t=Intangible|c=4}}{{FrameStrip|t=Vulnerable|c=31}}
{{FrameStrip|t=Vulnerable|c=2|e=VulnerableStateS}}{{FrameStrip|t=Intangible|c=4|s=IntangibleStateE}}{{FrameStrip|t=Vulnerable|c=31}}
{{FrameStripEnd}}
 
===Landing===
{|class="wikitable"
!Interruptible
|31
|-
!Animation length
|34
|}
 
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=30}}{{FrameStrip|t=Interruptible|c=4}}
{{FrameStripEnd}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|intangible=y|vulnerable=y}}
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|intangible=y|vulnerable=y|state=y|interruptible=y}}
 
==Parameters==
{|class="wikitable"
!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%
|}


{{MvSubNavMario|g=SSBU}}
{{MvSubNavMario|g=SSBU}}
[[Category:Mario (SSBU)]]
[[Category:Mario (SSBU)]]
[[Category:Up special moves (SSBU)]]
[[Category:Up special moves (SSBU)]]
[[Category:Special moves (SSBU)]]

Latest revision as of 08:37, June 10, 2024

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.
Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

Overview[edit]

Performs a jumping punch upwards. It's useful as an attack out of shield (tied with Mr. Game and Watch's up special for fastest up special in the game) as well as a combo finisher. It is commonly used to KO opponents off the top of the stage when near the upper blast line. Additionally, it serves as Mario's primary recovery tool. Although it's overall distance coverage is mere average, thanks to it's speed, fairly large hitboxes and lenient Autolink angle, it can be an effective burst option against a greedy opponent offstage, allowing him to avoid an otherwise fatal edgeguarding setup and get back up safely on stage.

Hitboxes[edit]

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 AngleIcon60.png Forward 0 100 160 HitboxTableIcon(True).png 2.5 top 0.0 6.5 0.0 1.0× 0.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Coin (effect) Hand (type) HitboxTableIcon(GroundedFalse).png HitboxTableIcon(AerialTrue).png M Coin SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 5.0% 0 AngleIcon86.png Forward 0 100 150 HitboxTableIcon(True).png 4.0 top 0.0 6.5 5.0 1.0× 0.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Coin (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Coin SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 0 5.0% 0 AngleIcon100.png Forward 0 100 150 HitboxTableIcon(True).png 4.0 top 0.0 6.3 9.2 1.0× 0.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Coin (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Coin SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Hits 2-6
0 0 2 0.6% 0 AngleIcon60.png Forward 0 100 180 HitboxTableIcon(True).png 3.0 top 0.0 6.5 2.5 1.0× 0.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Coin (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Coin SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 2 0.6% 0 AngleIcon92.png Forward 0 100 170 HitboxTableIcon(True).png 3.8 top 0.0 6.5 8.0 1.0× 0.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Coin (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Coin SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 2 0.6% 0 AngleIcon60.png Forward 0 100 110 HitboxTableIcon(True).png 3.0 top 0.0 11.5 2.5 1.0× 0.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Coin (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Coin SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
3 0 2 0.6% 0 AngleIcon92.png Forward 0 100 110 HitboxTableIcon(True).png 3.8 top 0.0 11.5 8.5 1.0× 0.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Coin (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Coin SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Hit 7
0 0 0 3.0% 0 AngleIcon60.png Forward 50 145 0 HitboxTableIcon(False).png 9.0 top 0.0 11.5 8.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Coin (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Coin SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 3.0% 0 AngleIcon60.png Forward 50 145 0 HitboxTableIcon(False).png 9.0 top 0.0 11.5 2.5 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Coin (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Coin SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

Attack[edit]

The move can grab ledges from both sides starting on frame 14. To B-reverse it, the control stick has to be held backward on frame 3.

Optional reverse 3
Intangibility 3-6
Hit 1 3-6
Hits 2-6 7-16 (rehit rate: 2)
Hit 7 17-18
Animation length 37
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
FrameIcon(Vulnerable).png FrameIcon(VulnerableStateS).png FrameIcon(IntangibleStateE).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png

Landing[edit]

Interruptible 31
Animation length 34
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
FrameIcon(Vulnerable).png
Vulnerable
FrameIcon(BlankStateS).pngFrameIcon(BlankStateE).png
State change
Intangibility
Intangible
Interruptibility
Interruptible

Parameters[edit]

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%