Mario (SSB4)/Up special/Default: Difference between revisions

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(→‎Timing: Added more info about timing. It's not 100% accurate, but you get the idea.)
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{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|vulnerable=y|intangible=y}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Hitbox|c=1|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=1|e=HitboxChangeM}}{{FrameStrip|t=Hitbox|c=1|e=HitboxChangeM}}{{FrameStrip|t=Hitbox|c=1|e=HitboxChangeE}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=State|c=1|e=LagStateS}}{{FrameStrip|t=State|c=1|e=LagStateE}}{{FrameStrip|t=Lag|c=10}}
{{FrameStripEnd}}
{{FrameStripStart}}
{{FrameStrip|t=Intangible|c=6}}{{FrameStrip|t=Vulnerable|c=20}}
{{FrameStripEnd}}
 
{{FrameIconLegend|lag=y|state=y|hitbox=y|hitboxchange=y|vulnerable=y|intangible=y}}


{{MvSubNavMario}}
{{MvSubNavMario}}
[[Category:Mario (SSB4)]]
[[Category:Mario (SSB4)]]
[[Category:Up special moves (SSB4)]]
[[Category:Up special moves (SSB4)]]

Revision as of 09:40, December 4, 2015

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Overview

Mario's up special move is a rising uppercut known as the Super Jump Punch. It deals 12% damage if all hits connect and is Mario's primary recovery move. Despite the short amount of distance it grants, it can be angled.

Due to its speed, this move is commonly used out of shield or to net KOs off the upper blast line.

Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Hit 1
0 0 5% 0 AngleIcon70.png 0 0 130 ? ? ? ? ? 1.0x ?x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Coin (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Coin SpecialsDirect.png
1 0 5% 0 AngleIcon90.png 0 0 140 ? ? ? ? ? 1.0x ?x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Coin (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Coin SpecialsDirect.png
Hits 2-4
0 0 1% 0 AngleIcon74.png 0 0 150 ? ? ? ? ? 1.0x ?x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Coin (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Coin SpecialsDirect.png
1 0 1% 0 AngleIcon90.png 0 0 150 ? ? ? ? ? 1.0x ?x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Coin (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Coin SpecialsDirect.png
Hit 5
0 0 1% 0 Autolink angle (365) 0 0 90 ? ? ? ? ? 1.0x ?x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Coin (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Coin SpecialsDirect.png
1 0 1% 0 Autolink angle (365) 0 0 120 ? ? ? ? ? 1.0x ?x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Coin (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Coin SpecialsDirect.png
Hit 6
0 0 3% 0 AngleIcon60.png 52 145 0 ? ? ? ? ? 1.0x ?x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Coin (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Coin SpecialsDirect.png

Timing

Hit 1 Hits 2-4 Hit 5 Hit 6
Hitboxes 3-4 5, 6, 7 9 11
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeM).png FrameIcon(HitboxChangeM).png FrameIcon(HitboxChangeE).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagStateS).png FrameIcon(LagStateE).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(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).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
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