Mario (SSB4)/Up special/Default: Difference between revisions
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{{ArticleIcons|ssb4=y}} | {{ArticleIcons|ssb4=y}} | ||
[[File:MarioSuperJumpPunch.gif|270px| | {{disambig2|the hitbox visualization in ''Super Smash Bros. 4''|the move itself|Super Jump Punch}} | ||
[[File:MarioSuperJumpPunch.gif|270px|thumb|Hitbox visualization of Mario's Super Jump Punch.]] | |||
==Overview== | ==Overview== | ||
Mario's up special move is a rising uppercut known as the [[Super Jump Punch]]. It deals 13% when fresh and if all hits connect. It is Mario's primary [[recovery]] move. Despite the short amount of distance it grants, it can be angled. | Mario's up special move is a rising uppercut known as the [[Super Jump Punch]]. It deals 13% when fresh and if all hits connect. It 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]], as a combo finisher or to net KOs off the upper [[blast line]]. Although the final hit is not very powerful, the fixed knockback of the earlier hits can lead to very early KOs if the move | Due to its speed, this move is commonly used [[out of shield]], as a combo finisher or to net KOs off the upper [[blast line]]. Although the final hit is not very powerful, the fixed knockback of the earlier hits can lead to very early KOs if only the first hit of the move connects near the upper blast zone (especially with [[rage]]). | ||
==Hitboxes== | ==Hitboxes== | ||
Line 76: | Line 76: | ||
|sfx=Coin | |sfx=Coin | ||
}} | }} | ||
{{HitboxTableTitle|Hit 5|24}} | {{HitboxTableTitle|Hit 5-6|24}} | ||
{{SSB4HitboxTableRow | {{SSB4HitboxTableRow | ||
|id=0 | |id=0 | ||
Line 109: | Line 109: | ||
|sfx=Coin | |sfx=Coin | ||
}} | }} | ||
{{HitboxTableTitle|Hit | {{HitboxTableTitle|Hit 7|24}} | ||
{{SSB4HitboxTableRow | {{SSB4HitboxTableRow | ||
|id=0 | |id=0 | ||
Line 124: | Line 124: | ||
|effect=Coin | |effect=Coin | ||
|slvl=L | |slvl=L | ||
|sfx=Coin | |sfx=Coin 2 | ||
}} | }} | ||
{{SSB4HitboxTableRow | {{SSB4HitboxTableRow | ||
Line 140: | Line 140: | ||
|effect=Coin | |effect=Coin | ||
|slvl=L | |slvl=L | ||
|sfx=Coin | |sfx=Coin 2 | ||
}} | }} | ||
|} | |} | ||
Line 146: | Line 146: | ||
==Timing== | ==Timing== | ||
{|class="wikitable" | {|class="wikitable" | ||
! ! | !Hitboxes | ||
|3-6, 7, 8, 9, 10-11, 12-13, 14-15 | |||
|- | |||
!Intangible | |||
|3-6 | |||
|- | |- | ||
! | !Animation length | ||
| | |37 | ||
|} | |} | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Hitbox|c= | {{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Hitbox|c=4|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=1|s=HitboxChangeM}}{{FrameStrip|t=Hitbox|c=1|s=HitboxChangeM}}{{FrameStrip|t=Hitbox|c=1|s=HitboxChangeM}}{{FrameStrip|t=Hitbox|c=2|s=HitboxChangeE|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=2|s=HitboxChangeE|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=2|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=22}} | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Intangible|c= | {{FrameStrip|t=Vulnerable|c=2}}{{FrameStrip|t=Intangible|c=4}}{{FrameStrip|t=Vulnerable|c=31}} | ||
{{FrameStripEnd}} | |||
===Landing lag=== | |||
{|class="wikitable" | |||
!Animation length | |||
|30 | |||
|} | |||
{{FrameStripStart}} | |||
{{FrameStrip|t=Lag|c=30}} | |||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
{{FrameIconLegend|lag | {{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|vulnerable=y|intangible=y}} | ||
{{MvSubNavMario}} | {{MvSubNavMario|g=SSB4}} | ||
[[Category:Mario (SSB4)]] | [[Category:Mario (SSB4)]] | ||
[[Category:Special moves (SSB4)]] | |||
[[Category:Up special moves (SSB4)]] | [[Category:Up special moves (SSB4)]] |
Latest revision as of 08:17, April 12, 2023
Overview[edit]
Mario's up special move is a rising uppercut known as the Super Jump Punch. It deals 13% when fresh and if all hits connect. It 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, as a combo finisher or to net KOs off the upper blast line. Although the final hit is not very powerful, the fixed knockback of the earlier hits can lead to very early KOs if only the first hit of the move connects near the upper blast zone (especially with rage).
Hitboxes[edit]
Timing[edit]
Hitboxes | 3-6, 7, 8, 9, 10-11, 12-13, 14-15 |
---|---|
Intangible | 3-6 |
Animation length | 37 |
Landing lag[edit]
Animation length | 30 |
---|
Lag time |
Hitbox |
Hitbox change |
Vulnerable |
Intangible |
|