Super Smash Bros. Melee

Mario (SSBM)/Up special: Difference between revisions

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(New Page: {{ArticleIcons|ssbm=y}} {{competitive expertise}} ==Overview== ==Hitboxes== {{MeleeHitboxTableHeader}} {{HitboxTableTitle|Hit 1|19}} {{MeleeHitboxTableRow |id=0 |damage=5% |sd=0 |angle=...)
 
(→‎Timing: Added walljump frame data from https://smashboards.com/threads/marios-up-b-walljump-frame-data.389719/, →‎Overview: Made the wall jump section it's own paragraph, and added links.)
 
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{{ArticleIcons|ssbm=y}}
{{ArticleIcons|ssbm=y}}
{{disambig2|the hitbox visualization in ''[[Super Smash Bros. Melee]]''|the move itself|Super Jump Punch}}
{{competitive expertise}}
{{competitive expertise}}
==Overview==
==Overview==
Mario leaps into the air while repeatedly punching the opponent. The move hits up to 10 times, assuming all hits connect, and, due to the way [[staling]] works, does up to around 14%. It can angled by tilting the [[control stick]]: the further forward the control stick is tilted, the further Mario will go horizontally but at the cost of vertical movement. If the control stick is flicked backwards within the first few [[frame]]s, Mario will [[B-reverse]] it and jump in the opposite direction.
The move is wholly unique in all of ''Melee'', as it's the only [[up special]] that can be cancelled with a [[wall jump]]. If he's hugging a wall when he activates the move, Mario can wall jump near the apex of this move, which aids in his [[recovery]]; the window to perform the wall jump changes with the angle of the move: the shallower the angle, the greater the window to perform a wall jump. When performing the most horizontally-angled one, Mario gets a ³⁄₂₀ second window to perform a wall jump successfully; by contrast, when performing his extended up-B, Mario gets a window nearly half the size.
==Hitboxes==
==Hitboxes==
{{MeleeHitboxTableHeader}}
{{MeleeHitboxTableHeader}}
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|fkv=110
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}}
}}
{{MeleeHitboxTableRow
{{MeleeHitboxTableRow
|id=0
|id=1
|damage=3%
|damage=3%
|sd=0
|sd=0
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}}
}}
|}
|}
==Timing==
==Timing==
<nowiki>*</nowiki>&nbsp;The wall jump timings are dependent upon which angle the move has. They also assume the Mario player is hugging the wall; the window is smaller or nonexistent if the move is not started against a wall.<br>
<nowiki>*</nowiki>&nbsp;Inputting a wall jump before it's possible for Mario to perform but still within the window will buffer it.
===Attack===
===Attack===
{|class="wikitable"
{|class="wikitable"
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|-
|-
!Hits 2-5
!Hits 2-5
|7-14 (Rehit: 2)
|7-8, 9-10, 12-12, 13-14
|-
|-
!Hit 7-9
!Hit 6-9
|15-22 (Rehit: 2)
|15-16, 17-18, 19-20, 21-22
|-
|-
!Hit 10
!Hit 10
|23-24
|23-24
|-
!Wall jump window (Extended)
|25-29
|-
!Wall jump (Extended)
|27
|-
!Wall jump window (No angle)
|23-29
|-
!Wall jump (No angle)
|25
|-
!Wall jump window (Diagonal)
|22-29
|-
!Wall jump (Diagonal)
|24
|-
!Wall jump window (Horizontal)
|21-29
|-
!Wall jump (Horizontal)
|23
|-
|-
!Animation length
!Animation length
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{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Hitbox|c=4|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=8|s=HitboxChangeE|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=8|s=HitboxChangeE|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=2|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=13}}
!Hitboxes&nbsp;{{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Hitbox|c=4|e=HitboxChangeS}}{{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|e=HitboxChangeS}}{{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|e=HitboxChangeS}}{{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=13}}
|-
!Body&nbsp;{{FrameStrip|t=Vulnerable|c=2}}{{FrameStrip|t=Intangible|c=4}}{{FrameStrip|t=Vulnerable|c=31}}
|-
!Wall jump (Extended)&nbsp;{{FrameStrip|t=Blank|c=24}}{{FrameStrip|t=Continuable|c=2|e=ContinuableLoopS}}{{FrameStrip|t=Continuable|c=3|s=ContinuableLoopE}}{{FrameStrip|t=Blank|c=8}}
|-
|-
{{FrameStrip|t=Vulnerable|c=2}}{{FrameStrip|t=Intangible|c=4}}{{FrameStrip|t=Vulnerable|c=31}}
!Wall jump (No angle)&nbsp;{{FrameStrip|t=Blank|c=22}}{{FrameStrip|t=Continuable|c=2|e=ContinuableLoopS}}{{FrameStrip|t=Continuable|c=5|s=ContinuableLoopE}}{{FrameStrip|t=Blank|c=8}}
|-
!Wall jump (Diagonal)&nbsp;{{FrameStrip|t=Blank|c=21}}{{FrameStrip|t=Continuable|c=2|e=ContinuableLoopS}}{{FrameStrip|t=Continuable|c=6|s=ContinuableLoopE}}{{FrameStrip|t=Blank|c=8}}
|-
!Wall jump (Horizontal)&nbsp;{{FrameStrip|t=Blank|c=20}}{{FrameStrip|t=Continuable|c=2|e=ContinuableLoopS}}{{FrameStrip|t=Continuable|c=7|s=ContinuableLoopE}}{{FrameStrip|t=Blank|c=8}}
{{FrameStripEnd}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|intangible=y|vulnerable=y}}


===[[Landing lag]]===
{|class="wikitable"
!Animation length
|30
|}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=30}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|intangible=y|vulnerable=y|continuable=y}}


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

Latest revision as of 23:38, November 17, 2024

This article is about the hitbox visualization in Super Smash Bros. Melee. For the move itself, see Super Jump Punch.


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You can discuss this issue on the talk page or edit this page to improve it.

Overview[edit]

Mario leaps into the air while repeatedly punching the opponent. The move hits up to 10 times, assuming all hits connect, and, due to the way staling works, does up to around 14%. It can angled by tilting the control stick: the further forward the control stick is tilted, the further Mario will go horizontally but at the cost of vertical movement. If the control stick is flicked backwards within the first few frames, Mario will B-reverse it and jump in the opposite direction.

The move is wholly unique in all of Melee, as it's the only up special that can be cancelled with a wall jump. If he's hugging a wall when he activates the move, Mario can wall jump near the apex of this move, which aids in his recovery; the window to perform the wall jump changes with the angle of the move: the shallower the angle, the greater the window to perform a wall jump. When performing the most horizontally-angled one, Mario gets a ³⁄₂₀ second window to perform a wall jump successfully; by contrast, when performing his extended up-B, Mario gets a window nearly half the size.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
Hit 1
0 0 5% 0 AngleIcon70.png 0 100 130 7.4214 23 0.0 0.0 2.3436 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Coin (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Coin
1 0 5% 0 AngleIcon90.png 0 100 130 5.0778 32 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Coin (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Coin
Hits 2-5
0 0 1% 0 AngleIcon74.png 0 100 110 6.2496 23 0.0 0.0 3.1248 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Coin (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Coin
1 0 1% 0 AngleIcon78.png 0 100 150 5.0778 4 0.0 0.0 4.6872 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Coin (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Coin
Hits 6-9
0 0 1% 0 AngleIcon72.png 0 100 90 6.2496 23 0.0 0.0 3.1248 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Coin (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Coin
1 0 1% 0 AngleIcon78.png 0 100 120 5.0778 4 0.0 0.0 4.6872 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Coin (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Coin
Hit 10
0 0 3% 0 AngleIcon50.png 40 140 0 8.7885 23 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Coin (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Coin
1 0 3% 0 AngleIcon50.png 40 140 0 3.906 4 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Coin (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Coin

Timing[edit]

* The wall jump timings are dependent upon which angle the move has. They also assume the Mario player is hugging the wall; the window is smaller or nonexistent if the move is not started against a wall.
* Inputting a wall jump before it's possible for Mario to perform but still within the window will buffer it.

Attack[edit]

Intangibility 3-6
Hit 1 3-6
Hits 2-5 7-8, 9-10, 12-12, 13-14
Hit 6-9 15-16, 17-18, 19-20, 21-22
Hit 10 23-24
Wall jump window (Extended) 25-29
Wall jump (Extended) 27
Wall jump window (No angle) 23-29
Wall jump (No angle) 25
Wall jump window (Diagonal) 22-29
Wall jump (Diagonal) 24
Wall jump window (Horizontal) 21-29
Wall jump (Horizontal) 23
Animation length 37
Hitboxes  FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).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
Body  FrameIcon(Vulnerable).png FrameIcon(Vulnerable).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 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
Wall jump (Extended)  FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Continuable).png FrameIcon(ContinuableLoopS).png FrameIcon(ContinuableLoopE).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png
Wall jump (No angle)  FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Continuable).png FrameIcon(ContinuableLoopS).png FrameIcon(ContinuableLoopE).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png
Wall jump (Diagonal)  FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Continuable).png FrameIcon(ContinuableLoopS).png FrameIcon(ContinuableLoopE).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png
Wall jump (Horizontal)  FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Continuable).png FrameIcon(ContinuableLoopS).png FrameIcon(ContinuableLoopE).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png

Landing lag[edit]

Animation length 30
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
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
FrameIcon(Vulnerable).png
Vulnerable
Intangibility
Intangible
FrameIcon(Continuable).png
Continuable