Mario (SSBM)/Up special: Difference between revisions
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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}} | ||
Line 12: | Line 18: | ||
|bk=0 | |bk=0 | ||
|ks=100 | |ks=100 | ||
|fkv= | |fkv=130 | ||
|r=1900 | |r=1900 | ||
|bn=23 | |bn=23 | ||
Line 27: | Line 33: | ||
|bk=0 | |bk=0 | ||
|ks=100 | |ks=100 | ||
|fkv= | |fkv=130 | ||
|r=1300 | |r=1300 | ||
|bn=32 | |bn=32 | ||
Line 42: | Line 48: | ||
|bk=0 | |bk=0 | ||
|ks=100 | |ks=100 | ||
|fkv= | |fkv=110 | ||
|r=1600 | |r=1600 | ||
|bn=23 | |bn=23 | ||
Line 57: | Line 63: | ||
|bk=0 | |bk=0 | ||
|ks=100 | |ks=100 | ||
|fkv= | |fkv=150 | ||
|r=1300 | |r=1300 | ||
|bn=4 | |bn=4 | ||
Line 73: | Line 79: | ||
|bk=0 | |bk=0 | ||
|ks=100 | |ks=100 | ||
|fkv= | |fkv=90 | ||
|r=1600 | |r=1600 | ||
|bn=23 | |bn=23 | ||
Line 112: | Line 118: | ||
}} | }} | ||
{{MeleeHitboxTableRow | {{MeleeHitboxTableRow | ||
|id= | |id=1 | ||
|damage=3% | |damage=3% | ||
|sd=0 | |sd=0 | ||
Line 126: | Line 132: | ||
}} | }} | ||
|} | |} | ||
==Timing== | ==Timing== | ||
<nowiki>*</nowiki> 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> 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" | ||
Line 136: | Line 145: | ||
|- | |- | ||
!Hits 2-5 | !Hits 2-5 | ||
|7-14 | |7-8, 9-10, 12-12, 13-14 | ||
|- | |- | ||
!Hit | !Hit 6-9 | ||
|15-22 | |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 | ||
Line 149: | Line 182: | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Hitbox|c=4|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c= | !Hitboxes {{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 {{FrameStrip|t=Vulnerable|c=2}}{{FrameStrip|t=Intangible|c=4}}{{FrameStrip|t=Vulnerable|c=31}} | |||
|- | |||
!Wall jump (Extended) {{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= | !Wall jump (No angle) {{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) {{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) {{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}} | ||
===[[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)]] | [[Category:Up special moves (SSBM)]] |
Latest revision as of 23:38, November 17, 2024
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]
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 | |||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Body | |||||||||||||||||||||||||||||||||||||
Wall jump (Extended) | |||||||||||||||||||||||||||||||||||||
Wall jump (No angle) | |||||||||||||||||||||||||||||||||||||
Wall jump (Diagonal) | |||||||||||||||||||||||||||||||||||||
Wall jump (Horizontal) |
Landing lag[edit]
Animation length | 30 |
---|
Lag time |
Hitbox |
Hitbox change |
Vulnerable |
Intangible |
Continuable |
|