Super Smash Bros. Ultimate

Mario (SSBU)/Up special: Difference between revisions

 
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{{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 blast zone as a finisher to up air ladder combos.
Additionally, it serves as Mario's primary recovery tool. Although its distance is average, thanks to its speed and intangibility at the start, it can be an effective burst option against a greedy opponent offstage, allowing him to avoid an otherwise fatal edgeguarding setup and get back safely to stage. Furthermore, opponents between Mario and the side of the stage can be quickly stage spiked in a deadly reversal due to the looping hits using very high set knockback; the speed of the hits also makes it difficult to time a proper tech.
==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
! {{rollover|Rehit rate|If not 0, hits again every X frames|y}}
{{HitboxTableTitle|Hit 1|42}}
{{HitboxTableTitle|Hit 1|25}}
{{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=160
|fkv=160
|setweight=t
|r=2.5
|r=2.5
|bn=top
|bn=top
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|g=f
|g=f
}}
}}
|0
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|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
Line 48: Line 54:
|sdi=0.0
|sdi=0.0
}}
}}
|0
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=2
|id=2
|damage=5.0%
|damage=5.0%
|angle=100
|angle=100
|af=3
|bk=0
|bk=0
|ks=100
|ks=100
|fkv=160
|fkv=150
|setweight=t
|r=4.0
|r=4.0
|bn=top
|bn=top
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|sdi=0.0
|sdi=0.0
}}
}}
|0
{{HitboxTableTitle|Hits 2-6|42}}
{{HitboxTableTitle|Hits 2-6|25}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
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|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
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|slvl=M
|slvl=M
}}
}}
|2
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
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|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
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|slvl=M
|slvl=M
}}
}}
|2
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=2
|id=2
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|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
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|slvl=M
|slvl=M
}}
}}
|2
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=3
|id=3
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|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
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|slvl=M
|slvl=M
}}
}}
|2
{{HitboxTableTitle|Hit 7|42}}
{{HitboxTableTitle|Hit 7|25}}
{{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
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|slvl=L
|slvl=L
}}
}}
|0
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|damage=3.0%
|damage=3.0%
|angle=60
|angle=60
|af=3
|bk=50
|bk=50
|ks=145
|ks=145
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|slvl=L
|slvl=L
}}
}}
|0
{{HitboxTableRowNote|Hits 1-6 use weight-independent knockback.|25}}
|}
|}


==Timing==
==Timing==
The move changes direction on frame 3 if reversed, and can grab ledges from both sides starting on frame 13.
===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
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|-
|-
!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==
==Parameters==

Latest revision as of 19:02, December 14, 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.

OverviewEdit

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 blast zone as a finisher to up air ladder combos.

Additionally, it serves as Mario's primary recovery tool. Although its distance is average, thanks to its speed and intangibility at the start, it can be an effective burst option against a greedy opponent offstage, allowing him to avoid an otherwise fatal edgeguarding setup and get back safely to stage. Furthermore, opponents between Mario and the side of the stage can be quickly stage spiked in a deadly reversal due to the looping hits using very high set knockback; the speed of the hits also makes it difficult to time a proper tech.

HitboxesEdit

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   Forward 0 100 160   2.5 top 0.0 6.5 0.0 1.0× 0.0× 0%               Coin   All All            
1 0 0 5.0% 0   Forward 0 100 150   4.0 top 0.0 6.5 5.0 1.0× 0.0× 0%               Coin   All All            
2 0 0 5.0% 0   Forward 0 100 150   4.0 top 0.0 6.3 9.2 1.0× 0.0× 0%               Coin   All All            
Hits 2-6
0 0 2 0.6% 0   Forward 0 100 180   3.0 top 0.0 6.5 2.5 1.0× 0.0× 0%               Coin   All All            
1 0 2 0.6% 0   Forward 0 100 170   3.8 top 0.0 6.5 8.0 1.0× 0.0× 0%               Coin   All All            
2 0 2 0.6% 0   Forward 0 100 110   3.0 top 0.0 11.5 2.5 1.0× 0.0× 0%               Coin   All All            
3 0 2 0.6% 0   Forward 0 100 110   3.8 top 0.0 11.5 8.5 1.0× 0.0× 0%               Coin   All All            
Hit 7
0 0 0 3.0% 0   Forward 50 145 0   9.0 top 0.0 11.5 8.0 1.0× 1.0× 0%               Coin   All All            
1 0 0 3.0% 0   Forward 50 145 0   9.0 top 0.0 11.5 2.5 1.0× 1.0× 0%               Coin   All All            

TimingEdit

AttackEdit

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
                                                                         
                                                                         

LandingEdit

Interruptible 31
Animation length 34
                                                                   
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Vulnerable
  
State change
 
Intangible
 
Interruptible

ParametersEdit

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%