Super Jump Punch: Difference between revisions

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The '''Super Jump Punch''' ({{ja|スーパージャンプパンチ|Sūpā Janpu Panchi}}, ''Super Jump Punch'') is [[Mario]], [[Dr. Mario]], and [[Luigi]]'s [[up special move]] in each of their appearances in the ''{{b|Super Smash Bros.|series}}'' series.
The '''Super Jump Punch''' ({{ja|スーパージャンプパンチ|Sūpā Janpu Panchi}}, ''Super Jump Punch'') is [[Mario]], [[Dr. Mario]], and [[Luigi]]'s [[up special move]] in each of their appearances in the ''{{b|Super Smash Bros.|series}}'' series.


==Users==
==Overview==
The user leaps upward with a jumping uppercut. This is the user's main recovery move, and it can also be used from [[out of shield]] as well.
===Mario===
===Mario===
[[File:Super Jump Punch Brawl recovery.png|thumb|Mario uses Super Jump Punch as a recovery in ''Brawl''.]]
[[File:Super Jump Punch Brawl recovery.png|thumb|Mario uses Super Jump Punch as a recovery in ''Brawl''.]]
When performed by Mario, he jumps diagonally upwards with more vertical range than horizontal. If the attack strikes an enemy during the jump, {{s|mariowiki|coin}}s fly out of the enemy, and the foe receives several hits for up to about 13% damage fresh (15% in ''[[Super Smash Bros.|Smash 64]]''). The coins' appearance is accompanied by the usual sound effect played in the [[Mario (universe)|''Mario'' series]] when Mario grabs a coin. It is possible to "aim" the move straight up vertically by holding the Control Stick in the opposite direction that Mario is facing during the initial "spark" of the move's animation, and it can be angled more horizontally as well by aiming the control stick or D-Pad forward. Mario can hit opponents with the first hit of the move by aiming in the opposite direction upon the move's start-up, which only does set knockback and minimal damage, therefore having little use.
When performed by Mario, he jumps diagonally upwards with more vertical range than horizontal. If the attack strikes an enemy during the jump, {{s|mariowiki|coin}}s fly out of the enemy, and the foe receives several hits for up to about 13% damage fresh (15% in ''[[Super Smash Bros.|Smash 64]]'', and 11.5% in ''Ultimate''). The coins' appearance is accompanied by the usual sound effect played in the [[Mario (universe)|''Mario'' series]] when Mario grabs a coin. It is possible to "aim" the move straight up vertically by holding the Control Stick in the opposite direction that Mario is facing during the initial "spark" of the move's animation, and it can be angled more horizontally as well by aiming the control stick or D-Pad forward. Mario can hit opponents with the first hit of the move by aiming in the opposite direction upon the move's start-up, which only does set knockback and minimal damage, therefore having little use; however, this is no longer possible in ''Ultimate''.


In the original ''Super Smash Bros'', the move has a great vertical range (enough to go from the main platform of {{SSB|Dream Land}} to the top platform) and decent horizontal range if aimed forward. From ''[[Super Smash Bros. Melee|Melee]]'' onward, this range was reduced, causing it to become an overall rather poor recovery move since it is easily [[edgeguard]]ed. However, he can utilize his [[Cape|side special]], [[wall jump]], and respective [[Mario Tornado|down]] [[F.L.U.D.D.|specials]] to mitigate this nerf. It also has the aforementioned lower damage output since ''Melee'', but can cancel itself into a wall upon startup, making it better for recovery mix-ups. In ''[[Super Smash Bros. Brawl|Brawl]]'', the move has much more landing lag and has lost the ability to cancel itself into a wall, but the last hit has increased knockback which is capable of KOing at the upper [[blast line]]. As of ''Brawl'', the move also possesses the [[autolink angle]] on the penultimate hits, allowing it to connect more reliably. In ''[[Super Smash Bros. 4|Smash 4]]'', the move travels at a slightly better vertical distance, compensating for the nerf to Cape's stalling effect, and is often used for a combo finisher after several up aerials.
In the original ''Super Smash Bros'', the move has a great vertical range (enough to go from the main platform of {{SSB|Dream Land}} to the top platform) and decent horizontal range if aimed forward.
 
From ''[[Super Smash Bros. Melee|Melee]]'' onward, this range was reduced, causing it to become an overall rather poor recovery move since it is easily [[edgeguard]]ed. However, he can utilize his [[Cape|side special]], [[wall jump]], and respective [[Mario Tornado|down]] [[F.L.U.D.D.|specials]] to mitigate this nerf. It also has the aforementioned lower damage output since ''Melee'', but can cancel itself into a wall upon startup, making it better for recovery mix-ups.
 
In ''[[Super Smash Bros. Brawl|Brawl]]'', the move has much more landing lag and has lost the ability to cancel itself into a wall, but the last hit has increased knockback, rendering capable of KOing at the upper [[blast line]]. From ''Brawl'' onward, the move also possesses the [[autolink angle]] on the penultimate hits, allowing it to connect more reliably.
 
In ''[[Super Smash Bros. 4|SSB4]]'', the move travels at a slightly better vertical distance, compensating for the nerf to Cape's stalling effect, and is often used for a combo finisher after several [[up aerial]]s.
 
In ''[[Super Smash Bros. Ultimate|Ultimate]]'', there is a chance that [[Cappy]] from ''{{s|mariowiki|Super Mario Odyssey}}'' might show his eyes when Mario uses this move, with the coin sound effect altered, and the coins replaced with regional coins from New Donk City should this occur. The linking hits deal less damage and the final hit deals less base knockback, hindering the move's damage-racking and vertical KOing ability, while the move sweetspots the ledge three frames later, worsening its utility as a recovery move. However, the linking hits now use weight-independent knockback and are impossible to SDI, making the move connect even more reliably, and several of them (specifically the second to fourth hits of the entire move) have a larger gap between each other, increasing the move's total hitbox duration.


===Dr. Mario===
===Dr. Mario===
In ''Melee'', Dr. Mario's version of the attack is nearly identical to Mario's, though it deals more knockback and scores fewer hits. As with Mario, if the attack hits an enemy, coins fly out and the attack deals about 13% damage fresh. However, the sound effect uses generic "hit" sounds instead of playing Mario's usual coin sound effect. Like Mario, Dr. Mario can also "aim" the move to change its angle somewhat. This move can be cancelled upon startup unlike Mario's, granting it combo ability, but it cannot be cancelled into a wall jump since Dr. Mario can't wall jump. It also travels less recovery distance than Mario's, forcing Dr. Mario to rely on his respective [[Super Sheet|side]] and [[Dr. Tornado|down specials]] compared to Mario, both of which also travel less distance than Mario's.
In ''Melee'', Dr. Mario's version of the attack is nearly identical to Mario's, though it deals more knockback and scores fewer hits. As with Mario, if the attack hits an enemy, coins fly out and the attack deals about 13% damage fresh. However, the sound effect uses generic "hit" sounds instead of playing Mario's usual coin sound effect. Like Mario, Dr. Mario can also "aim" the move to change its angle somewhat. This move can be cancelled upon startup unlike Mario's, granting it combo ability, but it cannot be canceled into a wall jump since Dr. Mario cannot wall jump. It also travels less recovery distance than Mario's, forcing Dr. Mario to rely more on his respective [[Super Sheet|side]] and [[Dr. Tornado|down specials]] compared to Mario, both of which also travel less distance than Mario's.
 
In ''SSB4'', Dr. Mario's Super Jump Punch no longer hits multiple times and coins no longer fly out, instead striking as a [[sex kick]], dealing 13.44% damage at the start of the attack and 6.72% damage for the rest of the move. This can be considered a less extreme version of Luigi's version of Super Jump Punch. This move, if hit clean and aimed in the opposite direction, can potentially hit foes behind him, allowing him to avoid a possible punish after using the move or [[edgeguard]] foes offstage and recover at the same time, somewhat compensating for the removal of its canceling technique. The move gains a significant landing lag nerf, similar to Mario's and Luigi's, hindering its safety if whiffed.


In ''Smash 4'', Dr. Mario's Super Jump Punch no longer hits multiple times and coins no longer fly out, instead striking as a [[sex kick]], dealing 13.44% damage at the start of the attack and 6.72% damage for the rest of the move. This can be considered a less extreme version of Luigi's version of Super Jump Punch. This move, if hit clean and aimed in the opposite direction, can potentially hit foes behind him, allowing him to avoid a possible punish after using the move or [[edgeguard]] foes offstage and recover at the same time, somewhat compensating for the removal of its cancelling technique. The move gains a significant landing lag nerf, similar to Mario's and Luigi's, hindering its safety if whiffed.
In ''Ultimate'', Dr. Mario's stronger attack multiplier causes Super Jump Punch to be even stronger, now dealing 14.1% clean and 7.0% late without any compensation on its knockback.


===Luigi===
===Luigi===
[[File:SSBUWebsiteLuigi2.jpg|thumb|Luigi's Fire Jump Punch in ''Super Smash Bros. Ultimate''. The sweetspot activates [[Special Zoom]].]]
[[File:SSBUWebsiteLuigi2.jpg|thumb|Luigi's Fire Jump Punch in ''Super Smash Bros. Ultimate''. The sweetspot activates [[Special Zoom]].]]
Luigi's version of the move behaves quite differently from both Mario and Dr. Mario's versions. The move has a rather large [[sourspot]] that deals only 1% damage (releasing a single coin) and no knockback, barely making an opponent flinch at all. However, it has a very precise {{b|sweetspot|hitbox}} right in front of Luigi only at the very beginning of the move, which if it connects turns the move into a powerful '''Fire Jump Punch''' that makes the [[ping]] sound effect, dealing 25% damage with high knockback (enough to [[KO]] at around 60% damage or higher). The Fire Jump Punch, if used in the air is much weaker than if used on the ground, dealing 20% rather than 25% and considerably lower knockback, except in ''Smash 64''. It is possible to combo with it by [[short hop]]ping, performing an neutral aerial, and then using a sweetspotted punch at damage percentages around 40% with many characters. Luigi can turn around after the initial hitbox, which will sourspot anyone near him when doing so; however, the usefulness of this maneuver is questionable. Regardless, the move is Luigi's most powerful KO move, and it also serves as Luigi's vertical recovery move.
Luigi's version of the move behaves very differently from both Mario and Dr. Mario's versions. The move has a rather large [[sourspot]] that deals only 1% damage (releasing a single coin) and no knockback, barely making an opponent flinch at all. However, it has a very precise {{b|sweetspot|hitbox}} right in front of Luigi only at the very beginning of the move, which if it connects turns the move into a powerful '''Fire Jump Punch''' that makes the [[ping]] sound effect, dealing 25% damage with high knockback (enough to [[KO]] at around 60% damage or higher), and triggers Special Zoom in ''Ultimate''. The Fire Jump Punch, if used in the air is much weaker than if used on the ground, dealing 20% rather than 25% and considerably lower knockback, except in ''Smash 64'', and does not trigger Special Zoom in ''Ultimate''. It is possible to combo with it by [[short hop]]ping, performing an neutral aerial, and then using a sweetspotted punch at damage percentages around 40% with many characters. Luigi can turn around after the initial hitbox, which will sourspot anyone near him when doing so; however, the usefulness of this maneuver is questionable. Regardless, the move is Luigi's most powerful KO move, and it also serves as Luigi's vertical recovery move.


In the original ''[[Super Smash Bros.]]'', Luigi's Super Jump Punch sends him upwards and forwards like Mario, but the horizontal movement after the move is performed is low. From ''Melee'' onward, to distinguish the behavior of the move even further from Mario and Dr. Mario, the move instead sends Luigi directly vertically upward with no horizontal range at all, gaining less height compared to ''Smash 64'' and losing the ability to be aimed. In ''Melee'', specifically Luigi would fall straight down after he finished rising, forcing him to rely entirely on his then-newly added [[Green Missile]] and his [[Luigi Cyclone]] for horizontal recovery. From ''Brawl'' onward, for comedic and aesthetic effect Luigi falls upside-down after performing the move, becoming [[helpless]]; this allows him to steer himself horizontally while falling at the cost of more landing lag, unlike the old helpless state, however the sweetspot is even harder to land than before, but with greater knockback. It covers considerably greater vertical distance than Mario's (in ''Melee'' and ''Brawl'') and Dr. Mario's (in ''Melee'') respective versions. It gains even less distance than before in ''Smash 4'', with even more landing lag, and it does not KO until about 10% later due to its reduced base knockback. It is somewhat safer however, due to its reduced distance.
In the original ''[[Super Smash Bros.]]'', Luigi's Super Jump Punch sends him upwards and forwards like Mario, but the horizontal movement after the move is performed is low. From ''Melee'' onward, to distinguish the behavior of the move even further from Mario and Dr. Mario, the move instead sends Luigi directly vertically upward with no horizontal range at all, gaining less height compared to ''Smash 64'' and losing the ability to be aimed. In ''Melee'', specifically Luigi would fall straight down after he finished rising, forcing him to rely entirely on his then-newly added [[Green Missile]] and his [[Luigi Cyclone]] for horizontal recovery. From ''Brawl'' onward, for comedic and aesthetic effect Luigi falls upside-down after performing the move, becoming [[helpless]]; this allows him to steer himself horizontally while falling at the cost of more landing lag, unlike the old helpless state, however the sweetspot is even harder to land than before, but with greater knockback. It covers considerably greater vertical distance than Mario's (in ''Melee'' and ''Brawl'') and Dr. Mario's (in ''Melee'') respective versions. It gains even less distance than before in ''Smash 4'', with even more landing lag, and it does not KO until about 10% later due to its reduced base knockback. It is somewhat safer however, due to its reduced distance.
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*In ''Melee'', the coins for the [[Trophy Lottery]] as well as the "Game Over" screen look very similar to the coins that appear when using this move. This carries over to the [[Game Over]] screen in ''Brawl''{{'}}s Adventure and Classic Modes, as well as the [[Coin Launcher]]. Lastly, there is a [[List of SSBM trophies (Super Mario Bros. series)|Coin]] trophy in ''Melee''.
*In ''Melee'', the coins for the [[Trophy Lottery]] as well as the "Game Over" screen look very similar to the coins that appear when using this move. This carries over to the [[Game Over]] screen in ''Brawl''{{'}}s Adventure and Classic Modes, as well as the [[Coin Launcher]]. Lastly, there is a [[List of SSBM trophies (Super Mario Bros. series)|Coin]] trophy in ''Melee''.
*This move is occasionally nicknamed as "Pay-Day Punch", given that ''Nintendo Power'' magazine gave this name to the move in its review for ''[[Super Smash Bros.]]'', referring to the coins flying out of the enemy when dealing damage. This is a reference to the move Pay Day used by [[Meowth]] in the ''{{uv|Pokémon}}'' games, which also causes coins to spawn.
*This move is occasionally nicknamed as "Pay-Day Punch", given that ''Nintendo Power'' magazine gave this name to the move in its review for ''[[Super Smash Bros.]]'', referring to the coins flying out of the enemy when dealing damage. This is a reference to the move Pay Day used by [[Meowth]] in the ''{{uv|Pokémon}}'' games, which also causes coins to spawn.
*Prior to ''Smash 4'', the coins that appear are 2D sprites that always face the screen on the [[pause]] menu.
*Prior to ''SSB4'', the coins that appear are 2D sprites that always face the screen on the [[pause]] menu.
*In ''Ultimate'', Luigi's Super Jump Punch is coded to bypass the [[interruptibility]] that his special fall landing normally has. Causing special fall with [[Pac-Jump]]'s trampoline reveals that the landing lag is supposed to be interruptible on frame 31.
*In ''Ultimate'', Luigi's Super Jump Punch is coded to bypass the [[interruptibility]] that his special fall landing normally has. Causing special fall with [[Pac-Jump]]'s trampoline reveals that the landing lag is supposed to be interruptible on frame 31.
*In ''Ultimate'', the description of Dr. Mario's Super Jump Punch incorrectly states that it hits multiple times despite not being able to hit more than once since ''Smash 4''.
*In ''Ultimate'', the description of Dr. Mario's Super Jump Punch incorrectly states that it hits multiple times despite not being able to hit more than once since ''SSB4''.


{{Multiple Special Moves|Mario|Luigi}}
{{Multiple Special Moves|Mario|Luigi}}
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