Mario (SSB4)/Up special/Default: Difference between revisions
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{{FrameStrip|t=Vulnerable|c=2}}{{FrameStrip|t=Intangible|c=4}}{{FrameStrip|t=Vulnerable|c=31}} | {{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}} | ||
Revision as of 14:59, November 6, 2021
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.
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 is used high up and the final hit does not connect.
Hitboxes
Timing
Hitboxes | 3-6, 7, 8, 9, 10-11, 12-13, 14-15 |
---|---|
Intangible | 3-6 |
Animation length | 37 |
Landing lag
Animation length | 30 |
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Lag time |
Hitbox |
Hitbox change |
Vulnerable |
Intangible |
|