Mario (SSBM)/Up special: Difference between revisions
SmashKnight (talk | contribs) |
SmashKnight (talk | contribs) |
||
Line 5: | Line 5: | ||
==Overview== | ==Overview== | ||
Mario's [[Up special move]] in Melee is the '''[[Super Jump Punch]]'''. Mario leaps into the air while repeatedly punching the opponent. The move hits about | Mario's [[Up special move]] in Melee is the '''[[Super Jump Punch]]'''. Mario leaps into the air while repeatedly punching the opponent. The move hits about 10 times max, and does 11% tops. This move was heavily nerfed from 64 to Melee, not going as far, and being much slower, making this move worse as a [[Recovery]] tool. This move can hit at 3 angles, aside from his regular [[Up special move]], if you hold the control stick forward he will go further than normal, however, this will give him less vertical distance. If you flick the control stick back during the first several frames of the move, Mario will jump higher than normal, but this will hinder his horizontal [[Recovery]], if you flick it back to late, Mario will jump the opposite direction. Unlike in 64, Mario can wall jump nearing the apex of this move, which aids in his [[Recovery]]. | ||
==Hitboxes== | ==Hitboxes== |
Revision as of 18:50, February 28, 2023
Overview
Mario's Up special move in Melee is the Super Jump Punch. Mario leaps into the air while repeatedly punching the opponent. The move hits about 10 times max, and does 11% tops. This move was heavily nerfed from 64 to Melee, not going as far, and being much slower, making this move worse as a Recovery tool. This move can hit at 3 angles, aside from his regular Up special move, if you hold the control stick forward he will go further than normal, however, this will give him less vertical distance. If you flick the control stick back during the first several frames of the move, Mario will jump higher than normal, but this will hinder his horizontal Recovery, if you flick it back to late, Mario will jump the opposite direction. Unlike in 64, Mario can wall jump nearing the apex of this move, which aids in his Recovery.
Hitboxes
Timing
Attack
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 |
Animation length | 37 |
Landing lag
Animation length | 30 |
---|
Lag time |
Hitbox |
Hitbox change |
Vulnerable |
Intangible |
|