Super Smash Bros. Melee

Dr. Mario (SSBM)/Up special: Difference between revisions

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==Overview==
==Overview==


Dr. Mario's [[Up special move]] is the [[Super Jump Punch]]. This move is similar to [[Mario's]], but it hits harder. The only drawback is this move's overall distance, this move has 3 angles, but to go the further angle, you have to hold the control stick forward during the first few frames of the move. The higher angle now cancels the move when grounded, which helps in [[combos]]. Due to the fact the Dr. Mario can't wall jump, you can now longer wall jump out of the [[Super Jump Punch]] nearing it's apex, hindering it's recovery potential on most stages.
Dr. Mario's [[Up special move]] is the [[Super Jump Punch]]. This move is similar to [[Mario]]'s, but it hits harder. The only drawback is this move's overall distance, this move has 3 angles, but to go the further angle, you have to hold the control stick forward during the first few frames of the move. The higher angle now cancels the move when grounded, which helps in [[combos]]. Due to the fact the Dr. Mario can't wall jump, you can now longer wall jump out of the [[Super Jump Punch]] nearing it's apex, hindering it's recovery potential on most stages.


==Hitboxes==
==Hitboxes==

Revision as of 12:55, March 1, 2023

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Overview

Dr. Mario's Up special move is the Super Jump Punch. This move is similar to Mario's, but it hits harder. The only drawback is this move's overall distance, this move has 3 angles, but to go the further angle, you have to hold the control stick forward during the first few frames of the move. The higher angle now cancels the move when grounded, which helps in combos. Due to the fact the Dr. Mario can't wall jump, you can now longer wall jump out of the Super Jump Punch nearing it's apex, hindering it's recovery potential on most stages.

Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
Hit 1
0 0 5% 0 AngleIcon70.png 0 100 254 7.4214 23 0.0 0.0 2.3436 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Coin (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch
1 0 5% 0 AngleIcon90.png 0 100 254 5.0778 32 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Coin (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch
Hits 2-3
0 0 2% 0 AngleIcon74.png 0 100 236 6.2496 23 0.0 0.0 3.1248 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Coin (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick
1 0 2% 0 AngleIcon78.png 0 100 276 5.0778 4 0.0 0.0 4.6872 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Coin (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick
Hits 4-5
0 0 2% 0 AngleIcon72.png 0 100 98 6.2496 23 0.0 0.0 3.1248 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Coin (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Kick
1 0 2% 0 AngleIcon78.png 0 100 120 5.0778 4 0.0 0.0 4.6872 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Coin (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Kick
Hit 6
0 0 3% 0 AngleIcon80.png 40 160 0 8.7885 23 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Coin (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch
1 0 3% 0 AngleIcon80.png 40 160 0 3.906 4 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Coin (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch

Timing

Attack

Intangibility 3
Hit 1 3
Hits 2-3 4-7, 8-11
Hit 4-5 12-15, 16-19
Hit 6 20-21
Animation length 37
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Intangible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
FrameIcon(Vulnerable).png
Vulnerable
Intangibility
Intangible