Super Smash Bros. 4

Mario (SSB4)/Up special/Default: Difference between revisions

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m (Undid edit by Nyargleblargle: Oh wait the animation data)
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|id=0
|id=0
|damage=5%
|damage=5%
|sd=0
|angle=70
|angle=70
|bk=0
|bk=0
|ks=0
|ks=100
|fkv=130
|fkv=130
|r=7
|r=7.0
|bn=0
|bn=0
|xpos=5
|xpos=5.0
|ypos=6
|ypos=6.0
|zpos=0
|trip=0
|type=Hand
|type=Hand
|effect=Coin
|effect=Coin
|ff=1
|clang=t
|slvl=M
|slvl=M
|sfx=Coin
|sfx=Coin
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|id=1
|id=1
|damage=5%
|damage=5%
|sd=0
|angle=90
|angle=90
|bk=0
|bk=0
|ks=0
|ks=100
|fkv=140
|fkv=140
|r=6
|r=6.0
|bn=0
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|xpos=9
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|ypos=6
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|trip=0
|type=Hand
|type=Hand
|effect=Coin
|effect=Coin
|ff=1
|clang=t
|slvl=M
|slvl=M
|sfx=Coin
|sfx=Coin
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|id=0
|id=0
|damage=1%
|damage=1%
|sd=0
|angle=74
|angle=74
|bk=0
|bk=0
|ks=0
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|fkv=150
|fkv=150
|r=6
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|type=Hand
|type=Hand
|effect=Coin
|effect=Coin
|ff=1
|clang=t
|slvl=M
|slvl=M
|sfx=Coin
|sfx=Coin
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|id=1
|id=1
|damage=1%
|damage=1%
|sd=0
|angle=90
|angle=90
|bk=0
|bk=0
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|fkv=150
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|type=Hand
|type=Hand
|effect=Coin
|effect=Coin
|ff=1
|clang=t
|slvl=M
|slvl=M
|sfx=Coin
|sfx=Coin
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|id=0
|id=0
|damage=1%
|damage=1%
|sd=0
|angle=365
|angle=365
|bk=0
|bk=0
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|ks=100
|fkv=90
|fkv=90
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|r=5.5
|bn=0
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|xpos=4.5
|xpos=4.5
|ypos=7
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|zpos=0
|trip=0
|type=Hand
|type=Hand
|effect=Coin
|effect=Coin
|ff=1
|clang=t
|slvl=M
|slvl=M
|sfx=Coin
|sfx=Coin
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|id=1
|id=1
|damage=1%
|damage=1%
|sd=0
|angle=365
|angle=365
|bk=0
|bk=0
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|fkv=120
|r=4.2
|r=4.2
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|xpos=8.5
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|type=Hand
|type=Hand
|effect=Coin
|effect=Coin
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|slvl=M
|slvl=M
|sfx=Coin
|sfx=Coin
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|id=0
|id=0
|damage=3%
|damage=3%
|sd=0
|angle=60
|angle=60
|bk=52
|bk=52
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|xpos=4.5
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|type=Hand
|type=Hand
|effect=Coin
|effect=Coin
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|slvl=L
|sfx=Coin
|sfx=Coin
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|id=1
|id=1
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|damage=3%
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|angle=60
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|ypos=7.0
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|type=Hand
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|effect=Coin
|effect=Coin
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|slvl=L
|slvl=L
|sfx=Coin
|sfx=Coin

Revision as of 23:22, January 25, 2017

Data.png This article or section may require additional technical data.
You can discuss this issue on the talk page or edit this page to improve it.

Overview

Mario's up special move is a rising uppercut known as the Super Jump Punch. It deals 12% damage if all hits connect and 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

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Hit 1
0 0 5% 0 AngleIcon70.png 0 100 130 7.0 0 5.0 6.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Coin (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Coin SpecialsDirect.png
1 0 5% 0 AngleIcon90.png 0 100 140 6.0 0 9.0 6.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Coin (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Coin SpecialsDirect.png
Hits 2-4
0 0 1% 0 AngleIcon74.png 0 100 150 6.0 0 4.5 7.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Coin (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Coin SpecialsDirect.png
1 0 1% 0 AngleIcon90.png 0 100 150 5.0 0 8.5 7.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Coin (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Coin SpecialsDirect.png
Hit 5
0 0 1% 0 Autolink angle (365) 0 100 90 5.5 0 4.5 7.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Coin (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Coin SpecialsDirect.png
1 0 1% 0 Autolink angle (365) 0 100 120 4.2 0 8.5 7.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Coin (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Coin SpecialsDirect.png
Hit 6
0 0 3% 0 AngleIcon60.png 52 145 0 10.0 0 4.5 7.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Coin (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Coin SpecialsDirect.png
1 0 3% 0 AngleIcon60.png 52 145 0 10.0 0 8.5 7.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Coin (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Coin SpecialsDirect.png

Timing

Hit 1 Hits 2-4 Hit 5 Hit 6
Hitboxes 3-4 5, 6, 7 9 11
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeM).png FrameIcon(HitboxChangeM).png FrameIcon(HitboxChangeE).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagStateS).png FrameIcon(LagStateE).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(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).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
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
FrameIcon(Vulnerable).png
Vulnerable
FrameIcon(BlankStateS).pngFrameIcon(BlankStateE).png
State change
Intangibility
Intangible