Mario (SSBU)/Up special: Difference between revisions
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Performs a jumping punch upwards. It's useful as an attack out of shield (tied with [[Mr. Game and Watch]]'s up special for fastest up special in the game) as well as a combo finisher. It is commonly used to KO opponents off the top blast zone as a finisher to up air ladder combos. | Performs a jumping punch upwards. It's useful as an attack out of shield (tied with [[Mr. Game and Watch]]'s up special for fastest up special in the game) as well as a combo finisher. It is commonly used to KO opponents off the top blast zone as a finisher to up air ladder combos. | ||
Additionally, it serves as Mario's primary recovery tool. Although its distance is average, thanks to its speed and intangibility at the start, it can be an effective burst option against a greedy opponent offstage, allowing him to avoid an otherwise fatal edgeguarding setup and get back safely to stage. Furthermore, opponents between Mario and the side of the stage can be quickly stage spiked in a reversal due to the looping hits using very high set knockback; the speed of the hits also makes it difficult to time | Additionally, it serves as Mario's primary recovery tool. Although its distance is average, thanks to its speed and intangibility at the start, it can be an effective burst option against a greedy opponent offstage, allowing him to avoid an otherwise fatal edgeguarding setup and get back safely to stage. Furthermore, opponents between Mario and the side of the stage can be quickly stage spiked in a deadly reversal due to the looping hits using very high set knockback; the speed of the hits also makes it difficult to time a proper tech. | ||
==Hitboxes== | ==Hitboxes== |
Latest revision as of 18:02, December 14, 2024
Overview[edit]
Performs a jumping punch upwards. It's useful as an attack out of shield (tied with Mr. Game and Watch's up special for fastest up special in the game) as well as a combo finisher. It is commonly used to KO opponents off the top blast zone as a finisher to up air ladder combos.
Additionally, it serves as Mario's primary recovery tool. Although its distance is average, thanks to its speed and intangibility at the start, it can be an effective burst option against a greedy opponent offstage, allowing him to avoid an otherwise fatal edgeguarding setup and get back safely to stage. Furthermore, opponents between Mario and the side of the stage can be quickly stage spiked in a deadly reversal due to the looping hits using very high set knockback; the speed of the hits also makes it difficult to time a proper tech.
Hitboxes[edit]
Timing[edit]
Attack[edit]
The move can grab ledges from both sides starting on frame 14. To B-reverse it, the control stick has to be held backward on frame 3.
Optional reverse | 3 |
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Intangibility | 3-6 |
Hit 1 | 3-6 |
Hits 2-6 | 7-16 (rehit rate: 2) |
Hit 7 | 17-18 |
Animation length | 37 |
Landing[edit]
Interruptible | 31 |
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Animation length | 34 |
Lag time |
Hitbox |
Hitbox change |
Vulnerable |
State change |
Intangible |
Interruptible |
Parameters[edit]
Stick sensitivity to reverse | 0.3 |
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Stick sensitivity to angle | 0.5 |
Maximum angle deviation | 12° |
Grounded height multiplier | 1.1 |
Aerial height multiplier | 1.08 |
Air speed multiplier on startup | 0.67 |
Helplessness air speed multiplier | 0.6 |
Landing lag | 30 frames |
Chance of Cappy appearing | 30% |
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