Super Smash Bros. Ultimate

Mario (SSBU)/Up special

This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Super Jump Punch.
Hitbox visualization showing Mario's up special, Super Jump Punch.
Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

Overview

Hitboxes

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless Rehit rate
Hit 1
0 0 0 5.0% 0   Standard 0 100 160   2.5 top 0.0 6.5 0.0 1.0× 0.0× 0%               Coin   All All             0
1 0 0 5.0% 0   Standard 0 100 150   4.0 top 0.0 6.5 5.0 1.0× 0.0× 0%               Coin   All All             0
2 0 0 5.0% 0   Standard 0 100 160   4.0 top 0.0 6.3 9.2 1.0× 0.0× 0%               Coin   All All             0
Hits 2-6
0 0 2 0.6% 0   Standard 0 100 180   3.0 top 0.0 6.5 2.5 1.0× 0.0× 0%               Coin   All All             2
1 0 2 0.6% 0   Standard 0 100 170   3.8 top 0.0 6.5 8.0 1.0× 0.0× 0%               Coin   All All             2
2 0 2 0.6% 0   Standard 0 100 110   3.0 top 0.0 11.5 2.5 1.0× 0.0× 0%               Coin   All All             2
3 0 2 0.6% 0   Standard 0 100 110   3.8 top 0.0 11.5 8.5 1.0× 0.0× 0%               Coin   All All             2
Hit 7
0 0 0 3.0% 0   Standard 50 145 0   9.0 top 0.0 11.5 8.0 1.0× 1.0× 0%               Coin   All All             0
1 0 0 3.0% 0   Standard 50 145 0   9.0 top 0.0 11.5 2.5 1.0× 1.0× 0%               Coin   All All             0
Hits 1-6 use weight-independent knockback.

Timing

The move changes direction on frame 3 if reversed, and can grab ledges from both sides starting on frame 14.

Intangibility 3-6
Hit 1 3-6
Hits 2-6 7-16
Hit 7 17-18
Animation length 37
                                                                         
                                                                         
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Vulnerable
 
Intangible

Parameters

Stick sensitivity to reverse 0.3
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%