Super Smash Bros. 4

Mario (SSB4)/Up special/Default

< Mario (SSB4)‎ | Up special
Revision as of 00:14, December 16, 2017 by Serpent King (talk | contribs) (aaaaaaa)
Hitbox visualization of Mario's Super Jump Punch.

Overview

Mario's up special move is a rising uppercut known as the Super Jump Punch. It deals 13% when fresh and if all hits connect. It 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   0 100 130 7.0 0 5.0 6.0 0.0 1.0x 1.0x 0%               Coin  
1 0 5% 0   0 100 140 6.0 0 9.0 6.0 0.0 1.0x 1.0x 0%               Coin  
Hits 2-4
0 0 1% 0   0 100 150 6.0 0 4.5 7.0 0.0 1.0x 1.0x 0%               Coin  
1 0 1% 0   0 100 150 5.0 0 8.5 7.0 0.0 1.0x 1.0x 0%               Coin  
Hit 5
0 0 1% 0   0 100 90 5.5 0 4.5 7.0 0.0 1.0x 1.0x 0%               Coin  
1 0 1% 0   0 100 120 4.2 0 8.5 7.0 0.0 1.0x 1.0x 0%               Coin  
Hit 6
0 0 3% 0   52 145 0 10.0 0 4.5 7.0 0.0 1.0x 1.0x 0%               Coin  
1 0 3% 0   52 145 0 10.0 0 8.5 7.0 0.0 1.0x 1.0x 0%               Coin  

Timing

Hitboxes 3-6, 7, 8, 9, 10-11, 12-13, 14-15
Intangible 3-6
Animation length 38
                                                                           
                                                                           
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Vulnerable
 
Intangible