Super Smash Bros. Ultimate

Mario (SSBU)/Up special

< Mario (SSBU)
Revision as of 09:52, July 15, 2022 by DrakRoar (talk | contribs) (→‎Timing: Quality of life change; better to have rehit rates easily readable here for timings rather than having to look back at the hitbox table)
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.
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Overview

Performs a jumping punch upwards. It's useful as an attack out of shield (tied with mr game and watches up special for fastest out of shield option in the game) as well as a combo finisher. It is commonly used to KO opponents off the top of the map when near the upper blast line.

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
Hit 1
0 0 0 5.0% 0   Forward 0 100 160   2.5 top 0.0 6.5 0.0 1.0× 0.0× 0%               Coin   All All            
1 0 0 5.0% 0   Forward 0 100 150   4.0 top 0.0 6.5 5.0 1.0× 0.0× 0%               Coin   All All            
2 0 0 5.0% 0   Forward 0 100 150   4.0 top 0.0 6.3 9.2 1.0× 0.0× 0%               Coin   All All            
Hits 2-6
0 0 2 0.6% 0   Forward 0 100 180   3.0 top 0.0 6.5 2.5 1.0× 0.0× 0%               Coin   All All            
1 0 2 0.6% 0   Forward 0 100 170   3.8 top 0.0 6.5 8.0 1.0× 0.0× 0%               Coin   All All            
2 0 2 0.6% 0   Forward 0 100 110   3.0 top 0.0 11.5 2.5 1.0× 0.0× 0%               Coin   All All            
3 0 2 0.6% 0   Forward 0 100 110   3.8 top 0.0 11.5 8.5 1.0× 0.0× 0%               Coin   All All            
Hit 7
0 0 0 3.0% 0   Forward 50 145 0   9.0 top 0.0 11.5 8.0 1.0× 1.0× 0%               Coin   All All            
1 0 0 3.0% 0   Forward 50 145 0   9.0 top 0.0 11.5 2.5 1.0× 1.0× 0%               Coin   All All            

Timing

Attack

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
Intangibility 3-6
Hit 1 3-6
Hits 2-6 7-16 (rehit rate: 2)
Hit 7 17-18
Animation length 37
                                                                         
                                                                         

Landing

Interruptible 31
Animation length 34
                                                                   
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Vulnerable
  
State change
 
Intangible
 
Interruptible

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%