This article is about the hitbox visualization in Super Smash Bros. Melee. For the move itself, see 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

Mario's Up special move in Melee is the Super Jump Punch. Mario leaps into the air while repeatedly punching the opponent. The move hits about 6 times, and does 11% tops. This move was heavily nerfed from 64 to Melee, not going as far, and being much slower, making this move worse as a Recovery tool. This move can hit at 3 angles, aside from his regular Up special move, if you hold the control stick forward he will go further than normal, however, this will give him less vertical distance. If you flick the control stick back during the first several frames of the move, Mario will jump higher than normal, but this will hinder his horizontal Recovery, if you flick it back to late, Mario will jump the opposite direction. Unlike in 64, Mario can wall jump nearing the apex of this move, which aids in his Recovery.

Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
Hit 1
0 0 5% 0   0 100 130 7.4214 23 0.0 0.0 2.3436             Coin
1 0 5% 0   0 100 130 5.0778 32 0.0 0.0 0.0             Coin
Hits 2-5
0 0 1% 0   0 100 110 6.2496 23 0.0 0.0 3.1248             Coin
1 0 1% 0   0 100 150 5.0778 4 0.0 0.0 4.6872             Coin
Hits 6-9
0 0 1% 0   0 100 90 6.2496 23 0.0 0.0 3.1248             Coin
1 0 1% 0   0 100 120 5.0778 4 0.0 0.0 4.6872             Coin
Hit 10
0 0 3% 0   40 140 0 8.7885 23 0.0 0.0 0.0             Coin
1 0 3% 0   40 140 0 3.906 4 0.0 0.0 0.0             Coin

Timing

Attack

Intangibility 3-6
Hit 1 3-6
Hits 2-5 7-8, 9-10, 12-12, 13-14
Hit 6-9 15-16, 17-18, 19-20, 21-22
Hit 10 23-24
Animation length 37
                                                                         
                                                                         

Landing lag

Animation length 30
                                                           
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Vulnerable
 
Intangible