Mario - Super Jump Punch
Summary
First Active3
Last Active24
Total37 frames
Damage5 / 1 / 3%
Notes12 hitboxes, first 5% damage, then ten 1% damage, then a final 3% damage hitbox.
Relevant moves
Attributes
| Start | End | Total Frames | IASA | Land Lag | L-Canceled Land Lag | Landing Fall Special Lag | Auto Cancel Before | Auto Cancel After |
|---|---|---|---|---|---|---|---|---|
| 3 | 24 | 37 |
| Name | Value |
|---|---|
| Start | 3 |
| End | 24 |
| Total Frames | 37 |
| IASA | |
| Land Lag | |
| L-Canceled Land Lag | |
| Landing Fall Special Lag | |
| Auto Cancel Before | |
| Auto Cancel After |
Hitboxes
| Hitbox | Damage | Angle | Base Knockback | Knockback Growth | Set Knockback | Effect | Hitlag Attacker | Hitlag Defender | Shieldstun |
|---|---|---|---|---|---|---|---|---|---|
hit1 | |||||||||
| id0 | 5 | 70 | 0 | 100 | 130 | Coin | 5 | 5 (3 Crouched) | 4 |
| id1 | 5 | 90 | 0 | 100 | 130 | Coin | 5 | 5 (3 Crouched) | 4 |
hits2_5 | |||||||||
| id0 | 1 | 74 | 0 | 100 | 110 | Coin | 3 | 3 (2 Crouched) | 2 |
| id1 | 1 | 78 | 0 | 100 | 150 | Coin | 3 | 3 (2 Crouched) | 2 |
hits6_9 | |||||||||
| id1 | 1 | 78 | 0 | 100 | 120 | Coin | 3 | 3 (2 Crouched) | 2 |
| id0 | 1 | 72 | 0 | 100 | 90 | Coin | 3 | 3 (2 Crouched) | 2 |
hit10 | |||||||||
| All Hitboxes | 3 | 50 | 40 | 140 | 0 | Coin | 4 | 4 (2 Crouched) | 3 |
hit1
| Name | Value |
|---|---|
| Hitbox | id0 |
| Damage | 5 |
| Angle | 70 |
| Base Knockback | 0 |
| Knockback Growth | 100 |
| Set Knockback | 130 |
| Effect | Coin |
| Hitlag Attacker | 5 |
| Hitlag Defender | 5 (3 Crouched) |
| Shieldstun | 4 |
| Name | Value |
|---|---|
| Hitbox | id1 |
| Damage | 5 |
| Angle | 90 |
| Base Knockback | 0 |
| Knockback Growth | 100 |
| Set Knockback | 130 |
| Effect | Coin |
| Hitlag Attacker | 5 |
| Hitlag Defender | 5 (3 Crouched) |
| Shieldstun | 4 |
hits2_5
| Name | Value |
|---|---|
| Hitbox | id0 |
| Damage | 1 |
| Angle | 74 |
| Base Knockback | 0 |
| Knockback Growth | 100 |
| Set Knockback | 110 |
| Effect | Coin |
| Hitlag Attacker | 3 |
| Hitlag Defender | 3 (2 Crouched) |
| Shieldstun | 2 |
| Name | Value |
|---|---|
| Hitbox | id1 |
| Damage | 1 |
| Angle | 78 |
| Base Knockback | 0 |
| Knockback Growth | 100 |
| Set Knockback | 150 |
| Effect | Coin |
| Hitlag Attacker | 3 |
| Hitlag Defender | 3 (2 Crouched) |
| Shieldstun | 2 |
hits6_9
| Name | Value |
|---|---|
| Hitbox | id1 |
| Damage | 1 |
| Angle | 78 |
| Base Knockback | 0 |
| Knockback Growth | 100 |
| Set Knockback | 120 |
| Effect | Coin |
| Hitlag Attacker | 3 |
| Hitlag Defender | 3 (2 Crouched) |
| Shieldstun | 2 |
| Name | Value |
|---|---|
| Hitbox | id0 |
| Damage | 1 |
| Angle | 72 |
| Base Knockback | 0 |
| Knockback Growth | 100 |
| Set Knockback | 90 |
| Effect | Coin |
| Hitlag Attacker | 3 |
| Hitlag Defender | 3 (2 Crouched) |
| Shieldstun | 2 |
hit10
| Name | Value |
|---|---|
| Hitbox | All Hitboxes |
| Damage | 3 |
| Angle | 50 |
| Base Knockback | 40 |
| Knockback Growth | 140 |
| Set Knockback | 0 |
| Effect | Coin |
| Hitlag Attacker | 4 |
| Hitlag Defender | 4 (2 Crouched) |
| Shieldstun | 3 |
Knockdown Thresholds
The following percentages indicate when this move starts knocking down. Separate tables are shown based on whether the target is Crouch-Cancelling or not.
Sorting