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.

Attributes

NameValue
Start3
End24
Total Frames37
IASA
Land Lag
L-Canceled Land Lag
Landing Fall Special Lag
Auto Cancel Before
Auto Cancel After

Hitboxes

hit1
NameValue
Hitbox
id0
Damage5
Angle70
Base Knockback0
Knockback Growth100
Set Knockback130
EffectCoin
Hitlag Attacker5
Hitlag Defender5 (3 Crouched)
Shieldstun4
NameValue
Hitbox
id1
Damage5
Angle90
Base Knockback0
Knockback Growth100
Set Knockback130
EffectCoin
Hitlag Attacker5
Hitlag Defender5 (3 Crouched)
Shieldstun4
hits2_5
NameValue
Hitbox
id0
Damage1
Angle74
Base Knockback0
Knockback Growth100
Set Knockback110
EffectCoin
Hitlag Attacker3
Hitlag Defender3 (2 Crouched)
Shieldstun2
NameValue
Hitbox
id1
Damage1
Angle78
Base Knockback0
Knockback Growth100
Set Knockback150
EffectCoin
Hitlag Attacker3
Hitlag Defender3 (2 Crouched)
Shieldstun2
hits6_9
NameValue
Hitbox
id1
Damage1
Angle78
Base Knockback0
Knockback Growth100
Set Knockback120
EffectCoin
Hitlag Attacker3
Hitlag Defender3 (2 Crouched)
Shieldstun2
NameValue
Hitbox
id0
Damage1
Angle72
Base Knockback0
Knockback Growth100
Set Knockback90
EffectCoin
Hitlag Attacker3
Hitlag Defender3 (2 Crouched)
Shieldstun2
hit10
NameValue
HitboxAll Hitboxes
Damage3
Angle50
Base Knockback40
Knockback Growth140
Set Knockback0
EffectCoin
Hitlag Attacker4
Hitlag Defender4 (2 Crouched)
Shieldstun3

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.

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