Dr. Mario - Super Jump Punch (Air)

Summary

First Active3
Last Active21
Total37 frames
Damage5 / 2 / 3%
Landing lag30
NotesCancel info listed here (also applies for grounded up-b): https://smashboards.com/threads/up-b-cancel-frame-and-hitbox-data-complete-with-gifs-and-now-oos-data.378468/

Attributes

NameValue
Start3
End21
Total Frames37
IASA
Land Lag30
L-Canceled Land Lag
Landing Fall Special Lag
Auto Cancel Before
Auto Cancel After

Hitboxes

hit1
NameValue
Hitbox
id1
Damage5
Angle90
Base Knockback0
Knockback Growth100
Set Knockback150
EffectCoin
Hitlag Attacker5
Hitlag Defender5 (3 Crouched)
Shieldstun4
NameValue
Hitbox
id0
Damage5
Angle70
Base Knockback0
Knockback Growth100
Set Knockback150
EffectCoin
Hitlag Attacker5
Hitlag Defender5 (3 Crouched)
Shieldstun4
hits2_3
NameValue
Hitbox
id0
Damage2
Angle74
Base Knockback0
Knockback Growth100
Set Knockback140
EffectCoin
Hitlag Attacker4
Hitlag Defender4 (2 Crouched)
Shieldstun2
NameValue
Hitbox
id1
Damage2
Angle78
Base Knockback0
Knockback Growth100
Set Knockback180
EffectCoin
Hitlag Attacker4
Hitlag Defender4 (2 Crouched)
Shieldstun2
hits4_5
NameValue
Hitbox
id0
Damage2
Angle72
Base Knockback0
Knockback Growth100
Set Knockback90
EffectCoin
Hitlag Attacker4
Hitlag Defender4 (2 Crouched)
Shieldstun2
NameValue
Hitbox
id1
Damage2
Angle78
Base Knockback0
Knockback Growth100
Set Knockback120
EffectCoin
Hitlag Attacker4
Hitlag Defender4 (2 Crouched)
Shieldstun2
hit6
NameValue
HitboxAll Hitboxes
Damage3
Angle80
Base Knockback40
Knockback Growth160
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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