The Super Jump Punch is Mario, Luigi, and Dr. Mario's Up Special Move. The move involves the user performing a jumping uppercut, with the effect depending on each user.

Character Differences


Mario's Super Jump Punch propels him at a forward diagonal angle. Upon hitting an opponent, a coin will fly out and the opponent will be inflicted 1% for each hit, with the attack dealing 10-13% damage. Super Jump Punch can also be aimed straight up by holding the control stick/directional pad in the opposite direction Mario is facing, or more horizontally by holding the control stick/directional pad forward.

In Super Smash Bros. Melee, Super Jump Punch can be cancelled at its apex with a wall jump, greatly improving Mario's recovery. On the downside, it gains less distance and is weaker overall, lessening its recovery and offensive potential.

In Super Smash Bros. Brawl, the hits connect more reliably, and the final hit deals more knockback, making useful for KO's over the upper blast lines. However, it can no longer be cancelled into a wall jump, and Mario, upon landing, will fall on his back before getting up, increasing the landing lag of the attack.

In Super Smash Bros. for Nintendo 3DS and Wii U, Super Jump Punch gains more vertical distance than its predecessor, greatly increasing its recovery. However, the move retains its high landing lag from the previous game.

The recovery potential of Super Jump Punch can be seen as average, as its predictable trajectory makes it easily edgeguarded. It can be difficult to use Super Jump Punch as a vertical recovery due to its diagonal trajectory (even when angled), but combining Cape with a forward angled Super Jump Punch gives Mario a decent horizontal recovery. Offensively, Super Jump Punch is powerful due to its damage output, the hits reliably connecting, and the knockback at the final hit, making it a useful move for knocking opponents above the upper blast line. Super Jump Punch is also a reliable out of shield option, and can be used as a combo finisher for Mario, such as after his down throw or up tilt.

Mario's Special Moves
SSB Melee Brawl SSBWU/3DS Ultimate
Standard Special Fireball
Side Special Cape
Up Special Super Jump Punch
Down Special Mario Tornado F.L.U.D.D.
Final Smash Mario Finale

Dr. Mario

Dr. Mario's Super Jump Punch propels him diagonally upward like Mario's, but its damage output greatly differs between games.

In Super Smash Bros. Melee, Dr. Mario's Super Jump Punch functions identically to Mario's, though it deals 12% damage (being more powerful than Mario), though it does less hits. Dr. Mario can also aim the direction Super Jump Punch goes by angling the control stick.

In Super Smash Bros. for Nintendo 3DS/Wii U, Dr. Mario's Super Jump Punch acts like a sex kick. Dr. Mario performs a single strong punch that deals 13.44% damage if he's close enough to an opponent, and a sourspot at the peak of the jump that deals 6.72%. This version of Super Jump Punch can be seen as a slight extreme version of Fire Jump Punch, as it has more KO potential, and can be moved in the opposite direction upon connecting with the clean hitbox. However, it has a shorter duration and more landing lag due to using the same landing animation for Mario's Super Jump Punch in Brawl.

Dr. Mario's Special Moves
Melee SSBWU/3DS Ultimate
Standard Special Megavitamins
Side Special Super Sheet
Up Special Super Jump Punch
Down Special Dr. Tornado
Final Smash Doctor Finale


Luigi's Super Jump Punch propels him diagonally forward like Mario in the original Super Smash Bros., and goes directly upward from Melee onward. The move deals damage based on Luigi's proximity from the opponent. If used far from the opponent, he will inflict 1% (a single coin flies out), with slight flinching and no knockback. However, if used up close at the beginning of the move, it transforms into the powerful Fire Jump Punch (indicated by the ping sound), dealing 25% damage with high knockback; however, an aerial Fire Jump Punch deals 20% damage (Melee onward).

In Super Smash Bros. Melee, due to the move propelling Luigi directly upward, Super Jump Punch was drastically weakened as an offensive and recovery move. The move no longer gains any horizontal distance, and grants less vertical distance. In addition, an aerial Fire Jump Punch deals 20% damage, making it a less effective finisher in the air.

In Super Smash Bros. Brawl, using Super Jump Punch grants Luigi more horizontal movement, which greatly aids in his recovery. In addition, Fire Jump Punch, while having a smaller sweetspot, deals more knockback, and can KO reliably at 50%. However, because Luigi, upon landing, buries his head into the ground before taking it out, Super Jump Punch has much more landing lag.

In Super Smash Bros. for Nintendo 3DS/Wii U, Super Jump Punch deals much more knockback, and Fire Jump Punch now goes a smaller distance vertically, making Luigi less likely to be punished. However, an aerial Super Jump Punch has less recovery potential due to gaining less horizontal distance and much less vertical distance, as it can no longer reach Battlefield's highest platform, and still retains its high landing lag.

Super Jump Punch's recovery potential varies by game, with it being more reliable at vertical recoveries due to going straight up. However, if combined with Green Missile and Luigi Cyclone, Luigi is given a very flexible recovery. Fire Jump Punch serves as one of Luigi's finishers, though it is a strictly vertical KO option. Luigi can easily combo any of his attacks into Fire Jump Punch due to his fast attack speed and damage output. Fire Jump Punch is extremely powerful in Brawl when used in conjunction with Negative Zone, as the stunned opponents provide the opening Luigi needs to get in close before using it.

Luigi's Special Moves
SSB Melee Brawl SSBWU/3DS Ultimate
Standard Special Fireball
Side Special Green Missile
Up Special Super Jump Punch
Down Special Luigi Cyclone
Final Smash Negative Zone Poltergust 5000 Poltergust G-00

Custom Variations

Explosive Punch

Explosive Punch is one of Mario's Up Special Moves that can be used via customizations. Mario does a strong explosive punch, but does not jump as high.


  • Deals more damage
  • Better for K.O'ing


  • Slightly slower
  • Doesn't travel as high
  • Not always reliable for combo finishers

Mario's Explosive Punch deals more damage than the default. It is slightly slower, so it may not be as reliable as a combo finisher, though if it does connect it can be a powerful K.O move. Unfortunately it cannot go as high into the air, so Mario may not be able to recover with it.

Super Jump

Super Jump is one of Mario's and Dr. Mario's Up Special Moves that can be used via customizations. Mario/Dr. Mario jumps higher, but the move doesn't deal any damage. Mario covers much greater lengths, but Dr. Mario's Super Jump only travels as high as Mario's default Super Jump Punch.


  • Travels higher
  • Slightly more horizontal distance


  • Doesn't deal damage
  • No combo finisher
  • Won't K.O opponents up close

Both Mario and Dr. Mario have the Super Jump custom move. It goes much higher than their average Super Jump Punch, but unlike the default it will cannot deal any damage, and so it cannot be used as a combo finisher or to secure K.Os off of the ceiling. Considering Dr. Mario's poor recovery with his default move, the Super Jump is more beneficial to him than it would to Mario, though it is a reliable recovery option for both of them either way.

Mario's Custom Special Moves
Custom 1 Custom 2
Standard Special Fast Fireball Fire Orb
Side Special Shocking Cape Gust Cape
Up Special Super Jump Explosive Punch
Down Special Scalding F.L.U.D.D. High-Pressure F.L.U.D.D.

Ol' One-Two

Ol' One-Two is one of Dr. Mario's Up Special Moves than can be used via customization. It does not travel as high, but instead performs a fiery jump punch attack that deals two hits and decent knockback.


  • Deals more damage (1st hit is weak but the 2nd hit is stronger)
  • Can K.O
  • Hits multiple opponents up-close (2 opponents maximum)


  • Doesn't travel as high
  • Not always useful for KOing opponents off the upper blastline.
  • Bad recovery move

Dr. Mario's Custom Special Moves
Custom 1 Custom 2
Standard Special Fast Capsule Mega Capsule
Side Special Shocking Sheet Breezy Sheet
Up Special Super Jump Ol' One-Two
Down Special Soaring Tornado Clothesline Tornado

Fiery Jump Punch

Fiery Jump Punch

Fiery Jump Punch is one of Luigi's Up Special Moves that can be used via customization. It is now easier to sweetspot the fiery punch, and has more horizontal movement, but Luigi gains less vertical distance, and the attack is weaker overall.


  • Easier to get a critical hit.
  • More horizontal distance.


  • Doesn't travel as high
  • Critical hit is weaker

The Fiery Jump Punch is simply put, a crutch. While it is easier to land the clean hit, it is noticeably weaker and sacrifices too much vertical height. The ease of contact is counterbalanced by the weakness of the Fire Punch. Overall, you're better off learning the timing for the default than getting used to the Fiery Jump Punch's range.

Burial Header

Burial Header

Burial Header is Luigi's other customization. Luigi cannot fire punch opponents on the way up, but can bury them on the way down.


  • Buries opponents.
  • Great combo/KO setup.
  • Edge-guarding.
  • Greater vertical distance (Recovery-wise)


  • Doesn't travel as high; and could result in a Self-Destruct due to Luigi's fast falling speed.
  • No Critical Hit.
  • Deals slight damage.

The Burial Header is a high-risk-high-reward move. Although it deals less damage and has no critical hit or KO power, it is great for edge-guarding opponents because the hit on the way down can launch opponents away again. It has some combo and KO set-ups as well, burying opponents and keeping them still for a powerful KO move at higher percentages and some combo starters at middle percentages, if Luigi is fast enough. Recovery wise, it has the best vertical distance of his up specials (able to reach the top platform in Battlefield) but has less horizontal movement, and Luigi falls down very fast.

Luigi's Custom Special Moves
Custom 1 Custom 2
Standard Special Bouncing Fireball Iceball
Side Special Floating Missile Quick Missile
Up Special Fiery Jump Punch Burial Header
Down Special Mach Cyclone Clothesline Cyclone


The Super Jump Punch is a unique special move in that it is based on a very simple

Artwork from Super Smash Bros.

technique used by the Mario Bros. - the jump. In the original Super Mario Bros., Mario and Luigi used their jump to cross gaps (called "abysses"), stomp on enemies (namely Koopa Troopas and Goombas), and break bricks or hit blocks to reveal coins or power-ups (namely Super Mushrooms and Fire Flowers). The Super Jump Punch is based on Mario and Luigi's ability to reveal multiple coins from blocks with a jump; this is seen when Mario, Dr. Mario, or Luigi use the attack on a foe. During the jump animation in these games, Mario and Luigi would raise a fist in the air, which is where the punch comes from.


  • Coins are the currency of the Mushroom Kingdom in the Mario series. In the Super Smash Bros. Series, they are created when the Jump Punch connects with an opponent. The appearance of these coins is modeled after the coins from Super Mario 64.
  • In Melee, the appearance of the coins is the same as the original Super Smash Bros., but the coins for the Trophy Lottery look similar, as well as the ones in the Game Over screen. Also, these same coins are used on the Game Over screen in Brawl's Subspace Emissary or Classic Modes to continue, as well as the Coin Launcher. Lastly, there is a Coin sticker.
  • This move is occasionally referred to as "Pay-Day Punch", given that Nintendo Power magazine gave this name to the move in its review for Super Smash Bros., due to the coins flying out of the enemy when dealing damage.
  • The coins that appear are 2D sprites that always face the screen on the pause menu.
  • The Fire Jump Punch is often nicknamed Shoryuken, due to its resemblance to the attack of the same name from the Street Fighter games, involving a fast uppercut with good range usually to counter aerial assaults.
    • This is quite ironic in the Nintendo 3DS / Wii U version considering that Ryu from Street Fighter made a playable appearance and uses the actual Shoryuken for his Up Special.
  • In Super Smash Bros. for Wii U, the Fiery Jump Punch, Explosive Punch and Ol' One Two are similar to Ken Masters's Shoryuken.
  • In Super Smash Bros. Ultimate, there is a chance that the coins spawned from Mario’s Super Jump Punch will be the Regional Coins from Super Mario Odyssey. When this happens, Cappy’s eyes will appear on Mario’s hat.

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