This article provides tips for achieving 100 Super Jumps in the Super Mario RPG Remake. It covers whether it can be done with a turbo controller, and the rewards for 30 jumps.
Table of Contents
Tips and Timing for 100 Super Jumps
Small Enemies in the Bottom-Left or Bottom-Right are Recommended

For Super Jumps, small, stationary enemies are recommended as it's easier to see Mario descending.Mario's shadow is easier to see in the bottom-left or bottom-right so, try it on an enemy that's easier for you.
Recommended Enemies
Enemy | Location/Reason for Recommendation |
---|---|
![]() | - Small and easy to see jumps - Immune to jumps, so you can try many times - Moves slightly if not put to sleep |
![]() | - Small and easy to see jumps - Moves slightly if not put to sleep |
![]() | - Small and doesn't move - Appears in the same position every time - If defeated, you cannot try again |
Put Moving Enemies to Sleep
When trying with moving enemies, use Peach's "Sleepy Time" to put them to sleep, preventing them from moving during jumps making it easier to succeed with the command.
Increase Efficiency with the "Retry Clock"
Using the "Retry Clock" allows you to rewind time to the start of the battle, enabling a loop of "Super Jump → Fail → Return to start of battle → Super Jump...". The "Retry Clock" can be exchanged for 15 Frog Coins in Ripple Town.
Try with a Party Where Mario Acts First
When using the "Retry Clock", if there are allies faster than Mario, a turn will be wasted. Avoid including Geno, who is faster than Mario, in your party, or equip Mario with an accessory that increases speed.
Timing is the Moment of Landing → Jump
The action command timing for Super Jump is the moment you stomp on the enemy and then jump. Press the button consciously in the interval between stomping and when the star appears.
Watching the Shadow to Gauge Timing is Also Recommended

Mario descends from off-screen, making the timing difficult to grasp. If the enemy is in the bottom-left or bottom-right, their shadow will always be on-screen, so watching the shadow to gauge timing is also recommended.
Fails with a Turbo Controller
Action commands in Mario RPG will fail if buttons are mashed. Using a turbo controller will similarly result in failure, so achieving 100 jumps with a turbo controller is not possible.
Rewards for Successful Super Jumps and How to Check
Obtain Rewards from Chow

Depending on the number of successful Super Jumps, you can receive powerful equipment from Chow in Monstro Town. He will also tell you your current highest count.
30 Successful Jumps: Jumper's Scarf
Equipment Slot | Accessory |
---|---|
Special Effect | Immunity to Instant Death |
Equippable By | ![]() |
Attack | Defense | Magic Atk | Magic Def | Speed |
---|---|---|---|---|
30 | 30 | 30 | 30 | 30 |
Mario-exclusive accessory with the highest stat boosts. Also provides instant death resistance.
100 Successful Jumps: Super Suit
Equipment Slot | Armor |
---|---|
Special Effect | Nullifies all elements / Nullifies all status ailments |
Equippable By | ![]() ![]() ![]() ![]() ![]() |
Attack | Defense | Magic Atk | Magic Def | Speed |
---|---|---|---|---|
30 | 50 | 50 | 50 | 50 |
Armor that provides resistance to all elements and status ailments, with high stat boosts. Since any character can equip it, it's recommended for characters like Bowser or Geno whose exclusive armor has modest performance.
Can Be Checked from Play Records After Clearing the Game
After defeating the final boss, you can check your current highest count via "Menu → Journey Log → Play Records".
Super Jump Skill Information

User | Mario |
---|---|
Learned at Level | 6 |
FP Cost | 7 |
Range | Single Target |
Element | Jump |
Effect | Deals damage |
Super Jump is Mario's special skill. It's learned at a relatively early level, so when you have FP to spare, it's a good idea to use it actively and practice beforehand.
Forced End After 100 Successful Jumps
Super Jump cannot succeed more than 100 times. Upon 100 successful jumps, it will forcibly end.