I'm not too sure how useful this is (I watched the published SMRPG run a long time ago, at a time when I wasn't playing the game), but on nicovideo.jp (big Japanese-language video site), someone shows how each boss can be annihilated with the ultra-jump, in a TAS video. He also shows how one can do what would be 5 digits of damage on weak enemies using the same attack (comes out as like I500 damage. *not* 1500. The "I" equals some integer, I forget...18?)
while it's not important to do 18,000+ damage, has it been noted to use ultrajump when necessary, even on 1 enemy? while it uses more FP, it cuts down on number of jumps/uses (however, recently I have noticed that the ultrajump's bounces go way higher, so each consecutive hit takes a bit longer. not sure how that balances out overall)
Also, again, not sure if this is useful, but it was useful to me, who still hasn't gotten 100 jumps on SNES/SFC (92 ;_;): Mario will spin during a Super Jump if he is wearing the Jump Shoes and landing on an enemy that is normally immune to Jump attacks. For example, when ordinarily jumping on a Spikey, Mario will face forward, and the damage will be 0. With the Jump Shoes on, Mario will spin on the way down (every time) and will actually do damage. I feel that the spins make it harder to focus on timing the jumps. Also, the Scarecrow model will not spin, so if you want to time numerous jumps with the shoes (on a "jump-immune" enemy), the S'crow form is the way to go. I guess they never drew multiple angles of the Scarecrow.
Just some (perhaps-) useless info on Jumping.