Editing Flashing Mach Punch

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==Overview==
==Overview==
When the special button is pressed, the Brawler performs a short flurry of five punches. If any of the punches connect to an opponent, the Brawler will continue the barrage before ending with an uppercut, hitting a total of 22 times if all hits connect. During the duration of the punches, if connected to an opponent, the Brawler gains [[invincibility]]. The move will not transition into the barrage if the opponent is [[Shield|shielding]], under the effects of [[super armor]], or [[Bury|buried]]; for the latter, only the first five hits will connect. Using this move in midair will momentarily slow the Brawler's descent during its first use; this allows the Brawler to stall while recovering, or use the punches as a niche landing option if used prior. The first hit comes out at frame 10, the initial hits last for a decent time, and the move deals 17.9% total if all hits connect while KOing middleweights at 115% from center stage. This makes Flashing Mach Punch useful as an edgeguarding option against falling opponents or as a mixup for combos.
When the special button is pressed, the Brawler performs a short flurry of five punches. If any of the punches connect to an opponent, the Brawler will continue the barrage before ending with an uppercut (hitting a total of 22 times if all hits connect). During the duration of the punches, if connected to an opponent, the Brawler gains [[invincibility]]. The move will not transition into the barrage if the opponent is [[Shield|shielding]], under the effects of [[super armor]], or [[Bury|buried]] (for the latter, only the first five hits will connect). Using this move in midair will momentarily slow the Brawler's decent during its first use; this allows the Brawler to stall while recovering, or use the punches as a niche landing option if used prior. The first hit comes out at frame 10, the initial hits last for a decent time, and the move deals 17.9% total if all hits connect while KOing middleweights at 115% from center stage. This makes Flashing Mach Punch useful as an edgeguarding option against falling opponents or as a mixup for combos.


It is interesting to note that only one of the punches in the initial flurry needs to connect in order to begin the full barrage.  In other words, if an opponent shields the initial small punches but drops their shield early enough for the very last punch to "tap" them, they will be hit by the full barrage. This can be useful for catching opponents by surprise. However, due to its detection hitbox, the initial flurry is also prone to fail even if the opponent is hit by several of the punches, though this usually occurs at maximum range, that being the Brawler's fists.
It is interesting to note that only one of the punches in the initial flurry needs to connect in order to begin the full barrage.  In other words, if an opponent shields the initial small punches but drops their shield early enough for the very last punch to "tap" them, they will be hit by the full barrage. This can be useful for catching opponents by surprise. However, due to its detection hitbox, the initial flurry is also prone to failing even if the opponent is hit by several of the punches, though this usually occurs at maximum range (the Brawler's fists).


==Instructional quote==
==Instructional quote==

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