Editing Giant Punch

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====''Ultimate''====
====''Ultimate''====
''Ultimate'' abandoned the concept of storing Giant Punch in stages, instead opting for a charge formula in line with other moves. In this case, Giant Punch's power will increase by a given amount every 6.67 Frames. The charge duration lasts 110 Frames as of 6.0.0, and overall it will increase in power by 18%<ref>https://docs.google.com/spreadsheets/d/1rwDPL1jhE-KuEbbcBkkTb44z1smJp9rYme_xb4BIJTk/edit#gid=1250248030 vl param sheet shows 18% is the added power.</ref>. This means it will deal 28% maximum. As usual, an uncharged Giant Punch is more powerful than a maximum charged one. However, to utilize this takes extreme precision in ''Ultimate'' due to its frame perfect nature and no longer charging via windups.  
''Ultimate'' abandoned the concept of storing Giant Punch in stages, instead opting for a charge formula in line with other moves. In this case, Giant Punch's power will increase by 1% every 6.67 Frames. As a result, it will increase by 8.99% every 60 frames, or one second. The charge duration lasts 120 Frames, so overall it will increase in power by 17.99%. This means it will deal 27.99% maximum (120 divided by 6.67) if the charge is cancelled 1 frame before it finishes.


Charging from nothing to full takes 121 frames, including the 7 frame pre-charge lag and 4 frame post-charge lag (which can also be applied to shielding, rolling or jumping). It can also be cancelled through jumping in the air, which takes 5 frames as well.
Charging from nothing to full takes 131 frames, including the 7 frame pre-charge lag and 4 frame post-charge lag (which can also be applied to shielding, rolling or jumping). It can be cancelled through jumping in the air, which takes 5 frames as well.  
 
''Ultimate'' introduced a glitch that caused the Z-Axis to make Giant Punch miss point-blank opponents. This was fixed in 3.0.0, although only for the fully charged version<ref>https://youtu.be/_l4JQY9BDu4</ref><ref>https://streamable.com/i9kve</ref>. 3.1.0 fixed a glitch with Giant Punch that existed since ''Smash 4'', where landing on frames 12-17 during a fully charged Giant Punch caused DK to never get his super armor<ref>https://www.kotaku.com.au/2019/03/smash-players-are-begging-nintendo-to-fix-donkey-kongs-giant-punch/</ref>.


=== Reverse Charge Cancelling ===
=== Reverse Charge Cancelling ===

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