Editing Jolt Haymaker

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# '''Jolt Haymaker''': Default.
# '''Jolt Haymaker''': Default.
# '''Grounding Blow''': Little Mac leaps high into the air, then shoots downward for the punch. Buries grounded foes, and can meteor smash airborne ones if sweetspotted. Thanks to its high vertical reach, it can be an effective anti-air move and a general followup option against foes launched above the range of Little Mac's other ground attacks. It is worse for recovery, however, thanks to its lower horizontal distance and the fact that it makes Little Mac fall quickly. Additionally it gives no invincibility frames, though the jump itself helps for avoiding low attacks. The punch can be thrown very slightly later after the standard version's earliest hitbox.
# '''Grounding Blow''': Little Mac leaps high into the air, then shoots downward for the punch. Buries grounded foes, and can meteor smash airborne ones if sweetspotted. Thanks to its high vertical reach, it can be an effective anti-air move and a general followup option against foes launched above the range of Little Mac's other ground attacks. It is worse for recovery, however, thanks to its lower horizontal distance and the fact that it makes Little Mac fall quickly. Additionally it gives no invincibility frames, though the jump itself helps for avoiding low attacks. The punch can be thrown very slightly later after the standard version's earliest hitbox.
# '''Guard Breaker''': Has reduced distance, increased start-up, and lower movement speed, but also has [[super armor]] throughout the jump (frames 12-34), deals 4% more damage (albeit with compensated knockback), and is [[unblockable]] (except against [[Witch Time]]). Further super armor is given on the attack from frame 1-17. While Guard Breaker's punch can still be thrown early, the difference is very minute, preventing the player from attacking before traveling the jump's full distance. Additionally, due to the jump's movement being defined by momentum addition in the move's script, this move has an unusual property where it gives no horizontal distance if used immediately out of knockback. In other words, if Little Mac gets knocked off the stage and then tries to use this move to recover while he is still moving backwards, he will not move forward at all and will most likely fall to his death.
# '''Guard Breaker''': Has reduced distance, increased start-up, and lower movement speed, but also has [[super armor]] throughout the jump (frames 12-34), deals 4% more damage (albeit with compensated knockback), and is [[unblockable]] (except against [[Witch Time]]). Further super armor is given on the attack from frame 1-17. While Guard Breaker's punch can still be thrown early, the difference is very minute, preventing the player from attacking before traveling the jump's full distance. Additionally, this move has an unusual property where it gives no horizontal distance if used immediately out of knockback. In other words, if Little Mac gets knocked off the stage and then tries to use this move to recover while he is still moving backwards, he will not move forward at all and will most likely fall to his death.


==Origin==
==Origin==

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