Editing Rising Uppercut

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The grounded version has a few frames of intangibility at the start, allowing Little Mac to potentially escape or interrupt multi-hitting attacks if an enemy is close enough (such as {{SSB4|Fox}}'s jab infinite). The aerial version sends Little Mac a shorter distance upwards but keeps its high knockback, making it Little Mac's only dependable aerial KO move alongside [[Jolt Haymaker]]. Little Mac can move left or right during the ascent, with the grounded version giving much more control.
The grounded version has a few frames of intangibility at the start, allowing Little Mac to potentially escape or interrupt multi-hitting attacks if an enemy is close enough (such as {{SSB4|Fox}}'s jab infinite). The aerial version sends Little Mac a shorter distance upwards but keeps its high knockback, making it Little Mac's only dependable aerial KO move alongside [[Jolt Haymaker]]. Little Mac can move left or right during the ascent, with the grounded version giving much more control.


This is Little Mac's only means of vertical recovery, but it is very poor at doing so in comparison to other up special moves due to its numerous flaws. The aerial version lacks horizontal momentum and gives vertical distance that travels as low as an average jump, giving it some of the worst distance of any recovery move in the series. However, if Mac's neutral aerial is the last action performed in the air before using this move, the move will go slightly further horizontally. Additionally, although its hitboxes are rather disjointed, the move does not [[edge sweet spot]] until the very end and has a small auto-sweetspot. As a result, recovering too high will result in Mac being knocked off by any sufficiently long hitbox, while recovering too low will often result in Mac missing the ledge entirely.  
This is Little Mac's only means of vertical recovery, but it is very poor at doing so in comparison to other up special moves due to its numerous flaws. The aerial version lacks horizontal momentum and gives vertical distance that travels as low as an average jump, giving it some of the worst distance of any recovery move in the series. Additionally, although its hitboxes are rather disjointed, the move does not [[edge sweet spot]] until the very end and has a small auto-sweetspot. As a result, recovering too high will result in Mac being knocked off by any sufficiently long hitbox, while recovering too low will often result in Mac missing the ledge entirely.  


To maximize the move's recovery potential, the player should save Little Mac's second jump and attempt to end the move directly beside a ledge to prevent opponents from punishing the move's vulnerability, and to potentially interrupt opponents with Mac's fist hitbox as it pokes through the ledge.
To maximize the move's recovery potential, the player should save Little Mac's second jump and attempt to end the move directly beside a ledge to prevent opponents from punishing the move's vulnerability, and to potentially interrupt opponents with Mac's fist hitbox as it pokes through the ledge.

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