Editing Straight Lunge

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*Jab 1 and 2: Easily [https://youtu.be/3DxLNCN6YWg?t=109 jab cancels into a KO Uppercut]. It is useful for mixups especially if the opponent shields the jabs, as the Uppercut bypasses shields. Less effective on lighter fighters, as they may be able to jump or airdodge away after hitstun.
*Jab 1 and 2: Easily [https://youtu.be/3DxLNCN6YWg?t=109 jab cancels into a KO Uppercut]. It is useful for mixups especially if the opponent shields the jabs, as the Uppercut bypasses shields. Less effective on lighter fighters, as they may be able to jump or airdodge away after hitstun.


*Down tilt: A common move that [https://youtu.be/3DxLNCN6YWg?t=171 positions his opponent for a KO Uppercut]. It is the easiest way to combo the move and works best on opponents that are conditioned to [[airdodge]] during the game (which will make them suffer from landing lag and guarantee success). Fastfallers such as {{SSB4|Fox}} and heavier fighters like {{SSB4|Bowser}} will be vulnerable to this combo for a wider percent range, while middleweights and light characters such as {{SSB4|Jigglypuff}} will be sent too high for the uppercut to hit once they pass a certain percentage. This combo functions worse in ''Ultimate'' due to down tilt's high ending lag, although its effective percent range can lower significantly due to [[rage]].
*Down tilt: A common move that [https://youtu.be/3DxLNCN6YWg?t=171 positions his opponent for a KO Uppercut]. It is the easiest way to combo the move and works best on opponents that are conditioned to [[airdodge]] during the game (which will make them suffer from landing lag and guarantee success). Fastfallers such as {{SSB4|Fox}} and heavier fighters like {{SSB4|Bowser}} will be vulnerable to this combo for a wider percent range, while middleweights and light characters such as {{SSB4|Jigglypuff}} will be sent too high for the Uppercut to hit once they pass a certain percentage.
 
*Up tilt: The second best way to combo an uppercut in ''Smash 4'', and is better in situations which require catching landings or anti-airing. It is significantly better in ''Ultimate'' due to its altered knockback and the ability to perform any ground attack out of a turnaround, as Little Mac can buffer a turn to hit an opponent if they are behind him.


*Down aerial jab lock: Little Mac can use his incredibly fast down aerial to [https://youtu.be/d2m6N9wxTKI?t=142 jab lock an opponent into getting up], then unleash a KO Uppercut. This requires pinpoint timing as Little Mac's down aerial has an incredibly small hitbox. In ''Smash 4'', it can potentially start a [[zero-to-death combo]], particularly on fastfallers and heavyweights; starting with several down tilts, a [[Jolt Haymaker]] can then force an opponent forward onto the ground, followed by a down aerial lock if the victim misses the tech, then an uppercut.
*Down aerial jab lock: Little Mac can use his incredibly fast down aerial to [https://youtu.be/d2m6N9wxTKI?t=142 jab lock an opponent into getting up], then unleash a KO Uppercut. This requires pinpoint timing as Little Mac's down aerial has an incredibly small hitbox. In ''Smash 4'', it can potentially start a [[zero-to-death combo]], particularly on fastfallers and heavyweights; starting with several down tilts, a [[Jolt Haymaker]] can then force an opponent forward onto the ground, followed by a down aerial lock if the victim misses the tech, then an uppercut.

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