Editing Straight Lunge

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[[File:Gazelle punch ssb4.gif|thumb|200px|Little Mac performing a Gazelle Punch on {{SSB4|Bowser}} in ''Smash 4''.]]
[[File:Gazelle punch ssb4.gif|thumb|200px|Little Mac performing a Gazelle Punch on {{SSB4|Bowser}} in ''Smash 4''.]]
[[File:Gazelle punch ssbu.gif|thumb|200px|{{Sm|Peanut}} (Little Mac) performing a Gazelle Punch on {{Sm|Oolong}} (Wii Fit Trainer) in ''Ultimate''.]]
[[File:Gazelle punch ssbu.gif|thumb|200px|{{Sm|Peanut}} (Little Mac) performing a Gazelle Punch on {{Sm|Oolong}} (Wii Fit Trainer) in ''Ultimate''.]]
The '''Gazelle Punch''' is an advanced technique that allows Little Mac to perform a grounded KO Uppercut almost immediately from the ledge. While it is named after a real life boxing punch, Little Mac's version was named by the Mac community and does not match the actual technique. Optimally performing it differs for each game, although the objective is the same: have Little Mac land on the stage before the hitbox comes out to allow the uppercut to register as a grounded attack.
The '''Gazelle Punch''' is an advanced technique that allows Little Mac to perform a grounded KO Uppercut almost immediately from the ledge. It is named after a punch in real boxing where the user bends their knees and throws an explosive left hook upwards, although Little Mac's version was named by the Mac community and does not match the actual punch. Optimally performing it differs for each game, although the objective is the same: have Little Mac land on the stage before the hitbox comes out to allow the uppercut to register as a grounded attack.


*In ''Smash 4'', it requires the player to, while hanging from a ledge, use a ledge jump get-up and then a KO Uppercut within a strict 2-frame window. This window is a few frames right after Little Mac's ledge jump animation begins.
*In ''Smash 4'', it requires the player to, while hanging from a ledge, use a ledge jump get-up and then a KO Uppercut within a strict 2-frame window. This window is a few frames right after Little Mac's ledge jump animation begins.

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