Rising Uppercut: Difference between revisions

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The Rising Uppercut is an attack similar to [[Corkscrew]], causing Little Mac to spin as he ascends, finishing with an uppercut punch. The attack creates a stream of successive hits, leading into one another, ending with a strong upward blow. Unlike most of his ground moves, this attack does little damage, 10% if all hits connect, but the final hit has great knockback scaling, capable of KOing middleweights at 115% and even earlier if the opponent is high up in the air. 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. Unfortunately, despite acting as a [[drill]], Rising Uppercut can only hit in the direction Little Mac faces and has extremely limited movement left and right, which can make it quite difficult to catch an opponent in. Regardless, it can catch airborne opponents offguard and is a great surprise option.
The Rising Uppercut is an attack similar to [[Corkscrew]], causing Little Mac to spin as he ascends, finishing with an uppercut punch. The attack creates a stream of successive hits, leading into one another, ending with a strong upward blow. Unlike most of his ground moves, this attack does little damage, 10% if all hits connect, but the final hit has great knockback scaling, capable of KOing middleweights at 115% and even earlier if the opponent is high up in the air. 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. Unfortunately, despite acting as a [[drill]], Rising Uppercut can only hit in the direction Little Mac faces and has extremely limited movement left and right, which can make it quite difficult to catch an opponent in. Regardless, it can catch airborne opponents offguard and is a great surprise option.


This is Little Mac's only means of vertical recovery, but it is notably poor at doing so in comparison to other up special moves: it lacks any horizontal momentum and gives completely vertical distance that travels as low as an average jump; as a further burden, the move does not [[edge sweet spot|ledge-sweetspot]] until the very end and additionally has a small auto-sweetspot, making it highly punishable if Little Mac even pokes his head above the edge (even being vulnerable to [[meteor smash]]es if he recovers low), making another dent in Little Mac's already weak air game. To maximise the move's recovery potential, the player should save Little Mac's second jump and recover low to prevent opponents from punishing the move's vulnerability. Even so, the move gives such mediocre distance that it is common for Little Mac to barely miss the ledge, especially due to the move's small auto-sweetspot.
This is Little Mac's only means of vertical recovery, but it is notably poor at doing so in comparison to other up special moves due to its numerous flaws: it lacks any horizontal momentum and gives completely vertical distance that travels as low as an average jump; as a further burden, the move does not [[edge sweet spot|ledge-sweetspot]] until the very end and additionally has a small auto-sweetspot, making it highly punishable if Little Mac even pokes his head above the edge (even being vulnerable to [[meteor smash]]es if he recovers low), making another dent in Little Mac's already weak air game. To maximise the move's recovery potential, the player should save Little Mac's second jump and recover low to prevent opponents from punishing the move's vulnerability. Even so, the move gives such mediocre distance that it is common for Little Mac to barely miss the ledge, especially due to the move's small auto-sweetspot.


==Customization==
==Customization==
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