Straight Lunge: Difference between revisions

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→‎Trivia: Straight Lunge couldn't be shield cancelled till Ultimate though...
(→‎Names in other languages: Added Chinese names. All names taken from Smash Ultimate.)
(→‎Trivia: Straight Lunge couldn't be shield cancelled till Ultimate though...)
 
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{{Infobox Special Move
{{Infobox Special Move
|name=Straight Lunge
|name=Straight Lunge
|image=[[File:Little Mac Neutral B SSBU.gif|300px]]
|image={{tabber|title1=Straight Lunge|content1=[[File:Little Mac Neutral B SSBU.gif|300px]]|title2=KO Uppercut|content2=[[File:Little Mac Neutral B 2 SSBU.gif|300px]]}}
|caption=Little Mac lunging forward with Straight Lunge in ''Super Smash Bros. Ultimate''.
|caption=Little Mac using Straight Lunge and KO Uppercut in ''Ultimate''.
|user=[[Little Mac]]
|user=[[Little Mac]]
|universe=''{{uv|Punch-Out!!}}''
|universe={{uv|Punch-Out!!}}
}}
}}


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*A fully charged, red-tinted punch that sets Little Mac's fist on flames, sending him almost half the distance of Final Destination. This version takes about three seconds to charge and gains significant ending lag, as Little Mac will flex his burning fist. However, it deals high damage and extreme knockback, having KO potential on the majority of the cast at as low as 60% even from the middle of medium-sized stages. Despite its high knockback, it is impractical as a finisher in [[Home-Run Contest]] due to its low knockback growth.
*A fully charged, red-tinted punch that sets Little Mac's fist on flames, sending him almost half the distance of Final Destination. This version takes about three seconds to charge and gains significant ending lag, as Little Mac will flex his burning fist. However, it deals high damage and extreme knockback, having KO potential on the majority of the cast at as low as 60% even from the middle of medium-sized stages. Despite its high knockback, it is impractical as a finisher in [[Home-Run Contest]] due to its low knockback growth.


Like majority of Little Mac's moves, Straight Lunge is significantly weaker in the air, and loses both power and travel distance. A fully-charged aerial Straight Lunge will grant horizontal distance, but it is of questionable use as it is unlikely for the move to fully charge in midair, and Mac cannot grab ledges during the entire animation. Straight Lunge is therefore highly impractical for recovery or attacking in midair. Courtesy of its high ending lag and Mac's ineffective recovery moves, using it offstage would also result in an inevitable [[self-destruct]].
Like majority of Little Mac's moves, Straight Lunge is significantly weaker in the air, and loses both power and travel distance. An aerial Straight Lunge will grant horizontal distance, but it is of questionable use as Mac cannot grab ledges till the move completes, and it also has very high ending lag, to the point that simply drifting towards the stage is a better option. Straight Lunge is therefore highly impractical for recovery or attacking in midair, as using it offstage would also result in an inevitable [[self-destruct]].


Overall, this move is useful as a method for Little Mac to stand his ground, as he will not be knocked back by weak [[projectiles]] such as Mega Man's [[Metal Blade]] or jab infinites from characters like [[Fox]]. In ''Smash 4'', it can also be used as a niche way to punish enemies who are prone to spamming [[edge attack]]s. In comparison, the fully-charged version is almost impossible to land during 1v1 matches due to its charge time, leaving it only useful against enemies that have a broken shield.
Overall, this move is useful as a method for Little Mac to stand his ground, as he will not be knocked back by weak [[projectiles]] such as Mega Man's [[Metal Blade]] or jab infinites from characters like [[Fox]]. In ''Smash 4'', it can also be used as a niche way to punish enemies who are prone to spamming [[edge attack]]s. In comparison, the fully-charged version is almost impossible to land during 1v1 matches due to its charge time, leaving it only useful against enemies that have a broken shield.
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==KO Uppercut==
==KO Uppercut==
[[File:Little Mac Smash.4 Reveal - Pt2.jpg|thumb|250px|Little Mac using the KO Uppercut.]]
[[File:Little Mac Smash.4 Reveal - Pt2.jpg|thumb|250px|Little Mac using the KO Uppercut.]]
::''Main article: [[Power Meter]]''
{{main|Power Meter}}
When Little Mac's Power Meter is full, his Straight Lunge is replaced with a single-use uppercut named the '''KO Uppercut'''. While it has the word "KO" in its name, it is not a true [[one-hit KO]]. Regardless, it is one of the strongest special moves in the game.
When Little Mac's Power Meter is full, his Straight Lunge is replaced with a single-use uppercut named the '''KO Uppercut'''. While it has the word "KO" in its name, it is not a true [[one-hit KO]]. Regardless, it is one of the strongest special moves in the game.


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* Like with Straight Lunge, the KO Uppercut will work as if it was grounded if done correctly right after jumping from the ground.
* Like with Straight Lunge, the KO Uppercut will work as if it was grounded if done correctly right after jumping from the ground.
* If the attack lands, it gives tremendously high [[freeze frames]] to Little Mac and his victim; this also applies to items like the [[Fire Hydrant]]. This can [https://youtu.be/reGFkPtQSkw?t=1m42s catch opponents] even if they walk towards Little Mac while he is stuck in the move's freeze frames, without any loss of power (an example shown here, where it is abused to KO [[Pac-Man]] on [https://youtu.be/vCMJX7MplIs?t=7 a tower of crates]).
* If the attack lands, it gives tremendously high [[freeze frames]] to Little Mac and his victim; this also applies to items like the [[Fire Hydrant]]. This can [https://youtu.be/reGFkPtQSkw?t=1m42s catch opponents] even if they walk towards Little Mac while he is stuck in the move's freeze frames, without any loss of power (an example shown here, where it is abused to KO [[Pac-Man]] on [https://youtu.be/vCMJX7MplIs?t=7 a tower of crates]).
* If 2 KO Uppercuts are used at the same time, [[port priority]] is used to determine who delivers the attack.
* In ''Smash 4'', if 2 KO Uppercuts are used at the same time, [[port priority]] is used to determine who delivers the attack. In ''Ultimate'', 2 simultaneously used KO Uppercuts will cancel each other out.


Consistent with Little Mac's depiction as a very strong fighter on the ground and very weak in the air, the aerial version of KO Uppercut is drastically weaker, and also becomes blockable. However, using the KO Uppercut while having any sort of forward momentum gives Little Mac some decent horizontal distance, which can [https://www.youtube.com/watch?v=uYDc-aZG85k help him get back onstage]. This tactic can boost Little Mac's abysmal recovery on certain stages, notably ones with walls that allow him to [[wall jump]], although it is a very risky tactic in general, since the move's high ending lag makes it extremely likely that he'll be KO'd anyway.
Consistent with Little Mac's depiction as a very strong fighter on the ground and very weak in the air, the aerial version of KO Uppercut is drastically weaker, and also becomes blockable. However, using the KO Uppercut while having any sort of forward momentum gives Little Mac some decent horizontal distance, which can [https://www.youtube.com/watch?v=uYDc-aZG85k help him get back onstage]. This tactic can boost Little Mac's abysmal recovery on certain stages, notably ones with walls that allow him to [[wall jump]], although it is a very risky tactic in general, since the move's high ending lag makes it extremely likely that he'll be KO'd anyway.
If a KO Uppercut is gained while Little Mac is charging a Straight Lunge, releasing the button will result in a normal Straight Lunge, without depleting the Power Meter.


===In ''[[Super Smash Bros. 4]]''===
===In ''[[Super Smash Bros. 4]]''===
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===In ''[[Super Smash Bros. Ultimate]]''===
===In ''[[Super Smash Bros. Ultimate]]''===
[[File:LittleMacNSpecialKOPunchGroundedSSBU.gif|thumb|250px|KO Uppercut's hitbox in ''Ultimate''.]]
[[File:LittleMacNSpecialKOPunchGroundedSSBU.gif|thumb|250px|KO Uppercut's hitbox in ''Ultimate''.]]
In ''Ultimate'', Little Mac will leap upwards while his front/back faces the camera before instantly returning to the ground, which makes it more closely resemble the Star Punch from the original ''Punch-Out!!''. It is now easier to land overall due to its larger hitbox due to Mac's movement, and can even catch jumping opponents. Its windbox has been removed, which prevents unintentional interactions.  
In ''Ultimate'', Little Mac will leap upwards while his front/back faces the camera before instantly returning to the ground, which makes it more closely resemble the Star Punch from the original ''Punch-Out!!''. It is now easier to land overall due to Mac's movement and its better animation covering a larger area, which even allows it to catch jumping opponents. Its windbox has been removed, which prevents unintentional interactions, and its ending lag has been slightly reduced.


The aerial version now grants good horizontal distance and can be used for an actual recovery due to its ending lag being reduced, but it is no longer [[unblockable]].
The aerial version now grants good horizontal distance and can be used for an actual recovery due to its ending lag being reduced. It also deals much more knockback and works as a feasible KO option at high percents in the air, although it is difficult to land and retains its old downsides (blockable, much weaker than grounded version).


===Combos into KO Uppercut===
===Combos into KO Uppercut===
KO Uppercut can be easily telegraphed despite its quick startup. However, Little Mac grounded combo prowess grants him a few combos he can use to give himself a better chance to land an Uppercut, giving him potentially one of the most potent combos-to-KOs in the game along with more mixups to play [[mindgame]]s with the opponent.
*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]].
*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.


KO Uppercut can be easily telegraphed despite its quick startup. However, Little Mac grounded combo prowess grants him a few combos he can use to give himself a better guarantee to land an Uppercut, giving him potentially one of the most potent combos-to-KOs in the game along with more mixups to play [[mindgame]]s with the opponent.
*Jab infinite KO Uppercut (''Smash 4'' only): See below.
*The "Gazelle Punch": See below.


*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.
==Advanced techniques==
As Little Mac's neutral special has a property where using it on its first frame cancels all upward momentum <ref>https://www.youtube.com/watch?v=qxm9TuTa1S8</ref> while moving him slightly forwards, a few [[advanced technique]]s take advantage of this to perform grounded KO Uppercuts at the ledge.
 
===Jab infinite KO Uppercut===
[[File:Jab infinite KO uppercut.gif|thumb|300px|{{Sm|Sol}} canceling a jab infinite into KO Uppercut in ''Smash 4''.]]
The '''Jab infinite KO Uppercut''' is a ''Smash 4''-only advanced technique that takes advantage of ''Smash 4''{{'}}s jab mechanics to combo into a KO Uppercut. As multi-hitting jabs slowly push the user away after a few seconds, Little Mac can face himself away from the ledge, then trap an opponent at the side of the stage with a jab infinite. Once he is pushed offstage, he can instantly [https://youtu.be/GzhuS8K18Yo?t=48 cancel his jab into the KO Uppercut] for a true combo.
 
This technique has to be used at low percentages, as extremely damaged opponents can get knocked out of the jab. This is incredibly situational and risky, as inputting at the wrong time will swing the Uppercut too late, or send him offstage while trapped in the Uppercut's high ending lag, causing an [[SD]]. Additionally, the player has to have the KO Uppercut ready while both Little Mac and his opponent have to be extremely close to the ledge to even attempt the move.


*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 technique cannot be performed in ''Ultimate'', as fighters are no longer pushed off ledges while performing jab infinites.
{{clr}}


*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 can work as a combo starter for any of Little Mac's other moves, but the jab reset itself requires pinpoint timing as Little Mac's down aerial has an incredibly small hitbox. In ''Smash 4'', it can potential [[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.
===Gazelle Punch===
[[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''.]]
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" (''Smash'' 4 only): A ledge-canceled uppercut that allows Little Mac to [https://youtu.be/9tIcoOMhGu0?t=23 instantly release an uppercut against any opponent near a ledge]. It simply requires the player to use a ledge jump get-up and then a KO Uppercut almost immediately, although it is extremely frame strict due to the window being only 2 frames long. This does not work in ''Ultimate'' as the uppercut will always register as an aerial.
*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 ''Ultimate'', it instead requires him to drop from ledge, quickly double jump while holding forward, then perform the uppercut, as Little Mac's KO Uppercut animation was changed to include a short jump.
**This can also be done in ''Smash 4'', although only on [[Battlefield]] and [[Smashville]] due to KO Uppercut's different animation. If done right, the lunge will push Little Mac through the stage's thin lip and give him the grounded KO Uppercut.


*Jab infinite KO Uppercut (''Smash'' 4 only): A method that takes advantage of ''[[Smash 4]]'''s jab mechanics. As multi-hitting jabs slowly push the user away after a few seconds, Little Mac can face himself away from the ledge, then trap an opponent at the side of the stage with a jab infinite. Once he is pushed offstage, he can instantly [https://youtu.be/GzhuS8K18Yo?t=48 cancel his jab into the KO Uppercut] for a true combo. This technique has to be used at low percentages, as extremely damaged opponents can get knocked out of the jab. This is incredibly situational and risky, as inputting at the wrong time will swing the Uppercut too late, or send him offstage while trapped in the Uppercut's high ending lag, causing an [[SD]]. Additionally, the player has to have the KO Uppercut ready while both Little Mac and his opponent have to be extremely close to the ledge to even attempt the move.
The Gazelle Punch allows Little Mac to perform surprise comebacks from what is usually a very bad position: the KO Uppercut goes through shields and has a few frames of super armor, which can be used against certain edgeguarding options such as shielding or charging an attack. Its downsides are its risk: besides the obvious requirement of needing a KO Uppercut while at the disadvantageous position of the ledge, performing it incorrectly will either result in the KO Uppercut registering as airborne (which is much weaker, lacks super armor and does not go through shields), or cause Little Mac to miss the stage and fall to his death.
{{clr}}


==Instructional quotes==
==Instructional quotes==
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The power meter originates from the 1984 arcade ''Punch-Out!!'' and ''Super Punch-Out!!''.  If Little Mac keeps attacking the opponent, the power meter will fill, but taking damage will cause the meter to fall, unlike in ''Smash Bros.'' When the power meter is fully charged (indicated by a glowing "KO" similar to the meter in ''Super Smash Bros.''), the player can perform one of two knockout punches, an uppercut or a body-blow, by pressing a button on the arcade cabinet depending on the position of the gloves. Unlike the version in ''Smash'', the player can continue to use knockout punches until they are hit. The only ''Punch-Out!!'' game to retain this system outside of the arcades was ''Super Punch-Out!!'' on SNES.
The power meter originates from the 1984 arcade ''Punch-Out!!'' and ''Super Punch-Out!!''.  If Little Mac keeps attacking the opponent, the power meter will fill, but taking damage will cause the meter to fall, unlike in ''Smash Bros.'' When the power meter is fully charged (indicated by a glowing "KO" similar to the meter in ''Super Smash Bros.''), the player can perform one of two knockout punches, an uppercut or a body-blow, by pressing a button on the arcade cabinet depending on the position of the gloves. Unlike the version in ''Smash'', the player can continue to use knockout punches until they are hit. The only ''Punch-Out!!'' game to retain this system outside of the arcades was ''Super Punch-Out!!'' on SNES.
{{clear}}
{{clr}}


==Gallery==
==Gallery==
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==Trivia==
==Trivia==
*Little Mac has a specific animation when he uses a fully charged Straight Lunge in the air: spinning around and doing an awkward flex. Due to Little Mac's attributes (specifically his poor jumps and fast falling speed), this animation is difficult to spot, as he has to be either close to the top blast line or using custom moves to finish charging up a Straight Lunge in midair.
*Little Mac has a unique animation when he uses a fully charged Straight Lunge in the air: spinning around and doing an awkward flex. Due to Little Mac's attributes (specifically his poor jumps and fast falling speed), this animation is rarely seen in typical gamepaly, as he has to be either close to the top blast line or using custom moves to finish charging up a Straight Lunge in midair.
*Although Little Mac's fist gets engulfed in flames when fully charged, a fully charged Straight Lunge does not do [[flame]] damage.
*Although Little Mac's fist gets engulfed in flames when fully charged, a fully charged Straight Lunge does not do [[flame]] damage.
*Straight Lunge in ''Smash 4'' is one of the only chargeable moves that does not increase damage or knockback with charging until fully charged; charging and releasing Straight Lunge before then only has increasing traveled distance. The other is [[Ultimate Uppercut]], which, like Straight Lunge, does not possess increased damage or knockback unless fully charged.
*Straight Lunge in ''Smash 4'' is one of the only chargeable moves that does not increase damage or knockback with charging until fully charged; charging and releasing Straight Lunge before then only has increasing traveled distance. The other is [[Ultimate Uppercut]], which, like Straight Lunge, does not possess increased damage or knockback unless fully charged.
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*If [[Kirby]] copies a wireframe Mac, he uses the 8-bit sound along with his own voice.
*If [[Kirby]] copies a wireframe Mac, he uses the 8-bit sound along with his own voice.
*After Little Mac performs a KO Uppercut, he'll perform an animation of him wiping the sweat off his face. The particle effect of KO Uppercut in ''Smash 4'' also features a sweat-like particle throughout the punch, though this is not present in ''Ultimate''.
*After Little Mac performs a KO Uppercut, he'll perform an animation of him wiping the sweat off his face. The particle effect of KO Uppercut in ''Smash 4'' also features a sweat-like particle throughout the punch, though this is not present in ''Ultimate''.
*This is the only move with damage-based armor that can be shield cancelled.
 
==References==
{{reflist}}


{{Special Moves|char=Little Mac}}
{{Special Moves|char=Little Mac}}
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