Rising Uppercut: Difference between revisions
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==Customization== | ==Customization== | ||
Special Move customization was added in ''[[Super Smash Bros. 4]]''. These are the known variations: | Special Move customization was added in ''[[Super Smash Bros. 4]]''. These are the known variations: | ||
# '''Tornado Uppercut''': | # '''Tornado Uppercut''': Increased vertical recovery, but only hits a single time for 2% damage with weak knockback. | ||
# '''Rising Smash''': | # '''Rising Smash''': Increased power and knockback, but only hits twice at the beginning and end of the move. Gives even less vertical distance under certain circumstances - if it's used while Mac is falling down, he will continue to fall during the long startup, gaining almost no height at all. Therefore it's a better idea to use the move right after a double jump - in the case, the height gained by this move and the default Rising Uppercut is almost the same. | ||
==Origin== | ==Origin== |
Revision as of 13:41, May 23, 2015
Rising Uppercut | |
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File:Rising Uppercut.png Rising Uppercut in Super Smash Bros. for Wii U | |
User | Little Mac |
Universe | Punch-Out!! |
Rising Uppercut (ライジングアッパーカット, Rising Uppercut) is Little Mac's up special move in Super Smash Bros. 4. It is one of the more powerful up specials in the game and serves as Little Mac's primary means of vertical recovery, but has been cited to be the worst recovery move in the game, if not the entire Smash series.
Overview
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 due to its horrible range, lack of horizontal momentum, and not auto sweetspotting the ledge until the end of the move, making another dent in Little Mac's already weak air game.
Customization
Special Move customization was added in Super Smash Bros. 4. These are the known variations:
- Tornado Uppercut: Increased vertical recovery, but only hits a single time for 2% damage with weak knockback.
- Rising Smash: Increased power and knockback, but only hits twice at the beginning and end of the move. Gives even less vertical distance under certain circumstances - if it's used while Mac is falling down, he will continue to fall during the long startup, gaining almost no height at all. Therefore it's a better idea to use the move right after a double jump - in the case, the height gained by this move and the default Rising Uppercut is almost the same.
Origin
The uppercut is one of Little Mac's signature moves in Punch-Out!!. In Punch-Out!! for the NES, Little Mac visibly jumps off the ground when he performs any punches to the head, as he is too small to reach his opponents' heads otherwise. The spinning motion bears a strong resemblance to the 3-Star Uppercut from Punch-Out!! for the Wii, which is a more powerful variant of the uppercut. In Doc Louis's Punch-Out!!, Doc Louis spins in a similar way when he throws a single-star uppercut.