A mysterious Sombra descended from the sky—it was William in his Doomfist form. Doomfist first crashed into the ground with a Seismic Slam, the tremendous force lifting Golden Jaguar's feet off the ground. Then, with a Rising Uppercut, he launched his opponent into the air and sent him flying!
Rising Uppercut: Shoryuken warning. Doomfist unleashed an uppercut against the enemy in front of him, knocking them into the air.
Note: This skill had a knockback effect. While in the air, Doomfist remained at the same height as the target.
This was both a launch skill and a mobility skill.
In the game, Rising Uppercut had a powerful launching effect. Enemies sent flying would be briefly stunned for less than a second, becoming living targets in midair.
However, Rising Uppercut did not deal much damage. Its utility far outweighed its damage potential. It could be used for environmental kills, but since Doomfist himself also moved in the same direction, it could easily result in mutual destruction.
Moreover, Doomfist's Rising Uppercut was a crucial part of many of his COMBOs.
When fleeing, Doomfist could use Rising Uppercut + Seismic Slam to quickly escape the battlefield. In combat, he could first fire three Hand Cannon shots, then use Seismic Slam to close in, follow up with Rising Uppercut to launch the enemy, and finally charge up a punch to finish them off. If the enemy still was not dead, he could use Hand Cannon to secure the kill.
After a full combo like that, almost no one could stand against Doomfist.
And the combination of Seismic Slam + Rising Uppercut + Rocket Punch could also let him reach many high platforms.
Who was it... whispering in your ear:
"Rising Uppercut!"
Once you heard those three words, you could basically take your hands off