Editing Jolt Haymaker
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Another weakness of Jolt Haymaker is its inability to stop at the edge, similar to [[Fox Illusion]] in ''Melee''. On the ground, Little Mac keeps all his forward momentum even if he swings his fist during the first few frames. This makes it extremely risky to use on small platforms or near edges, as players can easily underestimate the distance Little Mac jumps, easily sending him flying offstage. In ''SSB4'', this results in a [[self-destruct]], since the move renders him [[helpless]]. A way to circumvent the former occurrence is to do a quick short-hop if attempting this near edges, making combos such as a down tilt to aerial Jolt Haymaker much safer. | Another weakness of Jolt Haymaker is its inability to stop at the edge, similar to [[Fox Illusion]] in ''Melee''. On the ground, Little Mac keeps all his forward momentum even if he swings his fist during the first few frames. This makes it extremely risky to use on small platforms or near edges, as players can easily underestimate the distance Little Mac jumps, easily sending him flying offstage. In ''SSB4'', this results in a [[self-destruct]], since the move renders him [[helpless]]. A way to circumvent the former occurrence is to do a quick short-hop if attempting this near edges, making combos such as a down tilt to aerial Jolt Haymaker much safer. | ||
In ''[[Ultimate]]'', Little Mac no longer enters freefall after the move and can potentially recover with [[Rising Uppercut]], significantly improving its utility and allowing it to be used as a reliable edgeguarding tool. However, he does not regain his aerial Jolt Haymaker if he is hit out of it, similarly to how {{SSBB|Pit}} in ''[[Super Smash Bros. Brawl]]'' loses [[Wings of Icarus]] if he is hit out of it. Jolt Haymaker will also not cause Mac to go past an edge if he uses it a certain distance away, preventing him from accidentally going offstage. If Mac uses his double jump and an aerial immediately after using this move to recover, he will go noticeably farther. | In ''[[Ultimate]]'', Little Mac no longer enters freefall after the move and can potentially recover with [[Rising Uppercut]], significantly improving its utility and allowing it to be used as a reliable edgeguarding tool. However, he does not regain his aerial Jolt Haymaker if he is hit out of it, similarly to how {{SSBB|Pit}} in ''[[Super Smash Bros. Brawl]]'' loses [[Wings of Icarus]] if he is hit out of it. Jolt Haymaker will also not cause Mac to go past an edge if he uses it a certain distance away, preventing him from accidentally going offstage. If Mac's uses his double jump and an aerial immediately after using this move to recover, he will go noticeably farther. | ||
Like most of Little Mac's special moves, Jolt Haymaker has a unique 8-bit sound if he is using a Wireframe [[alternate costume]]. | Like most of Little Mac's special moves, Jolt Haymaker has a unique 8-bit sound if he is using a Wireframe [[alternate costume]]. | ||
==Glitch== | ==Glitch== | ||
In ''Ultimate'', if Little Mac lands on solid ground during this move, and thus enters its landing animation, he will be forced to remain in a grounded state until the animation ends. As such, if the ground beneath him is destroyed or disappears during this animation, he will remain floating in the air in a grounded state as if the ground beneath him were still there, until the animation ends. | |||
==Instructional quotes== | ==Instructional quotes== | ||
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# '''Jolt Haymaker''': Default. | # '''Jolt Haymaker''': Default. | ||
# '''Grounding Blow''': Little Mac leaps high into the air, then shoots downward for the punch. Buries grounded foes, and can meteor smash airborne ones if sweetspotted. Thanks to its high vertical reach, it can be an effective anti-air move and a general followup option against foes launched above the range of Little Mac's other ground attacks. It is worse for recovery, however, thanks to its lower horizontal distance and the fact that it makes Little Mac fall quickly. Additionally it gives no invincibility frames, though the jump itself helps for avoiding low attacks. The punch can be thrown very slightly later after the standard version's earliest hitbox. | # '''Grounding Blow''': Little Mac leaps high into the air, then shoots downward for the punch. Buries grounded foes, and can meteor smash airborne ones if sweetspotted. Thanks to its high vertical reach, it can be an effective anti-air move and a general followup option against foes launched above the range of Little Mac's other ground attacks. It is worse for recovery, however, thanks to its lower horizontal distance and the fact that it makes Little Mac fall quickly. Additionally it gives no invincibility frames, though the jump itself helps for avoiding low attacks. The punch can be thrown very slightly later after the standard version's earliest hitbox. | ||
# '''Guard Breaker''': Has reduced distance, increased start-up, and lower movement speed, but also has [[super armor]] throughout the jump (frames 12-34), deals 4% more damage (albeit with compensated knockback), and is [[unblockable]] (except against [[Witch Time]]). Further super armor is given on the attack from frame 1-17. While Guard Breaker's punch can still be thrown early, the difference is very minute, preventing the player from attacking before traveling the jump's full distance. Additionally | # '''Guard Breaker''': Has reduced distance, increased start-up, and lower movement speed, but also has [[super armor]] throughout the jump (frames 12-34), deals 4% more damage (albeit with compensated knockback), and is [[unblockable]] (except against [[Witch Time]]). Further super armor is given on the attack from frame 1-17. While Guard Breaker's punch can still be thrown early, the difference is very minute, preventing the player from attacking before traveling the jump's full distance. Additionally, this move has an unusual property where it gives no horizontal distance if used immediately out of knockback. In other words, if Little Mac gets knocked off the stage and then tries to use this move to recover while he is still moving backwards, he will not move forward at all and will most likely fall to his death. | ||
==Origin== | ==Origin== | ||
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*In ''Smash 4'', due to the move generating a [[push]] effect on frame one, standing directly beside a stationary [[Barrel]] or [[Rolling Crate]] and performing Jolt Haymaker through it will cause the object to roll forwards, resulting in it crashing into Little Mac. | *In ''Smash 4'', due to the move generating a [[push]] effect on frame one, standing directly beside a stationary [[Barrel]] or [[Rolling Crate]] and performing Jolt Haymaker through it will cause the object to roll forwards, resulting in it crashing into Little Mac. | ||
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{{Special Moves|char=Little Mac}} | {{Special Moves|char=Little Mac}} | ||
[[Category:Little Mac]] | [[Category:Little Mac]] | ||
[[Category:Little Mac (SSB4)]] | [[Category:Little Mac (SSB4)]] |