Editing Little Mac (SSB4)
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 54: | Line 54: | ||
Despite having throws with passable damage outputs and a fairly fast pummel, Little Mac's overall grab range is tied with {{SSB4|Cloud}}'s for the third shortest among the cast. The ending lag and knockback values of his throws also render them unreliable for KOing and, under normal circumstances, starting combos. Down throw is able to combo into aerial Jolt Haymaker for damage, or Rising Uppercut to potentially score a KO, but both can be avoided with DI. In comparison, forward throw is able to combo into a dash attack or [[Jolt Haymaker]], but only if the opponent misses a [[tech]]. As such, Little Mac's throws are generally only used to deal damage, as he cannot add any grab options that can truly give him the upper hand when an opponent is shielding. | Despite having throws with passable damage outputs and a fairly fast pummel, Little Mac's overall grab range is tied with {{SSB4|Cloud}}'s for the third shortest among the cast. The ending lag and knockback values of his throws also render them unreliable for KOing and, under normal circumstances, starting combos. Down throw is able to combo into aerial Jolt Haymaker for damage, or Rising Uppercut to potentially score a KO, but both can be avoided with DI. In comparison, forward throw is able to combo into a dash attack or [[Jolt Haymaker]], but only if the opponent misses a [[tech]]. As such, Little Mac's throws are generally only used to deal damage, as he cannot add any grab options that can truly give him the upper hand when an opponent is shielding. | ||
Little Mac has a number of | Little Mac has a number of useful [[Character customization|custom moves]] at his disposal. True to its name, Flaming Straight Lunge is a [[Flame|flaming]] variation that also hits multiple times and is a semi-spike that charges almost twice as quickly, but is considerably weaker and covers less distance. Stunning Straight Lunge is an [[electric]]al variation that travels farther and faster than Straight Lunge, but at the cost of damage and launch resistance. Grounding Blow moves higher and can [[bury]] grounded opponents or meteor smash aerial opponents, but its lower power and downward momentum make it much less effective for recovering. Compact Counter is weaker and faster, opening up opportunities for follow-ups, but lacks the default version's immense power and [[one-hit KO]] potential. Dash Counter is a double-edged sword, since its added momentum can either greatly help or greatly hinder his recovery. It should be noted, however, that none of these moves are unarguably better than Little Mac's default special moves. As such, the best option depends entirely on the player's preference. | ||
Ultimately, Little Mac's optimal playstyle requires the player to fight akin to a boxer: keeping constant control of the middle of the stage, effectively reacting to the slightest openings, minimizing any damage taken with his extreme ground mobility, and staying out of the air as much as possible. Little Mac has just as many strengths as he does weaknesses, though the sheer level of polarization can render his potential as deceptively difficult to use to the fullest in spite of his straightforward fighting style. This is most apparent with a single mistake usually being enough to completely shut down his momentum, which thus forces him to optimize every recovery and opening. | Ultimately, Little Mac's optimal playstyle requires the player to fight akin to a boxer: keeping constant control of the middle of the stage, effectively reacting to the slightest openings, minimizing any damage taken with his extreme ground mobility, and staying out of the air as much as possible. Little Mac has just as many strengths as he does weaknesses, though the sheer level of polarization can render his potential as deceptively difficult to use to the fullest in spite of his straightforward fighting style. This is most apparent with a single mistake usually being enough to completely shut down his momentum, which thus forces him to optimize every recovery and opening. |