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{{Infobox Character | {{Infobox Character | ||
|name = Little Mac | |name = Little Mac | ||
|image = {{tabber|title1=Normal| | |image = {{tabber|title1=Normal|tab1=[[File:Little Mac SSB4.png|x240px]]|title2=Wireframe|tab2=[[File:Little Mac Wireframe.png|x240px]]}} | ||
|game = SSB4 | |game = SSB4 | ||
|ssbgame1 = SSBU | |ssbgame1 = SSBU | ||
|availability = [[Starter character|Starter]] | |availability = [[Starter character|Starter]] | ||
|tier = E | |tier = E | ||
|ranking = | |ranking = 44 | ||
}} | }} | ||
:{{cquote| | :{{cquote|Little Mac Punches In!|cite=Introduction Tagline}} | ||
'''Little Mac''' ({{ja|リトル・マック|Ritoru Makku}}, ''Little Mac'') is a playable character and a newcomer in ''[[Super Smash Bros. 4]]'', making the jump from an [[Assist Trophy]] in | '''Little Mac''' ({{ja|リトル・マック|Ritoru Makku}}, ''Little Mac'') is a playable character and a newcomer in ''[[Super Smash Bros. 4]]'', making the jump from an [[Assist Trophy]] in [[Super Smash Bros. Brawl]] to a fully playable fighter. Little Mac was revealed during a [[Nintendo Direct]] on February 13th, 2014,<ref>[https://www.youtube.com/watch?v=BdQg43n2OaM Nintendo Direct 2.13.14]</ref> which coincided with the 30th anniversary of the North American release of ''[[wikipedia:Punch-Out!! (arcade game)|Punch-Out!!]]''<ref name="oldschool">[http://oldschool.tblog.com/post/1971214969 Back to the 80s: Punch-Out!! arcade game introduced in 1984]</ref> Instead of retaining ''Brawl''{{'}}s 3D version of his original design from the NES version of ''Punch-Out!!'', Little Mac now sports his updated design from the [[wikipedia:Punch-Out!! (Wii)|Wii version of ''Punch-Out!!'']] Despite this, he is now voiced by Kōsuke Toriumi instead of Matt Harty, the latter of whom voiced him in the Wii version of ''Punch-Out!!'' | ||
Little Mac is ranked 44th out of 55 in the [[tier list]], placing him in the E tier. This also renders him as the second lowest ranking mid-tier character. Little Mac's greatest strength is the sheer effectiveness of his ground game; in addition to his outstanding grounded mobility, high [[traction]], and fast/long-ranged dodges, he possesses the overall fastest grounded moveset. | |||
By extension, Little Mac's grounded moveset is very potent in regard to both offense and defense: his respectable combo potential, overall high damage output, and outstanding KO potential make him very threatening, whereas his [[Priority#Moves_that_cannot_rebound|anti-rebounding priority]] and super [[armor]] enable him to go toe-to-toe against incoming attacks.<ref name="Direct"/> Lastly, his unique [[Power Meter]] allows him to quickly gain an advantage by KOing with a well-positioned [[Straight Lunge#KO Uppercut|KO Uppercut]] combo or read. | |||
However, Little Mac's notoriously | However, Little Mac's notoriously poor aerial attributes give him little to no defense when airborne.<ref name="Direct"/> His poor aerial mobility minimal utility of his aerial attacks makes his aerial combat extremely risky, while his status as a [[Falling speed#Fast-faller|fast-falling]] lightweight with low [[jump]]s and a weak [[recovery]] make him glaringly susceptible to [[gimp]]ing, [[juggling]], aggressive [[edge-guard]]ing, and combos, each of which can result in him being KO'd early. | ||
Despite its effectiveness, Little Mac's ground game is not fundamentally perfect. Aside from his downward angled forward smash and sweetspotted up smash, the remainder of his attacks deal minimal [[shield damage]] and generally lack [[shieldstun]]. Little Mac's average size also results in the majority of his [[range]] being short; this not only leaves him disadvantaged against characters that have disjointed ranges and/or projectiles, but also results in him having a linear [[neutral game]]. | |||
Overall, Little Mac's strong ground game is not enough to compensate for his weaknesses, and has resulted in him maintaining only an average level of representation. Despite this, Little Mac has managed to achieve some success: {{Sm|Destany}} has won several local tournaments, while {{Sm|Sol}}, {{Sm|Vash}}, {{Sm|Alphicans}} and {{Sm|pu55yk1ng}} have each achieved a handful of respectable placings at regional and national tournaments. | Overall, Little Mac's strong ground game is not enough to compensate for his weaknesses, and has resulted in him maintaining only an average level of representation. Despite this, Little Mac has managed to achieve some success: {{Sm|Destany}} has won several local tournaments, while {{Sm|Sol}}, {{Sm|Vash}}, {{Sm|Alphicans}} and {{Sm|pu55yk1ng}} have each achieved a handful of respectable placings at regional and national tournaments. | ||
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Little Mac is a [[Weight|lightweight]] whose name is somewhat of a misnomer in regard to his size. While he is rather small in relation to the majority of realistically proportioned characters in ''SSB4'', he is of average size among the entire cast. This, in turn, helps and hinders Mac; his size can make him a somewhat difficult target to hit, and results in his [[dash]]'s animation allowing him to "pseudo-[[Crouching|crouch]]" under many attacks with high hitboxes or certain projectiles, such as [[Hadoken]] and uncharged [[Water Shuriken]]. Conversely, it also results in the overwhelming majority of his moves having a short [[range]], which makes [[spacing]] essential for him to avoid getting [[punish]]ed. | Little Mac is a [[Weight|lightweight]] whose name is somewhat of a misnomer in regard to his size. While he is rather small in relation to the majority of realistically proportioned characters in ''SSB4'', he is of average size among the entire cast. This, in turn, helps and hinders Mac; his size can make him a somewhat difficult target to hit, and results in his [[dash]]'s animation allowing him to "pseudo-[[Crouching|crouch]]" under many attacks with high hitboxes or certain projectiles, such as [[Hadoken]] and uncharged [[Water Shuriken]]. Conversely, it also results in the overwhelming majority of his moves having a short [[range]], which makes [[spacing]] essential for him to avoid getting [[punish]]ed. | ||
As mentioned within his reveal trailer, Little Mac performs strongly on the ground, but poorly in the air,<ref name="Direct">[https://www.youtube.com/watch?v=7xUWnQu2Grs Super Smash Bros. Direct 4.8.2014]</ref> with his mobility being measured in a way that reflects this polarization. Little Mac has the eighth fastest [[walking]] speed; the third fastest [[dashing]] speed; and is tied with {{SSB4|Zero Suit Samus}} and {{SSB4|Wario}} for the third highest [[traction]]. Altogether, these attributes give him arguably the best [[out of shield]] game of the entire cast. His [[sidestep]] and [[roll]]s are also the fastest in the game, with the latter also being long-distanced; these attributes in particular make it easy for Little Mac to punish grounded attacks, even those with quick start-up lag. | As mentioned within his reveal trailer, Little Mac performs strongly on the ground, but poorly in the air,<ref name="Direct">[https://www.youtube.com/watch?v=7xUWnQu2Grs Super Smash Bros. Direct 4.8.2014]</ref> with his mobility being measured in a way that reflects this polarization. Little Mac has the eighth fastest [[walking]] speed; the third fastest [[dashing]] speed; and is tied with {{SSB4|Zero Suit Samus}} and {{SSB4|Wario}} for the third highest [[traction]]. Altogether, these attributes give him arguably the best [[out of shield]] game of the entire cast. His [[sidestep]] and [[roll]]s are also the fastest in the game, with the latter also being long-distanced; these attributes in particular make it easy for Little Mac to punish grounded attacks, even those with quick start-up lag. | ||
Little Mac's below-average [[gravity]] and fast [[falling speed]] also give him exceptional vertical endurance for a lightweight, while his fast [[air dodge]] (surpassed only by {{SSB4|Mewtwo}}'s) and high [[wall jump]] (surpassed only by {{SSB4|Lucario}}'s) give him decent protection against edge-guarders so long as he is near the stage. Aside from his average [[air speed]], however, the remainder of Little Mac's aerial traits are infamously sub-par: his [[jump]] is tied with {{SSB4|Ryu}}'s as the fourth lowest; his [[double jump]] is tied with {{SSB4|Ganondorf}}'s as the third lowest; and his [[air acceleration]] is the second slowest. Due to these latter attributes, it is mandatory for Mac to stay on the ground whenever possible. | Little Mac's below-average [[gravity]] and fast [[falling speed]] also give him exceptional vertical endurance for a lightweight, while his fast [[air dodge]] (surpassed only by {{SSB4|Mewtwo}}'s) and high [[wall jump]] (surpassed only by {{SSB4|Lucario}}'s) give him decent protection against edge-guarders so long as he is near the stage. Aside from his average [[air speed]], however, the remainder of Little Mac's aerial traits are infamously sub-par: his [[jump]] is tied with {{SSB4|Ryu}}'s as the fourth lowest; his [[double jump]] is tied with {{SSB4|Ganondorf}}'s as the third lowest; and his [[air acceleration]] is the second slowest. Due to these latter attributes, it is mandatory for Mac to stay on the ground whenever possible. | ||
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Lastly, the [[Power Meter]] is a mechanic unique to Little Mac.<ref name="Direct"/> It is a visible meter that charges by either dealing at least 333% (assuming the player is never hit), or receiving at least 100%.<ref name="Direct"/> When it is fully charged, Straight Lunge is replaced by the [[Straight Lunge#KO Uppercut|KO Uppercut]], which is strong enough to KO any character at roughly 30%.<ref name="Direct"/> When coupled with it being [[unblockable]] (except on [[Witch Time]]), its fast start-up, and its ability to be used as a follow-up from his tilts for almost guaranteed KO combos, KO Uppercut can easily turn the tide of a match when it is used successfully. However, it is lost after holding it for 4 seconds and then being [[Tumbling|tumbled]] by any move (except [[footstool jump]]ing), which enforces quick and precise use. KO Uppercut also has considerable ending lag, regardless of whether or not it hits. As a result, it is unarguably one of the riskiest, yet most rewarding attacks in the entire series. | Lastly, the [[Power Meter]] is a mechanic unique to Little Mac.<ref name="Direct"/> It is a visible meter that charges by either dealing at least 333% (assuming the player is never hit), or receiving at least 100%.<ref name="Direct"/> When it is fully charged, Straight Lunge is replaced by the [[Straight Lunge#KO Uppercut|KO Uppercut]], which is strong enough to KO any character at roughly 30%.<ref name="Direct"/> When coupled with it being [[unblockable]] (except on [[Witch Time]]), its fast start-up, and its ability to be used as a follow-up from his tilts for almost guaranteed KO combos, KO Uppercut can easily turn the tide of a match when it is used successfully. However, it is lost after holding it for 4 seconds and then being [[Tumbling|tumbled]] by any move (except [[footstool jump]]ing), which enforces quick and precise use. KO Uppercut also has considerable ending lag, regardless of whether or not it hits. As a result, it is unarguably one of the riskiest, yet most rewarding attacks in the entire series. | ||
Despite his impressive strengths, Little Mac is held back by two very easily exploitable weaknesses. The most serious and notorious of the two is his [[recovery]].<ref name="Direct"/> As mentioned earlier, Little Mac's aerial mobility is arguably the worst in ''SSB4'', as his very fast falling speed makes [[meteor smash]]es, semi-spikes, and even footstool jumps capable of almost instantaneously [[gimp]]ing him, even if he is undamaged and especially if he cannot use his double jump. His special moves also receive drastic downgrades when used in the air, further worsening his air game. Straight Lunge loses its long distance and high power, to the point where it cannot KO even well beyond 150%, and suffers from drastically higher ending lag, to the point where one would not be able to recover even after jumping from the edge of a stage and using it. By extension, KO Uppercut loses the majority of its power, to the point that it only KOs around 150%. Jolt Haymaker loses half of its momentum and start-up intangibility, Rising Uppercut loses half of its distance, and Slip Counter's counterattack loses its intangibility. His main recovery options, Rising Uppercut and Jolt Haymaker, can | Despite his impressive strengths, Little Mac is held back by two very easily exploitable weaknesses. The most serious and notorious of the two is his [[recovery]].<ref name="Direct"/> As mentioned earlier, Little Mac's aerial mobility is arguably the worst in ''SSB4'', as his very fast falling speed makes [[meteor smash]]es, semi-spikes, and even footstool jumps capable of almost instantaneously [[gimp]]ing him, even if he is undamaged and especially if he cannot use his double jump. His special moves also receive drastic downgrades when used in the air, further worsening his air game. Straight Lunge loses its long distance and high power, to the point where it cannot KO even well beyond 150%, and suffers from drastically higher ending lag, to the point where one would not be able to recover even after jumping from the edge of a stage and using it. By extension, KO Uppercut loses the majority of its power, to the point that it only KOs around 150%. Jolt Haymaker loses half of its momentum and start-up intangibility, Rising Uppercut loses half of its distance, and Slip Counter's counterattack loses its intangibility. His main recovery options, Rising Uppercut and Jolt Haymaker, can de easily gimped. Jolt haymaker barely travels any distance in the air and leaves him in a fall state. Rising Uppercut does not travel that much distance and doesn't have much horizontal influence. | ||
Even though Jolt Haymaker and Rising Uppercut are Little Mac's two most effective KOing options in the air, they are very poor as recovery options: their overall travel distances are very minimal; they have small [[Edge sweet spot|edge sweetspots]]; and they lack invincibility frames until they conclude. These traits result in Mac being unable to grab an edge unless he is directly beside it, and an opponent being able to launch him away before he grabs on, even if his arm pokes above the edge. Despite having an excellent wall jump, it is overwhelmingly dependent on the stage being used, while Mac's sub-par aerial mobility makes it difficult to fully take advantage of it in most cases. While Straight Lunge and Slip Counter can also be used as recovery options, they are very situational (especially the former) and require extremely precise timing in order to be properly used for recovering. Unsurprisingly, these traits collectively result in Little Mac having the most difficulty with recovering out of any character in the game, which in turn results in him being commonly cited as having the overall worst recovery in the game. | Even though Jolt Haymaker and Rising Uppercut are Little Mac's two most effective KOing options in the air, they are very poor as recovery options: their overall travel distances are very minimal; they have small [[Edge sweet spot|edge sweetspots]]; and they lack invincibility frames until they conclude. These traits result in Mac being unable to grab an edge unless he is directly beside it, and an opponent being able to launch him away before he grabs on, even if his arm pokes above the edge. Despite having an excellent wall jump, it is overwhelmingly dependent on the stage being used, while Mac's sub-par aerial mobility makes it difficult to fully take advantage of it in most cases. While Straight Lunge and Slip Counter can also be used as recovery options, they are very situational (especially the former) and require extremely precise timing in order to be properly used for recovering. Unsurprisingly, these traits collectively result in Little Mac having the most difficulty with recovering out of any character in the game, which in turn results in him being commonly cited as having the overall worst recovery in the game. | ||
Furthermore, Little Mac has an infamously weak air game.<ref name="Direct"/> All of his aerial | Furthermore, Little Mac has an infamously weak air game.<ref name="Direct"/> All of his aerial attacks can [[auto-cancel]] with a short hop, while each one has certain perks: neutral aerial can initiate intricate combos<ref>[https://www.youtube.com/watch?v=lR4_jyEhRBU Nair Nair Nair Mac]</ref>, forward and back aerials are semi-spikes, up aerial is a fast anti-air attack, and down aerial is the fastest [[meteor smash]] in the game. However, his air game is overwhelmingly offset by his aerials' relatively high landing lag, very short ranges, and abysmal power, which results in Mac's aerial moveset having the lowest damage output in the game. These factors make him an easy target in the air, as he has no means of defending himself outside of point-blank range. This is further compounded by the fact that none of his aerials make the opponents reliably flinch until medium to high percents. Additionally, Little Mac's down aerial is unable to reliably meteor smash opponents until around very high percents, while its sweetspot only lasts for 1 frame. Unsurprisingly, Mac has no way of reliably KOing in the air without Jolt Haymaker, Rising Uppercut or, in extreme cases, Slip Counter, all of which are very likely to result in inevitable [[sacrificial KO]]s if used off-stage. | ||
Little Mac's low endurance and vulnerability to combos further compound his weak air game. While his below-average gravity and fast falling speed gives him high vertical endurance for a character of his weight class, they also make him extremely susceptible to combos and juggling. The super armor granted by Little Mac's smash attacks are also a double-edged sword, as tanking an attack nevertheless results in Mac receiving damage. As a result, Little Mac can be very prone to momentum shifts, as his underwhelming aerial presence can allow opponents to combo him very easily, and in some extreme situations, [[zero-to-death]] him with a single attack or combo even if he has been dominating the entire match. These issues are what force Little Mac to almost always stay grounded, as he cannot afford to be trapped within aerial combos and dragged off-stage just for initiating an aerial [[approach]]. | Little Mac's low endurance and vulnerability to combos further compound his weak air game. While his below-average gravity and fast falling speed gives him high vertical endurance for a character of his weight class, they also make him extremely susceptible to combos and juggling. The super armor granted by Little Mac's smash attacks are also a double-edged sword, as tanking an attack nevertheless results in Mac receiving damage. As a result, Little Mac can be very prone to momentum shifts, as his underwhelming aerial presence can allow opponents to combo him very easily, and in some extreme situations, [[zero-to-death]] him with a single attack or combo even if he has been dominating the entire match. These issues are what force Little Mac to almost always stay grounded, as he cannot afford to be trapped within aerial combos and dragged off-stage just for initiating an aerial [[approach]]. | ||
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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. | ||
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==Moveset== | ==Moveset== | ||
*Little Mac can [[wall jump]]. | *Little Mac can [[wall jump]]. | ||
{{MovesetTable | {{MovesetTable | ||
|game=SSB4 | |game=SSB4 | ||
|neutralcount=3 | |neutralcount=3 | ||
|neutralinf=y | |neutralinf=y | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=2% | |neutral1dmg=2% | ||
|neutral2dmg=2% | |neutral2dmg=2% | ||
|neutral3dmg=7% | |neutral3dmg=7% | ||
|neutralinfdmg=0.7% (loop), 3% (last) | |neutralinfdmg=0.7% (loop), 3% (last) | ||
|neutraldesc=A jab, followed by a hook, followed by an uppercut. If either of the initial two hits connect with an opponent and the button is held or mashed, Little Mac will perform an extremely fast flurry of punches, followed by an uppercut. Due to it hitting on frame 1, it is tied with {{SSB4|Zero Suit Samus}}' neutral attack as the fastest neutral attack in the game, and is one of the fastest attacks of any kind, making it extremely useful as an [[out of shield]] option or to cover whiffed attacks. In addition to its speed, its [[Priority#Moves that cannot rebound|anti-rebounding priority]] enables it to out-prioritize attacks within priority range and go on uninterrupted, such as negating [[Fox Illusion]]'s hitbox. Thanks to its outstanding speed and quick interruptibility, it can be [[jab cancel]]ed for almost guaranteed KOs at high percents, including [[Rising Uppercut]] and [[Straight Lunge#KO Uppercut|KO Uppercut]], or pressure opponents to keep their shield up, which can lead to [[shield break combo]]s. | |neutraldesc=A jab, followed by a hook, followed by an uppercut. If either of the initial two hits connect with an opponent and the button is held or mashed, Little Mac will perform an extremely fast flurry of punches, followed by an uppercut. Due to it hitting on frame 1, it is tied with {{SSB4|Zero Suit Samus}}' neutral attack as the fastest neutral attack in the game, and is one of the fastest attacks of any kind, making it extremely useful as an [[out of shield]] option or to cover whiffed attacks. In addition to its speed, its [[Priority#Moves that cannot rebound|anti-rebounding priority]] enables it to out-prioritize attacks within priority range and go on uninterrupted, such as negating [[Fox Illusion]]'s hitbox. Thanks to its outstanding speed and quick interruptibility, it can be [[jab cancel]]ed for almost guaranteed KOs at high percents, including [[Rising Uppercut]] and [[Straight Lunge#KO Uppercut|KO Uppercut]], or pressure opponents to keep their shield up, which can lead to [[shield break combo]]s. | ||
|ftiltname= | |ftiltname= | ||
|ftiltdmg=4% (hit 1), 8% (hit 2) | |ftiltdmg=4% (hit 1), 8% (hit 2) | ||
|ftiltdesc=A {{s|wikipedia|one-two combo}}. Due to it hitting on frame 4, it is the fastest forward tilt in the game. When coupled with its decent range, anti-rebounding priority, and its second hit's very high knockback scaling, it is a safe and very reliable KOing option at high percents. However, the first hit's hitbox on Mac's fist sends opponents at a higher launching angle, making the second hit whiff easily against aerial or falling opponents at high percentages. Its second hit KOs middleweights at 119%/108% while near the edge of {{SSB4|Final Destination}} (3DS and Wii U, respectively). It is based on the one-two combo he used [[Little Mac#In Super Smash Bros. Brawl|as an Assist Trophy in ''Brawl'']]. | |ftiltdesc=A {{s|wikipedia|one-two combo}}. Due to it hitting on frame 4, it is the fastest forward tilt in the game. When coupled with its decent range, anti-rebounding priority, and its second hit's very high knockback scaling, it is a safe and very reliable KOing option at high percents. However, the first hit's hitbox on Mac's fist sends opponents at a higher launching angle, making the second hit whiff easily against aerial or falling opponents at high percentages. Its second hit KOs middleweights at 119%/108% while near the edge of {{SSB4|Final Destination}} (3DS and Wii U, respectively). It is based on the one-two combo he used [[Little Mac#In Super Smash Bros. Brawl|as an Assist Trophy in ''Brawl'']]. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=9% | |utiltdmg=9% | ||
|utiltdesc=An overhead arcing backfist. It covers the entirety of Little Mac's body, which allows him to use it as a quick option to punish overhead attacks or rolls. It can also combo into itself and Rising Uppercut at low percents if the opponent is close to him. It can also function as a somewhat safe approach option when it is [[Pivoting|pivoted]] while dashing, thanks to its anti-rebounding priority. It resembles Don Flamenco's Twirling Backhand used during Title Defense Mode in the Wii version of ''Punch-Out!!'', albeit performed vertically instead of horizontally. | |utiltdesc=An overhead arcing backfist. It covers the entirety of Little Mac's body, which allows him to use it as a quick option to punish overhead attacks or rolls. It can also combo into itself and Rising Uppercut at low percents if the opponent is close to him. It can also function as a somewhat safe approach option when it is [[Pivoting|pivoted]] while dashing, thanks to its anti-rebounding priority. It resembles Don Flamenco's Twirling Backhand used during Title Defense Mode in the Wii version of ''Punch-Out!!'', albeit performed vertically instead of horizontally. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=8% | |dtiltdmg=8% | ||
|dtiltdesc=A crouching {{s|wikipedia|short straight-punch}}. Due to it hitting on frame 3, it is tied with {{SSB4|Lucas}}, {{SSB4|Ness}}, {{SSB4|Meta Knight}}, and {{SSB4|R.O.B.}}'s down tilts as the fastest down tilt in the game. When coupled with it launching at 80°, its below average base knockback, and its below average knockback scaling, it is considered one of the best down tilts in the game. It can combo into almost all of his attacks, most notably itself, all smash attacks, forward aerial, [[Jolt Haymaker]] and KO Uppercut at low to medium percents, and Jolt Haymaker or Rising Uppercut at high percents. Like forward and up tilts, it has anti-rebounding priority. | |dtiltdesc=A crouching {{s|wikipedia|short straight-punch}}. Due to it hitting on frame 3, it is tied with {{SSB4|Lucas}}, {{SSB4|Ness}}, {{SSB4|Meta Knight}}, and {{SSB4|R.O.B.}}'s down tilts as the fastest down tilt in the game. When coupled with it launching at 80°, its below average base knockback, and its below average knockback scaling, it is considered one of the best down tilts in the game. It can combo into almost all of his attacks, most notably itself, all smash attacks, forward aerial, [[Jolt Haymaker]] and KO Uppercut at low to medium percents, and Jolt Haymaker or Rising Uppercut at high percents. Like forward and up tilts, it has anti-rebounding priority. | ||
|dashname= | |dashname= | ||
|dashdmg=10% | |dashdmg=10% | ||
|dashdesc=A lunging [[wikipedia:Overhand (boxing)|overhand]]. | |dashdesc=A lunging [[wikipedia:Overhand (boxing)|overhand]]. Due to its [[wind]]box hitting on frame 1, it is the fastest dash attack in the game. When coupled with its range and low ending lag, it can be used as a quick punishment option when an opponent is stuck in ending lag, and even combo into itself against heavyweights and fast-fallers. It also possesses KO potential at high percents near the edge. However, it is notoriously risky as an approach option because of it being extremely punishable on shield, especially when considering Little Mac's abysmal offstage endurance. | ||
|fsmashangles=3 | |fsmashangles=3 | ||
|fsmashname= | |fsmashname= | ||
|fsmashupdmg={{ChargedSmashDmgSSB4|20}} (hand), {{ChargedSmashDmgSSB4|18}} (arm) | |fsmashupdmg={{ChargedSmashDmgSSB4|20}} (hand), {{ChargedSmashDmgSSB4|18}} (arm) | ||
|fsmashsidedmg={{ChargedSmashDmgSSB4|20}} (hand), {{ChargedSmashDmgSSB4|18}} (arm) | |fsmashsidedmg={{ChargedSmashDmgSSB4|20}} (hand), {{ChargedSmashDmgSSB4|18}} (arm) | ||
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''Down'': A body hook. It deals the most damage out of all three punch variations and does not possess a sourspot, but its extremely low knockback scaling makes it unusable for KOing. Its high [[shieldstun]] makes it safer on shield than the other two punch variations, and also makes it capable of breaking shields more reliably than any of Little Mac's other attacks. Due to its low knockback scaling, it can set up for a tech chase with an up smash, Jolt Haymaker or KO Uppercut. As of update 1.1.4, its deals enough damage and shieldstun to break full shields if a forward tilt is used immediately after it, and is notably tied as the most damaging forward smash in the game (alongside {{SSB4|Ganondorf}} and {{SSB4|King Dedede}}'s). It also grants super armor on frames 9-15. | ''Down'': A body hook. It deals the most damage out of all three punch variations and does not possess a sourspot, but its extremely low knockback scaling makes it unusable for KOing. Its high [[shieldstun]] makes it safer on shield than the other two punch variations, and also makes it capable of breaking shields more reliably than any of Little Mac's other attacks. Due to its low knockback scaling, it can set up for a tech chase with an up smash, Jolt Haymaker or KO Uppercut. As of update 1.1.4, its deals enough damage and shieldstun to break full shields if a forward tilt is used immediately after it, and is notably tied as the most damaging forward smash in the game (alongside {{SSB4|Ganondorf}} and {{SSB4|King Dedede}}'s). It also grants super armor on frames 9-15. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSB4|21}} (clean), {{ChargedSmashDmgSSB4|16}} (late) | |usmashdmg={{ChargedSmashDmgSSB4|21}} (clean), {{ChargedSmashDmgSSB4|16}} (late) | ||
|usmashdesc=An uppercut. Its first frame has a sweetspot that possesses a [[flame]] effect and deals significant shield damage. Its sourspot also makes it useful for aerial protection, thanks to its respectable damage output, high knockback scaling, and hitbox placement. The sweetspot KOs middleweights at 93%/85% (3DS and Wii U, respectively), while the sourspot KOs at 102%/101% (3DS and Wii U, respectively). However, it has the highest amount of ending lag out of his grounded moves (35 frames), and its sourspot lacks super armor. Despite its appearance, it also only hits in front of Little Mac, although it possesses enough vertical range to hit opponents standing on [[Battlefield]]'s lower platforms. | |usmashdesc=An uppercut. Its first frame has a sweetspot that possesses a [[flame]] effect and deals significant shield damage. Its sourspot also makes it useful for aerial protection, thanks to its respectable damage output, high knockback scaling, and hitbox placement. The sweetspot KOs middleweights at 93%/85% (3DS and Wii U, respectively), while the sourspot KOs at 102%/101% (3DS and Wii U, respectively). However, it has the highest amount of ending lag out of his grounded moves (35 frames), and its sourspot lacks super armor. Despite its appearance, it also only hits in front of Little Mac, although it possesses enough vertical range to hit opponents standing on [[Battlefield]]'s lower platforms. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSB4|13}} | |dsmashdmg={{ChargedSmashDmgSSB4|13}} | ||
|dsmashdesc=Spins 180° to throw a quick, downward angled hook in each direction. It is a [[semi-spike]], hits on both sides, and has long range, although it has a blind spot near Little Mac's body. Like his other smash attacks, it grants super armor (frames 7-10 and 15-17). Unlike most down smashes, both of its hits have the same damage outputs and knockback values. All of these traits make it very reliable for edge-guarding, and difficult to punish. It KOs middleweights at 116%/104% (3DS and Wii U, respectively) while near the edge of Final Destination. If an opponent is hit by the hitbox on Mac's upper arm, it is possible to drag them into the second hit at low percents, although this is difficult to do. | |dsmashdesc=Spins 180° to throw a quick, downward angled hook in each direction. It is a [[semi-spike]], hits on both sides, and has long range, although it has a blind spot near Little Mac's body. Like his other smash attacks, it grants super armor (frames 7-10 and 15-17). Unlike most down smashes, both of its hits have the same damage outputs and knockback values. All of these traits make it very reliable for edge-guarding, and difficult to punish. It KOs middleweights at 116%/104% (3DS and Wii U, respectively) while near the edge of Final Destination. If an opponent is hit by the hitbox on Mac's upper arm, it is possible to drag them into the second hit at low percents, although this is difficult to do. | ||
|nairname= | |nairname= | ||
|nairdmg=2% | |nairdmg=2% | ||
|nairdesc=A downward angled jab. Due to it hitting on frame 2, it is the fastest neutral aerial in the game. When coupled with its very minimal ending lag, it can be used as a combo breaker of sorts when in the air. It is also capable of dragging aerial opponents back to the ground, warding off an opponent standing at the edge when used after an edge jump, and can even start intricate [[footstool jump]] combos. However, it is extremely risky because of its very short range and abysmal damage output | |nairdesc=A downward angled jab. Due to it hitting on frame 2, it is the fastest neutral aerial in the game. When coupled with its very minimal ending lag, it can be used as a combo breaker of sorts when in the air. It is also capable of dragging aerial opponents back to the ground, warding off an opponent standing at the edge when used after an edge jump, and can even start intricate [[footstool jump]] combos. However, it is extremely risky because of its very short range and abysmal damage output. | ||
|fairname= | |fairname= | ||
|fairdmg=5% (hand), 4% (arm) | |fairdmg=5% (hand), 4% (arm) | ||
|fairdesc=A hook. It has slight start-up and a low damage output. It is a quick semi-spike, which makes it useful for edge-guarding, especially against characters with poor recoveries. However, its very short range makes this difficult to do so reliably. It can also be used as a follow-up from down tilt, although this can be rather unrewarding. At certain percents, it is possible to chain multiple forward aerials into an offstage [[Jolt Haymaker]] as a KO combo, although this will result in a [[self-destruct]] regardless of the outcome. | |fairdesc=A hook. It has slight start-up and a low damage output. It is a quick semi-spike, which makes it useful for edge-guarding, especially against characters with poor recoveries. However, its very short range makes this difficult to do so reliably. It can also be used as a follow-up from down tilt, although this can be rather unrewarding. At certain percents, it is possible to chain multiple forward aerials into an offstage [[Jolt Haymaker]] as a KO combo, although this will result in a [[self-destruct]] regardless of the outcome. | ||
|bairname= | |bairname= | ||
|bairdmg=6% (hand), 4% (arm) | |bairdmg=6% (hand), 4% (arm) | ||
|bairdesc=A backfist. Like forward aerial, it is a quick semi-spike that can be used either to edge-guard or fend off opponents. However, its hitbox does not last long, and its awkward hitbox position makes this difficult to do so reliably. | |bairdesc=A backfist. Like forward aerial, it is a quick semi-spike that can be used either to edge-guard or fend off opponents. However, its hitbox does not last long, and its awkward hitbox position makes this difficult to do so reliably. | ||
|uairname= | |uairname= | ||
|uairdmg=5% (hand), 4% (arm) | |uairdmg=5% (hand), 4% (arm) | ||
|uairdesc=An upward arcing hook. Due to it hitting on frame 5, it is tied with {{SSB4|Luigi}}'s up aerial for the second fastest up aerial in the game, which makes it a somewhat useful aerial combo move. If used while near the ground, it can combo into up tilt and Rising Uppercut at high percents. However, its considerable ending lag and high landing lag makes it punishable if missed. It appears to be based on the jump Little Mac performs during his victory animation in the Wii version of ''Punch-Out!!'' | |uairdesc=An upward arcing hook. Due to it hitting on frame 5, it is tied with {{SSB4|Luigi}}'s up aerial for the second fastest up aerial in the game, which makes it a somewhat useful aerial combo move. If used while near the ground, it can combo into up tilt and Rising Uppercut at high percents. However, its considerable ending lag and high landing lag makes it punishable if missed. It appears to be based on the jump Little Mac performs during his victory animation in the Wii version of ''Punch-Out!!'' | ||
|dairname= | |dairname= | ||
|dairdmg=5% (hand), 4% (arm) | |dairdmg=5% (hand), 4% (arm) | ||
|dairdesc=A downward palm thrust. Due to it hitting on frame 7, it is tied with {{SSB4|Jigglypuff}}'s down aerial as the fifth fastest down aerial in the game. When coupled with its middle hitbox being capable of [[meteor smash]]ing, it is also the fastest meteor smash in the game. However, it is also the weakest meteor smash in the game, and thus extremely ineffective against anyone but fast-fallers unless Little Mac footstool jumps on the opponent immediately after. Experienced players can use it to [[jab reset]] opponents by short hopping and then hitting a floored opponent before finishing them with any of Little Mac's strongest attacks. | |dairdesc=A downward palm thrust. Due to it hitting on frame 7, it is tied with {{SSB4|Jigglypuff}}'s down aerial as the fifth fastest down aerial in the game. When coupled with its middle hitbox being capable of [[meteor smash]]ing, it is also the fastest meteor smash in the game. However, it is also the weakest meteor smash in the game, and thus extremely ineffective against anyone but fast-fallers unless Little Mac footstool jumps on the opponent immediately after. Experienced players can use it to [[jab reset]] opponents by short hopping and then hitting a floored opponent before finishing them with any of Little Mac's strongest attacks. | ||
|grabname= | |grabname= | ||
|grabdesc=[[wikipedia:Grappling hold#Clinch hold|Clinches]] the opponent. Due to his grabs' moderate ending lag and his overall grab range being tied with {{SSB4|Cloud}}'s for the third shortest in the game due to having blindspots on Little Mac's arm and hand, so his grabs are among the most ineffective in the game. However, his pivot grab has longer range, which is useful and easy to perform thanks to his outstanding ground speed. Another option to alleviate his grab's poor range is to perform a roll cancel grab, which is a very useful tool to catch the opponent during unexpected combos. | |grabdesc=[[wikipedia:Grappling hold#Clinch hold|Clinches]] the opponent. Due to his grabs' moderate ending lag and his overall grab range being tied with {{SSB4|Cloud}}'s for the third shortest in the game due to having blindspots on Little Mac's arm and hand, so his grabs are among the most ineffective in the game. However, his pivot grab has longer range, which is useful and easy to perform thanks to his outstanding ground speed. Another option to alleviate his grab's poor range is to perform a roll cancel grab, which is a very useful tool to catch the opponent during unexpected combos. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=2.1% | |pummeldmg=2.1% | ||
|pummeldesc=A short straight-punch. A fairly fast pummel. | |pummeldesc=A short straight-punch. A fairly fast pummel. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=4% (hit 1), 4% (throw) | |fthrowdmg=4% (hit 1), 4% (throw) | ||
|fthrowdesc=Rears his arm back and throws an overhand. Its low knockback scaling can allow it to combo into dash attack or [[Jolt Haymaker]] or at low percents if the opponent misses a [[tech]]. Outside of this, its only other utility is dealing damage. | |fthrowdesc=Rears his arm back and throws an overhand. Its low knockback scaling can allow it to combo into dash attack or [[Jolt Haymaker]] or at low percents if the opponent misses a [[tech]]. Outside of this, its only other utility is dealing damage. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=4% (hit 1), 5% (throw) | |bthrowdmg=4% (hit 1), 5% (throw) | ||
|bthrowdesc=Spins the opponent around and throws an uppercut. It has the highest knockback scaling out of all of his throws, which allows it to reliably set up edge-guards. It is also Little Mac's only throw with KO potential, although it is unimpressive as a KOing option as it KOs middleweights at 176%/165% (3DS and Wii U, respectively) while near the edge of Final Destination. | |bthrowdesc=Spins the opponent around and throws an uppercut. It has the highest knockback scaling out of all of his throws, which allows it to reliably set up edge-guards. It is also Little Mac's only throw with KO potential, although it is unimpressive as a KOing option as it KOs middleweights at 176%/165% (3DS and Wii U, respectively) while near the edge of Final Destination. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=4% (hit 1), 3% (throw) | |uthrowdmg=4% (hit 1), 3% (throw) | ||
|uthrowdesc=An uppercut. It can lead into an aerial attack if the player reads the opponent's reaction correctly, although this is largely situational and unrewarding because of Mac's abysmal air game. When coupled with it being his least damaging throw, it is Little Mac's overall least useful throw. | |uthrowdesc=An uppercut. It can lead into an aerial attack if the player reads the opponent's reaction correctly, although this is largely situational and unrewarding because of Mac's abysmal air game. When coupled with it being his least damaging throw, it is Little Mac's overall least useful throw. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=4% (hit 1), 5% (throw) | |dthrowdmg=4% (hit 1), 5% (throw) | ||
|dthrowdesc=A [[wikipedia:Professional wrestling attacks#Double axe handle|double axe handle]]. It is a decent combo starter, as it can be followed up with a short-hopped Jolt Haymaker at 0%, or Rising Uppercut up to 200%, the latter of which is a KO combo. It can also combo into forward aerial at medium percents, which can then extend into down tilt for additional combos, or a down aerial [[lock]] if an opponent misses their tech. However, these combos are effective only if the opponent does not DI away. It appears to be based on King Hippo's Hippo Squeeze 'n Squash used during Title Defense Mode in the Wii version of ''Punch-Out!!'' | |dthrowdesc=A [[wikipedia:Professional wrestling attacks#Double axe handle|double axe handle]]. It is a decent combo starter, as it can be followed up with a short-hopped Jolt Haymaker at 0%, or Rising Uppercut up to 200%, the latter of which is a KO combo. It can also combo into forward aerial at medium percents, which can then extend into down tilt for additional combos, or a down aerial [[lock]] if an opponent misses their tech. However, these combos are effective only if the opponent does not DI away. It appears to be based on King Hippo's Hippo Squeeze 'n Squash used during Title Defense Mode in the Wii version of ''Punch-Out!!'' | ||
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|usc1name=Tornado Uppercut | |usc1name=Tornado Uppercut | ||
|usc1dmg=3%/4% | |usc1dmg=3%/4% | ||
|usc1desc=Covers more distance, grants better maneuverability, and [[Pushing| | |usc1desc=Covers more distance, grants better maneuverability, and [[Wind#Pushing attacks|push]] opponents away thanks to the gust it emits. However, its overall damage output is lower and it has set knockback. | ||
|usc2name=Rising Smash | |usc2name=Rising Smash | ||
|usc2dmg=16% (hit 1), 4% (hit 2) | |usc2dmg=16% (hit 1), 4% (hit 2) | ||
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|dsc2name=Dash Counter | |dsc2name=Dash Counter | ||
|dsc2dmg=1.1× (minimum 7%) | |dsc2dmg=1.1× (minimum 7%) | ||
|dsc2desc=Has a slightly lower damage multiplier and its counter window does not last as long, but Little Mac dashes forward upon counterattacking. The dash results in Little Mac being unable to attack opponents directly in front of him because of the dash generating a windbox, but it is more useful for both countering projectiles in order to close the gap between Mac and as a horizontal recovery option. | |dsc2desc=Has a slightly lower damage multiplier and its counter window does not last as long, but Little Mac dashes forward upon counterattacking. The dash results in Little Mac being unable to attack opponents directly in front of him because of the dash generating a windbox, but it is more useful for both countering projectiles in order to close the gap between Mac and as a horizontal recovery option. | ||
|fsname=Giga Mac | |fsname=Giga Mac | ||
|fsdmg=— | |fsdmg=— | ||
Line 214: | Line 215: | ||
The Power Meter charges when Little Mac deals and/or receives damage. However, when he is attacked, the Power Meter will fill by double to quadruple the amount compared to if he hits an opponent. The Power Meter will also be maxed out if Mac receives exactly 100%. The uppercut can be canceled by another character's attack, blocked by a perfect shield (although it is [[unblockable]]) or dodged, meaning that it is necessary to catch opponents off-guard to guarantee it hits. | The Power Meter charges when Little Mac deals and/or receives damage. However, when he is attacked, the Power Meter will fill by double to quadruple the amount compared to if he hits an opponent. The Power Meter will also be maxed out if Mac receives exactly 100%. The uppercut can be canceled by another character's attack, blocked by a perfect shield (although it is [[unblockable]]) or dodged, meaning that it is necessary to catch opponents off-guard to guarantee it hits. | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
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===[[Crowd cheer]]=== | ===[[Crowd cheer]]=== | ||
{ | {{Crowd | ||
|char=Little Mac | |||
|game=SSB4 | |||
|desc-us=Little Mac! Get 'em back! | |||
|desc-jp=Go! Go! Mac! | |||
|pitch-us=Group chant | |||
| | |pitch-jp=Male}} | ||
|- | |||
|- | |||
|- | |||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
{{incomplete|Doc Louis' Japanese voice quotes with translations}} | |||
{{Victory/SSB4 | {{Victory/SSB4 | ||
|victory-theme=Victory! (Little Mac).ogg | |victory-theme=Victory! (Little Mac).ogg | ||
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'''First Pose:''' | '''First Pose:''' | ||
* "(In tandem with the [[announcer]]) And the winner is... Little Mac! Hahaha!" | * "(In tandem with the [[announcer]]) And the winner is... Little Mac! Hahaha!" | ||
* "Ya got what it takes, Mac!" | * "Ya got what it takes, Mac!" | ||
* "World Circuit's all yours, Mac!" | * "World Circuit's all yours, Mac!" | ||
'''Second Pose:''' | '''Second Pose:''' | ||
* "Y'know, that belt looks good on you, son." | * "Y'know, that belt looks good on you, son." | ||
* "You win, Mac!" | * "You win, Mac!" | ||
* "Was that a little too easy for ya, son?" | * "Was that a little too easy for ya, son?" | ||
'''Third Pose:''' | '''Third Pose:''' | ||
* "Way to go, Mac! You're the champ, baby!" | * "Way to go, Mac! You're the champ, baby!" | ||
* "Nice work, Mac. You got it all figured out." | * "Nice work, Mac. You got it all figured out." | ||
* "All right! I think I hear a chocolate bar callin'." | * "All right! I think I hear a chocolate bar callin'." | ||
* "Ah, winnin' feels good, don't it?" | * "Ah, winnin' feels good, don't it?" | ||
''In all of [[Alternate costume (SSB4)#Little Mac|Wireframe Mac]]'s victory poses, Doc Louis will say one of the following at random:'' | ''In all of [[Alternate costume (SSB4)#Little Mac|Wireframe Mac]]'s victory poses, Doc Louis will say one of the following at random:'' | ||
* "Nice moves, Mac. I could barely keep my eyes on ya, son." | * "Nice moves, Mac. I could barely keep my eyes on ya, son." | ||
* "Ain't you flashy? You making my eyes water, son." | * "Ain't you flashy? You making my eyes water, son." | ||
* "You're lookin' mighty good, son. Just like old times, huh?" | * "You're lookin' mighty good, son. Just like old times, huh?" | ||
==In [[competitive play]]== | ==In [[competitive play]]== | ||
===[[Official Custom Moveset Project]]=== | ===[[Official Custom Moveset Project]]=== | ||
{{OfficialCustomMoves | {{OfficialCustomMoves | ||
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|set10=2121 | |set10=2121 | ||
}} | }} | ||
*{{Sm|Alphicans|Canada}} - The best Little Mac player in Canada. Placed 9th at | ===Notable players=== | ||
*{{Sm|bt.yamato|Japan}} - | ====Active==== | ||
*{{Sm|Destany|Switzerland}} - | <!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form, be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player. Winning tournaments without notable players present is generally not enough to warrant a spot. Using that criteria, please refrain from adding StylesX2--> | ||
*{{Sm| | *{{Sm|Alphicans|Canada}} - The best Little Mac player in Canada. Placed 9th at [[Get On My Level 2016]] and 33rd at [[2GGC: ARMS Saga]]. Has wins over {{Sm|iStudying}} and {{Sm|NinjaLink}}. | ||
*{{Sm|pu55yk1ng|USA}} - | *{{Sm|bt.yamato|Japan}} - Placed 17th at [[KSB 2017]] and 5th at {{Trn|SoCal Regionals 2018}}. He has wins over {{Sm|falln}}, {{Sm|Sinji}}, {{Sm|AC}}, {{Sm|Nietono}} and {{Sm|Kesa}}. | ||
*{{Sm|Cagt|USA}} - Ranked 10th on the [[New England Power Rankings]], notably defeated {{Sm|komorikiri}} at [[CEO 2018]]. | |||
*{{Sm|Tarakotori|Japan}} - | *{{Sm|Chota|Mexico}} - Placed 9th at [[Smash Factor 4]] and 17th at [[Smash Factor 5]]. Formerly ranked 7th on the [[Mexican Power Rankings]] | ||
*{{Sm|Vash|USA}} - One of the best Little Mac players in the | *{{Sm|Destany|Switzerland}} - Considered the best Little Mac in Europe. Placed 4th at [[PPT Winter]]. | ||
*{{Sm|Duffo|USA}} - Placed 49th at [[CEO 2016]]. Honorable mention on the [[Florida Power Rankings#Super Smash Bros. for Wii U rankings|Central Florida Power Rankings]]. | |||
*{{Sm|Duon|Australia}} - Placed 7th at {{Trn|OzHadou National 14}} and 13th at {{Trn|Southern Cross Championship 2K15}} with solo Little Mac. He has since demoted him to a secondary in favor of {{SSB4|Fox}}. | |||
*{{Sm|Elvis|Mexico}} - Ranked 6th on the Sinaloa Power Rankings, in Mexico. Placed 13th at ConComics 2017 Diciembre and 17th at [[Smash Factor 6]]. Has defeated top Mexican players such as Bedgar and Chag in tournament. | |||
*{{Sm|gain|Japan}} - Placed 33rd at both [[Umebura T.A.T.]] and [[Umebura 30]]. | |||
*{{Sm|Lazyboredom|USA}} - Placed 25th at [[Glitch (tournament)|Glitch]], 13th [[MomoCon 2017]], and 17th at [[2GGC: ARMS Saga]]. Ranked 3rd on the [[North Carolina Power Rankings#Super Smash Bros. for Wii U|North Carolina Power Rankings]]. He has wins over {{Sm|CaptainZack}} and {{Sm|Xzax}}. | |||
*{{Sm|pu55yk1ng|USA}} - Currently one of the best Little Mac player in the world. He has taken sets off of players such as {{Sm|Zenyou}}, {{Sm|Rich Brown}}, {{Sm|AC}}, {{Sm|DSS}}, {{Sm|Sinji}}, and {{Sm|JJROCKETS}}. Placed 13th at {{Trn|Combo Breaker 2018}}, 17th at {{Trn|IBP Masters Showdown}} and {{Trn|2GG: Pay It Forward}}, and 25th at {{Trn|Albion 3}}. Ranked 1st on Mac Nation v4 | |||
*{{Sm|Sol|USA}} - Considered one of the best Little Mac players in the world. He has taken tournament sets off of players such as Salem, Fatality, MVD, K9sbruce, Saj, Dyr, Ryo, and Locus. | |||
*{{Sm|Tarakotori|Japan}} - Currently ranked 2nd on Mac Nation v4. Placed 17th at [[Umebura T.A.T.]] and 33rd at [[Umebura 30]]. Has wins over {{Sm|Raito}}, {{Sm|Eim}}, {{Sm|Rain}}, {{Sm|Shogun}}, and {{Sm|FILIP}}. | |||
*{{Sm|Vash|USA}} - One of the best Little Mac players in the world. Placed 7th at [[2GG: Pay It Forward]], 9th at [[2GGT: Fresh Saga]], and 33rd at [[Smash Masters League: Battle for Vegas]]. Ranked 7th on the [[Las Vegas Power Rankings]]. He has taken sets off of players such as {{Sm|FOW}}, {{Sm|Nietono}}, {{Sm|K9sbruce}}, and {{Sm|Locus}}. | |||
*{{Sm|WonderBread|USA}} - Notably defeated {{Sm|CaptainZack}} at [[EVO 2017]]. | |||
*{{Sm|Yaminabe|Japan}} - Placed 13th at [[Umebura 29]] and 33rd at [[Umebura 30]]. | |||
== | ====Inactive==== | ||
=== | *{{Sm|Earl|Australia|p=Australia}} | ||
*{{Sm|Espy|USA}} | |||
*{{Sm|Monkey|USA}} | |||
*{{Sm|MVD|USA}} | |||
*{{Sm|Vex Kasrani|USA}} | |||
=== | ===Tier placement and history=== | ||
Since ''SSB4''{{'}}s release, Little Mac has been a very contentious character among casual and hardcore players alike. He was very controversial among less experienced players who struggled against him (most notably on [[For Glory]]), owing to his excellent grounded game, abundance of KOing options, and outstanding frame data. However, he has never been considered a serious threat in competitive play due to his abysmal recovery and nearly useless air game, making his endurance and aerial escape options significantly poor in a highly-skilled environment where flaws were heavily capitalized upon. Players were quick to note that Mac's vulnerability to juggling and gimping would allow a competent opponent to swiftly KO him from a single opening, and with his inability to move safely between platforms, he was derided as only being able to fight effectively on {{SSB4|Final Destination}}. With a lack of high-level results during ''SSB4''{{'}}s early days and the gradually shifting perceptions of the community, Little Mac's popularity diminished immensely, due to him being frequently perceived as a gimmicky character in competitive play, especially after he was nerfed in update [[1.0.4]]. This was reflected in him being tied with {{SSB4|Duck Hunt}} for 43rd/44th place on the first ''4BR'' [[tier list]]. | |||
However, the efforts of dedicated Little Mac players like {{Sm|Sol}} have shown that Little Mac can perform well when played intelligently, even on stages with platforms, and proved that Mac's comeback potential was significant enough to be a considerable mindgame despite his aerial weaknesses. Furthermore, the buffs Little Mac received from game updates made his grounded moves even more rewarding and granted him more reliable combo potential from his grounded game. Improvements in Little Mac's metagame also resulted in newfound techniques for him, which further reinforced his fearsome comeback potential. While he is still considered too polarized to be truly viable in singles play, Little Mac is considered to fare much better in [[doubles]] play, thanks to a teammate covering his weaknesses and assisting him in setting up his powerful attacks. | |||
==== | These traits, combined with the expansion to his metagame and better, albeit still rare results, resulted in him being ranked 39th on the second tier list. He then dropped back to 43rd on the third tier list, as his results continued to be relatively sparse at national tournaments. While he has since dropped slightly to 44th on the fourth and current tier list, he is now ranked as the second lowest mid-tier character due to the expansion of the tiers. As such, to this day, Little Mac's tier placement remains very contentious even within the current metagame. | ||
==[[List of Super Smash Bros. 4 character trailers#Little Mac|Reveal trailer]]== | |||
{{#widget:YouTube|id=gmtrmAvL5aw}} | |||
==Trophies== | |||
:'''Little Mac''' | |||
::{{flag|ntsc}} ''This little boxer from the Punch-Out!! series makes up in heart what he lacks in height. He wasn't afraid to take on the boxing champs, and he's not afraid of the Nintendo stars. In Smash Bros., he packs a serious punch. When his KO Meter fills up, wade in and trigger a devastating uppercut.'' | |||
::{{flag|pal}} ''The little guy from Punch-Out!! has come a long way since his humble beginnings fighting the almost literal boxing giants. Above his damage display, you'll notice he has a little meter that fills up as he fights. When it's full, you'll see a flashing "KO" there. That means you can unleash a devastating uppercut!'' | |||
{{Trophy games|console1=NES|game1=Punch-Out!! (10/1987)|console2=Wii|game2=Punch-Out!! (05/2009)}} | |||
:'''Little Mac (Alt.)''' | |||
::{{flag|ntsc}} ''No matter his opponent, Little Mac always puts his best fist forward. He enters a charge state before unleashing his Straight Lunge special and can unleash it while charging by pressing the button again. He won't flinch while charging. At max charge, the launching power of this move is scary!'' | |||
::{{flag|pal}} ''Little Mac always puts his best fist forward, especially when you use Straight Lunge! You start by charging, then unleash the punch whenever you press the button again. Charge it to the max and its launching power is formidable! Also, attacks won't make you flinch while you're charging or once you've fully charged the move.'' | |||
{{Trophy games|console1=NES|game1=Punch-Out!! (10/1987)|console2=Wii|game2=Punch-Out!! (05/2009)}} | |||
:'''Giga Mac''' | |||
::''This Final Smash turns Little Mac into a hulking monster of a man. In Punch-Out!! for Wii, Little Mac could take this form by building up the gauge with some well-timed blows. In this game, it seriously powers up his attacks and makes him even faster. He'll completely dominate on the ground, but air battles are outside his weight class.'' | |||
<center> | <center> | ||
<gallery> | <gallery> | ||
LittleMacTrophy3DS.png|Classic (3DS) | |||
LittleMacAltTrophy3DS.png|Alt. (3DS) | |||
LittleMacTrophyWiiU.png|Classic (Wii U) | |||
LittleMacAltTrophyWiiU.png|Alt. (Wii U) | |||
GigaMacTrophyWiiU.png|[[Giga Mac]] | |||
</gallery> | </gallery> | ||
</center> | </center> | ||
==[[ | ==In [[Event Match]]es== | ||
===Solo Events=== | |||
* '''[[Below the Belt]]''': As {{SSB4|Mario}}, the player must protect a damaged Little Mac from a giant Little Mac. Little Mac will be at 60% on Easy, 80% on Normal, and 100% on Hard. | |||
* '''[[New Challengers 1]]''': Little Mac is one of the seven opponents fought in this event, alongside {{SSB4|Rosalina & Luma}}, {{SSB4|Wii Fit Trainer}}, {{SSB4|Villager}}, {{SSB4|Duck Hunt}}, {{SSB4|Bowser Jr.}}, and {{SSB4|Lucina}}. | |||
* '''[[No Mere Sparring Match]]''': A damaged Little Mac must defeat three Wireframe Macs. The Wireframe Macs have three stocks on Easy, four on Normal, and five on Hard. | |||
| | |||
}} | |||
{{ | |||
===Co-op Events=== | |||
* '''[[Getting Healthy]]''': Little Mac and Wii Fit Trainer must defeat {{SSB4|Kirby}} and {{SSB4|Pac-Man}}. | |||
* '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster. | |||
}} | |||
==[[Alternate costume (SSB4)#Little Mac|Alternate costumes]]== | ==[[Alternate costume (SSB4)#Little Mac|Alternate costumes]]== | ||
Little Mac has sixteen alternate costumes, half of which sport a wireframe design based on the original arcade version of ''Punch-Out!!'' His wireframe palette swaps have slightly brighter cel-shaded colors compared to his default costumes. | Little Mac has sixteen alternate costumes, half of which sport a wireframe design based on the original arcade version of ''Punch-Out!!'' His wireframe palette swaps have slightly brighter cel-shaded colors compared to his default costumes. | ||
{|style="margin:1em auto 1em auto;text-align:center" | {|style="margin:1em auto 1em auto;text-align:center" | ||
|- | |- | ||
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|{{Head|Little Mac|g=SSB4|s=50px|cl=Pink}}<br/>{{Head|Little Mac|g=SSB4|s=50px|cl=WirePink}} | |{{Head|Little Mac|g=SSB4|s=50px|cl=Pink}}<br/>{{Head|Little Mac|g=SSB4|s=50px|cl=WirePink}} | ||
|} | |} | ||
==Gallery== | ==Gallery== | ||
<gallery> | <gallery> | ||
Little Mac Poster.jpg|''Punch-Out!!''-inspired artwork. | |||
SSB4 Newcomer Introduction Little Mac.png|Little Mac's splash art. | SSB4 Newcomer Introduction Little Mac.png|Little Mac's splash art. | ||
Little Mac Cover.png|Artwork of Little Mac from the boxart of {{for3ds}}. | |||
Little Mac amiibo.png|Little Mac's [[amiibo]]. | Little Mac amiibo.png|Little Mac's [[amiibo]]. | ||
Little Mac Smash.4 Reveal.jpg|The Pic of the Day revealing Little Mac. | Little Mac Smash.4 Reveal.jpg|The Pic of the Day revealing Little Mac. | ||
SSB4 Little Mac Sweatsuit.jpg|Two of Little Mac's alternate costumes. One is his [ | SSB4 Little Mac Sweatsuit.jpg|Two of Little Mac's alternate costumes. One is his [http://punchout.wikia.com/wiki/File:Miketysonspunchout_790screen009_15069_640screen.jpg signature hooded sweatsuit], while the other is [https://youtu.be/-KwIux4yjIo?t=20m33s his attire] in [http://punchout.wikia.com/wiki/Contender Contender Mode] when fighting in the [http://punchout.wikia.com/wiki/World_Circuit World Circuit] in the Wii version of ''Punch-Out!!'' | ||
Little Mac Smash.4 Reveal - Pt2.jpg|Using [[Straight Lunge#KO Uppercut|KO Uppercut]] on {{SSB4|Samus}}. | Little Mac Smash.4 Reveal - Pt2.jpg|Using [[Straight Lunge#KO Uppercut|KO Uppercut]] on {{SSB4|Samus}}. | ||
SSB4 - Little Mac Screen-9.jpg|Using [[Straight Lunge]] in {{for3ds}}. | SSB4 - Little Mac Screen-9.jpg|Using [[Straight Lunge]] in {{for3ds}}. | ||
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**His official poster showing him fighting {{SSB4|Donkey Kong}} references DK's appearance as a secret opponent during [http://punchout.wikia.com/wiki/Mac%27s_Last_Stand Mac's Last Stand] in the Wii version of ''Punch-Out!!'' | **His official poster showing him fighting {{SSB4|Donkey Kong}} references DK's appearance as a secret opponent during [http://punchout.wikia.com/wiki/Mac%27s_Last_Stand Mac's Last Stand] in the Wii version of ''Punch-Out!!'' | ||
**He wears the World Video Boxing Association (WVBA) World Circuit {{s|wikipedia|championship belt}} during all of his [[victory pose]]s. | **He wears the World Video Boxing Association (WVBA) World Circuit {{s|wikipedia|championship belt}} during all of his [[victory pose]]s. | ||
**His [[KO Uppercut]] is a reference to the Star Punch, his signature move in the ''Punch-Out!!'' series. By extension, his [[Power Meter]] originated from the arcade version of ''Punch-Out!!'' | **His [[Straight Lunge#KO Uppercut|KO Uppercut]] is a reference to the Star Punch, his signature move in the ''Punch-Out!!'' series. By extension, his [[Power Meter]] originated from the arcade version of ''Punch-Out!!'' | ||
**His [[Final Smash]], [[Giga Mac]], is a transformation that can be used in the two-player mode of the Wii version of ''Punch-Out!!'' | **His [[Final Smash]], [[Giga Mac]], is a transformation that can be used in the two-player mode of the Wii version of ''Punch-Out!!'' | ||
**Despite being symmetrical in some instances, such as his during taunts and [[on-screen appearance]], he is not mirrored when he faces left and right because he uses an {{s|wikipedia|orthodox stance}} like in his home series. | **Despite being symmetrical in some instances, such as his during taunts and [[on-screen appearance]], he is not mirrored when he faces left and right because he uses an {{s|wikipedia|orthodox stance}} like in his home series. | ||
*According to [[Masahiro Sakurai]] as of November 2014, Little Mac had the lowest online win ratio out of all the characters at the time. This led many to believe that balance patches would be based solely or at least mostly on online win rates; however subsequent patches, including 1.0.4 where Little Mac was nevertheless nerfed, would go on to disprove this. <ref>[http://kotaku.com/little-mac-is-smash-bros-biggest-loser-1658263617 Little Mac is ''Smash Bros.''{{'}} Biggest Loser]</ref> | *According to [[Masahiro Sakurai]] as of November 2014, Little Mac had the lowest online win ratio out of all the characters at the time. This led many to believe that balance patches would be based solely or at least mostly on online win rates; however subsequent patches, including 1.0.4 where Little Mac was nevertheless nerfed, would go on to disprove this. <ref>[http://kotaku.com/little-mac-is-smash-bros-biggest-loser-1658263617 Little Mac is ''Smash Bros.''{{'}} Biggest Loser]</ref> | ||
*Prior to update 1.0.5 in ''Super Smash Bros. for Nintendo 3DS'' and update 1.0.6 in ''Super Smash Bros. for Wii U'', Little Mac could not properly hold {{b|Hammer|item}}s, as they would be positioned at his sides instead of between his hands. | *Prior to update 1.0.5 in ''Super Smash Bros. for Nintendo 3DS'' and update 1.0.6 in ''Super Smash Bros. for Wii U'', Little Mac could not properly hold {{b|Hammer|item}}s, as they would be positioned at his sides instead of between his hands. | ||
*Interestingly, Little Mac shares a few animations with {{SSB4|Captain Falcon}}. This includes some of his poses when knocked back with a weak attack, swing animations for battering items such as a [[Beam Sword]] or a [[Home Run Bat]], and animations while [[buried]] or [[stun]]ned. This has led many to believe that Captain Falcon's model was used as a base for creating Little Mac's model. | *Interestingly, Little Mac shares a few animations with {{SSB4|Captain Falcon}}. This includes some of his poses when knocked back with a weak attack, swing animations for battering items such as a [[Beam Sword]] or a [[Home Run Bat]], and animations while [[buried]] or [[stun]]ned. This has led many to believe that Captain Falcon's model was used as a base for creating Little Mac's model. | ||
**In regard to Little Mac's model, his mouth will jarringly close when his shadowboxing and shuffling victory poses conclude. | **In regard to Little Mac's model, his mouth will jarringly close when his shadowboxing and shuffling victory poses conclude. | ||
* | *Little Mac and {{SSB4|Cloud}} are the only characters who have special moves that affect the in-game camera, with both [[Straight Lunge#KO Uppercut|KO Uppercut]] and all of Cloud's [[Limit Charge|Limit Break]] moves (barring Limit Break [[Blade Beam]]) zooming in and slowing down time upon hitting their targets. Coincidentally, both moves involve dealing or receiving damage in order to be available for use. | ||
==References== | ==References== |