Editing Little Mac (SSB4)
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Little Mac is ranked 43rd out of 54 in the [[tier list]], placing him in the E tier 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 power 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]] at very low percentages with the help of a combo or read. | Little Mac is ranked 43rd out of 54 in the [[tier list]], placing him in the E tier 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 power 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]] at very low percentages with the help of a combo or read. | ||
However, Little Mac's notoriously awful aerial attributes give him little to no defense when airborne.<ref name="Direct"/> His poor aerial mobility and minimal utility of his aerial attacks makes attempting 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]], [[edge-guard]]ing, and combos, each of which can result in him being KO'd early on. 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 unimpressive size also results in the majority of his moveset's [[range]] being short; this not only leaves him disadvantaged against characters that have disjointed ranges and/or projectiles, but also results in a linear [[neutral game]] | However, Little Mac's notoriously awful aerial attributes give him little to no defense when airborne.<ref name="Direct"/> His poor aerial mobility and minimal utility of his aerial attacks makes attempting 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]], [[edge-guard]]ing, and combos, each of which can result in him being KO'd early on. 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 unimpressive size also results in the majority of his moveset's [[range]] being short; this not only leaves him disadvantaged against characters that have disjointed ranges and/or projectiles, but also results in 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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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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|neutralcount=3 | |neutralcount=3 | ||
|neutralinf=y | |neutralinf=y | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=2% | |neutral1dmg=2% | ||
|neutral2dmg=2% | |neutral2dmg=2% | ||
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|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]]. Its hitbox starts at frame 7, making it very fast. 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. | |dashdesc=A lunging [[wikipedia:Overhand (boxing)|overhand]]. Its hitbox starts at frame 7, making it very fast. 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 with fixed knockback. | |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 with fixed knockback. | ||
|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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|djump = 26 | |djump = 26 | ||
|rdjump = 51-52 | |rdjump = 51-52 | ||
}} | }} | ||
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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=== | ||
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*{{Sm|Vash|USA}} - One of the best Little Mac players in the United States. Placed 9th at {{Trn|2GGT: Fresh Saga}}, 17th at {{Trn|2GGT: FOW Saga}}, 25th at both {{Trn|2GGT: Mexico Saga}} and {{Trn|2GGC: GENESIS Saga}}, 33rd at {{Trn|Smash Masters League: Battle for Vegas}} with wins over players such as {{Sm|Elegant}}, {{Sm|Locus}}, and {{Sm|Nietono}}. | *{{Sm|Vash|USA}} - One of the best Little Mac players in the United States. Placed 9th at {{Trn|2GGT: Fresh Saga}}, 17th at {{Trn|2GGT: FOW Saga}}, 25th at both {{Trn|2GGT: Mexico Saga}} and {{Trn|2GGC: GENESIS Saga}}, 33rd at {{Trn|Smash Masters League: Battle for Vegas}} with wins over players such as {{Sm|Elegant}}, {{Sm|Locus}}, and {{Sm|Nietono}}. | ||
==[[List of Super Smash Bros. 4 character trailers#Little Mac|Reveal trailer]]== | |||
{{#widget:YouTube|id=gmtrmAvL5aw}} | |||
==[[Trophies]]== | ==[[Trophies]]== | ||
{{Trophy/Fighter | {{Trophy/Fighter | ||
|name=Little Mac | |name=Little Mac | ||
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}} | }} | ||
{{clrl}} | {{clrl}} | ||
==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]]== | ||
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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== |