Editing Little Mac (SSBU)

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{{Infobox Character
{{Infobox Character
|name = Little Mac
|name = Little Mac
|image = {{tabber|title1=Normal|content1=[[File:Little Mac SSBU.png|250px]]|title2=Hoodie|content2=[[File:Little Mac-Alt5 SSBU.png|190px]]|title3=Wireframe|content3=[[File:Wireframe Mac SSBU.png|250px]]|title4=Wireframe Hoodie|content4=[[File:Little Mac-Alt7 SSBU.png|190px]]}}
|image = {{tabber|title1=Normal|tab1=[[File:Little Mac SSBU.png|250px]]|title2=Wireframe|tab2=[[File:Wireframe Mac SSBU.png|250px]]}}
|game = SSBU
|game = SSBU
|ssbgame1 = SSB4
|ssbgame1 = SSB4
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = E+
|ranking = 81
}}
}}
'''Little Mac''' ({{ja|リトル・マック|Ritoru Makku}}, ''Little Mac'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was officially revealed on June 12th, 2018 alongside {{SSBU|Wario}} and the rest of the returning roster. Little Mac is classified as [[Fighter number|Fighter #49]].
'''Little Mac''' ({{ja|リトル・マック|Ritoru Makku}}, ''Little Mac'') is a playable character in ''[[Super Smash Bros. Ultimate]]'', officially confirmed on June 12th, 2018. Little Mac is classified as [[Fighter number|Fighter #49]].


Kōsuke Toriumi reprises his role as Little Mac's voice actor, albeit via reused voice clips from ''[[Super Smash Bros. 4]]''.
Kōsuke Toriumi reprises his role as Little Mac in the game, albeit via reused voice clips from ''Smash 4''.
 
Little Mac is ranked 81st out of 82 on the ''Ultimate'' [[tier list]], placing him at the bottom of the E+ tier, and also being ranked as the second-worst character in the game, only ranking higher than {{SSBU|Ganondorf}}. This is a noticeable drop from his ''Smash 4'' iteration, where he was ranked 43rd out of 54 at the lower end of mid-tier. Little Mac possesses a strong ground game thanks to his excellent ground mobility and numerous grounded kill moves. His smash attacks are especially strong as they have [[armor|super armor]] on startup and very respectable speed for their power, making them decently unchallengeable. His tilt attacks are also very respectable, as forward tilt serves as a quick and capable kill move, while down and up tilts can be used to set up combos. Finally, his special moves have also seen improvements from the previous game, most notably to Jolt Haymaker, which no longer sends Little Mac into freefall.
 
To compensate for his strong ground game, however, Little Mac packs glaring weaknesses, the most notable one being his virtually non-existing aerial game. Although his recovery is improved from the previous game, it remains one of the worst among the roster due to his low double-jump height, being allowed only one [[Jolt Haymaker]] per airtime, and [[Rising Uppercut]]'s pitiful travel distance in the air. His aerial game is also poor due to his aerial's poor damage and knockback as well as his special moves being weaker in the air. Finally, his average stature compared to the rest of the cast and lack of disjoints give him a notable range problem, which, when combined with his low overall shieldstun outside of down-angled forward smash and sweetspotted up smash, force him to play a linear, risky neutral game, while his high fall speed contributes to his vulnerability to combos, despite granting him decent survivability for a lightweight fighter.
Due to Little Mac's extremely polarized nature, he is considered a rather unpopular pick in the current metagame. Despite that, he has still garnered respectable results thanks to the efforts of players such as {{Sm|Peanut}} and {{Sm|Tarakotori}}.


==How to unlock==
==How to unlock==
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*Clear {{SSBU|Classic Mode}} with {{SSBU|Mario}} or any character in his unlock tree, being the 3rd character unlocked after {{SSBU|Bayonetta}}.
*Clear {{SSBU|Classic Mode}} with {{SSBU|Mario}} or any character in his unlock tree, being the 3rd character unlocked after {{SSBU|Bayonetta}}.
*Have Little Mac join the player's party in [[World of Light]].
*Have Little Mac join the player's party in [[World of Light]].
Little Mac must then be defeated on [[Boxing Ring]] (the [[Ω form]] is used in World of Light).
With the exception of the third method, Little Mac must then be defeated on [[Boxing Ring]].


==Attributes==
==Attributes==
Little Mac offers a simple, yet polarized fighting style, performing well on the ground, but poorly in the air. While Mac is rather small in relation to the majority of realistically proportioned characters, he is of average size among the entire cast. This can make him somewhat difficult to hit, but also means that most of his moves have short [[range]], which makes [[spacing]] crucial for avoiding [[punish]]ment.
Little Mac offers a simple yet polarized fighting style, performing well on the ground, but poorly in the air. His name is somewhat of a misnomer in regard to his size: while Mac is rather small in relation to the majority of realistically proportioned characters, he is of average size among the entire cast. This can make him somewhat difficult to hit, but also means that most of his moves have short [[range]], which makes [[spacing]] crucial for avoiding [[punish]]ment.
 
Little Mac is a [[weight|lightweight]] with very impressive ground mobility: he has the 8th fastest [[walking]] speed, the 3rd fastest [[dashing]] speed, and above-average [[traction]], granting him effective [[out of shield]] options. He also has the 3rd fastest initial dash, which has a long duration of 15 frames, giving him a long pivot and an excellent [[dash dance]] that is surpassed only by {{SSBU|Zero Suit Samus}} and {{SSBU|Mythra}}. His [[sidestep]] and [[roll]]s are tied with {{SSBU|Fox}}, {{SSBU|Sheik}} and Zero Suit Samus' for the fastest in the game, with his rolls giving the third longest distance in the game behind {{SSBU|Samus}} and {{SSBU|Dark Samus}}. These stats overall translate to him having excellent ground coverage and makes it easy for Little Mac to keep up with and punish opponents contesting with him on the ground, while also giving him fast and effective grounded defensive options. He also has fast [[falling speed]] (tied with {{SSBU|King Dedede}} for the 2nd fastest) and below-average [[gravity]], which collectively give him good vertical endurance in spite of his status as a lightweight. Aside from his great [[air speed]] (tied with {{SSBU|Mario}}, {{SSBU|Donkey Kong}}, {{SSBU|Sonic}} and {{SSBU|Inkling}}'s for 13th fastest) and his [[wall jump]], which is the 4th highest, the rest of Little Mac's aerial attributes are notoriously poor: his [[jump]] is tied with {{SSBU|Ryu}} and {{SSBU|Ken}}'s for the 5th lowest, his [[double jump]] is the 3rd lowest, his [[air acceleration]] is tied with {{SSBU|Ganondorf}} for the 6th lowest, and his directional [[air dodge]] travels the least amount of distance. These attributes effectively force Mac to stay on the ground as often as possible to make the use of his excellent ground mobility.


Little Mac's greatest strength is his potent ground game. None of his grounded moves have more than 15 frames of start-up, whereas only his up smash has more than 30 frames of ending lag. Only five non-special moves (forward smash, back air, up smash, down smash and forward air) become active after frame 9, and only the former two after frame 10. His neutral attack, in particular, is tied with Zero Suit Samus' for the fastest move in the game, activating on frame 1 and its minimal ending lag and angles allow it to not only jab lock but also make it and {{SSBU|Mr. Game & Watch}}'s neutral attack the only ones in ''Ultimate'' that are capable of jab canceling reliably. Despite his somewhat light weight, Little Mac boasts superb KO potential: his forward tilt, dash attack and smash attacks boast high damage outputs and knockback scaling, yet are also fairly fast. Forward smash can be angled, with the downward variant dealing immense shield damage and the upward variant being one of Mac's most effective vertical KO options on the ground. Up smash's coverage allows it to serve as an effective anti-air, and its sweet spot also deals a lot of shield damage. Finally, down smash is a [[semi-spike]] with a fairly long range, allowing it to [[tech chase]] as well as [[edge-guard]] easily against careless or vulnerable recoveries. Besides their speed and strength, Little Mac's grounded moves are also difficult to interrupt, which combined with his high dashing speed gives him an excellent punish game. His tilt attacks boast [[Priority#Moves that cannot rebound|anti-rebounding priority]]; this prevents them from clanking with opposing ground attacks provided they're within priority range, allowing Mac to punish opponents very quickly due to his own attacks' high speed. While his smash attacks have normal priority, they instead boast [[super armor]] during their use. This offers Mac a unique way of punishing attacks by tanking the hit while immediately retaliating - meaning devastating attacks such as most forward smashes can all be punished. These traits make him arguably the most difficult opponent to directly challenge on the ground for every other character in the roster, including himself.
Little Mac is a [[weight|lightweight]] with the 8th fastest [[walking]] speed, the 3rd fastest [[dashing]] speed, and above-average [[traction]], granting him effective [[out of shield]] options. He also has the 2nd fastest initial dash, which has a long duration of 15 frames, giving him a long pivot and an excellent [[dash dance]] that is surpassed only by {{SSBU|Zero Suit Samus}}'. His [[sidestep]] and [[roll]]s are tied with Fox, Sheik and Zero Suit Samus' for the fastest in the game, with the latter also being long-distanced, making it easy for Little Mac to punish grounded attacks and giving him excellent defensive options. He also has below-average [[gravity]] and fast [[falling speed]] (tied with King Dedede for the 2nd fastest), which collectively give him good vertical endurance in spite of his lightweight. Aside from his great [[air speed]] (tied with Mario, Donkey Kong, Sonic and Inkling's for the 12th fastest) and his [[wall jump]], which is the 4th highest, the rest of Little Mac's aerial attributes are notoriously poor: his [[jump]] is tied with {{SSBU|Ryu}} and {{SSBU|Ken}}'s for the 5th lowest, his [[double jump]] is the 3rd lowest, his [[air acceleration]] is tied with {{SSBU|Ganondorf}} for the 6th lowest, and his directional [[air dodge]] travels the least amount of distance. These attributes effectively force Mac to stay on the ground as often as possible, but in terms of mobility, he is among the fastest characters in the game.


Little Mac's special moves also have fair utility. [[Straight Lunge]] gains distance and power as it charges, deals heavy damage, and boasts light damage-based armor while charging, allowing him to withstand weak attacks before retaliating immediately afterward. As such, it is an effective tool against most [[Neutral attack#Infinite|infinites]] and multi-hit moves even while uncharged. The move can also be canceled by shielding, giving it utility for escaping certain combo moves such as [[Witch Twist]], and it can be turned around when released, offering decent mix-up potential and a way to get out of combos. However, Straight Lunge's considerable ending lag limits its offensive utility as it can be easily intercepted or punished, while its defensive utility depends on the character and the attack. This makes it great defensively against characters with low damage output or with reliance on multi-hits, such as Sheik or Meta Knight, but it won't help against opponents with high damage output or on single-hit aerials. [[Jolt Haymaker]] propels Mac forward with a leaping punch that travels a fair distance, can be unleashed on command, grants brief [[intangibility]] during start-up, and does not lose power when used in mid-air. This makes it useful for tech-chasing, repositioning, and escaping or punishing laggy moves or projectiles, and making it Mac's only useful KO option while in the air and off-stage. Its hitbox is tall enough that it can often clip low-hanging platforms, and catch opponents who are attempting to platform camp him. Unlike in ''SSB4'', it also does not render him helpless, making it a much less dangerous recovery move. [[Rising Uppercut]] grants brief intangibility on start-up and travels fairly high when used on the ground. This makes the move an effective combo breaker; combined with the last hit's high knockback scaling, it has a very fast startup and the fact that it doesn't lose power in the air, is also quite potent out of shield and for scoring aerial KOs. [[Slip Counter]] is an extremely fast [[counterattack]], making it useful for escaping pressure, especially aerial combos. It is also one of the few counters that slides forward before attacking, allowing Little Mac to get closer to his opponent, or even recover horizontally in response to an edge-guard attempt.
Little Mac's greatest strength is his potent ground game. None of his grounded moves have more than 15 frames of start-up, whereas only his up smash has more than 30 frames of ending lag. Only five non-special moves (forward smash, back air, up smash, down smash and forward air) become active after frame 9, and only the former two after frame 10. His neutral attack, in particular, is tied with Zero Suit Samus' for the fastest in the game, activating on frame 1 and its minimal ending lag and angles allow it to not only jab lock but also make it the only attack in ''Ultimate'' that is capable of jab canceling reliably. Despite his somewhat light weight, Little Mac boasts superb KO potential: his forward tilt, dash attack and smash attacks boast high damage outputs and knockback scaling, yet are also fairly fast. Forward smash can be angled, with the downward variant dealing immense shield damage and the upward variant being one of Mac's most effective vertical KO options on the ground. Up smash's coverage allows it to serve as an effective anti-air, and its sweet spot also deals a lot of shield damage. Finally, down smash is a [[semi-spike]] with a fairly long range, allowing it to [[tech chase]] as well as [[edge-guard]] easily against careless or vulnerable recoveries. Besides their speed and strength, Little Mac's grounded moves are also difficult to interrupt, which combined with his high dashing speed gives him an excellent punish game. His tilt attacks boast [[Priority#Moves that cannot rebound|anti-rebounding priority]]; this prevents them from clanking with opposing ground attacks provided they're within priority range, allowing Mac to punish opponents very quickly due to his own attacks' high speed. While his smash attacks have normal priority, they instead boast [[super armor]] during their use. This offers Mac a unique way of punishing attacks by tanking the hit while immediately retaliating - meaning devastating attacks such as Mr. Game and Watch’s Judge 9, Falcon Punch, Warlock Punch, can all be punished. These traits make him arguably the most difficult opponent to directly challenge on the ground for every other character in the roster, including himself.


Rounding out his specials, Little Mac has a unique [[fighter ability]] called the [[Power Meter]]. Displayed over his [[damage meter]], the Power Meter fully charges by dealing 333% or receiving 100%. When fully charged, Straight Lunge is replaced by the [[Straight Lunge#KO Uppercut|KO Uppercut]], which can KO any character before 40%. KO Uppercut is also [[unblockable]] (barring [[Witch Time]]), boasts fast startup, and leaps slightly into the air (allowing it to catch opponents on low platforms such as {{SSBU|Battlefield}}'s); combined with its immense power, this can quickly turn the tide of a match or further secure a lead if used successfully. It can be comboed into from down tilt at low percents, and is the ideal tech chase option for a defensive player who tends to roll away from Little Mac when placed under pressure. However, Mac loses the KO Uppercut if [[tumbling|tumbled]] after a 4 second grace period (not including [[footstool jump]]ing), forcing him to use the move quickly. KO Uppercut also has considerable end lag regardless of whether it hits or not, and its short leap can cause Mac to fall off the stage if used while next to an edge, almost guaranteeing an accidental self destruct if not reacted to. As a result, it is inarguably one of the riskiest, yet most rewarding attacks in the entire series.
Little Mac's special moves also have fairly respectable utility. [[Straight Lunge]] gains distance and power as it charges, deals heavy damage, and boasts light damage-based armor while charging, allowing him to withstand weak attacks before retaliating immediately afterward. As such, it is an effective tool against most [[Neutral attack#Rapid_jabs|rapid jabs]] and multihit moves even while uncharged. The move can also be canceled by shielding, giving it utility for escaping certain combo moves such as [[Witch Twist]], and it can be turned around when released, offering decent mix-up potential and a way to get out of combos. However, Straight Lunge's considerable ending lag limits its offensive utility as it can be easily intercepted or punished, while it's defensive utility depends on the character and the attack. This makes it great defensively against characters with low damage output or with reliance on multihits, such as Sheik or Meta Knight, but it won't help against opponents with high damage output or on single-hit aerials. [[Jolt Haymaker]] propels Mac forward with a leaping punch that travels a fair distance, can be unleashed on command, grants brief [[intangibility]] during start-up, and does not lose power when used in mid-air. This makes it useful for tech-chasing, repositioning, and escaping or punishing laggy moves or projectiles, and making it Mac's only useful KO option while in the air and off-stage. It also does not leave him helpless, making it a much less dangerous recovery move when compared to Little Mac's ''Smash 4'' iteration. [[Rising Uppercut]] grants brief intangibility on start-up and travels fairly high when used on the ground. This makes the move an effective combo breaker; combined with the last hit's high knockback scaling, it has a very fast startup and the fact that it doesn't lose power in the air, is also quite potent out of shield and for scoring aerial KOs. [[Slip Counter]] is an extremely fast [[counterattack]], making it useful for escaping pressure, especially aerial combos. It's also one of the few counters that slide forward before attacking, allowing Little Mac to get close to his opponent or even recover horizontally in response to an edgeguard attempt.


While considerably weaker than the rest of the cast, Little Mac's air game is not completely useless and have limited perks, which can be utilized for initiating short combos. Neutral aerial is by far Little Mac's most effective aerial: it is the fastest aerial attack in the game and can be spammed, making it a decent combo breaker or to interrupt opponents when jumping from ledge. It can combo into itself, drag down opponents with him as a sacrificial K.O. option, and grant niche combo opportunities into other aerials or Rising Uppercut. It also features a slightly disjointed hitbox in Mac's pelvis, which causes weak upward knockback that is surprisingly excellent for combos thanks to the move's autocancel properties, which will allow it to combo into up tilt, up aerial, or Rising Uppercut. Forward aerial is a semi-spike and is decent for combos or edge-guarding, especially against poor recoveries; it can also initiate combos into Jolt Haymaker offstage as a powerful sacrificial KO. Up aerial is very fast and can autocancel in a full hop, allowing it to combo into moves like Rising Uppercut when landing. Back aerial is the worst of its kind in the game, but is a semi-spike, has fair spacing utility, and sets the opponent up for tech chase situations when used close to the ground. Finally, down aerial is an extremely fast, weak [[meteor smash]] that is mainly useful for locking floored opponents who miss a tech, which opens up devastating punishes courtesy of Little Mac's variety of grounded KO moves. It also acts as a highly situational meteor smash, although it is unlikely to be useful outside of surprise gimping.
Lastly, Little Mac has a [[fighter ability|unique mechanic]] in the [[Power Meter]]. Shown over the [[damage meter]], the Power Meter charges by dealing 333% or receiving 100%. When fully charged, Straight Lunge is replaced by the [[Straight Lunge#KO Uppercut|KO Uppercut]], which can KO any character before 40%. KO Uppercut is also [[unblockable]] (barring [[Witch Time]]), boasts fast startup, and leaps slightly into the air (allowing it to catch opponents on low platforms such as {{SSBU|Battlefield}}'s); combined with its immense power, this can quickly turn the tide of a match or further secure a lead if used successfully. However, Mac loses the KO Uppercut if [[tumbling|tumbled]] after a 4 second grace period (not including [[footstool jump]]ing), forcing him to use the move quickly. KO Uppercut also has considerable end lag regardless of whether it hits or not, and its short leap can cause Mac to fall off the stage if used while next to an edge. As a result, it is unarguably one of the riskiest, yet most rewarding attacks in the entire series.
However, his aerials all have short range, poor damage output, and awful KO potential. While his neutral and down aerials can [[auto-cancel]] from a short hop, his forward, back, and up aerials cannot. This leaves Mac incredibly vulnerable in the air, as he has no means of properly defending himself beyond point-blank range without exhausting any of his special moves, which are limited to one use until he touches the ground. The low power of his aerials also makes them ineffective for flinching opponents, and Mac's only aerial KO options are indeed his special moves, which are highly likely to result in [[sacrificial KO]]s if misused off-stage. This also means that Mac is more severely affected by [[stale-move negation]] than most other characters, as he is effectively limited to using little more than half of his moveset in most situations, although his variety of powerful finishers can compensate it to a degree.  


Little Mac sports a mediocre grab game; Mac's pummel is among the fastest, but his grabs, while having average range, have moderate startup lag and noticeable ending lag, and the ending lag and collateral hitboxes for his throws limit their ability to KO or start combos. However, they do have some uses: forward throw can followed into Jolt Haymaker from 0%, but requires a read due to the ending lag; down throw can combo into Rising Uppercut, but has some ending lag and is susceptible to DI; his back throw has decent power and can KO at around 130%, but its collateral hitbox weakens it; up throw can combo into Jolt Haymaker at low to mid percents, and forward throw can tech chase at the same percentages. Unfortunately, this translates to his throws having very limited use, as all of them apart from down throw are only effective for creating space. This severely limits Mac's options when attempting to utilize throws, and makes them a risky prospect in the first place when combined with his average grab attributes.
Despite his incredible strengths, Little Mac is held back by a slew of exploitable weaknesses, with the most notorious being his deliberately ineffective air game. His air attacks have some perks; neutral aerial is the fastest aerial attack in the game, making it a decent combo breaker, and it can combo into itself; forward and back aerials are semi-spikes, with the former being decent for combos or edgeguarding; up aerial is a fast anti-air, and down aerial is an extremely fast [[meteor smash]]. However, his aerials all have short range, poor damage output, and awful KO potential. While his neutral and down aerials can [[auto-cancel]] from a short hop, his forward, back, and up aerials cannot. This leaves Mac incredibly vulnerable in the air, as he has no means of properly defending himself beyond point-blank range without exhausting any of his special moves. The low power of his aerials also makes them ineffective for flinching opponents, and Mac's only aerial KO options are indeed his special moves, which are highly likely to result in [[sacrificial KO]]s if misused off-stage. This also means that Mac is more severely affected by [[stale-move negation]] than most other characters, as he is effectively limited to using little more than half of his moveset in most situations, although his variety of powerful finishers can compensate it to a degree. Mac's weak air mobility and high falling speed make him incredibly susceptible to [[gimp]]s from [[meteor smash]]es, semi-spikes, and even footstool jumps, especially if he doesn't have his double jump. Compounding this, his directional air dodge has the least distance, and his air dodge's ending lag is only average relative to the cast due to the universal changes to air dodges since now the ending lag depends on the character's falling speed and gravity. Thus, it is not only a situational option while in a disadvantaged state, but also poor as a normal recovery move. Mac can grab the ledge by using a directional air dodge if he is close enough, however, allowing him to cover the remaining distance to the ledge, making it very useful if combined with his double jump and special moves.


Alongside these setbacks, Little Mac is further held back by a slew of exploitable weaknesses. As expected, Mac's weak air mobility and high falling speed make him incredibly susceptible to [[gimp]]s from [[meteor smash]]es, semi-spikes, and even footstool jumps, especially if he doesn't have his double jump. Compounding this, his directional air dodge has the least distance in the game, and his air dodge's ending lag is only average relative to the cast due to the universal changes to air dodges, since the ending lag depends on the character's falling speed and gravity. Thus, it is not only a situational option while in a disadvantaged state, but also poor as a normal recovery move. Mac can grab the ledge by using a directional air dodge if he is close enough, however, allowing him to cover the remaining distance to the ledge, making it very useful if combined with his double jump and special moves. His special moves are also considerably less effective while in the air. [[Straight Lunge]] loses much of its power when used in midair, and its long charge time makes it impractical for recovery. Aerial KO Uppercut is also significantly weaker and blockable, although it still has both KO and Recovery potential. While Jolt Haymaker and Rising Uppercut are Little Mac's most effective aerial KO options, they are very poor for recovery, offering poor travel distance, small [[edge sweet spot]]s, and minimal intangibility. Jolt Haymaker does not cause [[helplessness]], allowing Mac to follow up with a wall jump, directional air dodge or Rising Uppercut; however, it travels a mediocre distance and can only be used once before landing or grabbing the [[edge]], leaving Mac one of the most vulnerable characters to edge-guarding as he is unable to use it again if he gets hit. Rising Uppercut loses roughly half its travel distance when used in midair, and while aerial Slip Counter can be a good response to an edge-guard attempt and get Little Mac back on stage, it loses its intangibility, can be predicted, and its end lag if unsuccessful is likely to result in Mac self-destructing or getting gimped by the opponent if used at a low enough altitude. As a result, it is most beneficial to attempt to recover horizontally, rather than vertically, which is nearly impossible depending on if Mac is merely launched, or (semi-)spiked. These traits result in Little Mac having more difficulty with recovering than most other characters, being commonly cited as one of, if not the worst, recovery of the cast overall. While his below-average gravity and high falling speed grant solid vertical endurance for a lightweight, they also make him very vulnerable to combos and juggling. Additionally, the super armor granted by Mac's smash attacks still causes him to take full damage and must be timed carefully to avoid being punished. These traits make Mac extremely prone to momentum shifts; his lacking air game and overall frailty allows opponents to easily combo or even [[zero-to-death]] him after one mistake, even if Mac was otherwise dominating the match.
His special moves are also considerably less effective while in the air. [[Straight Lunge]] loses much of its power when used in midair, and its long charge time makes it impractical for recovery. Aerial KO Uppercut is also significantly weaker and blockable, although it still has KO potential. While Jolt Haymaker and Rising Uppercut are Little Mac's most effective aerial KO options, they are very poor for recovery, offering poor travel distance, small [[edge sweet spot]]s, and minimal intangibility. Jolt Haymaker does not cause [[helplessness]], allowing Mac to follow up with a wall jump, directional air dodge or Rising Uppercut; however, it travels a mediocre distance and can only be used once before landing or grabbing the [[edge]], leaving Mac one of the most vulnerable characters to edgeguarding as he is unable to use it again if he gets hit. Rising Uppercut loses roughly half its travel distance when used in midair, and while aerial Slip Counter can be a good response to an edgeguard attempt and get Little Mac back on stage, it loses its intangibility, can be predicted, and its end lag if unsuccessful is likely to result in Mac self-destructing or getting gimped by the opponent if used at a low enough altitude. These traits result in Little Mac having more difficulty with recovering than most other characters, meaning his recovery is commonly cited as one of, if not the worst overall. While his below-average gravity and high falling speed grant solid vertical endurance for a lightweight, they also make him very vulnerable to combos and juggling. Additionally, the super armor granted by Mac's smash attacks still causes him to take full damage and must be timed carefully to avoid being punished. These traits make Mac extremely prone to momentum shifts; his lacking air game and overall frailty allows opponents to easily combo or even [[zero-to-death]] him after one mistake, even if Mac was otherwise dominating the match.


Because of these issues, his [[neutral game]], while decent, is predictable, and while he has a good approach due to his excellent mobility, Mac relies more heavily than most other characters on his shield and dodges for avoiding damage and general positioning, both of which can be predicted and easily punished if overused. His short range can be problematic against characters with long or [[Hitbox#Overview|disjointed]] attacks. While these issues can be mitigated with Mac's impressive ground speed, he also has trouble dealing with [[camping]]; his super armor and special moves provide options for dealing with projectiles, but he is still forced to approach, as he lacks projectiles of his own. His short jumps and weak aerial attacks also leave Mac especially vulnerable to platform camping, arguably more so than any other character in the game. While Mac is very effective at tech chasing due to his high ground speed, forward throw and wide, semi-spiking down smash, his combo potential is otherwise underwhelming, which combined with his linear neutral can sometimes make it difficult to safely rack up damage despite his attacks' high damage output. As a whole, Little Mac's poor combo game and lack of true KO confirms require him to win neutral exchanges more often in order to succeed, especially when trying to close out a stock since his most reliable KO options cannot be comboed into effectively at higher percentages outside of Jolt Haymaker or Rising Uppercut. Players must also be careful and know when to attack and play defensively, or else Little Mac could quickly lose the neutral game, and find themselves at a significant disadvantage.
Because of these issues, his [[neutral game]], while decent, is predictable, and while he has a good approach due to his excellent mobility, Mac relies more heavily than most other characters on his shield and dodges for avoiding damage and general positioning, both of which can be predicted and easily punished if overused. His short range can be problematic against characters with long or [[Hitbox#Overview|disjointed]] attacks. He also has trouble dealing with [[camping]]; while his super armor and special moves provide options for dealing with projectiles, he is still forced to approach as he lacks projectiles of his own. His short jumps and weak aerial attacks also leave Mac especially vulnerable to platform camping, arguably more so than any other character in the game. While Little Mac has a strong ground game, it has some flaws of its own. Besides his downward angled forward smash and sweetspotted up smash, none of Mac's other moves deal extra [[shield damage]] and also lack shield stun,  making his jab, up tilt, and dash attack especially unsafe against opponents who shield frequently, due to their short [[freeze frames]] despite not having a lot of end lag. Compounding this is Little Mac's mediocre grab game; Mac's pummel is among the fastest, but his grabs, while having average range, have moderate startup lag and noticeable ending lag, and the ending lag and collateral hitboxes for his throws limit their ability to KO or start combos. However, they still have some uses: his down throw can combo into Rising Uppercut, but has some ending lag and it's susceptible to DI; his back throw has decent power and can KO at around 130%, but its collateral hitbox weakens it; up throw can combo into Jolt Haymaker at low to mid percents, and forward throw can tech chase at the same percentages. While Mac is very effective at tech chasing due to his high ground speed, forward throw and wide, semi-spiking down smash, his combo potential is otherwise underwhelming, which combined with his linear neutral can sometimes make it difficult to safely rack up damage despite his attacks' high damage output. As a whole, Little Mac's poor combo game and lack of true KO confirms require him to win neutral exchanges more often in order to succeed, especially when trying to close out a stock since his most reliable KO options cannot be comboed into effectively at higher percentages outside of Jolt Haymaker or Rising Uppercut. His player also must be careful and know when to attack and play defensively, or else Little Mac could lose the neutral game.


Overall, Little Mac excels with a very specific, methodical playstyle that is reminiscent of a real-life boxer; a defensive bait and punish style, that entails keeping constant control of the middle of the stage, capitalizing on the opponent's mistakes, staying on the ground as much as possible, and utilizing his excellent ground mobility to his advantage. Because of his polarizing strengths and weaknesses, players must reach a higher than average level of play than most other fighters in order to use Little Mac effectively: he can be difficult to utilize despite his straightforward fighting style, as his severe disadvantage state forces him to play extremely carefully, despite his high mobility and power. Players must learn to utilize Little Mac's long rolls, fast air and fall speed, and super armor on smash attacks to approach projectile-based opponents, and take advantage of his powerful ground tools to condition opponents to make mistakes.
Overall, Little Mac excels with a very specific playstyle. This playstyle is reminiscent of a real boxer, with a defensive bait and punish style: keeping constant control of the middle of the stage, capitalizing on the opponent's mistakes, staying on the ground as much as possible, and utilizing his excellent ground mobility to his advantage, similarly to his fighting style in ''Punch-Out!!''. Because of his polarizing strengths and weaknesses, players must reach a higher level of play than normal in order to use Little Mac effectively: he can be difficult to utilize despite his straightforward fighting style, as his severe disadvantage state forces him to play carefully despite his high mobility and power. Players must learn to utilize Little Mac's long rolls, fast air and fall speed, and super armor on smash attacks to approach projectile-based opponents, and take advantage of his powerful ground tools to condition opponents to make mistakes.


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Despite being a lower mid-tier character in ''SSB4'', Little Mac has received a mix of buffs and nerfs in the transition to ''Ultimate''. While he has received good improvements both directly and from game engine changes, he also received heavy nerfs to his combo potential, and is mostly harmed by the universal engine changes, compared to most of the cast who benefit from said changes. As a result, he is considered to be nerfed overall.
Despite being a lower mid-tier character in ''Smash 4'', Little Mac has received a mix of buffs and nerfs in the transition to ''Ultimate''. While he has received good improvements both directly and from game engine changes, he also received heavy nerfs to his damage and combo potential. As a result, he is considered to be nerfed overall, and he also is mostly harmed by the universal engine changes, compared to most of the cast who benefit from said changes.


Little Mac's biggest buff involves his notoriously poor [[recovery]]. Previously notorious for having one of the single worst recoveries in the game, it has been extended and has greater mix-up potential due to readdition of directional [[air dodge]]s, [[Jolt Haymaker]] no longer causing [[helpless]]ness while traveling more distance, and [[KO Uppercut]] granting recovery distance in midair. His attributes have also been modified, as he now has a considerably faster [[air speed]] which helps him recover easier, higher jumps which no longer make him as vulnerable to platform [[camping]] (while also improving his recovery), and the second-highest [[falling speed]] which makes it easier for him to return to the ground. His higher weight not only improves his endurance, but also allows him to benefit from [[rage]] more effectively despite its weakening, making him harder to KO when combined with his longer recovery.
Little Mac's biggest buff involves his notoriously poor [[recovery]]: it has been extended and has greater mixup potential due to readdition of directional [[air dodge]]s, [[Jolt Haymaker]] no longer causing [[helpless]]ness while traveling more distance, and [[KO Uppercut]] granting recovery distance in midair. His attributes have also been modified, as he now has a considerably faster [[air speed]] which helps him recover easier, higher jumps which no longer make him as vulnerable to platform [[camping]] (while also improving his recovery), and the second-highest [[falling speed]] which makes it easier for him to return to the ground. His higher weight not only improves his endurance, but also allows him to benefit from rage more effectively despite its weakening, making him harder to KO when combined with his longer recovery.


Among other buffs, some of Little Mac's ground moves have been improved. His [[neutral attack]] is even faster, can jab cancel with more ease, and can now jab [[lock]]. His [[forward tilt]] connects better on aerial opponents, and [[down tilt]] has more range. All versions of [[forward smash]] have lost their blindspots, and [[up smash]] has more active [[super armor]] frames. [[Straight Lunge]] now gains damage while charging, can now be shield-canceled, can be turned around if needed, and deals a consistent 30% when fully charged. Aside from its helpless state being removed, Jolt Haymaker also has significantly improved safety on hit. The aerial version of [[KO Uppercut]] now has more knockback, improving its KO power (though it remains a highly situational KO option). His grabs have also received much more range and have lost their previous blindspots, no longer being the shortest in the game.
Among other buffs, some of Little Mac's ground moves have been improved: his [[neutral attack]] is even faster, can jab cancel with more ease, and can now jab [[lock]]. His [[forward tilt]] connects better on opponents in the air, and [[down tilt]] has more range to the point it outranges some swordfighter's down tilts, such as Meta Knight or Ike. All versions of [[forward smash]] have lost their blind spots, and [[up smash]] has more active [[super armor]] frames. [[Straight Lunge]] now gains damage while charging, can now be shield-canceled, can be turned around if needed, and deals a consistent 30% when fully charged. Aside from its helpless state being removed, Jolt Haymaker also has significantly improved safety on hit. The aerial version of [[KO Uppercut]] also has more knockback, allowing it to KO reliably. His grabs have also received much more range and have lost their previous blind spots, making them much more reliable. Some of his attacks also no longer have a sour spot on Little Mac's arm, causing them to deal consistent damage and knockback.


Little Mac also benefits heavily from some of the universal changes. Since the alterations to grounded movement have returned some of the aspects of [[dash dancing]], this grants Little Mac one of the game's best dash dances. The ability to [[dash cancel]] into any grounded attack and the introduction of [[spot dodge]] canceling arguably benefit him more than any other fighter, as not only he now has access to all his grounded options at any time, he is able to avoid most laggy [[punishment]] options and retaliate immediately with his strong grounded game; both of these changes improve his hard punish game. The changes to [[shieldstun]] make it easier for him to punish aerial approaches [[out of shield]] and make his grounded attacks safer, benefitting his ground-based playstyle, while this is complemented by the universal nerfs to grabs and [[shield grab]]s, which now make him more difficult to punish out of shield without a sufficiently ranged move. The nerfs to defensive options ([[shield]]ing, air dodges, [[roll]]s, and spot dodges) further improve his pressure ability and punish game, while he still possesses some of the best defensive options of the cast. Finally, the changes to [[jostle]] mechanics now make his attacks easier to sweetspot and much harder to whiff up close, such as Straight Lunge's infamous whiffs at point-blank range in ''SSB4''.
Little Mac also benefits heavily from some of the universal changes: since the alterations to grounded movement have returned some of the aspects of [[dash dancing]], this grants Little Mac one of the game's best dash dances. The ability to [[dash cancel]] into any grounded attack and the introduction of [[spot dodge]] canceling arguably benefit him more than any other fighter, as not only he now has access to all his grounded options at any time, he is able to avoid most laggy [[punishment]] options and retaliate immediately with his strong grounded game; both of these changes improve his hard punish game. The changes to [[shieldstun]] make it easier for him to punish aerial approaches [[out of shield]] and make his grounded attacks safer, benefitting his ground-based playstyle, while this is complemented by the universal nerfs to grabs and [[shield grab]]s, which now make him more difficult to punish out of shield without a sufficiently ranged move. The nerfs to defensive options ([[shield]]ing, air dodges, [[roll]]s, and spot dodges) further improve his pressure ability and punish game, while he still possesses some of the best defensive options of the cast. Finally, the changes to [[jostle]] mechanics now make his attacks much harder to whiff up close, such as Straight Lunge's infamous whiffs at point-blank range in ''Smash 4'', although it very rarely can still happen.


However, the nerfs Little Mac has received to his strong grounded game and Jolt Haymaker are harsh enough to eclipse his useful buffs. His best moves for racking up damage are weaker as his neutral attack, the infinite and up tilt all deal less damage (with the latter being less safe at low percents); the former no longer has [[Priority#Moves that cannot rebound|anti-rebounding priority]], while the latter's lower damage makes it less likely to out-prioritize attacks. [[Down tilt]] has more ending lag, reducing its combo potential, especially beyond low percents and weakening most of his damage racking abilities while either narrowing or outright removing some of its KO confirms. Down throw has altered and increased knockback, making it better for combos at low percentages, but worse at high ones. As a result of these changes, Little Mac's grounded game has actually become worse despite his much easier access to his options, as he now has to deal slightly more hits and his moves have less followup potential, while he still lacks useful moves to edgeguard or attack offstage opponents with, apart from down tilt, [[down smash]], and the newly buffed Jolt Haymaker. His recovery has also ironically become less consistent than before, as Jolt Haymaker can now only be used once before landing, making misuse or interception of it usually fatal for him; as a result, his offstage survivability still weighs on the opponent predicting one of few options he is able to use while recovering, especially his double jump.
However, the nerfs Little Mac has received to his strong grounded game and Jolt Haymaker is harsh enough to eclipse his useful buffs. His best moves for racking up damage are weaker as his neutral attack, the infinite and up tilt all deal less damage (with the latter being less safe at low percents), and the former no longer has anti-rebounding priority, while his [[down tilt]] has more ending lag, reducing its combo potential, especially beyond low percents; the latter nerf is especially notable since it weakens or outright removes most of his damage racking abilities and kill confirms. His weaker up tilt also makes it less likely to out-prioritize attacks (since it offers [[Priority#Moves that cannot rebound|anti-rebounding priority]]). Down throw has altered and increased knockback, making it better for combos at low percentages, but worse at high percents. As a result of these changes, Little Mac's grounded game has actually become worse despite his much easier access to his options, as he now has to deal more hits and his moves have less followup potential, while he still lacks useful moves to edgeguard or attack offstage opponents with, apart from the newly buffed Jolt Haymaker and [[down smash]]. His recovery has also ironically become less consistent than before, as Jolt Haymaker can now only be used once before landing, making misuse or interception of it usually fatal for him.


In addition, despite some of the universal changes improving Little Mac, other indirect changes have harmed him just as much. The increased damage on [[edge attack]]s (since they now deal more than 8% throughout the cast) means Straight Lunge's armor can no longer withstand them, removing a mind game option. The nerfs to defensive options to become stale if overused, while letting Little Mac punish opponents more easily, make his defense more exploitable due to his awful aerial game making him reliant on dodges and shielding. The limitation to a single air dodge until a character gets hit or lands on the ground, as well as the higher ending lag on one, is especially notable, as this makes him even more susceptible to juggling if his air dodge is misused, and much more susceptible to [[gimp]]ing despite his improved recovery, as combined with the ability to use Jolt Haymaker once before landing makes it difficult to fully extend his recovery. The changes to jostle mechanics, while making his moveset more consistent, make it easier to corner Little Mac and read his fairly linear [[approach]]. However, the removal of [[perfect pivot]]ing, the universal reduction of [[jumpsquat]]s and [[landing lag]] are the changes that hinder him more than any other character: the former change eliminates his extremely strong micro spacing tactics, while the changes to dash-canceling do not fully compensate for this; the latter two changes benefit his terrible aerial game far less while strengthening most of the cast's aerial games to varying degrees, making him more vulnerable to combos and aerial rushdowns and limits him more to shielding a move or directly contesting them by making use of his smash attacks' super armor to muscle through them, which can be risky.
In addition, despite some of the universal changes improving Little Mac, other indirect changes have harmed him just as much. The increased damage on [[edge attack]]s (since they now deal more than 8% throughout the cast) means Straight Lunge's armor can no longer withstand them, removing a mind game option. Since defensive options have been nerfed to become stale if overused, while Little Mac can punish opponents more easily, his defense is more exploitable since his awful aerial game makes him reliant on dodges and shielding. The limitation to a single air dodge until a character gets hit or lands on the ground, as well as the higher ending lag on one, is especially notable, as this makes him even more susceptible to juggling if his air dodge is misused, and much more susceptible to [[gimp]]ing despite his improved recovery, as combined with the ability to use Jolt Haymaker once before landing makes it difficult to fully extend his recovery. The changes to jostle mechanics, while making his moveset more consistent, make it easier to corner Little Mac and read his fairly linear [[approach]]. However, the removal of [[perfect pivot]]ing, the universal reduction of [[jumpsquat]]s and [[landing lag]] are the changes that hinder him more than any other character; the former change eliminates his extremely strong micro spacing tactics, while the changes to dash-canceling do not fully compensate for this. Meanwhile, the latter two changes benefit his terrible aerial game far less while strengthening most of the cast's aerial games to varying degrees, making him more vulnerable to combos and aerial rushdowns, which limits him more to shielding a move or directly contesting them by making use of his smash attacks’ super armor to muscle through them, which can be risky.


Overall, despite some changes to Little Mac's awful recovery, safety on shield and the ability to dash cancel moves, Little Mac has lost many of the tools that made him effective in the previous game such as his deadly hit confirms, and is now forced to contend with the rest of the cast's improvements due to the revamped game physics, which leads to a less rewarding and much more patient playstyle then ever before. All of this amounts to Little Mac performing worse than he did in ''SSB4''.
Overall, despite some changes to Little Mac's awful recovery and the ability to dash cancel moves, Little Mac has lost many of the tools that made him effective in the previous game. Compared to ''Smash 4'', he is considered to be one of the most nerfed characters in the transition. Little Mac's perception within the competitive community has been negative since the game's release, in spite of dedicated mains (including {{Sm|Kwaz}} and {{Sm|Tarakotori}}) who consistently meet respectable results with him at regional tournaments and some outstanding placements in nationals, but his representation is virtually non-existent in comparison to almost all other characters. As such, while some top players have ranked him above dead last in their personal tier lists, most maintain that Little Mac is a bottom-tier character and arguably the worst in the game alongside {{SSBU|Ganondorf}}.


{{SSB4 to SSBU changelist|char=Little Mac}}
{{SSB4 to SSBU changelist|char=Little Mac}}


==Update history==
==Update history==
Little Mac received a mix of buffs and nerfs via game updates, but was buffed overall. Although update 2.0.0 granted inconsequential buffs to his neutral and up aerials, update 3.1.0 noticeably improved him in a number of ways. Neutral attack, in particular, was buffed in three distinct ways. Its hits connect better thanks to improved ranges and, more notably, its first and second hits had their ending lag reduced to the point that it and {{SSBU|Mr. Game & Watch}}'s neutral attack are currently the only ones in ''Ultimate'' that are capable of [[jab cancel]]ing reliably. Most notably, neutral attack gained an unintentional mechanic that decreased the ending lag of its third hit by 10 frames if it was inputted manually. This oversight gave his neutral attack the ability to combo into itself (via [[dash-canceling]]), forward smash, grab, and [[Jolt Haymaker]] at low to medium percentages. The sheer effectiveness of this mechanic even resulted in {{Sm|Sol}}, a pioneer of Little Mac's metagame in ''SSB4'', christening it the "Dreamland Express" as proposed by his Twitch chat.
Little Mac has received a mix of buffs and nerfs via game updates, but has been buffed overall. Although update 2.0.0 granted inconsequential buffs to his neutral and up aerials, update 3.1.0 noticeably improved his ground game. Neutral attack was heavily improved in three distinct ways. Its hits connect better thanks to improved ranges and, more notably, its first and second hits had their ending lag reduced to the point that it and {{SSBU|Mr. Game & Watch}}'s neutral attack are currently the only ones in ''Ultimate'' that are capable of [[jab cancel]]ing reliably. Forward tilt connects much better against airborne opponents, which was a notorious flaw that remained unaddressed throughout ''SSB4''{{'}}s lifespan. Down tilt's range was increased to the point that it is actually on par with {{SSBU|Mii Swordfighter}}'s and out-ranges {{SSBU|Ike}}'s, while the duration of up smash's [[super armor]] was increased.
 
In addition to neutral attack, Little Mac's ground game was buffed in a few other ways. Forward tilt connects much better against airborne opponents, which was a notorious flaw that remained unaddressed throughout ''SSB4''{{'}}s lifespan. Down tilt's range was increased to the point that it is actually on par with {{SSBU|Mii Swordfighter}}'s and out-ranges {{SSBU|Ike}}'s. Up smash gained more [[super armor]] frames, although its active frames were shortened unintentionally.


[[Jolt Haymaker]] received an additional hitbox that increased its vertical range; this not only improved its utility as a follow-up from down tilt, but also enables its grounded version to hit opponents on {{SSBU|Battlefield}}'s low platforms. KO Uppercut, [[Slip Counter]] and uncharged [[Straight Lunge]] had their ending lag reduced by varying amounts. Lastly, Little Mac indirectly benefits from the update's changes to shield damage for projectiles, as they make it somewhat easier for him to handle camping.
[[Jolt Haymaker]] received a new hitbox that increased its vertical range, thus allowing its grounded version to hit opponents on {{SSBU|Battlefield}}'s low platforms. KO Uppercut, [[Slip Counter]] and uncharged [[Straight Lunge]] had their ending lag noticeably reduced by varying amounts. Lastly, Little Mac indirectly benefits from the update's changes to shield damage for projectiles, as they make it somewhat easier for him to handle camping.


The Dreamland Express was removed in update {{SSBU|4.0.0}}. While the other buffs that Little Mac gained in update 3.1.0 were still worthwhile, the removal of the Dreamland Express was still a significant hindrance to his combo potential and his perception in the competitive scene. Following this, update 7.0.0 enlarged Little Mac's shield as part of a near-universal buff, which decreased his vulnerability to [[shield stab]]bing. Update 8.0.0 increased the ending lag of both his [[Floor attack|trip attack]] and backward [[rolling tech]] by 1 frame apiece, which standardized them with the rest of the cast's. Update 11.0.0 undid update 3.1.0's unintended nerf to up smash's active frames.
Update 3.1.0 also introduced an unintentional mechanic that decreased the ending lag of neutral attack's third hit by 10 frames if it was inputted manually. This oversight gave his neutral attack the ability to combo into itself (via [[dash-canceling]]), forward smash, grab, or [[Jolt Haymaker]] at low to medium percents. The sheer effectiveness of this mechanic even resulted in {{Sm|Sol}}, a pioneer of Little Mac's metagame in ''SSB4'', christening it the "Dreamland Express" as proposed by his Twitch chat. Although update 4.0.0 removed this mechanic, it is not enough to eclipse the other buffs that update 3.1.0 granted Little Mac in the first place.


After an absence of changes, Little Mac received a number of useful buffs via update 13.0.0. Up tilt gained more hitstun, which made it safer on hit and improved its combo potential, particularly into [[Rising Uppercut]] for a consistent KO confirm. On a related note, grounded Rising Uppercut gained more knockback, which improved its KO potential. Downward angled forward smash's shield damage output was increased, which helps Mac further pressure the opponent. Uncharged Straight Lunge's knockback was increased, its ending lag was decreased, and it gained the ability to be unleashed and canceled earlier. Altogether, these buffs collectively improve its safety, mix-up, and KO potentials. Lastly, Slip Counter's damage multiplier was increased to the point that it is on par with [[Gut Check]] and [[Counter Throw]] as the second-most damaging [[counterattack]] in the game.
In update 7.0.0, Little Mac was among the numerous characters whose shields were enlarged, which decreased his vulnerability to [[shield stab]]bing. Most recently, update 8.0.0 increased the ending lag of both his [[Floor attack|trip attack]] and backward [[rolling tech]] by 1 frame apiece, which standardized them with the rest of the cast's.


Overall, Little Mac fares better than he did at the launch of ''Ultimate'', thanks to his buffs granting him more potential set-ups, improved consistency, and slightly safer offense.  
Overall, Little Mac's buffs have expanded the utility of his moveset by granting him more potential set-ups, improving his consistency, and making his offense slightly safer. Sol has notably viewed the buffs as sufficient enough to render Mac better than he was in ''SSB4'',<ref>[https://twitter.com/Solreth/status/1134386416111296512]</ref> although he made this statement before the Dreamland Express was removed. However, how these buffs will affect him the long run remains to be seen.


'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
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'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
{{UpdateList (SSBU)/8.0.0|char=Little Mac}}
{{UpdateList (SSBU)/8.0.0|char=Little Mac}}
'''{{GameIcon|ssbu}} {{SSBU|11.0.0}}'''
{{UpdateList (SSBU)/11.0.0|char=Little Mac}}
'''{{GameIcon|ssbu}} {{SSBU|13.0.0}}'''
{{UpdateList (SSBU)/13.0.0|char=Little Mac}}


==Moveset==
==Moveset==
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|neutralcount=3
|neutralcount=3
|neutralinf=y
|neutralinf=y
|neutralname=Left Jab ({{ja|左ジャブ|Hidari Jabu}}) / Right Hook ({{ja|右フック|Migi Fukku}}) / Left Uppercut ({{ja|左アッパーカット|Hidari Appākatto}}) / Rush ({{ja|ラッシュ|Rasshu}}) / Right Uppercut ({{ja|右アッパーカット|Migi Appākatto}})
|neutralname=&nbsp;
|neutral1dmg=1.5%
|neutral1dmg=1.5%
|neutral2dmg=1.5%
|neutral2dmg=1.5%
|neutral3dmg=5%
|neutral3dmg=5%
|neutralinfdmg=0.5% (loop), 3% (last)
|neutralinfdmg=0.5% (loop), 3% (last)
|neutraldesc=A left-handed jab, followed by a right-handed hook, followed by a left-handed uppercut. If the button is mashed, Little Mac will perform an extremely fast flurry of alternating punches, followed by a right-handed uppercut. Holding the attack button will have Little Mac repeat the first hit rapidly. Like in ''[[Super Smash Bros. 4]]'', it is one of the fastest attacks in the game, due to its first hit coming out on frame 1. As a result, it is excellent at interrupting opponents who are very close or at point-blank range, although it is held back by its mediocre range. The first two hits can [[lock]] a prone character, although this is difficult to perform on most characters due to the positions of the first two hits' hitboxes. The first two hits also have very low ending lag, allowing for reaction-based reads or the ability to [[jab cancel]] into [[Rising Uppercut]]. As of update 3.0.1, neutral attack is one of the very few of its kind that is capable of jab canceling reliably. Most notably, its combo into Rising Uppercut functions as a useful [[Kill confirm|KO confirm]] at high percentages; the second hit is most effective beginning at 145%, and the first hit is most effective past 200%. Although this combo is potent, it can be shielded safely with proper timing. Neutral attack's third hit can combo into dash attack, forward smash and [[Jolt Haymaker]] (when the special button is inputted again after its initial input) at very low percentages, but these combos require a read. Neutral infinite racks up damage quickly and is much more consistent it was than in ''SSB4'', although opponents can likely escape it if they are too far away from Little Mac.
|neutraldesc=A left-handed jab, followed by a right-handed hook, followed by a left-handed uppercut. If the button is mashed, Little Mac will perform an extremely fast flurry of alternating punches, followed by a right uppercut. Holding the attack button will have Little Mac repeat the first hit rapidly. Like in ''Smash 4'', it is one of the fastest attacks in the game, with the first hit coming out on frame 1. As a result, it is an excellent point-blank interrupting tool. The first two hits can [[lock]] floored characters, although this is difficult to perform on most characters due to the move's height. The first two hits have very low ending lag, allowing either to [[jab cancel]] into [[Rising Uppercut]]; this acts as a KO combo at various percents, with hit 2 working past around 145%, and hit 1 working past 200%. However, this combo can be safely shielded.
|ftiltname=One-Two Punch ({{ja|ワン・ツーパンチ|Wan Tsū Panchi}})
|ftiltname=&nbsp;
|ftiltdmg=4% (hit 1), 8% (hit 2)
|ftiltdmg=4% (hit 1), 8% (hit 2)
|ftiltdesc=A {{iw|wikipedia|one-two combo}}. It has very minimal startup (frame 4) and links reliably into the second hit. The second hit is very powerful, enough to KO {{SSBU|Mario}} at 90% while near the edge of {{SSBU|Final Destination}}, making it one of the strongest forward tilts in the game. It also has anti-rebounding priority and the longest range among Little Mac's tilt attacks, due to Mac moving slightly forward during both hits (especially the first one). As a result, it is useful for netting KOs, especially when dash canceled and with [https://www.youtube.com/watch?v=VCNqH7a3hfQ pivot canceling], allowing it to punish attacks from more than half of Final Destination away. However its shield safety is lacking, which makes it punishable. It heavily resembles the one-two combo Little Mac uses as an [[Assist Trophy]] in ''[[Super Smash Bros. Brawl]]'', and vaguely resembles Piston Hondo's Hondo Rush in the NES and Wii versions of ''Punch-Out!!''
|ftiltdesc=A {{s|wikipedia|one-two combo}}. The first hit leads into the second hit, which deals excellent knockback that can KO {{SSBU|Mario}} from the edge of [[Final Destination]] at 90%. Due to the first hit coming out at frame 4 and the second at frame 12, it's extremely fast while also being one of the strongest forward tilts in the game. It also has anti-rebounding priority and the longest range of his tilts due to Mac moving slightly forward during both hits, especially the first, making it useful out of a dash, especially coupled with [https://www.youtube.com/watch?v=VCNqH7a3hfQ pivot canceling], being able to punish attacks from more than half of Final Destination away. However, this makes the move inconsistent at high percents. As of patch 3.1.0, the second hit connects more reliably on opponents in the air, unlike in ''SSB4''. It somewhat resembles the Hondo Rush, a technique used by Piston Hondo in the NES and Wii versions of ''Punch-Out!!''
|utiltname=Anti-Air Knuckle ({{ja|アンチエアナックル|Anchi Ea Nakkuru}})
|utiltname=&nbsp;
|utiltdmg=6.5%
|utiltdmg=6.5%
|utiltdesc=An overhead arcing backfist. It has very minimal startup (frame 4) and ending lag alongside anti-rebounding priority. It covers the entirety of Little Mac's body and a wide arc above him, which allows him to use it as a quick option to punish overhead attacks or rolls. Up tilt has low knockback; when coupled with its fast overall speed and anti-rebounding priority, these traits collectively make it one of Little Mac's most useful combo options. Its combo potential is even more noticeable during its final active frames, with some combos (such as reversed [[KO Uppercut]] or Rising Uppercut at specific KO percentages) being true only during the final frames. Up tilt combos into itself at low percentages, and into KO Uppercut and Rising Uppercut at low to medium percentages if the opponent is close to him. It can also combo into forward tilt, down tilt, his smash attacks and Jolt Haymaker, depending on an opponent's reaction. Due to Little Mac ducking during up tilt, it also can enable him to low profile some aerials and projectiles. This allows it to be used as a dash canceled approach option, and can make direct punishes challenging for some characters. Although up tilt is unsafe on hit and on shield at very low percentages, this flaw has been mostly alleviated by its hitstun being higher as of update 13.0.0. In addition to becoming slightly safer, up tilt has improved combo potential; most notably, its combo into Rising Uppercut is a consistent KO confirm due to update 13.0.0 also increasing Rising Uppercut's knockback growth. It resembles Don Flamenco's Twirling Backhand (albeit performed vertically instead of horizontally), which is used during Title Defense Mode in the Wii version of ''Punch-Out!!''
|utiltdesc=An overhead arcing backfist. Very fast, coming out on frame 4 and has low ending lag. It covers the entirety of Little Mac's body and a wide arc above him, which allows him to use it as a quick option to punish overhead attacks or rolls. One of Little Mac's combo starters, up tilt has anti-rebounding priority, low knockback and speed. The back hit combos better due to Mac having less end lag. Combos into itself at low percents, and [[Rising Uppercut]] or [[KO Uppercut]] at low/mid percents if the opponent is close to him. It can also lead to tilts or smash attacks depending on an opponent's reaction. However, it is unsafe on hit at very low percents, and has questionable shield safety, but due to Little Mac ducking during the move, it also can low profile some aerials and projectiles, allowing its use as an approach tool, and making direct punishes challenging for some characters. 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=Leg Blow ({{ja|レッグブロー|Reggu Burō}})
|dtiltname=&nbsp;
|dtiltdmg=8%
|dtiltdmg=8%
|dtiltdesc=A crouching hook. It has very minimal startup (frame 3) and ending lag alongside anti-rebounding priority. Although its formidable combo potential has been toned down since ''SSB4'' due to its higher ending lag, it remains a useful combo option. It can combo into itself, forward tilt and up tilt at 0%, can combo into Jolt Haymaker consistently at medium percentages, and can even be used as a frame trap into dash attack, his smash attacks, forward aerial, and dash canceled Rising Uppercut. It can also combo into KO Uppercut at extremely specific percentages (usually at ≈60%), although the window can widen significantly (down to 40%) it Little Mac has a sufficient level of [[rage]]. Otherwise, it is mainly used to force opponents into a landing situation for Little Mac to capitalize on. As of update 3.1.0, down tilt's hitbox on Little Mac's fist is disjointed to the point it is on par with {{SSBU|Mii Swordfighter}}'s and out-ranges {{SSBU|Ike}}'s. As a result, it can reach low enough to hit edge-hanging opponents, which allows it to punish edge stalling by comboing into Jolt Haymaker, forward tilt, or KO Uppercut for a KO confirm. Overall, it is one of Little Mac's most useful neutral options due to its combo potential, speed, range and relative safeness on shield compared to the rest of his attacks.
|dtiltdesc= A crouching {{s|wikipedia|short straight-punch}}. Like his neutral attack and tilts, it has anti-rebounding priority and has an extremely fast startup at frame 3. However, it has lost part of its formidable combo potential from ''Smash 4'' due to its higher ending lag. However, it is still good for combos, since it still possesses its vertical angle, can combo into tilts at 0%, and has consistent combos at mid percents into [[Jolt Haymaker]], and can frame trap into forward aerial, dashing Rising Uppercut, dash attack, and smash attacks. Can confirm into KO Uppercut at extremely specific percents, usually around 60, although the window can widen a lot (down to 40%) with rage. Otherwise, it is mainly used to force opponents into a landing situation for Mac to capitalize on. As of patch 3.1.0, down tilt's range now exceeds those of some swordfighters, now being on par with {{SSBU|Mii Swordfighter}}'s and longer than {{SSBU|Ike}}'s due to a disjoint on the hitbox on Mac's fist, giving it impressive range. It is one of Mac's main neutral tools due to its combo potential, speed, range, and relative safeness on shield compared to the rest of his attacks. It can also 2-frame which can lead to Jolt Haymaker or KO Uppercut for a kill confirm.
|dashname=Hammer Punch ({{ja|ハンマーパンチ|Hanmā Panchi}})
|dashname=&nbsp;
|dashdmg=10%
|dashdmg=10%
|dashdesc=A lunging {{iw|wikipedia|overhand|boxing}}. It is fast for a dash attack (frame 7), covers a decent distance, and can be a situational KO option, having enough knockback to KO Mario at 136% while near the edge of Final Destination, thus making it moderately strong for a dash attack. It can also hit opponents hanging on edges, and due to its generous hitbox, finds a lot of use trapping opponents on an edge. However, due to its lack of shieldstun, it is notoriously punishable on shield, however, it can [[cross-up]] most of the cast on shield. The angle is different for each of the three hitboxes, with the close hit being notable for its ability to combo into KO Uppercut. It can combo into itself at low percentages. It resembles the attack portion of Von Kaiser's Spin Attack, which is used during Title Defense Mode in the Wii version of ''Punch-Out!!''
|dashdesc=A lunging {{iw|wikipedia|overhand|boxing}}. It is fast for a dash attack (frame 7), travels a decent distance, and can be a situational burst KO option, having enough knockback to KO Mario at 136% from the edge of Final Destination, thus making it moderately strong for a dash attack. It can also hit opponents hanging on ledges, and due to its generous hitbox, finds a lot of use trapping opponents on ledge. However, due to its lack of shieldstun, it is notoriously punishable on shield, however it can cross up most of the cast on shield. The angle is different for the 3 frames in which the hitbox is active, as it launches at an 80-degree angle at frame 7, 70 at frame 8, and 60 at frame 9. It can combo into itself at low percents. It heavily resembles Von Kaiser's "Von Kaiser Wave," a dashing overhand punch used during his Title Defense battle in the Wii version of ''Punch-Out!!''
|fsmashangles=3
|fsmashangles=3
|fsmashname=Smash Uppercut ({{ja|スマッシュアッパーカット|Sumasshu Appākatto}}) / Straight Smash ({{ja|スマッシュストレート|Sumasshu Sutorēto}}) / Smash Body Hook ({{ja|スマッシュボディフック|Sumasshu Bodi Fukku}})
|fsmashname=Straight Smash
|fsmashupdmg={{ChargedSmashDmgSSBU|20}} (fist), {{ChargedSmashDmgSSBU|18}} (arm)
|fsmashupdmg={{ChargedSmashDmgSSBU|20}} (fist), {{ChargedSmashDmgSSBU|18}} (arm)
|fsmashsidedmg={{ChargedSmashDmgSSBU|20}} (fist), {{ChargedSmashDmgSSBU|18}} (arm)
|fsmashsidedmg={{ChargedSmashDmgSSBU|20}} (fist), {{ChargedSmashDmgSSBU|18}} (arm)
|fsmashdowndmg={{ChargedSmashDmgSSBU|24}}
|fsmashdowndmg={{ChargedSmashDmgSSBU|24}}
|fsmashdesc=Steps forward and throws one of three right-handed punch variations, depending on which angle the [[control stick]] is tilted. It is active on frame 14 (15 if angled down) and has a moderate amount of ending lag (26 frames), making it deceptively fast in spite of its power. Little Mac also rushes forward before the hitbox becomes active; while this gives it deceptively good range, the hitboxes do not reach far in front of him. It is quite versatile for a smash attack in general: each directional input modifies its function significantly and thus allows Little Mac options to inflict a powerful horizontal or vertical blow, or inflict heavy damage and/or shield damage.
|fsmashdesc=Steps forward and throws one of three right-handed punch variations, depending on which angle the [[control stick]] is tilted. It's active on frame 14 (15 if angled down) and has a moderate amount of ending lag (26 frames of lag), making it surprisingly fast for its power. Little Mac also rushes forward during before the hitbox becomes active, giving it deceptively good range, but the hitboxes don't reach far in front of him. It's pretty versatile for a forward smash or smash attack in general, as each directional input behaves almost like different moves as opposed to other forward smashes just changing their angle of attack, allowing Little Mac options for powerful knockback either horizontally or vertically, or dealing heavy damage or shield damage.
''Up'': An uppercut. It launches opponents vertically, has the largest hitbox out of all three punch variations, and grants [[super armor]] on frames 8-15. Altogether, these traits make it the easiest variation to land as well as a useful anti-air attack. It is powerful and launches vertically to the point that it KOs Mario at 102%, allowing it to finish off fighters who have poor vertical endurance. On opponents at 0% (or at very low percentages with rage), should Little Mac use his armor to break through an attack and successfully connect this move, [https://www.youtube.com/watch?v=t4DJNmgJDm8&t=20s it can frame trap opponents into many vertical moves, including KO Uppercut], due to the [[Special Zoom]] giving Little Mac extra hit advantage. On certain characters at very low percents and with no DI/DI in, a second forward smash can connect if the opponent uses a slow out-of-shield option or aerial. On {{SSBU|Battlefield}} at very low percentages, it can also set up a [[tech-chase]] if the hit opponent lands on a platform. It resembles Little Mac's Star Punch and One-Star Punch in the NES and Wii versions of ''Punch-Out!!'', respectively.
''Up'': An uppercut. It launches opponents vertically and has the largest hitbox out of all three punch variations, which makes it the easiest to connect while also being a good anti-air. It does powerful vertical knockback that KOs Mario at 102%, allowing it to finish off fighters with poor vertical endurance. It also grants super armor on frames 8-15. On opponents at 0 percent (or at extremely low percents with rage), should Little Mac armor an attack and successfully connect this move, [https://www.youtube.com/watch?v=t4DJNmgJDm8&t=20s it can frame trap opponents into many vertical moves including KO Uppercut], due to the [[Special Zoom]] giving Little Mac extra hit advantage. It resembles Little Mac's Star Punch and One-Star Punch in the NES and Wii versions of ''Punch-Out!!'', respectively.


''Forward'': A cross. It has the highest knockback growth out of all three punch variations, KOing Mario at 89% at center-stage. This makes it the most reliable out of the three in regard to KOing. It also grants super armor on frames 8-15. It heavily resembles the cross Little Mac hits King Hippo with during the cutscene in which he defeats Hippo in the Wii version of ''Punch-Out!!''
''Forward'': A cross. It has the highest knockback scaling out of all three punch variations, KOing Mario from center-stage at 89%. This makes it the most reliable out of the three in regard to KOing. It also grants super armor on frames 8-15. It is based on the cross Little Mac hits King Hippo with during the cutscene in which he defeats Hippo in the Wii version of ''Punch-Out!!''


''Down'': A body hook. It deals the most damage out of all three punch variations, and its high [[shieldstun]] makes it safer on shield than the other two punch variations. It is among the most damaging forward smashes in the game, on par with {{SSBU|Ganondorf}}'s and surpassed only by {{SSBU|King Dedede}}'s and {{SSBU|Kazuya}}'s. As of update 13.0.0, its [[shield damage]] output has increased to the point that when uncharged, it will break shields if it is followed by down tilt. Conversely, it will instantly break a full shield when it is fully charged. It also grants super armor on frames 9-15. However, it has very low knockback growth; while this makes it unable to KO at realistic percentages, it can be used to set up a tech-chase because of its very low launching angle.
''Down'': A body hook. It deals the most damage out of all three punch variations, 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 it deals heavy shield damage, allowing it to deplete more than half a shield. It also grants super armor on frames 9-15. Down-angled forward smash has a very low angle, and coupled with its extremely low knockback allows it to set up many [[Tech-chasing]] situations.
|usmashname=Dynamite Uppercut ({{ja|ダイナマイトアッパーカット|Dainamaito Appākatto}})
|usmashname=&nbsp;
|usmashdmg={{ChargedSmashDmgSSBU|21}} (clean), {{ChargedSmashDmgSSBU|16}} (late)
|usmashdmg={{ChargedSmashDmgSSBU|21}} (clean), {{ChargedSmashDmgSSBU|16}} (late)
|usmashdesc=An uppercut. Its first frame is indicated by a spark generated by Little Mac dragging his fist against the stage before throwing the uppercut. This portion of the hitbox is a sweetspot that possesses a [[flame]] effect; the sweetspot inflicts significant shield damage (to the point of breaking a shield at full health when it is fully charged) and makes up smash among the strongest smash attacks of its kind in the game. Its sourspot also makes it useful for aerial protection and for KOing, thanks to its respectable damage output, high knockback growth, and hitbox position. Despite its power, it is also fast for a smash attack, due to it coming out on frame 10. However, it has the highest amount of ending lag (34 frames) out of Little Mac's grounded moves, which makes it punishable if it is used carelessly. Despite its appearance, it also only hits in front of Little Mac, but it has good vertical range: it reaches high enough to challenge opponents standing on the bottom platforms of {{SSBU|Battlefield}}, yet also starts low enough to reach some opponents on an edge. It also grants super armor on frames 8-13.
|usmashdesc=A wide uppercut. Its first frame is highlighted by a spark, which acts as a sweetspot that possesses a [[flame]] effect and deals significant shield damage (breaking a shield at full health if fully charged) and is among the strongest up smashes in the game. Its sourspot also makes it useful for aerial protection and for KOing, thanks to its respectable damage output, high knockback scaling, and hitbox placement. Fast despite its power, coming out on frame 10. However, it has the highest amount of ending lag out of his grounded moves with 34 frames, making it punishable if not used carefully. Despite its appearance, it also only hits in front of Little Mac, but it has good vertical range, reaching high enough to challenge opponents standing on the bottom platforms of {{SSBU|Battlefield}}, and low enough to reach some opponents on a ledge. It also grants super armor on frames 8-13.
|dsmashname=Swing Punch ({{ja|スイングパンチ|Suingu Panchi}})
|dsmashname=&nbsp;
|dsmashdmg={{ChargedSmashDmgSSBU|13}}
|dsmashdmg={{ChargedSmashDmgSSBU|13}}
|dsmashdesc=Spins 180° to throw a quick, downward angled hook in each direction. Unlike most down smashes, both of its hits have the same damage outputs. It comes out on frame 10 and is a powerful [[semi-spike]] which hits in front of Little Mac and then behind him. Like his other smash attacks, it grants super armor (frames 7-10 and 15-17); when coupled with its fairly long range, it is reliable at punishing rolls and especially [[edgeguarding]], as it can break through most recoveries that inflict damage and hit opponents before they can snap to an edge so long as it is timed properly. It also has additional, albeit situational utility: it can set up a [[tech-chase]] due to being a semi-spike, and it can potentially hit twice if the first hit manages to launch the opponent into the second hit.
|dsmashdesc=Spins 180° to throw a quick, downward angled right hook in each direction. It comes out on frame 10 and acts as a powerful [[semi-spike]] which hits on both sides. Coupled with its long-range, it is one of Little Mac's [[edgeguarding]] options. 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. Down smash also posses a low knockback angle which can set up [[tech-chasing]] situations, and it can hit twice in extremely specific situations if the first hit sends the opponent into the second.
|nairname=Weak Jab ({{ja|苦手ジャブ|Nigate Jabu}})
|nairname=Weak Jab
|nairdmg={{ShortHopDmgSSBU|2}}
|nairdmg={{ShortHopDmgSSBU|2}}
|nairdesc=A downward angled jab. It has very minimal overall lag, uses the auto-link angle, and inflicts set knockback. Due to it coming out on frame 2, it is the fastest aerial of any kind in the game. It can be used as a combo breaker of sorts or spammed to combo when in the air and having a very practical use of getting Little Mac out of hitstun without using a landing option very quickly and efficiently. It also uses the [[autolink angle]], which allows Mac to use it to combo upon landing. However, it has extremely short range, making it risky to use offensively. It has a small hitbox on Mac's pelvis that launches vertically with weak knockback; while it is extremely unlikely to hit in a typical match, this gives it extremely niche use as a situational, yet deceptively good combo starter, with Little Mac mains humorously referring to it as the "shitbox" due to its position on Mac. It can autocancel extremely quickly, and can be used twice with a short hop without suffering from landing lag if it is used at the peak of a short hop.
|nairdesc=A downward angled straight jab. Due to its hitting on frame 2 and having almost no ending lag, it is the fastest aerial of any kind in the game. It can be used as a combo breaker of sorts or spammed to combo when in the air, and having a very practical use of getting Little Mac out of hitstun without using a landing option very quickly and efficiently. It also sends the opponent at the auto-link angle, allowing Mac to combo on landing. It has a small hitbox on Mac's back. However, it has an extremely low range, making it risky and difficult to use offensively. The front hitbox has a very weak set knockback while the hitbox behind Mac has knockback. It can autocancel extremely quickly and can be used twice in a short hop without suffering from landing lag if used at the peak of the short hop.
|fairname=Weak Uppercut ({{ja|苦手アッパーカット|Nigate Appākatto}})
|fairname=&nbsp;
|fairdmg={{ShortHopDmgSSBU|5}} (sweetspot), {{ShortHopDmgSSBU|4}} (sourspot)
|fairdmg={{ShortHopDmgSSBU|5}} (sweetspot), {{ShortHopDmgSSBU|4}} (sourspot)
|fairdesc=A hook. It comes out on frame 10 and has a meager damage output. Due to being a semi-spike, however, it can [[gimp]] an opponent (especially those with poor recoveries past 100%) and start a tech-chase. It autocancels with a short hop and can combo out of several of Little Mac's moves. Although risky, it can combo into Jolt Haymaker when used precisely; at medium percentages, this combo leaves the opponent in an unfavorable position, and can even KO early while offstage. Overall, it is arguably Little Mac's most useful and reliable aerial attack.
|fairdesc=A hook. It comes out on frame 10 and has a low damage output, but hits at a semi-spike angle, allowing it to act as a [[gimp]]. It can combo out of several of Little Mac's moves, though this is offset by its meager damage. It can combo into Jolt Haymaker, being risky but very rewarding if used precisely: at mid percents leaves the opponent in an unfavorable position, and even KO early offstage. By itself, it can easily gimp poor recoveries past 100%. It can also lead to tech chase situations. Compared to Little Mac's other aerials, it is the most useful and reliable, although it autocancels in a full hop.
|bairname=Weak Back Knuckle ({{ja|苦手バックナックル|Nigate Bakku Nakkuru}})
|bairname=&nbsp;
|bairdmg={{ShortHopDmgSSBU|6}} (sweetspot) {{ShortHopDmgSSBU|4}} (sourspot)
|bairdmg={{ShortHopDmgSSBU|6}} (sweetspot) {{ShortHopDmgSSBU|4}} (sourspot)
|bairdesc=A backfist. Like his forward aerial, it is a semi-spike that has a meager damage output. Compared to his forward aerial, it deals 1% more damage when sweetspotted, but comes out 1 frame slower and cannot autocancel with a short hop. It is also Little Mac's strongest aerial, but is too weak to KO reliably and is best suited for possibly gimping an opponent.
|bairdesc=A backfist. Like his forward aerial, it has a low damage output and hits at a semi-spike angle, but comes out one frame slower and deals 1% more damage. It can edgeguard, but it has a poor range and a short hitbox duration. It's also his strongest aerial, but is still too weak to KO and does not autocancel in a short hop.
|uairname=Weak Jumping Punch ({{ja|苦手ジャンピングパンチ|Nigate Janpingu Panchi}})
|uairname=&nbsp;
|uairdmg={{ShortHopDmgSSBU|5}} (sweetspot) {{ShortHopDmgSSBU|4}} (sourspot)
|uairdmg={{ShortHopDmgSSBU|5}} (sweetspot) {{ShortHopDmgSSBU|4}} (sourspot)
|uairdesc=An upward arcing hook. Due to it coming out on frame 5, it is extremely fast for an up aerial, though this is significantly offset by its minimal range, short hitbox duration, and noticeable ending lag. It autocancels with a jump when used while near the ground; when coupled with its meager damage output, this enables it to combo into up tilt, Rising Uppercut, and KO Uppercut at high percentages. It is also usable as an anti-air attack against opponents on platforms if no other options are available. It resembles Little Mac's Left Jab in the NES version of ''Punch-Out!!''
|uairdesc=An upward arcing hook. It is extremely fast for an up aerial (frame 5), though this is significantly offset by its short-range, short hitbox duration, and noticeable ending lag. It autocancels in a full hop If used while near the ground, it can combo into up tilt, Rising Uppercut, or KO Uppercut at high percents. It is also usable as an anti-air against opponents on platforms if no other options are available. It appears to be based on the jump Little Mac performs during his victory animation in the Wii version of Punch-Out!!
|dairname=Weak Open Blow ({{ja|苦手オープンブロー|Nigate Opūn Burō}})
|dairname=&nbsp;
|dairdmg={{ShortHopDmgSSBU|4}} (sourspot), {{ShortHopDmgSSBU|5}} (sweetspot)
|dairdmg={{ShortHopDmgSSBU|4}} (spike/sourspot), {{ShortHopDmgSSBU|5}} (sweetspot)
|dairdesc=A palm thrust. The fist hitbox is a sourspot, but also functions as a [[meteor smash]]. It autocancels with a short hop and is one of the quickest meteor smashes in the game, due to it coming out on frame 7 and having low ending lag. However, it is situational due to its meager damage output and knockback, with its meteor smash hitbox being effective only against fast fallers unless Little Mac also manages to [[footstool jump]] on the opponent immediately after. The meteor smash hitbox also acts like a sourspot, dealing less damage than the hitbox on his arm. However, it can [[lock]] floored opponents, allowing Little Mac to finish them with any of his strongest attacks. It can also gimp opponents, particularly those with poor recoveries.
|dairdesc=A downwards punch. The fist hitbox is a sourspot but acts as a [[meteor smash]]. It autocancels in a short hop and is one of the quickest meteor smashes in the game due to coming out on frame 7 and having low ending lag, but is situational due to its extremely low knockback and damage, with its meteor smash being ineffective against anyone but fast-fallers unless Little Mac footstool jumps on the opponent immediately after. The meteor smash hitbox also acts like a sourspot, dealing less damage than the hitbox on his arm. However, it can [[lock]] floored opponents, allowing Mac to finish them with any of his strongest attacks. It can also gimp, being good with opponents with poor recoveries, especially vertically. It will only get a kill at 247% at the least.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=&nbsp;
|grabdesc=[[wikipedia:Grappling hold#Clinch hold|Clinches]] the opponent. In addition to having average range, Little Mac possesses moderate ending lag in his grabs. Unlike in ''SSB4'', Little Mac's grabbox no longer has blindspots on his hand and arm, although the grabbox does not extend past the palms of his boxing gloves. A [https://www.youtube.com/watch?v=y1If8eSLKwI roll cancel boost grab] noticeably improves the range of Little Mac's standing grab, and even enables his grabs to [[cross-up]] opponents at the cost of possibly being difficult to perform. Little Mac's dash grab has long range due to him rushing forward before the grabbox comes out, and his pivot grab also has decent range and extends to cover his full boxing gloves. However, they both have noticeable startup as well. Little Mac's grabs heavily resemble Bear Hugger's Bear Hug in the arcade and SNES versions of ''Super Punch-Out!!'' and in the Wii version of ''Punch-Out!!''
|grabdesc=[[wikipedia:Grappling hold#Clinch hold|Clinches]] the opponent. In addition to having average range, Little Mac possesses moderate ending lag in his grabs. Unlike in SSB4, Mac's grab no longer has blindspots on his hand and arm. Its range can be increased by performing a [https://www.youtube.com/watch?v=y1If8eSLKwI roll cancel boost grab]and it can even be used to [[cross-up]] opponents, although this is difficult to pull off. His dash grab has long-range, as he rushes forward at a rather far distance before the grab box comes out, and his pivot grab also has decent range, but they both have noticeable startup lag as well. It heavily resembles the Bear Hug, a powerful clinch used by Bear Hugger in the Arcade and SNES versions of ''Super Punch-Out!!'' and the Wii version of ''Punch-Out!!'' respectively.
|pummelname=Grab Body Blow ({{ja|つかみボディブロー|Tsukami Bodi Burō}})
|pummelname=&nbsp;
|pummeldmg=1%
|pummeldmg=1%
|pummeldesc=A {{iw|wikipedia|short straight-punch}}. One of the fastest, yet least damaging pummels in the game.
|pummeldesc=A body hook. Low damage, but it's one of the fastest in the game, making it great for racking up damage before a throw.
|fthrowname=Head Blow ({{ja|ヘッドブロー|Heddo Burō}})
|fthrowname=
|fthrowdmg=4% (hit), 4% (throw)
|fthrowdmg=4% (hit), 4% (throw)
|fthrowdesc=Rears his arm back and throws an overhand. It is Little Mac's second most damaging throw, and can be used to set up an edgeguard. At low to medium percentages, it can also set up a tech-chase, and if the opponent does not tech, it can be followed into a dash attack or other dash canceled options at low percentages. Its collateral hitbox launches nearby opponents at a near-perfect vertical trajectory.
|fthrowdesc=Rears his arm back and throws an overhand. It's Little Mac's second most damaging throw and can be used to set up an edgeguard. At low-to-mid percents, it can tech-chase, and if the opponent doesn't tech, it can be followed into a dash attack or other options out of a dash at low percents. Nearby opponents will be launched at a near-perfect vertical trajectory.
|bthrowname=Turning Uppercut ({{ja|ターニングアッパーカット|Tāningu Appākatto}})
|bthrowname=
|bthrowdmg=4% (hit), 5% (throw)
|bthrowdmg=4% (hit), 5% (throw)
|bthrowdesc=Spins the opponent around and throws an uppercut. It has the highest damage output and knockback growth among Little Mac's throws. As a result, it is his only throw with any KO potential, yet is only serviceable at best as a KO option. It KOs Mario starting at 140% while near the edge of Final Destination. Its collateral hitbox launches nearby opponents at a near-perfect vertical trajectory.
|bthrowdesc=Spins the opponent around and throws an uppercut. The most damaging out of all of Little Mac's throws, as well as the highest knockback scaling. This is his only throw with any KO potential, although it is not the strongest KOing option, as it is hindered by its collateral hitbox, causing it to KO Mario starting at 140% from the very edge of Final Destination. Nearby opponents will be launched at a near-perfect vertical trajectory.
|uthrowname=Short Uppercut ({{ja|ショートアッパーカット|Shōto Appākatto}})
|uthrowname=
|uthrowdmg=4% (hit), 3% (throw)
|uthrowdmg=4% (hit), 3% (throw)
|uthrowdesc=An uppercut. Due to Little Mac's weak aerial presence, this throw has little use aside from mix-ups involving forcing opponents to land, making it his most situational throw. It can combo into Jolt Haymaker at low to medium percentages, although this is heavily dependent on a read. Its collateral hitbox launches nearby opponents at a near-perfect vertical trajectory.
|uthrowdesc=An uppercut. Nearby opponents will be launched at a near-perfect vertical trajectory. Due to Mac's weak aerial presence, this throw has little use apart from mixups involving forcing opponents to land, making it his most situational throw. However, it can combo into Jolt Haymaker at low and mid percents.
|dthrowname=Hammer Knuckle ({{ja|ハンマーナックル|Hanmā Nakkuru}})
|dthrowname=
|dthrowdmg=4% (hit), 3% (throw)
|dthrowdmg=4% (hit), 3% (throw)
|dthrowdesc=A [[wikipedia:Professional wrestling attacks#Double axe handle|double axe handle]]. Among Little Mac's throws, it is the only one that possesses consistent combo potential: at low percentages, it can combo into neutral attack and Jolt Haymaker (when the special button is inputted again after its initial input), and Jolt Haymaker and Rising Uppercut at high percentages. Its combo into Rising Uppercut is notable in a couple of ways: it functions as a potent KO confirm as of update 13.0.0 due to Rising Uppercut's higher knockback, and it can function as a frame trap (albeit one susceptible to air dodging) when used against some characters (particularly those with floaty jumps, such as {{SSBU|Mewtwo}}) who attempt to jump out. On stages with platforms at medium percentages, down throw can also put his opponent directly above him for a tech situation, which can be followed by up smash, KO Uppercut, Jolt Haymaker, or down aerial (the latter of which can lock them and open up further follow-ups should they fail to [[tech]]). Its collateral hitbox launches nearby opponents at a near-perfect vertical trajectory. It heavily resembles King Hippo's Hippo Squeeze n' Squash in the Wii version of ''Punch-Out!!''
|dthrowdesc=A [[wikipedia:Professional wrestling attacks#Double axe handle|double axe handle]]. Its knockback was increased from the previous installment, which makes it harder to lead into combos. Nearby opponents will be launched at a near-perfect vertical trajectory. It can combo into a jab at low percents. On stages with platforms at mid percents it can put his opponent directly above him in a tech situation, which can be followed up by an up smash, KO Uppercut, Jolt Haymaker, or a down air to lock and open up further followups, should they fail to [[tech]]. Is based on King Hippos Hippo Squeeze n' Squash from the Wii version of ''Punch-Out!!''
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
Line 186: Line 167:
|edgename=&nbsp;
|edgename=&nbsp;
|edgedmg=9%
|edgedmg=9%
|edgedesc=Throws a lunging punch while climbing up the edge.
|edgedesc=Throws a lunging punch while climbing up the ledge.
|nsname=Straight Lunge
|nsname=Straight Lunge
|nsdmg=12%/10%/8% (uncharged), 10%/8% (uncharged reversed), 30% (fully charged), 28% (fully charged reversed), 35% (KO Uppercut), 13% (aerial KO Uppercut)
|nsdmg=12%/10%/8% (uncharged), 10%/8% (uncharged reversed), 30% (fully charged), 28% (fully charged reversed), 35% (KO Uppercut), 13% (aerial KO Uppercut)
|nsdesc=Rears his arm back and then throws a cross that slides him forward. It is chargeable, grants [[heavy armor]] that has a damage threshold of 8% (9.6% in 1-on-1 matches) while charging, can be reversed upon release, and propels Little Mac forward by a fairly long distance (which is dependent on how long it was charged). The charge can be canceled by pressing the shield button. Unlike in ''SSB4'', it lacks a weaker hit when fully charged; instead, it has a consistent damage output throughout its duration. When fully charged, it can KO opponents at 30% while near the edge. Partially charged variants have anti-rebounding priority, and due to its lingering hitbox and ability to be canceled, is a viable mix-up option to break through [https://www.youtube.com/watch?v=JTAhN-hmkzA predictable moves or projectiles]. Although Straight Lunge's armor has a mediocre damage threshold, the armor is active on frame 1. As a result, it can be useful to prevent the opponent from using a mildly damaging attack to start or extend a combo, and thus give Little Mac a way to escape from combos and juggle situations.
|nsdesc=Rears his arm back and then throws a dashing cross. It is chargeable, grants 8% (9.6% on 1v1) [[super armor|heavy armor]] while charging, can be reversed upon release, and moves Little Mac at a good distance forward, which increases with charge. The charge can be canceled by pressing the shield button. When fully charged, it deals consistent 30% damage throughout the move, lacking a weaker late hit and launching the opponent away with extreme knockback, KOing opponents at 30% at ledge. Not fully charged variants have anti-rebounding priority, and due to its lingering hitbox and ability to be canceled, is a viable mixup option to beat out [https://www.youtube.com/watch?v=JTAhN-hmkzA predictable moves or projectiles]. Due to the frame 1 heavy armor, it can be useful to prevent the opponent from starting a combo with a tilt or extending the combo with an aerial attack, giving Mac a way to escape from combos and juggle situations. However, it depends on the move and sometimes the character, as it's not useful against hits that deal more than 8%.


If the [[Power Meter]] is fully charged, it becomes the '''KO Uppercut''', a fast, [[unblockable]] and extremely powerful leaping uppercut. It also has enough range to reach through Battlefield's lower platforms. Despite the name, however, it is not a true [[one-hit KO]], but instead KOs at low percentages (KOs the [[Pichu (SSBU)|lightest character]] starting at 12% and [[Bowser (SSBU)|the heaviest]] starting at 36%), while also granting super armor on frames 8-9. However, KO Uppercut possesses a considerable amount of ending lag, making it punishable regardless if it hits or not. KO Uppercut is also lost immediately if Little Mac retains it for 4 seconds and is then hit by any move that causes tumbling. An aerial KO Uppercut, although weaker and susceptible to both blocks and counters, can also be used as a situational recovery option and is still strong enough to KO reliably at high percentages (especially at a certain height).
If the [[Power Meter]] is fully charged, it becomes the '''KO Uppercut''', a fast and extremely powerful leaping uppercut, with the ability to [[unblockable|pierce shields]] and also has enough range to reach through the bottom platform of Battlefield. Despite the name, however, it is not a true [[one-hit KO]], but instead, KOs at low to mid percentages (KOs the [[Pichu (SSBU)|lightest character]] starting at 12% and [[Bowser (SSBU)|the heaviest]] starting at 36%), while also granting super armor on frames 8-9. However, KO Uppercut possesses a considerable amount of ending lag, making it punishable regardless if it hits or not, and the Uppercut is immediately lost if Little Mac holds it for 4 seconds and is then hit by any move that causes tumbling. A midair KO Uppercut, although weaker and blockable/counterable, can also be used as a recovery option, and despite the much weaker power, it is still strong enough to KO reliably at high percents, especially at a certain height.
|ssname=Jolt Haymaker
|ssname=Jolt Haymaker
|ssdmg=14%
|ssdmg=14%
|ssdesc=An overhand version of the {{iw|wikipedia|Superman punch}}. It can be used almost instantly by pressing the special button immediately after initially pressing it. During its startup, it grants [[intangibility]] briefly when used on the ground, while its long hitbox duration allows it to punish moves effectively. Its respectable damage output and knockback make it a great combo finisher and reliable KO option at the edge, even when it is used in midair. Unlike in ''SSB4'', Jolt Haymaker does not render Little Mac helpless when it is used in midair, making it a fairly good horizontal recovery option. However, it can only be used once before landing, which means that it must be used carefully due to Little Mac's subpar recovery. As of update 3.1.0, Jolt Haymaker has an additional hitbox that improved its range both vertically and diagonally. This improved its utility as a decent punishment option against jumpy opponents, as a follow-up from down tilt, and allows the grounded version to hit opponents on the lower platforms of {{SSBU|Battlefield}}. A [[B-reverse]]d Jolt Haymaker (which has also been referred to as a [https://www.youtube.com/watch?v=qyNdOil6TMI Wavemaker]) has [https://www.youtube.com/watch?v=tyb5m8zKNhQ applications as an edgeguarding option], and allows Little Mac ascend slightly higher.
|ssdesc=An overhand version of the {{s|wikipedia|Superman punch}}. It can be used almost instantly by pressing the special button immediately after first pressing it. Gives brief [[intangibility]] on the ground during startup and its long hitbox duration allow it to punish moves effectively. It deals high damage and good knockback, making it a great combo finisher and reliable KO move at the ledge, even in the air. It does not render him helpless if used in midair, making it a good horizontal recovery option. However, it can only be used once before landing, thus the player must use it carefully due to Little Mac's mediocre recovery. Jolt Haymaker was given more range as of patch 3.1.0, allowing the grounded version to hit opponents on the bottom platforms of {{SSBU|Battlefield}}, and expanding upon its use as a usable punish against jumpy opponents. B-reversing this move (called a [https://www.youtube.com/watch?v=qyNdOil6TMI wavemaker]) allows it to rise slightly higher and closer, allowing up tilt to confirm into this move, as well as even having [https://www.youtube.com/watch?v=tyb5m8zKNhQ applications as an edgeguarding tool].
|usname=Rising Uppercut
|usname= Rising Uppercut
|usdmg=3% (hit 1), 1% (hits 2-5), 3% (hit 6)
|usdmg=3% (hit 1), 1% (hits 2-5), 3% (hit 6)
|usdesc=A jumping, right-handed corkscrew uppercut, followed immediately by a left-handed uppercut. The first uppercut hits multiple times, whereas the second uppercut hits once and has extremely high knockback. Thanks to Little Mac's excellent traction, it is a very potent [[out of shield]] option and is also one of his only reliable aerial finishers aside from Jolt Haymaker. It also grants 3 frames of intangibility on startup, while the grounded version covers a decent amount of vertical distance. Conversely, the aerial version is less effective at covering vertical distance and granting maneuverability compared to the grounded version, which makes it very ineffective for recovery. Using an aerial (primarily his neutral aerial) directly before using Rising uppercut will [https://www.youtube.com/watch?v=widRuJ29m2k move Little Mac forward just like the grounded version]. It resembles Little Mac's Three-Star Punch in the Wii version of ''Punch-Out!!''
|usdesc=A right-handed, jumping corkscrew uppercut, followed immediately by a left-handed uppercut. The first uppercut hits multiple times, whereas the second uppercut hits once and has extremely high knockback. Thanks to Little Mac's excellent traction, it is a very potent [[out of shield]] option and is also one of his only reliable aerial finishers aside from Jolt Haymaker. It also grants 3 frames of intangibility on start-up, while the grounded version covers a decent amount of vertical distance. Conversely, the aerial version is less effective at covering vertical distance and granting maneuverability compared to the grounded version, which makes it very ineffective for recovery. Using an aerial (primarily his neutral-air) directly before using Rising uppercut will [https://www.youtube.com/watch?v=widRuJ29m2k move Little Mac forward just like the grounded version]. It appears to be based on Little Mac's Three-Star Punch in the Wii version of ''Punch-Out!!''
|dsname=Slip Counter
|dsname=Slip Counter
|dsdmg=1.(minimum 10%)
|dsdmg=1.(minimum 10%)
|dsdesc=Assumes a [[wikipedia:Boxing styles and technique#Stances|full crouch stance]] and, if hit, immediately [[counterattack]]s by {{iw|wikipedia|slipping}} inside to throw an uppercut. It shoots Little Mac forward during the counterattack, allowing it to hit distant opponents and act as a recovery extended offstage, albeit with high risk. Due to the counter window being active on frame 5, it has one of the fastest startups of any counter, making it an effective defensive option. However, the mechanics of the uppercut's delivery, such as the short delay and Mac's own movement, can also make it infrequently whiff. Can also be used to [[edgeguard]] [https://www.youtube.com/watch?v=YvAFdvRDTuo characters with rising hitboxes on their recoveries], such as Link or another Little Mac. As of update 13.0.0, it has a damage multiplier of 1.5×, tying it with [[Counter Throw]] and [[Gut Check]] for the second most damaging counterattack in the game (surpassed only by [[Tetrakarn]]). It resembles Glass Joe's Delayed Right Hook, which is used during Title Defense Mode in the Wii version of ''Punch-Out!!''
|dsdesc=Assumes a [[wikipedia:Boxing styles and technique#Stances|full crouch stance]] and, if hit, immediately [[counterattack]]s by {{s|wikipedia|slipping}} inside to throw an uppercut. It shoots Little Mac forward during the counterattack, allowing it to hit distant opponents and act as a recovery extended offstage, albeit with high risk. Due to the counter window being active on frame 5, it has one of the fastest startups of any counter, making it an effective defensive option. However, the mechanics of the uppercut's delivery, such as the short delay and Mac's own movement, can also make it infrequently whiff. Can also be used to [[edgeguard]] [https://www.youtube.com/watch?v=YvAFdvRDTuo characters with rising hitboxes on their recoveries], such as Link or another Little Mac. It appears to be based on Glass Joe's Delayed Right Hook used during Title Defense Mode in the Wii version of ''Punch-Out!!''
|fsname=Giga Mac Rush
|fsname=Giga Mac Rush
|fsdmg=3% (beginning), 2% (late beginning), 59% (entirety)
|fsdmg=3% (beginning), 2% (beginning late), 59% (entirety)
|fsdesc=Little Mac transforms into Giga Mac and rushes forward, attacking any opponents in front of him with an uppercut. If he successfully lands the uppercut, Giga Mac proceeds to unleash a rapid barrage of punches that concludes with an uppercut. It inflicts a massive amount of damage for a Final Smash, and its initial dash can even be used as a situational recovery option.
|fsdesc=Little Mac transforms into his Giga Mac form and rushes forward, attacking any caught opponents with an uppercut. He then proceeds to unleash a rush of punches that concludes with an uppercut. For a Final Smash, it does a massive amount of damage, and the initial dash can be used as a niche recovery option.
}}
}}


===[[Power Meter]] and [[KO Uppercut]]===
===[[Power Meter]] and [[KO Uppercut]]===
[[File:Little Mac SSBU Skill Preview Extra 1.png|thumb|Little Mac using KO Uppercut, as shown via [[Move List]].]]
[[File:Little Mac SSBU Skill Preview Extra 1.png|thumb|right|Little Mac using KO Uppercut, as shown via [[Move List]].]]
{{cquote|''Deal damage to opponents or receive damage to charge the meter. Charge it to the max to make your neutral special a KO Uppercut.''
{{cquote|''Deal damage to opponents or receive damage to charge the meter. Charge it to the max to make your neutral special a KO Uppercut.''
|left|cite=Move List Description for the Power Meter.}}
|left|cite=Move List Description for the Power Meter.}}
Line 214: Line 195:
|left|cite=Move List Description for the KO Uppercut.}}
|left|cite=Move List Description for the KO Uppercut.}}


Little Mac has a unique [[fighter ability]] called the '''Power Meter''', which is displayed permanently above his [[damage meter]]. Inflicting and/or receiving damage will fill the Power Meter; when it is full, Little Mac's neutral special ([[Straight Lunge]]) is replaced by '''KO Uppercut'''. Of note is that the Power Meter is also filled if Little Mac hits a [[shield]] or an [[invincible]] character, and if he is hit while shielding or invincible. The grounded version of KO Uppercut has multiple perks: it can KO almost the entire cast at approximately 35%, has very minimal startup, grants [[super armor]] right before its hitbox appears, and is [[unblockable]]. In comparison, the aerial version is significantly weaker (KOing opponents at ≈80%), and is susceptible to both blocks and [[counterattack]]s. Since Little Mac leaps in order to throw KO Uppercut, it can also be used as a situational recovery option. However, this is ill-advised unless Little Mac is recovering from a high angle, since KO Uppercut has very high ending lag and does not snap to the edge.
Little Mac has a unique mechanic known as the Power Meter, which is permanently shown above his [[damage meter]]. Inflicting damage or receiving damage will charge the meter; when full, Little Mac's neutral special ([[Straight Lunge]]) is replaced by the KO Uppercut. Of note is that the meter is also charged if Little Mac hits a shield or invincibility and if he is hit while in shield or invincibility. KO Uppercut has multiple perks: it can KO almost the entire cast around 35%, has very fast startup, grants [[super armor]] right before the hitbox appears, and is [[unblockable]]. This only applies to the grounded version, as the aerial version is significantly weaker and blockable, KOing opponents at above 80%. It can be used as a last-resort recovery option, but this is ill-advised unless Little Mac is recovering up high, as the move has high endlag and does not snap to the ledge.


KO Uppercut will replace Straight Lunge until it is used, Little Mac is KO'd, or if he is sent [[tumbling]] 4 seconds after he gains access to KO Uppercut.
KO Uppercut will replace Straight Lunge until it is used, Little Mac is KO'd, or if he is sent [[tumbling]] 4 seconds after he gains a KO Uppercut.
 
===Stats===
 
{{Attributes
| cast=89
| weight=87 | rweight=69
| dash=2.365 | rdash=3
| run=2.464 | rrun=3
| walk=1.386 | rwalk=9
| trac=0.116 | rtrac=20-28
| airfric=0.0075 | rairfric=67-75
| air=1.208 | rair=13-18
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.03 | raddaccel=79-84
| gravity=0.09 | rgravity=45-51
| fall=1.95 | rfall=2-4
| ff=3.12 | rff=2-3
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=26 | rjumpheight=81-83
| shorthop=12.53 | rshorthop=81
| djump=26 | rdjump=85-86
}}
 
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Little Mac English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
*Little Mac walks onto the stage while throwing a series of punches before tossing his hooded sweatsuit off. If either of his sweatsuit alternate costumes are being used, he will still perform the tossing animation while keeping his sweatsuit on.
*He walks onto the stage while throwing a series of punches before tossing his hooded sweatsuit off. If either of his sweatsuit alternate costumes is being used, he will still perform the tossing animation while keeping his sweatsuit on.
<gallery>
<gallery>
LittleMacOnScreenAppearanceSSBU.gif|Little Mac's on-screen appearance
LittleMacOnScreenAppearanceSSBU.gif|Little Mac's on-screen appearance
Line 254: Line 207:
===[[Taunt]]s===
===[[Taunt]]s===
*'''Up taunt''': Turns his back to the screen, bends down, then raises his fist triumphantly. Sometimes, [[Doc Louis]] will chime in and say "Hit 'em, baby!" ({{ja|叩け,マック!|Tatake, Makku!}}, ''Strike, Mac!'')
*'''Up taunt''': Turns his back to the screen, bends down, then raises his fist triumphantly. Sometimes, [[Doc Louis]] will chime in and say "Hit 'em, baby!" ({{ja|叩け,マック!|Tatake, Makku!}}, ''Strike, Mac!'')
*'''Side taunt''': Further secures his right boxing glove by pulling its string with his teeth, then resumes his battle stance while scoffing. Sometimes, Doc Louis will chime in and say "Let 'em have it, Mac!" ({{ja|ぶちかませ,マック!|Buchikama se, Makku!}}, ''Hit them hard, Mac!'')
*'''Side taunt''': Pulls the string of his right boxing glove tight with his teeth, then gets back to his battle stance while scoffing. Sometimes, Doc Louis will chime in and say "Let 'em have it, Mac!" ({{ja|ぶちかませ,マック!|Buchikama se, Makku!}}, ''Hit them hard, Mac!'')
*'''Down taunt''': Throws a series of punches while facing the screen and then smirking. Sometimes, Doc Louis will chime in and say "Show 'em what you got, Mac baby!" ({{ja|お前のパンチを見せてやれ!|Omae no panchi wo misete yare!}}, ''Show them your punch!'')
*'''Down taunt''': Performs a series of punches while facing the screen. Sometimes, Doc Louis will chime in and say "Show 'em what you got, Mac baby!" ({{ja|お前のパンチを見せてやれ!|Omae no panchi wo misete yare!}}, ''Show them your punch!'')
<gallery>
<gallery>
SSBULittleMacTaunt1.gif|Little Mac's up taunt.
SSBULittleMacTaunt1.gif|Little Mac's up taunt.
Line 265: Line 218:
*Shifts his head back and forth in front of his fists.
*Shifts his head back and forth in front of his fists.
<gallery>
<gallery>
SSBULittleMacIdle1.gif|Little Mac's first idle pose.
SSBULittleMacIdle1.gif|Little Mac's first idle pose
SSBULittleMacIdle2.gif|Little Mac's second idle pose.
SSBULittleMacIdle2.gif|Little Mac's second idle pose
</gallery>
</gallery>
===[[Crowd cheer]]===
<div class="tabber">
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (English)
!Cheer (Japanese/Chinese)
!Cheer (Italian)
!Cheer (Dutch)
!Cheer (French)
|-
! scope="row"|Cheer
|[[File:Little Mac Cheer English SSBU.ogg|center]]||[[File:Little Mac Cheer Japanese SSBU.ogg|center]]||[[File:Little Mac Cheer Italian SSBU.ogg|center]]||[[File:Little Mac Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Little Mac Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Little Mac Cheer French PAL SSBU.ogg|center]]
|-
! scope="row"|Description
|Little Mac! Get 'em back! || Go! Go! Mac! || Li - ttle Mac! || Little -- Mac! || Little -- Mac!
|}
</div>
<div class="tabbertab" title="German, Spanish, Russian, Korean">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (German)
!Cheer (Spanish)
!Cheer (Russian)
!Cheer (Korean)
|-
! scope="row"|Cheer
|[[File:Little Mac Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Little Mac Cheer Spanish NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Little Mac Cheer Spanish PAL SSBU.ogg|center]]||[[File:Little Mac Cheer Russian SSBU.ogg|center]]||[[File:Little Mac Cheer Korean SSBU.ogg|center]]
|-
! scope="row"|Description
| || Little Mac! Little Mac! Ra ra ra! {{NTSC}} <br>Little Mac! Little Mac! E! E! {{PAL}} || Malysh - Maaaaac! || Li - ttle Mac!
|}
</div>
</div>


===[[Victory pose]]s===
===[[Victory pose]]s===
Little Mac wears the World Video Boxing Association (WVBA) World Circuit {{iw|wikipedia|Championship belt}} from [[mariowiki:Punch-Out!! (Wii)|the Wii version of ''Punch-Out!!'']] in his victory poses.<br>
Little Mac wears a {{s|wikipedia|Champion belt}} in all three of his victory poses.<br>
In Team Battles, Doc Louis will not appear and he will not say anything.
In Team Battles, Doc Louis will not appear, and he will not say anything.
*'''Left:''' Throws a feint punch against Doc Louis, who stumbles before they both pose with an arm raised while facing towards the camera.
*'''Left:''' Does a fakeout punch against Doc Louis, who stumbles before they both pose with an arm raised while facing towards the camera.
*'''Up:''' Doc Louis bumps Little Mac with his belly before holding up Little Mac's arm, as a referee would after a boxing match.
*'''Up:''' Doc Louis bumps Little Mac with his belly before holding up Mac's arm, as a referee would after a boxing match.
*'''Right:''' Runs and turns his back towards the screen, shuffles his feet, then throws a spinning uppercut while Doc Louis cheers him on.<br>
*'''Right:''' Runs and turns his back towards the screen, shuffles his feet, then performs a spinning uppercut while Doc Louis cheers him on.<br>
In all of Little Mac's victory poses, Doc Louis will say one of the following quotes random depending on which pose is selected and which costume is used:
In all of Little Mac's victory poses, Doc Louis will say one of the following quotes random depending on which pose is selected and which costume is used:
{|class=wikitable
{|class=wikitable
|colspan=3| <center>'''Note:''' Doc Louis will randomly say "Y'know, that belt looks good on you, son." ({{ja|そのベルトはお前が着けてるのが一番だな!|Sono beruto wa omae ga tsuke teru no ga ichibandana!}}, ''That belt is best on you!'') regardless of which costume is used.</center>
|colspan=3| <center>'''Note:''' Doc Louis will randomly say "Y'know, that belt looks good on you, son." ({{ja|そのベルトはお前がつけてるのが一番だ!|Sono beruto wa omae ga tsuke teru no ga ichibanda!}}, ''That belt is best on you!'') no matter which costume is used.</center>
|-
|-
! Left !! Up !! Right
! Left !! Up !! Right
Line 320: Line 236:
!colspan=3 | Normal Costumes
!colspan=3 | Normal Costumes
|-
|-
| "You win, Mac!"<br>({{ja|おまえの勝ちだ、マック!|Omae no kachida, Makku!}},  ''Your win, Mac!'') || "World Circuit's all yours, Mac!"<br>({{ja|ワールドサーキットはお前のもんだ!|Wārudo Sākitto wa omae no monda!}}, ''The World Circuit is yours!'') || "Ahh, winnin' feels good, don't it?"<br>({{ja|勝つのは気分がいいな!|Katsu no wa kibun ga ii na!}}, ''It feels good to win!'')
| "You win, Mac!"<br>({{ja|おまえの勝つ、マック!|Omae no katsu, Makku!}},  ''Your win, Mac!'') || "World Circuit's all yours, Mac!"<br>({{ja|ワールドサーキットはお前のもんだ!|Wārudo Sākitto wa omae no monda!}}, ''The World Circuit is yours!'') || "Ahh, winnin' feels good, don't it?"<br>({{ja|勝つのは気持ちがいいな!|Katsu no wa kimochi ga ii na!}}, ''It feels good to win!'')
|-
|-
| "Was that a little too easy for ya, son?"<br>({{ja|お前にはちょろすぎたってか?|Omae ni wa choro sugitatte ka?}}, ''Was that too easy for you?'') || "(in tandem with the [[announcer]]) And the winner is… Little Mac!"<br>({{ja|勝者、リトル・マック!|Shōsha, Ritoru Makku!}}, ''The winner, Little Mac!'') || "Way to go, Mac! You're the champ, baby!"<br>({{ja|お前がチャンプだッ!|Omae ga chanpu da!}}, ''You're the champ!'')
| "Was that a little too easy for ya, son?"<br>({{ja|お前にはちょろすぎだったか?|Omae ni wa choro sugidatta ka?}}, ''Was that too easy for you?'') || "(in tandem with the [[announcer]]) And the winner is… Little Mac!"<br>({{ja|勝者、リトル・マック!|Shōsha, Ritoru Makku!}}, ''The winner, Little Mac!'') || "Way to go, Mac! You're the champ, baby!"<br>({{ja|お前がチャンプだッ!|Omae ga chanpu da!}}, ''You're the champ!'')
|-
|-
| "Nice work, Mac. You got it all figured out."<br>({{ja|さすがだな!いい線行ってるぞ!|Sasugada na! Ii sen itteruzo!}}, ''As expected! You have a great fighting spirit!'') || "You got what it takes, Mac!"<br>({{ja|やっぱりお前は抜群だな!|Yappari omae wa batsugunda na!}}, ''I knew it, you're unmatched!'') || "I think I hear a chocolate bar callin'."<br>({{ja|帰ったらチョコバー祭りといくか!|Kaettara chokobā matsuri to iku ka!}}, ''When I get home, I'll go to the chocolate bar festival!'')
| "Nice work, Mac. You got it all figured out."<br>({{ja|さすがだな!いい戦意だぞ!|Sasugada na! Ii sen'ida zo!}}, ''As expected! You have a great fighting spirit!'') || "You got what it takes, Mac!"<br>({{ja|やっぱりお前は抜群だな!|Yappari omae wa batsugunda na!}}, ''I knew it, you're unmatched!'') || "I think I hear a chocolate bar callin'."<br>({{ja|帰ったらチョコバー祭りといくか!|Kaettara chokobā matsuri to iku ka!}}, ''When I get home, I'll go to the chocolate bar festival!'')
|-
|-
!colspan=3 | Wireframe Costumes
!colspan=3 | Wireframe Costumes
|-
|-
| "I could barely keep my eyes on ya, son."<br>({{ja|何だか透けて見えちまったよ|Nandaka sukete mie chimatta yo}}, ''It's like I can see right through you!'') || "You making my eyes water, son."<br>({{ja|目がチッカチカしやがる|Me ga chikkachika shi ya garu}}, ''You're making my eyes sore!'') || "Just like old times, huh?"<br>({{ja|懐かしい感じがしやがる|Natsukashī kanji ga shi ya garu}}, ''I feel nostalgic.'')
| "I could barely keep my eyes on ya, son."<br>({{ja|何だか透けて見えちまったよ|Nandaka sukete mie chimatta yo}}, ''It's like I can see right through you!'') || "You making my eyes water, son."<br>({{ja|目がチッカチカしやがる|Me ga chikkachika shi ya garu}}, ''You’re making my eyes sore!'') || "Just like old times, huh?"<br>({{ja|懐かしい感じがしやがる|Natsukashī kanji ga shi ya garu}}, ''I feel nostalgic.'')
|}
|}
[[File:Victory! (Little Mac).ogg|thumb|A remix of the theme that plays when Little Mac defeats an opponent in the NES and Wii versions of ''Punch-Out!!'']]
[[File:Victory! (Little Mac).ogg|thumb|A remix of the theme that plays when the player defeats an opponent in the NES and Wii ''Punch-Out!!'' games.]]
<gallery>
<gallery>
LittleMacVictoryPose1SSBU.gif
LittleMacVictoryPose1SSBU.gif
Line 337: Line 253:
</gallery>
</gallery>


==In [[competitive play]]==
==In competitive play==
===Most historically significant players===
From ''Ultimate'', hopes were high on Little Mac when the game was released, due to improvements to his notoriously awful recovery and ability to cancel grounded moves. However, Mac's changes and the game’s mechanics proved to be detrimental to some of his best tools, especially his ground game, while his weak aerial game, notoriously the worst in ''Smash 4'', was made even worse. With this, his perception dropped significantly, with the general perception of him being not only a bottom tier, but the worst character in the game.
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->


''See also: [[:Category:Little Mac players (SSBU)]]''
Patch 3.1.0 granted Mac several useful buffs: his neutral attack, down and forward tilts, and decreased lag from his special attacks revamped his ground game to be more daunting than before. As such, his representation and results slowly improved over time thanks due to dedicated mains such as Kwaz and Tarakotori, most notably in Japan. Despite this, Little Mac's most critical weaknesses remain unaltered.


*{{Sm|Kwaz|USA}} - The best Little Mac player in the United States in the early metagame. He regularly placed top 16 at tournaments in his region, including a 7th-place finish at the superregional {{Trn|Smash Out 2019}}. He has also seen some success at majors, including placing 33rd at the majors {{Trn|Low Tier City 7}} and {{Trn|CEO 2021}}.
Patch 4.0.0, however, reverted Little Mac's biggest buff: as a result of the fixing of an unintentional mechanic, his manual gentleman jab no longer combos into itself or any KO moves, hindering his combo ability. This change, however, has gone relatively unnoticed by many pro players due to Mac’s lack of competitive presence and therefore has little effect on his already negative perception. While this hasn't stopped Little Mac from gaining some impressive results thanks to the works of {{Sm|Kwaz}}, {{Sm|Tarakotori}}, and {{Sm|Mr.Newport}}, his cons are generally agreed to be too detrimental for him to be viable in the current metagame. Additionally, his multitude of buffs, which improve him at a quality-of-life level, have not patched up his significant disadvantage state, and thus have not made enough impact to shift Mac from being considered the worst character overall. Because of this, he is expected to remain ranked as a bottom-tier, especially if he doesn't receive further buffs from future patches.
*{{Sm|Peanut|USA}} - The best Little Mac player in North America. His 13th-place finish at {{Trn|Rise 'N Grind 2023}} is tied for the highest placement for a Little Mac player at a major.
*{{Sm|Tarakotori|Japan}} - The best Little Mac player in the early metagame, and the best Little Mac in Japan, playing the character alongside {{SSBU|Pyra}} and {{SSBU|Mythra}}. His 13th-place finish at {{Trn|Umebura SP 4}} is tied for the highest placement for a Little Mac player at a major.


===Tier placement and history===
===Notable players===
During the early metagame, players had high hopes for Little Mac due to improvements to his notoriously awful recovery and ability to cancel grounded moves. However, Little Mac's changes and the game’s mechanics proved to be detrimental to some of his best tools, especially his ground game, while his weak aerial game, notoriously the worst in ''Smash 4'', was made even worse. Because of this, opinions on Little Mac dropped significantly, with the consensus believing that he is not only a bottom tier, but possibly the worst character in the game. Even in spite of useful buffs and representation from top Little Mac mains such as {{Sm|Kwaz}}, {{Sm|Peanut}}, and {{Sm|Tarakotori}}, his cons have largely prevented him from achieving consistent success in top-level play, and his overall representation remained in the bottom 10 for most of the game's lifespan, bottoming out at 81st from January-June 2022. As such, Little Mac was ranked 81st on the first tier list, ranking in the D- tier alongside {{SSBU|Ganondorf}}.
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (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.-->
====Active====
*{{Sm|Akaraien|Austria}} - Placed 13th at {{Trn|BOILINGPOINT BRAWL}} and 17th at {{Trn|VCA 2019}}, defeating players such as {{Sm|Whoophee}} and {{Sm|Klemenz}}.
*{{Sm|BlasterZ|Germany}} - Placed 5th at {{Trn|Calyptus Cup Inkstrike}}, 9th at {{Trn|Calyptus Cup X: Purple Age}}, and 25th at both {{Trn|Calyptus Cup Fusion}} and {{Trn|DoKomi 2019}}. He has wins over players such as {{Sm|DarkThunder}}, {{Sm|Jbandrew}}, and {{Sm|otek}}.
* {{Sm|DevvyStar|United States}} - Uses Little Mac as a strong secondary to his main, Isabelle. Placed 49th at {{Trn|Glitch 7 - Minus World}} and 97th at {{Trn|Super Smash Con 2019}} while defeating  {{Sm|Frozen}} and {{Sm|Pink Fresh}}.
*{{Sm|Gaia|Japan}} - Placed 5th at {{Trn|PSG Classic 2019}}, 9th at {{Trn|Sumabato  SP 13}}, and 17th at {{Trn|Sumabato  SP 15}} with wins over players such as {{Sm|Dakpo}}, {{Sm|Rickles}}, and {{Sm|Etsuji}}.
*{{Sm|gain|Japan}} - Placed 25th at {{Trn|EGS Cup}}, 33rd at {{Trn|Umebura SP}}. Has taken sets off players such as {{Sm|HIKARU}}, {{Sm|kept}}, {{Sm|Brood}}, {{Sm|Etsuji}}, and {{Sm|Eim}}.
*{{Sm|Josué|Ecuador}} - Placed 17th at {{Trn|Da Vinci Ultimate}}. Has wins over {{Sm|Cyrano}}, {{Sm|Ipu}}, {{Sm|JOA}}, {{Sm|Guunnz}}, {{Sm|Meint}}, {{Sm|AvatarNico}}, {{Sm|Juanca}}, {{Sm|Boira}}, and {{Sm|Q-Bee}}.
*{{Sm|Kala|Mexico}} - The best Little Mac player in Mexico. Placed 17th at {{Trn|Mexican Gaming Championship}}, 25th at {{Trn|Smash Factor 8}} and 33rd at {{Trn|Smash Fest to the Sky}}.
*{{Sm|Kwaz|USA}} - The best Little Mac player in the United States and one of the best in the world. Placed 3rd at {{Trn|Sweet Spot 6}}, 5th at {{Trn|Overextend}}, 7th at {{Trn|Smash Out 2019}}, 9th at {{Trn|Paradigm Shift 2019}}, 13th at both {{Trn|Be Mine?}} and {{Trn|Frosty Faustings XII 2020}} , 33rd at {{Trn|Low Tier City 7}}, 49th at {{Trn|The Big House 9}}, and 97th at {{Trn|Frostbite 2020}}. Ranked 3rd on the [[Nebraska Power Rankings#Ultimate|Nebraska Ultimate Power Rankings]].
*{{Sm|Midoriss|Italy}} - Placed 4th at {{Trn|OTB II}} and 7th at {{Trn|Nemiex Pro Tournament III}}. Ranked 9th on the [[Italian Power Rankings]].
*{{Sm|Mr.Newport|United States}} -  The best Little Mac player in Texas and one of the best in the United States. Placed 13th at {{trn|Ascension V}}, 49th at {{trn|Low Tier City 7}}, and 97th at {{trn|EVO 2019}}. He is ranked 1st on the [[El Paso Power Rankings#Ultimate|El Paso Power Rankings]].
*{{Sm|Peanut|United States}} - Maryland Little Mac player known for his strong placements in {{Trn|Mega Smash Mondays}}.  Placed 5th at [https://smash.gg/tournament/mega-smash-mondays-online-36/event/singles/standings Mega Smash Mondays 36] and 9th at [https://smash.gg/tournament/mega-smash-mondays-online-32/event/singles/standings Mega Smash Mondays 32].  Has a win over {{Sm|JeJaJeJa}}.
*{{Sm|Sol|United States}} - A pioneer of competitive Little Mac plays, and was considered one of the best Little Mac players in the early metagame. Placed 17th at {{trn|COST 2019}}. Primarily focused on ''Beat Saber'' and ''Pokémon''. However, he has recently gone back into competitive Smash.
*{{Sm|Tarakotori|Japan}} - The best Little Mac player in Japan and one of the best in the world. Placed 13th at both {{Trn|Umebura SP 4}} and {{Trn|Sumabato SP 8}}, 33rd at {{Trn|Umebura SP 6}}, and 49th {{Trn|Umebura SP 3}}. Has wins over {{Sm|kept}}, {{Sm|T}}, {{Sm|Tsu}}, {{Sm|Lunamado}}, {{Sm|Etsuji}}, {{Sm|Abadango}}, {{Sm|Eim}}, {{Sm|Shogun}}, and {{Sm|HIKARU}}.
*{{Sm|Yaminabe|Japan}} - Placed 25th at {{Trn|Umebura SP 6}} and 97th at {{Trn|EVO Japan 2020}}.  Has a win over {{Sm|Brood}}.


However even around the release of the first tier list, Little Mac's reception had began improving ever so slightly: improving results from Peanut and the occasional strong performance from Tarakotori gave Little Mac better overall representation; notably, by the end of 2023 Little Mac left the bottom 10 for the first time since 2019, ranking 69th in terms of representation. Although still considered unviable, with his placement remaining unchanged on the second tier list, this small improvement meant he was no longer ranked in the same tier as Ganondorf.
====Inactive====
*{{Sm|Lazyboredom|USA}} - Placed 3rd at {{Trn|Just Roll With It! 10}}, 9th at {{Trn|Just Roll With It! 11}} while using both Little Mac and Falco. Ranked 12th on the [[North Carolina Power Rankings#Smash Ultimate|North Carolina Ultimate Power Rankings]].
*{{Sm|Masayan|Japan}} - Placed 17th at {{Trn|Sumabato SP 9}} with a win over {{Sm|yuzu}}.
*{{Sm|Reverse Sol|United States}} - Placed 17th at {{trn|Launch}} and 33rd at {{Trn|Glitch 6}}.


=={{SSBU|Classic Mode}}: Friendly Sparring==
=={{SSBU|Classic Mode}}: Friendly Sparring==
[[File:SSBU Congratulations Little Mac.png|thumb|Little Mac's congratulations screen.]]
[[File:SSBU Congratulations Little Mac.png|thumb|Little Mac's congratulations screen.]]
Little Mac's route features opponents that, like him, specialize in {{iw|wikipedia|hand-to-hand combat}}. During each Round, every item except the [[Sandbag]] is disabled. As such, the Sandbag can be hit, but will only spawn confetti.
Little Mac fights fighters that are close range martial artists. During the battles, every item except the [[Sandbag]] is disabled. As such, the Sandbag can be hit but will only spawn visual confetti.


{|class="wikitable" style="text-align:center"
{|class="wikitable" style="text-align:center"
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|1||{{CharHead|Incineroar|SSBU|hsize=20px}}||[[Boxing Ring]]||''{{SSBUMusicLink|Pokémon|Battle! (Elite Four) / Battle! (Solgaleo/Lunala)}}''||
|1||{{CharHead|Incineroar|SSBU|hsize=20px}}||[[Boxing Ring]]||''{{SSBUMusicLink|Pokémon|Battle! (Elite Four) / Battle! (Solgaleo/Lunala)}}''||
|-
|-
|2||{{CharHead|Ryu|SSBU|hsize=20px}}||[[Suzaku Castle]]||''{{SSBUMusicLink|Street Fighter|Ryu Stage}}''||Could also possibly reference Piston Hondo, a Japanese boxer and one of Little Mac's recurring opponents.
|2||{{CharHead|Ryu|SSBU|hsize=20px}}||[[Suzaku Castle]]||''{{SSBUMusicLink|Street Fighter|Ryu Stage}}''||Could also possibly reference Piston Hondo, one of Little Mac's recurring opponents.
|-
|-
|3||{{CharHead|Mii Brawler|SSBU|hsize=20px}} (x4)||[[Arena Ferox]]||''{{SSBUMusicLink|Super Smash Bros.|Battlefield - Super Smash Bros. Brawl}}''||The stage represents a typical stadium.<br>Mii Brawler costume combinations:
|3||{{CharHead|Mii Brawler|SSBU|hsize=20px}} (x4)||[[Arena Ferox]]||''{{SSBUMusicLink|Super Smash Bros.|Battlefield - Super Smash Bros. Brawl}}''||Mii Brawler costume combinations:
*No headwear and Red Tracksuit
*No headwear and Red Tracksuit
*Ninja Headband and Purple Fighter Uniform
*Ninja Headband and Purple Fighter Uniform
Line 371: Line 302:
|4||{{CharHead|Captain Falcon|SSBU|hsize=20px}}||[[Port Town Aero Dive]]||''{{SSBUMusicLink|F-Zero|Dream Chaser}}''||
|4||{{CharHead|Captain Falcon|SSBU|hsize=20px}}||[[Port Town Aero Dive]]||''{{SSBUMusicLink|F-Zero|Dream Chaser}}''||
|-
|-
|5||{{CharHead|Little Mac|SSBU|hsize=20px|color=Wire}}||Boxing Ring||''{{SSBUMusicLink|Punch-Out!!|Jogging / Countdown}}''||If the player uses the Wireframe Mac costume, the {{Head|Little Mac|g=SSBU|s=20px}} default Little Mac appears as the enemy.
|5||{{Head|Little Mac|g=SSBU|s=20px|cl=Wire}} Little Mac||Boxing Ring||''{{SSBUMusicLink|Punch-Out!!|Jogging / Countdown}}''||If the player uses the Wireframe Mac costume, the {{Head|Little Mac|g=SSBU|s=20px}} default Little Mac appears as the enemy.
|-
|-
|6||{{CharHead|Donkey Kong|SSBU|hsize=20px}}||Boxing Ring ([[Ω form]])||''{{SSBUMusicLink|Donkey Kong|Donkey Kong / Donkey Kong Jr. Medley}}''||References the boss battle against Donkey Kong in the Wii version of ''Punch-Out!!''
|6||{{CharHead|Donkey Kong|SSBU|hsize=20px}}||Boxing Ring ([[Ω form]])||''{{SSBUMusicLink|Donkey Kong|Donkey Kong / Donkey Kong Jr. Medley}}''||References the boss battle against Donkey Kong in ''Punch-Out!! (Wii)''.
|-
|-
|colspan="5"|[[Bonus Stage]]
|colspan="5"|[[Bonus Stage]]
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|''{{SSBUMusicLink|Punch-Out!!|Jogging / Countdown}}''
|''{{SSBUMusicLink|Punch-Out!!|Jogging / Countdown}}''
|}
|}
{{clr}}
{{-}}


==[[Spirit]]s==
==[[Spirit]]s==
Little Mac's fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold, but only after Little Mac has been unlocked. Unlocking Little Mac in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork in ''Ultimate''.
Little Mac's fighter spirit can be obtained by completing [[Classic Mode]]. It is also available periodically for purchase in the shop for 500 coins. Unlocking Little Mac in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each fighter spirit has an alternate version that replaces them with their artwork in ''Ultimate''.


Additionally, Little Mac makes an appearance as a primary spirit as Giga Mac.
Additionally, Little Mac makes an appearance as a primary spirit as Giga Mac.
Line 423: Line 354:
</center>
</center>


==In Spirit Battles==
==In Spirit battles==
===As the main opponent===
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
Line 572: Line 503:
|N/A
|N/A
|•The enemy's punches and elbow strikes have increased power
|•The enemy's punches and elbow strikes have increased power
|{{SSBUMusicLink|Other|Tunnel Theme - X-Scape}}
|{{SSBUMusicLink|Other|Tunnel Scene - X-Scape}}
|Player
|Player
|-
|-
Line 608: Line 539:
Little Mac unlock notice SSBU.jpg|Little Mac's unlock notice.
Little Mac unlock notice SSBU.jpg|Little Mac's unlock notice.
SSBUWebsiteLittleMac1.jpg|Using [[Jolt Haymaker]] on [[Shadow Moses Island]].
SSBUWebsiteLittleMac1.jpg|Using [[Jolt Haymaker]] on [[Shadow Moses Island]].
SSBUWebsiteLittleMac2.jpg|Using the third hit of his neutral attack on {{SSBU|Ganondorf}} on [[Coliseum]].
SSBUWebsiteLittleMac2.jpg|Punching {{SSBU|Ganondorf}} on [[Coliseum]].
SSBUWebsiteLittleMac3.jpg|Performing his side taunt on [[Wrecking Crew]].
SSBUWebsiteLittleMac3.jpg|Performing his side taunt on [[Wrecking Crew]].
SSBUWebsiteLittleMac4.jpg|A bruised Little Mac with {{SSBU|Dr. Mario}} on [[Tomodachi Life]].
SSBUWebsiteLittleMac4.jpg|A bruised Little Mac with {{SSBU|Dr. Mario}} on [[Tomodachi Life]].
SSBUWebsiteLittleMac5.jpg|Wireframe Mac using his down smash against {{SSBU|King Dedede}} on [[Luigi's Mansion]].
SSBUWebsiteLittleMac5.jpg|Wireframe Mac using his down smash against {{SSBU|King Dedede}} on [[Luigi's Mansion]].
SSBUWebsiteLittleMac6.jpg|[[Giga Mac]] pummeling {{SSBU|Wario}}.
SSBUWebsiteLittleMac6.jpg|[[Giga Mac]] pummeling {{SSBU|Wario}}.
SSBUWebsiteBowser3.jpg|Using Jolt Haymaker to avoid and retaliate against {{SSBU|Bowser}}'s down smash on [[Mushroomy Kingdom]].
SSBUWebsiteBowser3.jpg|Attacking {{SSBU|Bowser}} on [[Mushroomy Kingdom]].
SSBUWebsiteCaptainFalcon3.jpg|Little Mac being taunted by {{SSBU|Captain Falcon}} on [[Arena Ferox]].
SSBUWebsiteCaptainFalcon3.jpg|Little Mac being taunted by {{SSBU|Captain Falcon}} on [[Arena Ferox]].
SSBUWebsiteCorrin3.jpg|Little Mac struck by {{SSBU|Corrin}}'s forward smash on [[Kalos Pokémon League]].
SSBUWebsiteCorrin3.jpg|Little Mac struck by {{SSBU|Corrin}}'s forward smash on [[Kalos Pokémon League]].
SSBUWebsiteIncineroar2.jpg|Hit by {{SSBU|Incineroar}}'s dash attack on [[Big Blue]].
SSBUWebsiteIncineroar2.jpg|Hit by {{SSBU|Incineroar}} on [[Big Blue]].
SSBUWebsiteKirby3.jpg|Using Jolt Haymaker on {{SSBU|Kirby}} in the [[Boxing Ring]].
SSBUWebsiteKirby3.jpg|Using Jolt Haymaker on {{SSBU|Kirby}} in the [[Boxing Ring]].
SSBUWebsitePikachu6.jpg|Getting hit by {{SSBU|Pikachu}}'s down throw in the Boxing Ring.
SSBUWebsitePikachu6.jpg|Getting slammed by {{SSBU|Pikachu}}’s [[down throw]] in the Boxing Ring.
SSBUWebsiteSnake2.jpg|Getting hit by the third hit of {{SSBU|Snake}}'s neutral attack on Kalos Pokémon League.
SSBUWebsiteSnake2.jpg|Getting kicked by {{SSBU|Snake}} on Kalos Pokémon League.
SSBUWebsiteMarshadow2.jpg|Little Mac being attacked by [[Marshadow]] on [[Temple]].
SSBUWebsiteMarshadow2.jpg|Little Mac being attacked by [[Marshadow]] on [[Temple]].
SSBUWebsiteRodin4.jpg|Little Mac struck by [[Rodin]]'s [[After Burner Kick]] on the [[Great Plateau Tower]].
SSBUWebsiteRodin4.jpg|Little Mac struck by [[Rodin]]'s version of After-Burner Kick on the [[Great Plateau Tower]].
SSBUWebsite29.jpg|Performing his up taunt on the [[Bridge of Eldin]].
SSBUWebsite29.jpg|Performing his up taunt on the [[Bridge of Eldin]].
SSBUWebsiteMinMin3.jpg|{{SSBU|Min Min}} throwing a Dragon-equipped using her [[forward smash]] against Little Mac on the stage.
SSBUWebsiteKazuya5.jpg|Devil {{SSBU|Kazuya}} fighting against Little Mac on the stage.
</gallery>
</gallery>


===Fighter Showcase Video===
===Character Showcase Video===
{{#widget:YouTube|id=vBM09wj8xwE}}
{{#widget:YouTube|id=vBM09wj8xwE}}


Line 634: Line 563:
*Little Mac's pose in his official art resembles the pose he performs while using [[Slip Counter]].
*Little Mac's pose in his official art resembles the pose he performs while using [[Slip Counter]].
*Little Mac's Classic Mode has a high spawn rate of [[Sandbag]], as a reference to his reveal video where he has a Sandbag in his training ring, as well as usage of similar punching bags by real-life boxers.
*Little Mac's Classic Mode has a high spawn rate of [[Sandbag]], as a reference to his reveal video where he has a Sandbag in his training ring, as well as usage of similar punching bags by real-life boxers.
*Like in ''Smash 4'', Little Mac's wireframe alternate costume has dark green hair in-game, as opposed to it being black in his render.
*There is a positioning error in Little Mac's [[on-screen appearance]] when facing to the left; before removing his sweatsuit, he will be facing away from the camera. This did not occur in ''Smash 4''.
*In Little Mac's [[on-screen appearance]], there are two inconsistencies that weren't present in ''Super Smash Bros. 4'':
**Additionally, when using Wireframe Mac's standard alternate costume, he enters the stage wearing his green sweatshirt, but it turns pink when he takes it off, which also did not occur in ''Smash 4''.
**The left-facing animation will have Little Mac facing away from the camera when walking into the stage, but after removing said sweatshirt, he repositions himself to face the screen.
*Little Mac, {{SSBU|Ivysaur}}, {{SSBU|Greninja}}, {{SSBU|Olimar}}, {{SSBU|Ryu}} and {{SSBU|Ken}} are the only characters to never appear as minions in any Spirit battles.
**The P7 alternate costume involving Wire-Frame Mac will show his sweatshirt colored green when he enters the stage, but when removing the sweatshirt, its color changes to pink.
*In [[World of Light]], Little Mac is one of the few fighters who is not affiliated with [[Dharkon]] in any way, as all of his encounters as himself or as a puppet fighter are all in association with [[Galeem]]. Olimar, Ivysaur, {{SSBU|Ness}}, {{SSBU|Roy}}, {{SSBU|Toon Link}}, {{SSBU|Wii Fit Trainer}}, {{SSBU|Squirtle}}, {{SSBU|Mii Gunner}}, and {{SSBU|Pokémon Trainer}} all share this distinction as well.
*There is an animation error in Little Mac’s aerial [[Rising Uppercut]]. On the third frame of the animation, his leg becomes contorted, with his calf bent nearly 180 degrees and his foot sticking out of his thigh. This error also appears in ''Smash 4''.


==References==
==References==

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