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=Hoodie|tab2=[[File:Little Mac-Alt5 SSBU.png|190px]]|title3=Wireframe|tab3=[[File:Wireframe Mac SSBU.png|250px]]|title4=Wireframe Hoodie|tab4=[[File:Little Mac-Alt7 SSBU.png|190px]]}}
|game = SSBU
|game = SSBU
|ssbgame1 = SSB4
|ssbgame1 = SSB4
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = E+
|tier = D-
|ranking = 81
|ranking = 81
}}
}}
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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's voice actor, albeit via reused voice clips from ''[[Super Smash Bros. 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-lowest ranked character in the game. 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.  
Little Mac is ranked 81st out of 82 on the ''Ultimate'' [[tier list]], placing him in the D- tier. 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, most notably when it comes to fighting in the air. 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 almost non-existent 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.
To compensate for his strong ground game, however, Little Mac packs glaring weaknesses, most notably when it comes to fighting in the air. 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}}.
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}}.
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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. 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 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 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}}'. 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}}, making it easy for Little Mac to punish grounded attacks and giving him excellent 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'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.
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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.
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.


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. 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.  
While considerably weaker than the rest of the cast, Little Mac's air game is not completely useless, and can be utilized for initiating short combos. Each of his air attacks have some limited perks; neutral aerial being the fastest aerial attack in the game, making it a decent combo breaker, and it can combo into itself, drag down opponents with him as a sacrificial K.O. option; forward and back aerials are semi-spikes, with the former being decent for combos or edge-guarding; up aerial is a fast anti-air, and down aerial is an extremely fast, weak [[meteor smash]]. Neutral aerial is by far Little Mac's most effective aerial, giving him excellent combo opportunities with a fast falling up aerial, forward aerial, down aerial for spiking, or when close to the upper blastline, 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 often best used in conjunction with Jolt Haymaker as a follow-up, and a powerful sacrificial K.O. tool. Back aerial is the worst of it's kind in the game, but has fair spacing utility, and sets the opponent up for tech chase situations when used close to the ground. Finally, down aerial can be used to lock an opponent's position out of a down tilt, down throw, or at any time while in neutral. It also acts as a highly situational, and risky meteor smash when at extreme percentages.
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.
Little Mac sports 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 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. Unfortunately, throws also have very limited use, being very weak compared to other fighters, but have enough initial knockback to keep opponents out of Mac's direct vicinity for follow-up situations. 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.


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.
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 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. 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.


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. 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.
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==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. 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 changes to shield damage for projectiles in update 3.0.0, as they make it somewhat easier for him to handle camping.
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.
 
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.


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.
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.
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|ftiltname=One-Two Punch ({{ja|ワン・ツーパンチ|Wan Tsū Panchi}})
|ftiltname=One-Two Punch ({{ja|ワン・ツーパンチ|Wan Tsū Panchi}})
|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 {{iw|wikipedia|one-two combo}}. It has very minimal startup (frame 4) and links reliably into the second hit, which is strong enough to KO {{SSBU|Mario}} at 90% while near the edge of {{SSBU|Final Destination}}. 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 when dash canceled and especially 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 percentages. 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!!''
|utiltname=Anti-Air Knuckle ({{ja|アンチエアナックル|Anchi Ea Nakkuru}})
|utiltname=Anti-Air Knuckle ({{ja|アンチエアナックル|Anchi Ea Nakkuru}})
|utiltdmg=6.5%
|utiltdmg=6.5%
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|dtiltname=Leg Blow ({{ja|レッグブロー|Reggu Burō}})
|dtiltname=Leg Blow ({{ja|レッグブロー|Reggu Burō}})
|dtiltdmg=8%
|dtiltdmg=8%
|dtiltdesc=A short straight-punch while crouching. 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 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.
|dashname=Hammer Punch ({{ja|ハンマーパンチ|Hanmā Panchi}})
|dashname=Hammer Punch ({{ja|ハンマーパンチ|Hanmā Panchi}})
|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, but 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), 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 the 3 frames in which the hitbox is active: it launches at 80° on frame 7, 70° on frame 8, and 60° on frame 9, with the late 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!!''
|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=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}})
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|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 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.
''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, 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.


''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 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!!''


''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, and its high [[shieldstun]] makes it safer on shield than the other two punch variations. 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.
|usmashname=Dynamite Uppercut ({{ja|ダイナマイトアッパーカット|Dainamaito Appākatto}})
|usmashname=Dynamite Uppercut ({{ja|ダイナマイトアッパーカット|Dainamaito Appākatto}})
|usmashdmg={{ChargedSmashDmgSSBU|21}} (clean), {{ChargedSmashDmgSSBU|16}} (late)
|usmashdmg={{ChargedSmashDmgSSBU|21}} (clean), {{ChargedSmashDmgSSBU|16}} (late)
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|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 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.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=[[wikipedia:Grappling hold#Clinch hold|Clinches]] the opponent. In addition to having average range, Little Mac possesses moderate ending lag in his grabs, although they don't 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'', 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!!''
|pummelname=Grab Body Blow ({{ja|つかみボディブロー|Tsukami Bodi Burō}})
|pummelname=Grab Body Blow ({{ja|つかみボディブロー|Tsukami Bodi Burō}})
|pummeldmg=1%
|pummeldmg=1%
|pummeldesc=A {{iw|wikipedia|short straight-punch}}. Fast but weak.
|pummeldesc=A {{iw|wikipedia|short straight-punch}}. One of the fastest, yet least damaging pummels in the game.
|fthrowname=Head Blow ({{ja|ヘッドブロー|Heddo Burō}})
|fthrowname=Head Blow ({{ja|ヘッドブロー|Heddo Burō}})
|fthrowdmg=4% (hit), 4% (throw)
|fthrowdmg=4% (hit), 4% (throw)
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|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 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.
}}
}}
===[[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]].]]
{{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.}}
<br>
{{cquote|''Unleash a powerful uppercut that launches opponents. You get various perks for using this on the ground.
|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.
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.


===Stats===
===Stats===
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| fall=1.95 | rfall=2-4
| fall=1.95 | rfall=2-4
| ff=3.12 | rff=2-3
| ff=3.12 | rff=2-3
| jumpsquat=3 | rjumpsquat=1-88
| jumpsquat=3 | rjumpsquat=2-89
| jumpheight=26 | rjumpheight=81-83
| jumpheight=26 | rjumpheight=81-83
| shorthop=12.53 | rshorthop=81
| shorthop=12.53 | rshorthop=81
| djump=26 | rdjump=85-86
| djump=26 | rdjump=85-86
}}
}}
===[[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]].]]
{{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.}}
<br>
{{cquote|''Unleash a powerful uppercut that launches opponents. You get various perks for using this on the ground.
|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.
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.


===[[Announcer]] call===
===[[Announcer]] call===
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|-
|-
! scope="row"|Cheer
! scope="row"|Cheer
|[[File:Little Mac Cheer English SSB4 SSBU.ogg|center]]||[[File:Little Mac Cheer Japanese SSB4 SSBU.ogg|center]]||[[File:Little Mac Cheer Italian SSB4 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]]
|[[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
! scope="row"|Description
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|-
|-
! scope="row"|Cheer
! scope="row"|Cheer
|[[File:Little Mac Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Little Mac Cheer Spanish NTSC SSB4 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]]
|[[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
! scope="row"|Description
|Auf geht's, Little Mac! || Little Mac! Little Mac! Ra ra ra! {{NTSC}} <br>Little Mac! Little Mac! E! E! {{PAL}} || Malysh - Maaaaac! || Li - ttle Mac!
| || Little Mac! Little Mac! Ra ra ra! {{NTSC}} <br>Little Mac! Little Mac! E! E! {{PAL}} || Malysh - Maaaaac! || Li - ttle Mac!
|}
|}
</div>
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''See also: [[:Category:Little Mac players (SSBU)]]''
''See also: [[:Category:Little Mac players (SSBU)]]''


*{{Sm|Kwaz|USA}} - The best Little Mac player in North America before Peanut, especially during the early metagame. He was one of the first Little Mac players to place top 8 at [[PGR]]-ranked events, placing 5th at {{Trn|Overextend}} and 7th at {{Trn|Smash Out 2019}}. He was also the most successful Little Mac players at majors during this time, placing 33rd at {{Trn|Low Tier City 7}} and 49th at {{Trn|The Big House 9}}. Even after Peanut's rise, Kwaz has been able to put up several comparable results, such as 7th at {{Trn|LEVELUP Arena 2}} and 33rd at {{Trn|CEO 2021}}.
*{{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}}.
*{{Sm|Peanut|USA}} - One of the best Little Mac players in the world since 2021. At his peak in 2022 and 2023, his results placement-wise were generally more consistent than Tarakotori, as he has placed no lower than 65th at most majors he attended during this time, including some of the largest events of the year, like placing 49th at {{Trn|GENESIS 9}} and {{Trn|Super Smash Con 2023}}, all the while achieving notable wins such as {{Sm|Kurama}} at the latter event. Outside of majors, he notably placed 4th at {{Trn|Santa Paws 1}} defeating {{Sm|ApolloKage}} and {{Sm|Anathema}}.
*{{Sm|Peanut|USA}} - The best Little Mac player of all-time and the only solo-Little Mac player who consistently places top 64 at majors. 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 of all-time, and the definitive best Little Mac player in the early metagame, with results that only a few Little Mac players have been able to match since. His 13th-place finish at {{Trn|Umebura SP 4}} is currently tied for the best placement from a Little Mac player at a major. In addition, his most noteworthy performances, especially for overseas players, were at smaller events, which includes his victories at both the {{Trn|Battle of BC 6}} pre-local {{Trn|SFU SMASH: BOBC 6 Pre-Local}}, defeating {{Sm|BassMage}} and {{Sm|Lancelot}}, and the weekly [https://www.start.gg/tournament/weekly-smash-party-151/details Weekly Smash Party #151], defeating {{Sm|KEN}} and {{Sm|Shuton}}; these two events remain the largest events talent-wise won by a Little Mac player.
*{{Sm|Tarakotori|Japan}} - The best Little Mac player in the early metagame, and is still one of the best Little Mac players in the current metagame, 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===
===Tier placement and history===
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}}.
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.  
 
Throughout the game's lifespan, 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. Even in the online metagame, Peanut’s strong presence in weekly tournaments has failed to offset his lack of aerial utility and vulnerability to edgeguards, represented by Little Mac proceeding to see low representation in both national level tournaments and [[Wi-Fi Warrior Rank]]ed tournaments.  


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 he 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.
As of current competitive play, Little Mac has begun to gain a slightly better reception due to more representation and Little Mac players adapting to the recent meta. While he is still considered one of the worst characters in the game, some players have begun to skeptically see him as a low tier rather than a definitive bottom tier. Overall, professional players still see him in the competitive setting as an unviable character due to the amount of work necessary to perform as him effectively at the highest level of play, with him ranking 81st on the first and current tier list.


=={{SSBU|Classic Mode}}: Friendly Sparring==
=={{SSBU|Classic Mode}}: Friendly Sparring==
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==[[Spirit]]s==
==[[Spirit]]s==
Little Mac's fighter spirit can be obtained by completing {{SSBU|Classic Mode}} as Little Mac. 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 {{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''.


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.
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==Trivia==
==Trivia==
*Little Mac's Showcase Video has him follow {{SSBU|Wario}}'s [[Wario Bike|motorbike]] while wearing his pink sweatsuit. This is a reference to the ''Punch-Out!!'' series, where Little Mac runs alongside [[Doc Louis]] on his bicycle.
*Little Mac's Showcase Video has him follow {{SSBU|Wario}}'s [[Wario Bike|motor bike]] while wearing his pink sweatsuit. This is a reference to the ''Punch-Out!!'' series, where Little Mac runs alongside [[Doc Louis]] on his bicycle.
*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.

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