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{{disambig2|Little Mac's appearance in ''Super Smash Bros. 4''|the character in other contexts|Little Mac}}
{{disambig2|Little Mac's appearance in ''Super Smash Bros. 4''|the character in other contexts|Little Mac}}
{{Infobox Character
{{Infobox Character
|name         = Little Mac
|name = Little Mac
|image       = [[Image:Little Mac SSB4.png|250px|Little Mac]]
|image = {{tabber|title1=Normal|content1=[[File:Little Mac SSB4.png|x240px]]|title2=Wireframe|content2=[[File:Little Mac Wireframe.png|x240px]]}}
|universe    = [[Punch-Out!!]]
|game = SSB4
|game         = SSB4
|ssbgame1 = SSBU
|availability = [[Starter character|Starter]]
|availability = [[Starter character|Starter]]
|tier = E
|tier = E
|ranking = 43
|ranking = 43
}}
}}
:{{cquote|Little Mac Punches In!|cite=Introduction Tagline}}
:{{cquote|''Little Mac Punches In!''|cite=Introduction Tagline}}
'''Little Mac''' ({{ja|リトル・マック|Ritoru Makku}}, ''Little Mac'') is a playable character in ''[[Super Smash Bros. 4]]''. He was revealed on February 13th, 2014 during a [[Nintendo Direct]] to commemorate the 30th anniversary of the ''[[wikipedia:Punch-Out!!|Punch-Out!!]]'' series, which debuted in Japan in 1983, but later debuted in the West in 1984.<ref name="oldschool">[http://oldschool.tblog.com/post/1971214969 Back to the 80s: Punch-Out!! arcade game introduced in 1984]</ref> Instead of retaining ''Brawl''{{'}}s 3D version of his original design from the NES version of ''Punch-Out!!'', Little Mac now sports his updated design from the [[wikipedia:Punch-Out!! (Wii)|Wii version of ''Punch-Out!!'']] Despite this, he is now voiced by Kōsuke Toriumi instead of Matt Harty, the latter of whom voiced him in the Wii version of ''Punch-Out!!''
'''Little Mac''' ({{ja|リトル・マック|Ritoru Makku}}, ''Little Mac'') is a playable character and a newcomer in ''[[Super Smash Bros. 4]]'', making the jump from an [[Assist Trophy]] in ''[[Super Smash Bros. Brawl]]'' to a fully playable fighter. Little Mac was revealed during a [[Nintendo Direct]] on February 13th, 2014,<ref>[https://www.youtube.com/watch?v=BdQg43n2OaM Nintendo Direct 2.13.14]</ref> which coincided with the 30th anniversary of the North American release of ''[[wikipedia:Punch-Out!! (arcade game)|Punch-Out!!]]''<ref name="oldschool">[http://oldschool.tblog.com/post/1971214969 Back to the 80s: Punch-Out!! arcade game introduced in 1984]</ref> Instead of retaining ''Brawl''{{'}}s 3D version of his original design from the NES version of ''Punch-Out!!'', Little Mac now sports his updated design from the [[wikipedia:Punch-Out!! (Wii)|Wii version of ''Punch-Out!!'']].


Little Mac is currently ranked 43rd out of 58 in the [[tier list]], placing him in the upper portion of the E tier. As a ground-oriented fighter, Little Mac greatest strength lies in the sheer effectiveness of his ground game; in addition to his outstanding ground mobility, high [[traction]] and fast/long-ranged dodges, Little Mac possesses the overall fastest grounded moveset which also boast high utility, either through having combo ability, a high damage output, or strong KO potential. Notably, his neutral and tilt attacks are unclankable due to [[Priority#Moves that cannot rebound|anti-rebounding priority]], and his smash attacks gain [[super armor]] during their use while being safe if spaced. Finally, Little Mac's special moveset provides useful tools when grounded, allowing him to tank, re-position, or retaliate against combos when the opportunity arises; in particular, his unique [[Power Meter]] allows him to quickly gain an advantage by taking a stock with a well-positioned [[Straight Lunge#KO Uppercut|KO Uppercut]] combo or read.
Rather than Matt Harty, who voiced him in that game, or Hisao Egawa, who voiced him as an Assist Trophy in ''Brawl'', Little Mac is voiced by Kōsuke Toriumi.


However, Little Mac's notoriously lackluster aerial attributes give him little to no defenses when airborne; his poor aerial mobility and low-utility air attacks make aerial combat extremely risky, while his status as a [[Falling speed#Fast-faller|fast-falling]] lightweight with low jumps and a notoriously weak overall [[recovery]] make him glaring susceptible to [[gimp]]ing, [[juggling]], aggressive [[edgeguard]]ing, and combos, each of which can result in him being KO'd quickly. Little Mac's ground game is also not fundamentally perfect despite its effectiveness, due to his attacks generally lacking [[shieldstun]] and dealing minimal shield damage, while his grab and throws are lackluster. Finally, Little Mac's excellent ground game is offset by his sheer reliance on staying grounded, giving him extreme difficulty with contending against platform [[camping]] and ground-hugging projectiles, especially if he is required to waste his second jump, alongside giving him a linear [[neutral game]].
Little Mac is ranked 43rd out of 54 in the [[tier list]], placing him in the E tier as the second lowest ranking mid-tier character. Little Mac's greatest strength is the sheer effectiveness of his ground game; in addition to his outstanding grounded mobility, high [[traction]], and fast/long-ranged dodges, he possesses the overall fastest grounded moveset. By extension, Little Mac's grounded moveset is very potent in regard to both offense and defense: his respectable combo potential, overall high damage output, and outstanding KO power make him very threatening, whereas his [[Priority#Moves_that_cannot_rebound|anti-rebounding priority]] and super [[armor]] enable him to go toe-to-toe against incoming attacks.<ref name="Direct"/> Lastly, his unique [[Power Meter]] allows him to quickly gain an advantage by KOing with a well-positioned [[Straight Lunge#KO Uppercut|KO Uppercut]] at very low percentages with the help of a combo or read.


As a result of his polarized attributes and risky playstyle, Little Mac maintains only an average level of representation, with few dedicated mains. Despite his results being rather volatile, he has managed to achieve some success, with {{Sm|Cagt}} and {{Sm|Destany}} taking several top spots at local and regional tournaments, while dedicated mains such as {{Sm|Sol}}, {{Sm|Vash}}, and {{Sm|Alphicans}} have achieved a handful of respectable placings at the regional and national level.
However, Little Mac's notoriously awful aerial attributes give him little to no defense when airborne.<ref name="Direct"/> His poor aerial mobility and minimal utility of his aerial attacks makes attempting aerial combat extremely risky, while his status as a [[Falling speed#Fast-faller|fast-falling]] lightweight with low [[jump]]s and a weak [[recovery]] make him glaringly susceptible to [[gimp]]ing, [[juggling]], [[edge-guard]]ing, and combos, each of which can result in him being KO'd early on. Despite its effectiveness, Little Mac's ground game is not fundamentally perfect. Aside from his downward angled forward smash and sweetspotted up smash, the remainder of his attacks deal minimal [[shield damage]] and generally lack [[shieldstun]]. Little Mac's unimpressive size also results in the majority of his moveset's [[range]] being short; this not only leaves him disadvantaged against characters that have disjointed ranges and/or projectiles, but also results in a linear [[neutral game]].
 
Overall, Little Mac's strong ground game is not enough to compensate for his weaknesses, and has resulted in him maintaining only an average level of representation. Despite this, Little Mac has managed to achieve some success: {{Sm|Destany}} has won several local tournaments, while {{Sm|Sol}}, {{Sm|Vash}}, {{Sm|Alphicans}} and {{Sm|pu55yk1ng}} have each achieved a handful of respectable placings at regional and national tournaments.


==Attributes==
==Attributes==
As shown in his trailer, Little Mac is a [[Weight|lightweight]] who performs strongly on the ground, but far less effectively in the air. His mobility is measured in a way that reflects this: he has the eighth fastest [[walking]] speed, the third fastest [[dash]]ing speed, and is tied with {{SSB4|Zero Suit Samus}} and {{SSB4|Wario}} for the third highest [[traction]]. Altogether, these attributes give him arguably the best [[out of shield]] game of any character. His [[sidestep]] and [[roll]]s are also the fastest in the game, with the latter also being long-distanced, which makes it easy for Little Mac to punish grounded attacks, even those with quick startup. Little Mac's [[dash]] animation, when given his short frame, also allows him to "crouch" under many attacks with high hitboxes or certain projectiles such as [[Hadoken]] and uncharged [[Water Shuriken]]. His below average [[gravity]] and fast [[falling speed]] also give him exceptional vertical survivability for a lightweight, while his fast [[air dodge]] (surpassed only by {{SSB4|Mewtwo}}'s) and high [[wall jump]] (surpassed only by {{SSB4|Lucario}}'s) give him decent protection against edge-guarders so long as he is near the stage. Conversely, Little Mac's aerial traits are notably subpar; while his [[air speed]] is average, he is burdened with the fourth lowest [[jump]]s and the second slowest [[air acceleration]], making it mandatory for him to stay on the ground whenever possible.
Little Mac is a [[Weight|lightweight]] whose name is somewhat of a misnomer in regard to his size. While he is rather small in relation to the majority of realistically proportioned characters in ''SSB4'', he is of average size among the entire cast. This, in turn, helps and hinders Mac; his size can make him a somewhat difficult target to hit, and results in his [[dash]]'s animation allowing him to "pseudo-[[Crouching|crouch]]" under many attacks with high hitboxes or certain projectiles, such as [[Hadoken]] and uncharged [[Water Shuriken]]. Conversely, it also results in the overwhelming majority of his moves having a short [[range]], which makes [[spacing]] essential for him to avoid getting [[punish]]ed.
 
As mentioned within his reveal trailer, Little Mac performs strongly on the ground, but poorly in the air,<ref name="Direct">[https://www.youtube.com/watch?v=7xUWnQu2Grs Super Smash Bros. Direct 4.8.2014]</ref> with his mobility being measured in a way that reflects this polarization. Little Mac has the eighth fastest [[walking]] speed; the third fastest [[dashing]] speed; and is tied with {{SSB4|Zero Suit Samus}} and {{SSB4|Wario}} for the third highest [[traction]]. Altogether, these attributes give him arguably the best [[out of shield]] game of the entire cast. His [[sidestep]] and [[roll]]s are also the fastest in the game, with the latter also being long-distanced; these attributes in particular make it easy for Little Mac to punish grounded attacks, even those with quick start-up lag.
 
Little Mac's below-average [[gravity]] and fast [[falling speed]] also give him exceptional vertical endurance for a lightweight, while his fast [[air dodge]] (surpassed only by {{SSB4|Mewtwo}}'s) and high [[wall jump]] (surpassed only by {{SSB4|Lucario}}'s) give him decent protection against edge-guarders so long as he is near the stage. Aside from his average [[air speed]], however, the remainder of Little Mac's aerial traits are infamously sub-par: his [[jump]] is tied with {{SSB4|Ryu}}'s as the fourth lowest; his [[double jump]] is tied with {{SSB4|Ganondorf}}'s as the third lowest; and his [[air acceleration]] is the second slowest. Due to these latter attributes, it is mandatory for Mac to stay on the ground whenever possible.


Little Mac's greatest strength is his incredibly powerful ground game, as none of his grounded moves have more than 15 frames of startup (with his neutral attack being tied with {{SSB4|Zero Suit Samus}} as the fastest in the game, while his tilts are among the fastest in their respective categories) or 30 frames of ending lag (barring his up smash, at 35 frames). Additionally, all of his ground moves have high utility as his weaker attacks are effective at starting combos, while his strongest attacks have proportionately low ending lag despite their speed and power. This makes Little Mac's ground game immensely useful due to his ability to easily find openings before racking up damage and KOing opponents very quickly, which forces his opponents to play very cautiously. His [[jab cancel]]ed neutral attack, up tilt and down tilt are great combo starters, with his down tilt being especially effective due to its vertical launching angle and low knockback scaling allowing it to combo into any move except his back aerial, down aerial, and [[Straight Lunge]]. Altogether, these moves grant him a very fast and unique grounded combo game, in addition to giving him an abundance of grounded KO moves.
Little Mac's greatest strength is his incredibly useful 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. Little Mac's neutral attack, in particular, is tied with {{SSB4|Zero Suit Samus}}' for the fastest in the game, thanks to it hitting on frame 1. All of his grounded moves also boast impressive utility in certain ways. [[Jab cancel]]ed neutral attack, up tilt, and down tilt are great combo starters, the latter of which is especially effective thanks to its below average knockback and vertical launching angle allowing it to combo into any move aside from a grab, back aerial, down aerial, or [[Straight Lunge]].


Little Mac's aforementioned frame data also allows him to break shields by pressuring his opponent to keep their shield up, though if this is not possible to do in a given situation, the speed can instead initiate [[shield stabbing]] on many characters, with a prominent example being {{SSB4|Ganondorf}}. He additionally possesses a very fast [[semi-spike]] in his down smash, giving him a deadly [[edge-guarding]] move. Lastly, some of his moves have high [[hitlag]], most notably his downward angled forward smash, which makes said moves difficult to [[punish]] out of shield.
Despite being a lightweight, Little Mac boasts outstanding KO potential,<ref name="Direct"/> largely thanks to his smash attacks' impressive damage outputs and high knockback scaling. Alongside being very fast for their power, his smash attacks also possess distinct perks. Forward smash can be angled, with its downward angle being very potent at pressuring shields. Up smash can function as an anti-air attack, and its sweetspot also deals heavy shield damage. Lastly, down smash is a [[semi-spike]] with rather long range, allowing it to easily [[edge-guard]] against careless recoveries.


In addition to their strength, Little Mac's grounded attacks are almost impossible to interrupt. His neutral attack and tilt attacks, in particular, boast a form of [[priority]] known as [[Priority#Moves that cannot rebound|anti-rebounding priority]], which allows Little Mac's attack will continue uninterrupted while the opponent's attack is not only canceled out, but it also results in them suffering from lag relative to how powerful the attack they used was. However, this trait only applies to grounded attacks. With this level of priority, Little Mac can take advantage of the opponent's more powerful attacks, hindering them with large amounts of lag while allowing Mac to punish immediately due to the low ending lag of his neutral attack and tilt attacks. Besides these, his smash attacks are also difficult to interrupt as well. While they follow standard rules of priority, they have [[Armor|super armor]] from start-up to the end of their final [[hitbox]]es, making them impossible to interrupt during this period of time and allowing Mac to effectively [[Wikipedia:Tank (gaming)|tank]] an opponent's attack as a unique way of [[punish]]ing them. All these factors make Little Mac arguably the most difficult opponent to deal with on the ground.
In addition to their speed and strength, Little Mac's grounded moves are almost impossible to interrupt. His neutral and tilt attacks boast [[Priority#Moves that cannot rebound|anti-rebounding priority]], preventing any of Little Mac's tilts attacks from clanking with opposing grounded moves that are within priority range. As this also cancels out the opponent's attack and forces them into a rebounding animation, Little Mac can contest head-on against most opposing ground attacks, while allowing him to punish opponents immediately due to the speed of his own attacks. Additionally, Little Mac's smash attacks boast [[super armor]] for a respectable duration during their use, despite the hitboxes having standard priority. This allows Mac to effectively [[Wikipedia:Tank (gaming)|tank]] an opponent's attack as a unique way of [[Punishment|punishing]] them.<ref name="Direct"/> All of these traits make him arguably the most challenging opponent to deal with on the ground.


Little Mac's special moves also have some very useful options. [[Straight Lunge]] can be long-ranged, boasts very high power and grants damage-based launch resistance when it is sufficiently charged, allowing him to tank low damage attacks and retaliate immediately afterward. It can also be used to escape some weak multiple hit moves, such as neutral attacks, [[Witch Twist]], and {{SSB4|Greninja}}'s up aerial, in the event he gets caught in the middle of them. It can also be used as a situational move mid-match to enforce a bad approach or input from a reckless opponent. However, Straight Lunge is held back by its very slow speed and considerable ending lag even if uncharged, limiting its usage and making it easily intercepted in almost every other case, which offsets its overwhelmingly high strength. [[Jolt Haymaker]] is a strong leaping attack that travels far, can be unleashed on command and grants [[intangibility]] during start-up, making it ideal for [[tech-chasing]], re-positioning, and escaping/punishing laggier moves. Despite this, it does not stop at an edge upon performing it, which can inadvertently lead to an inevitable [[self-destruct]] if used near an edge.
Little Mac's special moves have fairly respectable utility. [[Straight Lunge]] gains distance as it is charged, boasts very high power, and grants damage-based launch resistance when it is sufficiently charged, allowing him to tank minimally damaging attacks and retaliate immediately afterward. It can also be used as a situational move mid-match to enforce a poor approach or input from a reckless opponent, with it notably giving Mac the ability to escape certain combo moves such as [[Witch Twist]]. However, Straight Lunge's very slow speed and considerable ending lag through all charge levels limits its usage, and making it easily intercepted in almost every other case. [[Jolt Haymaker]] propels Mac with a leap that travels far, can be unleashed on command and grants [[intangibility]] during start-up, making it ideal for [[tech-chasing]], re-positioning, and escaping or punishing laggier moves. Despite this, it does not stop at an edge upon performing it, which can inadvertently lead to a [[self-destruct]] if used near an edge.


[[Rising Uppercut]] covers fairly long vertical distance and grants brief intangibility upon start-up if used on the ground, making it Little Mac's most reliable aerial finisher and a very good out of shield option. Its last hit also deals extremely high knockback, making it quite a potent finisher, especially when used as a follow-up from his up tilt or his down throw. Its extremely fast start-up and initial intangibility also allows Mac to use it out of even the smallest pause between an opponent's combos, and thus potentially shift momentum in his favor. [[Slip Counter]] is overall the fastest [[counterattack]] in the game and grants intangibility at both start-up and during its counterattack. In addition, it is great for escaping pressure (especially aerial combos), and is one of the few that slides a distance before attacking.
[[Rising Uppercut]] grants brief intangibility upon start-up, and covers a fairly long amount of vertical distance and if used on the ground. Its extremely fast start-up and initial intangibility also allow Little Mac to use it out of even the smallest pause between an opponent's combos, potentially shifting momentum in his favor. When these traits are coupled with its last hit's extremely high knockback scaling, it is deceptively potent from out of shield, and is his most reliable aerial KOing option. [[Slip Counter]] is the overall fastest [[counterattack]] in the game, which makes it great for escaping pressure, especially aerial combos. It is also one of the few counterattacks that slides a distance before attacking; this enables Little Mac to not only close a gap between himself and an opponent, but also results in it having potential as a horizontal recovery option.


Lastly, the [[Power Meter]] is a mechanic unique to Little Mac. It is a visible meter that charges by either dealing or receiving damage. When it is fully charged, Straight Lunge is replaced by the [[Straight Lunge#KO Uppercut|KO Uppercut]], which is strong enough to KO any character at roughly 30%. It also has fast start-up, is [[unblockable]] (except on [[Witch Time]]), and can be used as a follow-up from Little Mac's tilts for almost guaranteed KO combos, allowing it to easily turn the tide of a match upon a successful hit. However, it is lost after holding it for 4 seconds and then being [[tumble|tumbled]] by any move (except footstooling), which enforces quick and precise use. Additionally, Little Mac must either receive 100% or deal 333% (assuming the player is never hit) in order to be granted the usage of KO Uppercut, while KO Uppercut itself has considerable ending lag regardless of whether or not it hits, making it a "high-risk, high-reward" attack.
Lastly, the [[Power Meter]] is a mechanic unique to Little Mac.<ref name="Direct"/> It is a visible meter that charges by either dealing at least 333% (assuming the player is never hit), or receiving at least 100%.<ref name="Direct"/> When it is fully charged, Straight Lunge is replaced by the [[Straight Lunge#KO Uppercut|KO Uppercut]], which is strong enough to KO any character at roughly 30%.<ref name="Direct"/> When coupled with it being [[unblockable]] (except on [[Witch Time]]), its fast start-up, and its ability to be used as a follow-up from his tilts for almost guaranteed KO combos, KO Uppercut can easily turn the tide of a match when it is used successfully. However, it is lost after holding it for 4 seconds and then being [[Tumbling|tumbled]] by any move (except [[footstool jump]]ing), which enforces quick and precise use. KO Uppercut also has considerable ending lag, regardless of whether or not it hits. As a result, it is unarguably one of the riskiest, yet most rewarding attacks in the entire series.


Despite his impressive strengths, Little Mac is held back by two very easily exploitable weaknesses. The most serious and notorious of the two is his [[recovery]]. As mentioned earlier, Little Mac's aerial mobility is arguably the worst in ''Smash 4'', as his very fast falling speed makes [[meteor smash]]es, semi-spikes and even [[footstool jump]]s capable of almost instantaneously [[gimp]]ing him, even at 0% and especially if he cannot use his double jump. His special moves also receive drastic downgrades when used in the air, further worsening his air game. Straight Lunge loses its long distance and high power, to the point where it cannot KO even well beyond 150%, and suffers from drastically higher ending lag, to the point where one would not be able to recover even after jumping from the edge of a stage and using it. By extension, KO Uppercut loses the majority of its power, to the point that it only KOs around 150%. Jolt Haymaker loses half of its momentum and start-up intangibility, Rising Uppercut loses half of its distance, and Slip Counter's counterattack loses its intangibility.
Despite his impressive strengths, Little Mac is held back by two very easily exploitable weaknesses. The most serious and notorious of the two is his [[recovery]].<ref name="Direct"/> As mentioned earlier, Little Mac's aerial mobility is arguably the worst in ''SSB4'', as his very fast falling speed makes [[meteor smash]]es, semi-spikes, and even footstool jumps capable of almost instantaneously [[gimp]]ing him, even if he is undamaged and especially if he cannot use his double jump. His special moves also receive drastic downgrades when used in the air, further worsening his air game. Straight Lunge loses its long distance and high power, to the point where it cannot KO even well beyond 150%, and suffers from drastically higher ending lag, to the point where one would not be able to recover even after jumping from the edge of a stage and using it. By extension, KO Uppercut loses the majority of its power, to the point that it only KOs around 150%. Jolt Haymaker loses half of its momentum and start-up intangibility, Rising Uppercut loses half of its distance, and Slip Counter's counterattack loses its intangibility. His main recovery options, Rising Uppercut and Jolt Haymaker, can be easily gimped. Jolt Haymaker barely travels any distance in the air and leaves him in a fall state, rendering him useless and most likely to [[self-destruct]]. Rising Uppercut does not travel that much vertical distance and doesn't really allow much horizontal influence.


Even though Jolt Haymaker and Rising Uppercut are Little Mac's two most effective KO options in the air, they are significantly poor as recovery moves, as they grant poor distance overall and have small edge sweetspots and lack of invincibility frames until they conclude. These two traits result in Mac being unable to grab an edge unless he is directly beside it, and an opponent being able to launch him away before he grabs on, even if his arm pokes above the edge. Even though Straight Lunge and Slip Counter can be used as recovery options, they are very situational as such and require extremely precise timing in order to be properly used for recovering. Unsurprisingly, these traits collectively result in Little Mac having the most difficulty with recovering out of any character in the game, which in turn results in him being commonly cited as having the overall worst recovery in the game.
Even though Jolt Haymaker and Rising Uppercut are Little Mac's two most effective KOing options in the air, they are very poor as recovery options: their overall travel distances are very minimal; they have small [[Edge sweet spot|edge sweetspots]]; and they lack invincibility frames until they conclude. These traits result in Mac being unable to grab an edge unless he is directly beside it, and an opponent being able to launch him away before he grabs on, even if his arm pokes above the edge. Despite having an excellent wall jump, it is overwhelmingly dependent on the stage being used, while Mac's sub-par aerial mobility makes it difficult to fully take advantage of it in most cases. While Straight Lunge and Slip Counter can also be used as recovery options, they are very situational (especially the former) and require extremely precise timing in order to be properly used for recovering. Unsurprisingly, these traits collectively result in Little Mac having the most difficulty with recovering out of any character in the game, which in turn results in him being commonly cited as having the overall worst recovery in the game.


Furthermore, Little Mac has an infamously weak air game. All of his aerial attacks can [[auto-cancel]] with a short hop, while each one has certain perks (neutral aerial can [https://www.youtube.com/watch?v=lR4_jyEhRBU initiate intricate combos], forward and back aerials are semi-spikes, up aerial is a fast anti-air attack, and down aerial is the fastest [[meteor smash]] in the game). However, this is overwhelmingly offset by their relatively high landing lag, very short ranges, and abysmal power, which results in Mac's aerial moveset having the lowest damage output in the game. These factors make Little Mac an easy target in the air, as he has no means of defending himself outside of point-blank range. This is further compounded by the fact that none of his aerials make the opponents reliably flinch until medium to high percents. Additionally, his down aerial is unable to reliably meteor smash opponents until around very high percents, while its sweetspot only lasts for 1 frame. Unsurprisingly, Little Mac has no way of reliably KOing in the air without Jolt Haymaker, Rising Uppercut or, in extreme cases, Slip Counter, all of which are very likely to result in inevitable [[sacrificial KO]]s if used off-stage.
Furthermore, Little Mac has an infamously weak air game.<ref name="Direct"/> All of his aerial attacks—except for his up aerial—can [[auto-cancel]] with a short hop, while each one has certain perks: neutral aerial can potentially initiate intricate combos<ref>[https://www.youtube.com/watch?v=lR4_jyEhRBU Nair Nair Nair Mac]</ref>, forward and back aerials are semi-spikes, up aerial is a fast anti-air attack, and down aerial is the fastest [[meteor smash]] in the game. However, his air game is overwhelmingly offset by his aerials' relatively high landing lag, very short ranges, and abysmal power, which results in Mac's aerial moveset having the lowest damage output in the game. These factors make him an easy target in the air, as he has no means of defending himself outside of point-blank range. This is further compounded by the fact that none of his aerials make the opponents reliably flinch until medium to high percents. Additionally, Little Mac's down aerial is unable to reliably meteor smash opponents until around very high percents, while its sweetspot only lasts for 1 frame. Unsurprisingly, Mac has no way of reliably KOing in the air without Jolt Haymaker, Rising Uppercut or, in extreme cases, Slip Counter, all of which are very likely to result in inevitable [[sacrificial KO]]s if used off-stage.


Compounding his aerial weaknesses are his low survivability and vulnerability to combos. While his below-average gravity and fast falling speed gives him high vertical endurance for a character of his weight class, these (when combined with his previously mentioned attributes) make him extremely susceptible to combos and juggling, with one or two short combos being enough to force him to KO percentage due to his low weight and weak recovery. The super armor granted by his smash attacks are also a double-edged sword, as tanking an attack simply tacks on even more damage that can be game-ending in the future. As a result, Little Mac is very prone to momentum shifts, as his underwhelming aerial presence can allow opponents to combo him very easily, and in some extreme situations, [[zero-to-death]] him with a single attack or combo even if he has been dominating the entire match. These issues are what force Little Mac to almost always stay grounded, as he cannot afford to be trapped within aerial combos and dragged offstage just for initiating an aerial [[approach]].
Little Mac's low endurance and vulnerability to combos further compound his weak air game. While his below-average gravity and fast falling speed gives him high vertical endurance for a character of his weight class, they also make him extremely susceptible to combos and juggling. The super armor granted by Little Mac's smash attacks are also a double-edged sword, as tanking an attack nevertheless results in Mac receiving damage. As a result, Little Mac can be very prone to momentum shifts, as his underwhelming aerial presence can allow opponents to combo him very easily, and in some extreme situations, [[zero-to-death]] him with a single attack or combo even if he has been dominating the entire match. These issues are what force Little Mac to almost always stay grounded, as he cannot afford to be trapped within aerial combos and dragged off-stage just for initiating an aerial [[approach]].


While Little Mac's attacks have decent ranges and fast speeds, [[spacing]] is still essential for him to avoid getting punished. Neutral attack, up tilt and dash attack are particularly prone to this, as they lack hitlag and have just enough ending lag to be punished out of shield. With the exception of his downward angled forward smash and sweetspotted up smash, none of his attacks deal extra [[shield damage]], making it deceptively difficult to get free punishes on opponents who overuse their shield. Characters with [[counter]]attacks can also be detrimental to Little Mac, as a countered smash attack is often enough to be fatal due to the high power of his smash attacks (although the super armor granted by both up and down smashes last long enough to endure quicker counterattacks, such as forward-held [[Vision]]). Lastly, Little Mac is the character most adversely affected by [[stale-move negation]] and projectiles; as only half of his moveset has a respectable level of utility, Mac may find his finishers KOing later than usual compared to other powerhouses, while his dependence on being grounded leaves him comparatively vulnerable to ground-hugging projectiles without the use of his fast dodges and Jolt Haymaker.
Little Mac is also the character most adversely affected by [[stale-move negation]] and projectiles. As only his grounded moves possess respectable levels of utility, Mac may find his KOing options scoring KOs later than usual compared to other powerhouses. By extension, his dependence on being grounded leaves him comparatively vulnerable to ground-level projectiles when he is not using his fast dodges and Jolt Haymaker to avoid them. With all of these points taken into account, Little Mac's polarized playstyle makes him the most notoriously affected by stages, with several competitively legal stages being highly [[camp]]able by opponents, or too risky for him to maneuver simply because of the existence of platforms.


Lastly, even though Little Mac's ground game is immensely effective, not all areas of it are perfect. Despite having throws that all deal passable damage along with a fast pummel that can build up damage on its own, Little Mac is tied with {{SSB4|Cloud}} for the third shortest grab range among the cast. The ending lag and knockback values of his throws also prevent them from starting combos of any sort under normal circumstances: down throw is able to combo into aerial Jolt Haymaker for damage, or Rising Uppercut to potentially score a KO, but can be avoided with DI, while forward throw is able to combo into a dash attack or [[Jolt Haymaker]], but only if the opponent misses a [[tech]]. As such, Little Mac's throws are generally only used to deal damage, as he cannot add any grab options that can truly give him the upper hand when an opponent is shielding.
Even though Little Mac's ground game is immensely effective, not all areas of it are perfect. Aside from his downward angled forward smash and sweetspotted up smash, none of Little Mac's other moves deal extra [[shield damage]], making it deceptively difficult to get free punishes on opponents who overuse their shield. Neutral attack, up tilt, and dash attack are particularly prone to this, as they lack hitlag and have just enough ending lag to be punished from out of shield. Characters with [[counterattack]]s can also be detrimental to Little Mac, as a countered smash attack is often enough to be fatal because of the high power of his smash attacks. However, the super armor granted by up and down smashes last long enough to endure quicker counterattacks, such as forward-held [[Vision]].


Little Mac has a number of useful [[Character customization|custom moves]] at his disposal. True to its name, Flaming Straight Lunge is a [[Flame|flaming]] variation that also hits multiple times and is a semi-spike that charges almost twice as quickly, but is considerably weaker and covers less distance. Stunning Straight Lunge is an [[electric]]al variation that travels farther and faster than Straight Lunge, but at the cost of damage and launch resistance. Grounding Blow moves higher and can [[bury]] grounded opponents or meteor smash aerial opponents, but its lower power and downward momentum make it much less effective for recovering. Compact Counter is weaker and faster, opening up opportunities for follow-ups, but lacks the default version's immense power and [[one-hit KO]] potential. Dash Counter is a double-edged sword, since its added momentum can either greatly help or greatly hinder his recovery. It should be noted, however, that none of these moves are unarguably better than Little Mac's default special moves. As such, the best option depends entirely on the player's preference.
Despite having throws with passable damage outputs and a fairly fast pummel, Little Mac's overall grab range is tied with {{SSB4|Cloud}}'s for the third shortest among the cast. The ending lag and knockback values of his throws also render them unreliable for KOing and, under normal circumstances, starting combos. Down throw is able to combo into aerial Jolt Haymaker for damage, or Rising Uppercut to potentially score a KO, but both can be avoided with DI. In comparison, forward throw is able to combo into a dash attack or [[Jolt Haymaker]], but only if the opponent misses a [[tech]]. As such, Little Mac's throws are generally only used to deal damage, as he cannot add any grab options that can truly give him the upper hand when an opponent is shielding.


Ultimately, optimal Little Mac play requires the user to think just like a boxer: keeping constant control of the middle of the stage and effectively reacting to the slightest openings, minimizing any damage taken with his extreme ground mobility, and staying out of the air as much as possible. Little Mac has just as many strengths as he does weaknesses, though due to them being polarizing, his potential can be deceptively difficult to use to the fullest despite his straightforward fighting style; a single mistake is often enough to completely shut down his momentum, forcing him to optimize every recovery and opening. These aspects have resulted in Little Mac attaining average tournament representation, although he has achieved varying levels of success: {{Sm|Cagt}} achieved several top 10 placings and a few top 25 placings at the local and regional levels respectively, while {{Sm|Destany}} has won several local tournaments in both singles and [[doubles]] play along with achieving a handful of high placings at the regional level. Lastly, dedicated mains such as {{Sm|Sol}}, {{Sm|Vash}}, and {{Sm|Alphicans}} have each achieved a few respectable placings in singles play and a few high placings in doubles play at the regional and national levels.
Little Mac has a number of potentially useful [[Character customization|custom moves]] at his disposal. True to its name, Flaming Straight Lunge is a [[Flame|flaming]] variation that also hits multiple times and is a semi-spike that charges almost twice as quickly, but is considerably weaker and covers less distance. Stunning Straight Lunge is an [[electric]]al variation that travels farther and faster than Straight Lunge, but at the cost of damage and launch resistance. Grounding Blow moves higher and can [[bury]] grounded opponents or meteor smash aerial opponents, but its lower power and downward momentum make it much less effective for recovering. Tornado Uppercut grants more distance improving his recovery at the cost of removing one of his only aerial KOing options. Compact Counter is weaker and faster, opening up opportunities for follow-ups, but lacks the default version's immense power and [[one-hit KO]] potential, and Dash Counter is a double-edged sword, since its added momentum can either greatly help or greatly hinder his recovery. It should be noted, however, that none of these moves are unarguably better than Little Mac's default special moves. As such, the best option depends entirely on the player's preference.
 
Ultimately, Little Mac's optimal playstyle requires the player to fight akin to a boxer: keeping constant control of the middle of the stage, effectively reacting to the slightest openings, minimizing any damage taken with his extreme ground mobility, and staying out of the air as much as possible. Little Mac has just as many strengths as he does weaknesses, though the sheer level of polarization can render his potential as deceptively difficult to use to the fullest in spite of his straightforward fighting style. This is most apparent with a single mistake usually being enough to completely shut down his momentum, which thus forces him to optimize every recovery and opening.


==Update history==
==Update history==
Little Mac has received a mix of buffs and nerfs via game updates, both directly and indirectly, but is overall considered to be buffed. His recovery was noticeably nerfed in update [[1.0.4]], though he has received minor buffs since update [[1.0.6]], such as giving some his specials longer lasting hitboxes, and also receiving knockback increases on [[Jolt Haymaker]], making it a reliable KO option, even when stale. However, the changes to shield mechanics brought about in updates [[1.1.0]] and [[1.1.1]] have also considerably affected Little Mac for the better, as they improve his ability to pressure his opponents on shield, or even break shields more reliably.
Little Mac has received a mix of buffs and nerfs, both direct and indirect, via game updates. Update [[1.0.4]] noticeably nerfed his recovery and the utility of his neutral aerial. In comparison, update [[1.0.6]] increased [[Jolt Haymaker]]'s knockback to the point of making it a reliable KOing option, even when stale. However, the changes to shield mechanics brought about in updates [[1.1.0]] and [[1.1.1]] have also affected Little Mac for the better, as they improve his ability to pressure shields.


Little Mac was further buffed in update [[1.1.4]], in which the damage outputs of his smash attacks were increased. While their knockback was compensated, their increased damage outputs make them even more devastating on hit than they already were, as well as safer on shield. In particular, his downward angled forward smash now possesses enough shieldstun to combo into his down or forward tilts, which in turn can break full shields. In addition, his up tilt's start-up was decreased by 1 frame while its duration was increased by 1 frame, which eliminated the blind spot it had near the front of Mac's torso.
Little Mac was further buffed in update [[1.1.4]], in which the damage outputs of his smash attacks were increased. While their knockback was compensated, their increased damage outputs make them even more devastating on hit than they already were, as well as safer on shield. In particular, Little Mac's downward angled forward smash now possesses enough shieldstun that, when followed up with his down or forward tilts, can result in a combo that breaks shields even at full health. Aside from these changes, his up tilt's start-up was decreased by 1 frame while its duration was increased by 1 frame, which effectively removed the blind spot it had near the front of his torso.


Overall, Little Mac's ground game has been improved, making his most dominant trait even more imposing. However, the worsening of his already terrible recovery has resulted in it becoming even more exploitable.
Overall, Little Mac's ground game has been improved, making his most dominant trait even more imposing. However, the worsening of his already abysmal recovery has resulted in it becoming even more exploitable.


'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
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'''{{GameIcon|ssb4}} [[1.0.6]]'''
'''{{GameIcon|ssb4}} [[1.0.6]]'''
*{{nerf|Aerial [[Straight Lunge#KO Uppercut|KO Uppercut]]'s duration decreased|frames 9-13|9-12.}}
*{{nerf|Aerial [[Straight Lunge#KO Uppercut|KO Uppercut]]'s duration decreased|frames 9-13|9-12.}}
*{{buff|Jolt Haymaker and Grounding Blow's knockback increased|25 (base)/95 (scaling)|33/98, improving their KO potentials.}}
*{{buff|Jolt Haymaker and Grounding Blow's knockback increased|25 (base)/95 (scaling)|33/98.}}


'''{{GameIcon|ssb4}} [[1.1.0]]'''
'''{{GameIcon|ssb4}} [[1.1.0]]'''
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'''{{GameIcon|ssb4}} [[1.1.1]]'''
'''{{GameIcon|ssb4}} [[1.1.1]]'''
*{{buff|Uncharged Stunning Straight Lunge deals 1% more damage|10%|11%.}}
*{{buff|Uncharged Stunning Straight Lunge deals 1% more damage|10%|11%.}}
*{{buff|Fully charged Stunning Straight Lunge's knockback scaling increased|60|70, improving its KO potential.}}
*{{buff|Fully charged Stunning Straight Lunge's knockback scaling increased|60|70.}}


'''{{GameIcon|ssb4}} [[1.1.4]]'''
'''{{GameIcon|ssb4}} [[1.1.4]]'''
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==Moveset==
==Moveset==
*Little Mac can [[wall jump]].
*Little Mac can [[wall jump]].
''For a gallery of Little Mac's hitboxes, see [[/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=SSB4
|game=SSB4
|neutralcount=3
|neutralcount=3
|neutralinf=y
|neutralinf=y
|neutralname=&nbsp;
|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}})
|neutral1dmg=2%
|neutral1dmg=2%
|neutral2dmg=2%
|neutral2dmg=2%
|neutral3dmg=7%
|neutral3dmg=7%
|neutralinfdmg=1% (loop), 3% (last)
|neutralinfdmg=0.7% (loop), 3% (last)
|neutraldesc=A jab, followed by a hook, followed by an uppercut. If button mashed, Little Mac performs an extremely fast flurry of punches followed by an uppercut that deals high knockback, but can only be initiated if first two hits connect with an opponent. Due to coming out on frame 1, it is tied with {{SSB4|Zero Suit Samus}}' neutral attack as both the fastest neutral attack in the game, and the fastest attack of any kind, making it extremely useful as an [[out of shield]] option or to cover whiffed attacks. In addition to its speed, its [[Priority#Moves that cannot rebound|anti-rebounding priority]] enables it to out-prioritize attacks within priority range and go on uninterrupted, such as negating [[Fox Illusion]]'s hitbox. Due to its outstanding speed and quick interruptibility, it can be [[jab cancel]]ed for almost guaranteed KOs at high percents, including [[Rising Uppercut]] and [[Straight Lunge#KO Uppercut|KO Uppercut]], or pressure opponents to keep their shield up, which can lead to [[shield break combo]]s.  
|neutraldesc=A jab, followed by a hook, followed by an uppercut. If either of the initial two hits connect with an opponent and the button is held or mashed, Little Mac will perform an extremely fast flurry of punches, followed by an uppercut. Due to it hitting on frame 1, it is tied with {{SSB4|Zero Suit Samus}}' neutral attack as the fastest neutral attack in the game, and is one of the fastest attacks of any kind, making it extremely useful as an [[out of shield]] option or to cover whiffed attacks. In addition to its speed, its [[Priority#Moves that cannot rebound|anti-rebounding priority]] enables it to out-prioritize attacks within priority range and go on uninterrupted, such as negating [[Fox Illusion]]'s hitbox. Thanks to its outstanding speed and quick interruptibility, it can be [[jab cancel]]ed for almost guaranteed KOs at high percents, including [[Rising Uppercut]] and [[Straight Lunge#KO Uppercut|KO Uppercut]], or pressure opponents to keep their shield up, which can lead to [[shield break combo]]s.
|ftiltname=&nbsp;
|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 {{s|wikipedia|one-two combo}}. It has the best range out of Little Mac's tilt attacks, has anti-rebounding priority, and is the fastest forward tilt in the game, due to it coming out on frame 4. Its second hit's knockback is also comparable to a smash attack, and when coupled with its fast speed, it is a reliable KOing option at high percents. It is based on the two alternating jabs Mac used [[Little Mac#In Super Smash Bros. Brawl|as an Assist Trophy in ''Brawl'']].
|ftiltdesc=A {{s|wikipedia|one-two combo}}. Due to it hitting on frame 4, it is the fastest forward tilt in the game. When coupled with its decent range, anti-rebounding priority, and its second hit's very high knockback scaling, it is a safe and very reliable KOing option at high percents. However, the first hit's hitbox on Mac's fist sends opponents at a higher launching angle, making the second hit whiff easily against aerial or falling opponents at high percentages. Its second hit KOs middleweights at 119%/108% while near the edge of {{SSB4|Final Destination}} (3DS and Wii U, respectively). It is based on the one-two combo he used [[Little Mac#In Super Smash Bros. Brawl|as an Assist Trophy in ''Brawl'']].
|utiltname=&nbsp;
|utiltname=Anti-Air Knuckle ({{ja|アンチエアナックル|Anchi Ea Nakkuru}})
|utiltdmg=9%
|utiltdmg=9%
|utiltdesc=An overhead arcing backfist. It covers the entirety of Little Mac's body, which allows him to use it as a quick option to cover his attacks. It can also combo into itself and Rising Uppercut at low percents if the opponent is close to him, and is useful for punishing rolls. It can also function as a somewhat safe approach option when it is [[pivot]]ed while dashing, thanks to its anti-rebounding priority. It resembles Don Flamenco's Twirling Backhand used during Title Defense Mode in the Wii version of ''Punch-Out!!'', albeit performed vertically rather than horizontally.
|utiltdesc=An overhead arcing backfist. It covers the entirety of Little Mac's body, which allows him to use it as a quick option to punish overhead attacks or rolls. It can also combo into itself and Rising Uppercut at low percents if the opponent is close to him. It can also function as a somewhat safe approach option when it is [[Pivoting|pivoted]] while dashing, thanks to its anti-rebounding priority. It resembles Don Flamenco's Twirling Backhand used during Title Defense Mode in the Wii version of ''Punch-Out!!'', albeit performed vertically instead of horizontally.
|dtiltname=&nbsp;
|dtiltname=Leg Blow ({{ja|レッグブロー|Reggu Burō}})
|dtiltdmg=8%
|dtiltdmg=8%
|dtiltdesc=A crouching {{s|wikipedia|short straight-punch}}. Due to coming out on frame 3, it is tied with {{SSB4|Lucas}}, {{SSB4|Ness}}, {{SSB4|Meta Knight}} and {{SSB4|R.O.B.}}'s down tilts as the fastest down tilt in the game. It slightly launches opponents up into the air, and is often considered one of the best down tilts in the game, as its speed and excellent combo potential make it able to combo into almost all his attacks, most notably itself, forward smash, forward aerial, [[Jolt Haymaker]] and KO Uppercut at low to medium percents, and Jolt Haymaker or Rising Uppercut at high percents. Like forward and up tilts, it has anti-rebounding priority.
|dtiltdesc=A crouching {{s|wikipedia|short straight-punch}}. Due to it hitting on frame 3, it is tied with {{SSB4|Lucas}}, {{SSB4|Ness}}, {{SSB4|Meta Knight}}, and {{SSB4|R.O.B.}}'s down tilts as the fastest down tilt in the game. When coupled with it launching at 80°, its below average base knockback, and its below average knockback scaling, it is considered one of the best down tilts in the game. It can combo into almost all of his attacks, most notably itself, all smash attacks, forward aerial, [[Jolt Haymaker]] and KO Uppercut at low to medium percents, and Jolt Haymaker or Rising Uppercut at high percents. Like forward and up tilts, it has anti-rebounding priority.
|dashname=&nbsp;
|dashname=Hammer Punch ({{ja|ハンマーパンチ|Hanmā Panchi}})
|dashdmg=10%
|dashdmg=10%
|dashdesc=A lunging [[wikipedia:Overhand (boxing)|overhand]]. If counting its [[wind]]box (which comes out on frame 1), it is the fastest dash attack in the game. Its sheer speed, wide range and low ending lag allows it to combo into itself against heavier characters and fast-fallers, and it can be used as a quick punishment option when an opponent is stuck in ending lag. However, it is notoriously risky as an approach option due to its ending lag making it extremely punishable on shield, especially when near an edge due to Little Mac's inability to recover well if he is grabbed and thrown off-stage even at 0%.
|dashdesc=A lunging [[wikipedia:Overhand (boxing)|overhand]]. Its hitbox starts at frame 7, making it very fast. When coupled with its range and low ending lag, it can be used as a quick punishment option when an opponent is stuck in ending lag, and even combo into itself against heavyweights and fast-fallers. It also possesses KO potential at high percents near the edge. However, it is notoriously risky as an approach option because of it being extremely punishable on shield, especially when considering Little Mac's abysmal offstage endurance.
|fsmashangles=3
|fsmashangles=3
|fsmashname=&nbsp;
|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}})
|fsmashupdmg={{ChargedSmashDmgSSB4|20}} (hand), {{ChargedSmashDmgSSB4|18}} (arm)
|fsmashupdmg={{ChargedSmashDmgSSB4|20}} (hand), {{ChargedSmashDmgSSB4|18}} (arm)
|fsmashsidedmg={{ChargedSmashDmgSSB4|20}} (hand), {{ChargedSmashDmgSSB4|18}} (arm)
|fsmashsidedmg={{ChargedSmashDmgSSB4|20}} (hand), {{ChargedSmashDmgSSB4|18}} (arm)
|fsmashdowndmg={{ChargedSmashDmgSSB4|24}}
|fsmashdowndmg={{ChargedSmashDmgSSB4|24}}
|fsmashdesc=Steps forward and throws one of three punch variations depending on the angle of the attack. Extremely fast start-up for its strength and respectable ending lag. However, this move can miss if the opponent is touching Little Mac due to him stepping forward to perform it.
|fsmashdesc=Steps forward and throws one of three punch variations, depending on which angle the [[Control stick|control stick/circle pad]] is tilted. Due to its windbox hitting on frame 6, it is Little Mac's fastest smash attack, yet it also has respectable ending lag. However, as Little Mac steps forward to perform it, it can miss the opponent if they are touching him.
''Up'': An uppercut. Launches opponents vertically and has the largest hitbox out of all three punch variations, which makes it the easiest to connect. Grants super armor on frames 8-15. 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. At lower percents, it can combo into Rising Uppercut on heavyweights or fast-fallers if their reaction is read. The hand hitbox KOs middleweights at 101%/93% (3DS and Wii U, respectively), while the arm hitbox KOs at 113%/105% (3DS and Wii U, respectively). It also grants super armor on frames 8-15. It resembles Little Mac's Star Punch and One-Star Punch in the NES and Wii versions of ''Punch-Out!!'', respectively.


''Forward'': A cross. Deals high knockback, with its sweetspot dealing higher knockback and slightly higher damage than his arm, KOing around 90% center stage against middleweights. When spaced correctly, it is safe on shield against slower characters. Useful overall, but loses power quickly if used repeatedly. Grants super armor on frames 8-15. It 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, which makes it the most reliable out of the three in regard to KOing. The hand hitbox KOs middleweights at 80%/65% near the edge of Final Destination (3DS and Wii U, respectively), while the arm hitbox KOs at 89%/76% (3DS and Wii U, respectively). When spaced correctly, it is safe on shield against slower characters. 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. Deals more damage and [[shield damage]], but less knockback. It is safer on shield due to its high [[shieldstun]] and breaks shields more reliably than any of Little Mac's other attacks, to the point that it can almost break a full shield when fully charged. As of update 1.1.4, its deals enough damage and shieldstun to break full shields if a forward tilt is used immediately after it. Grants super armor on frames 9-15.
''Down'': A body hook. It deals the most damage out of all three punch variations and does not possess a sourspot, but its extremely low knockback scaling makes it unusable for KOing. Its high [[shieldstun]] makes it safer on shield than the other two punch variations, and also makes it capable of breaking shields more reliably than any of Little Mac's other attacks. Due to its low knockback scaling, it can set up for a tech chase with an up smash, Jolt Haymaker or KO Uppercut. As of update 1.1.4, its deals enough damage and shieldstun to break full shields if a forward tilt is used immediately after it, and is notably tied as the most damaging forward smash in the game (alongside {{SSB4|Ganondorf}} and {{SSB4|King Dedede}}'s). It also grants super armor on frames 9-15.
|usmashname=&nbsp;
|usmashname=Dynamite Uppercut ({{ja|ダイナマイトアッパーカット|Dainamaito Appākatto}})
|usmashdmg={{ChargedSmashDmgSSB4|21}} (clean), {{ChargedSmashDmgSSB4|16}} (late)
|usmashdmg={{ChargedSmashDmgSSB4|21}} (clean), {{ChargedSmashDmgSSB4|16}} (late)
|usmashdesc=An uppercut. Its first frame has a sweetspot that deals [[flame]] damage and significant shield damage. Great for aerial protection or chasing down an opponent, as grounded opponents are likely to be hit by the sweetspot. It has noticeable ending lag, having the highest ending lag of all his grounded moves (35 frames), making it punishable if shielded. Despite its appearance, it can only hit in front of Mac, although its sourspot can reach an opponent standing on {{SSB4|Battlefield}}'s low platforms. It also slightly moves Little Mac backward when used. Grants super armor on frames 8-11.
|usmashdesc=An uppercut. Its first frame has a sweetspot that possesses a [[flame]] effect and deals significant shield damage. Its sourspot also makes it useful for aerial protection, thanks to its respectable damage output, high knockback scaling, and hitbox placement. The sweetspot KOs middleweights at 93%/85% (3DS and Wii U, respectively), while the sourspot KOs at 102%/101% (3DS and Wii U, respectively). However, it has the highest amount of ending lag out of his grounded moves (35 frames), and its sourspot lacks super armor. Despite its appearance, it also only hits in front of Little Mac, although it possesses enough vertical range to hit opponents standing on [[Battlefield]]'s lower platforms.
|dsmashname=&nbsp;
|dsmashname=Swing Punch ({{ja|スイングパンチ|Suingu Panchi}})
|dsmashdmg={{ChargedSmashDmgSSB4|13}}
|dsmashdmg={{ChargedSmashDmgSSB4|13}}
|dsmashdesc=Spins 180° to perform a quick, downward angled hook that hits quickly in both directions. While it deals noticeably less damage compared to his other smash attacks, it is his fastest one, due to coming out on frame 10 and having low ending lag. It also hits on both sides and has long range, making it difficult to punish and even capable of hitting opponents attempting to grab the edge. If an opponent is caught by the hitbox of Mac's upper arm, it is possible to drag them into the second hit at low percents, although this is difficult. Due to being a [[semi-spike]], it is also one of Little Mac's only reliable edge-guarding moves, as it can hit off-stage opponents who exhaust their edge invincibility. Grants super armor on frames 7-10 and 15-17.
|dsmashdesc=Spins 180° to throw a quick, downward angled hook in each direction. It is a [[semi-spike]], hits on both sides, and has long range, although it has a blind spot near Little Mac's body. Like his other smash attacks, it grants super armor (frames 7-10 and 15-17). Unlike most down smashes, both of its hits have the same damage outputs and knockback values. All of these traits make it very reliable for edge-guarding, and difficult to punish. It KOs middleweights at 116%/104% (3DS and Wii U, respectively) while near the edge of Final Destination. If an opponent is hit by the hitbox on Mac's upper arm, it is possible to drag them into the second hit at low percents, although this is difficult to do.
|nairname=&nbsp;
|nairname=Weak Jab ({{ja|苦手ジャブ|Nigate Jabu}})
|nairdmg=2%
|nairdmg=2%
|nairdesc=A downward angled jab. It is the fastest neutral aerial in the game due to coming out on frame 2, but it has limited use due to its short range and abysmal damage output. However, its incredible speed allows it be used as a combo breaker of sorts when in the air. It is also useful for dragging aerial opponents back onto the ground with its quick speed or starting intricate [[footstool jump]] combos. It can also be used after an edge jump to stop an opponent standing at the edge from reacting while Little Mac returns onto the stage.
|nairdesc=A downward angled jab. Due to it hitting on frame 2, it is the fastest neutral aerial in the game. When coupled with its very minimal ending lag, it can be used as a combo breaker of sorts when in the air. It is also capable of dragging aerial opponents back to the ground, warding off an opponent standing at the edge when used after an edge jump, and can even start intricate [[footstool jump]] combos. However, it is extremely risky because of its very short range and abysmal damage output with fixed knockback.
|fairname=&nbsp;
|fairname=Weak Uppercut ({{ja|苦手アッパーカット|Nigate Appākatto}})
|fairdmg=5% (hand), 4% (arm)
|fairdmg=5% (hand), 4% (arm)
|fairdesc=A hook. It has slight start-up and a low damage output. Can combo after a down tilt, although this can be difficult to perform. Its speed and semi-spike angle can make it useful for edge-guarding, especially against characters with poor recoveries, but it is limited at doing so due to its point-blank range.
|fairdesc=A hook. It has slight start-up and a low damage output. It is a quick semi-spike, which makes it useful for edge-guarding, especially against characters with poor recoveries. However, its very short range makes this difficult to do so reliably. It can also be used as a follow-up from down tilt, although this can be rather unrewarding. At certain percents, it is possible to chain multiple forward aerials into an offstage [[Jolt Haymaker]] as a KO combo, although this will result in a [[self-destruct]] regardless of the outcome.
|bairname=&nbsp;
|bairname=Weak Back Knuckle ({{ja|苦手バックナックル|Nigate Bakku Nakkuru}})
|bairdmg=6% (hand), 4% (arm)
|bairdmg=6% (hand), 4% (arm)
|bairdesc=A backfist. Slightly stronger than forward aerial and less start-up than it, but has more ending and landing lag compared to it. Like forward aerial, the move's quick speed and semi-spike angle can be used either to edge-guard or as a way to fend off opponents, although its minuscule hitbox makes this difficult to do so reliably.
|bairdesc=A backfist. Like forward aerial, it is a quick semi-spike that can be used either to edge-guard or fend off opponents. However, its hitbox does not last long, and its awkward hitbox position makes this difficult to do so reliably.
|uairname=&nbsp;
|uairname=Weak Jumping Punch ({{ja|苦手ジャンピングパンチ|Nigate Janpingu Panchi}})
|uairdmg=5% (hand), 4% (arm)
|uairdmg=5% (hand), 4% (arm)
|uairdesc=An upward arcing hook. Due to coming out on frame 5, it is tied for the second fastest up aerial in the game, making it a somewhat useful aerial combo move. However, its considerable ending lag and high landing lag makes it punishable if missed. If used while near the ground, it can combo into up tilt and Rising Uppercut at high percents. It resembles the jump Little Mac performs during his victory animation in the Wii version of ''Punch-Out!!''
|uairdesc=An upward arcing hook. Due to it hitting on frame 5, it is tied with {{SSB4|Luigi}}'s up aerial for the second fastest up aerial in the game, which makes it a somewhat useful aerial combo move. If used while near the ground, it can combo into up tilt and Rising Uppercut at high percents. However, its considerable ending lag and high landing lag makes it punishable if missed. It appears to be based on the jump Little Mac performs during his victory animation in the Wii version of ''Punch-Out!!''
|dairname=&nbsp;
|dairname=Weak Open Blow ({{ja|苦手オープンブロー|Nigate Opūn Burō}})
|dairdmg=5% (hand), 4% (arm)
|dairdmg=5% (hand), 4% (arm)
|dairdesc=A downward palm thrust. It is the second fastest down aerial in the game due to coming out on frame 7, and its middle hitbox can [[meteor smash]], which also makes it the fastest meteor smash in the game. However, it is also the weakest meteor smash in the game, and thus extremely ineffective against anyone but fast-fallers unless Little Mac footstool jumps on the opponent immediately after. Experienced players can use it to [[jab reset]] opponents by short hopping and then hitting a floored opponent before finishing them with any of Little Mac's attacks.
|dairdesc=A downward palm thrust. Due to it hitting on frame 7, it is tied with {{SSB4|Jigglypuff}}'s down aerial as the fifth fastest down aerial in the game. When coupled with its middle hitbox being capable of [[meteor smash]]ing, it is also the fastest meteor smash in the game. However, it is also the weakest meteor smash in the game, and thus extremely ineffective against anyone but fast-fallers unless Little Mac footstool jumps on the opponent immediately after. Experienced players can use it to [[jab reset]] opponents by short hopping and then hitting a floored opponent before finishing them with any of Little Mac's strongest attacks.
|grabname=&nbsp;
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=[[wikipedia:Grappling hold#Clinch hold|Clinches]] the opponent. One of the most ineffective grabs in the game due to its moderate ending lag and extremely short range, as it is tied with {{SSB4|Cloud}}'s for having the third shortest range. However, Little Mac's pivot grab has longer range, which is useful and easy to perform thanks to Mac's outstanding ground speed. Another option to alleviate his grab's poor range is to perform a roll cancel grab, which is a very useful tool to catch the opponent during unexpected combos.
|grabdesc=[[wikipedia:Grappling hold#Clinch hold|Clinches]] the opponent. Due to his grabs' moderate ending lag and his overall grab range being tied with {{SSB4|Cloud}}'s for the third shortest in the game due to having blindspots on Little Mac's arm and hand, so his grabs are among the most ineffective in the game. However, his pivot grab has longer range, which is useful and easy to perform thanks to his outstanding ground speed. Another option to alleviate his grab's poor range is to perform a roll cancel grab, which is a very useful tool to catch the opponent during unexpected combos.
|pummelname=&nbsp;
|pummelname=Grab Body Blow ({{ja|つかみボディブロー|Tsukami Bodi Burō}})
|pummeldmg=2.1%
|pummeldmg=2.1%
|pummeldesc=A short straight-punch. A fairly fast pummel.
|pummeldesc=A short straight-punch. A fairly fast pummel.
|fthrowname=&nbsp;
|fthrowname=Head Blow ({{ja|ヘッドブロー|Heddo Burō}})
|fthrowdmg=4% (hit 1), 4% (throw)
|fthrowdmg=4% (hit 1), 4% (throw)
|fthrowdesc=Rears his arm back and throws an overhand. Has low knockback scaling, which can allow it to combo into [[Jolt Haymaker]] or dash attack at low percents if the opponent misses a [[tech]]. It can also reliably set up edge-guards.
|fthrowdesc=Rears his arm back and throws an overhand. Its low knockback scaling can allow it to combo into dash attack or [[Jolt Haymaker]] or at low percents if the opponent misses a [[tech]]. Outside of this, its only other utility is dealing damage.
|bthrowname=&nbsp;
|bthrowname=Turning Uppercut ({{ja|ターニングアッパーカット|Tāningu Appākatto}})
|bthrowdmg=4% (hit 1), 5% (throw)
|bthrowdmg=4% (hit 1), 5% (throw)
|bthrowdesc=Spins the opponent around and throws an uppercut. Has the highest knockback scaling out of all of his throws, which allows it to KO near the edge. However, it only begins KOing at very high percents due to its throw hitbox's low damage output.
|bthrowdesc=Spins the opponent around and throws an uppercut. It has the highest knockback scaling out of all of his throws, which allows it to reliably set up edge-guards. It is also Little Mac's only throw with KO potential, although it is unimpressive as a KOing option as it KOs middleweights at 176%/165% (3DS and Wii U, respectively) while near the edge of Final Destination.
|uthrowname=&nbsp;
|uthrowname=Short Uppercut ({{ja|ショートアッパーカット|Shōto Appākatto}})
|uthrowdmg=4% (hit 1), 3% (throw)
|uthrowdmg=4% (hit 1), 3% (throw)
|uthrowdesc=An uppercut. Has very minimal use compared to Little Mac's other throws, due to being his least damaging throw, being largely impractical for combos due to its base knockback and ending lag, and being virtually unable to KO due to its throw hitbox's very low damage output. It can lead into an aerial attack if the player reads the opponent's reaction correctly, although this is largely unrewarding due to Mac's abysmal air game.
|uthrowdesc=An uppercut. It can lead into an aerial attack if the player reads the opponent's reaction correctly, although this is largely situational and unrewarding because of Mac's abysmal air game. When coupled with it being his least damaging throw, it is Little Mac's overall least useful throw.
|dthrowname=&nbsp;
|dthrowname=Hammer Knuckle ({{ja|ハンマーナックル|Hanmā Nakkuru}})
|dthrowdmg=4% (hit 1), 5% (throw)
|dthrowdmg=4% (hit 1), 5% (throw)
|dthrowdesc=A [[wikipedia:Professional wrestling attacks#Double axe handle|double axe handle]]. A decent combo starter, as it can be followed up with a short-hopped Jolt Haymaker at 0%, or Rising Uppercut up to 200%, the latter of which is a KO combo. It can also combo into a forward aerial at medium percents, which can extend to a down tilt for additional combos or a down aerial [[lock]] if an opponent misses the tech. However, these combos are effective only if the opponent does not DI away. It resembles King Hippo's Hippo Squeeze 'n Squash used during Title Defense Mode in the Wii version of ''Punch-Out!!''
|dthrowdesc=A [[wikipedia:Professional wrestling attacks#Double axe handle|double axe handle]]. It is a decent combo starter, as it can be followed up with a short-hopped Jolt Haymaker at 0%, or Rising Uppercut up to 200%, the latter of which is a KO combo. It can also combo into forward aerial at medium percents, which can then extend into down tilt for additional combos, or a down aerial [[lock]] if an opponent misses their tech. However, these combos are effective only if the opponent does not DI away. It appears to be based on King Hippo's Hippo Squeeze 'n Squash used during Title Defense Mode in the Wii version of ''Punch-Out!!''
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
Line 163: Line 172:
|nsdefname=Straight Lunge
|nsdefname=Straight Lunge
|nsdefdmg=14%/12%/9% (uncharged grounded), 25%/20% (fully charged grounded), 10%/7% (uncharged aerial), 15% (fully charged aerial), 35% (grounded KO Uppercut), 13% (aerial KO Uppercut)
|nsdefdmg=14%/12%/9% (uncharged grounded), 25%/20% (fully charged grounded), 10%/7% (uncharged aerial), 15% (fully charged aerial), 35% (grounded KO Uppercut), 13% (aerial KO Uppercut)
|nsdefdesc=Rears his arm back and throws a cross. It is chargeable, grants minimal [[super armor|heavy armor]] while charging, and moves Little Mac forward. Although it covers more distance the longer it is charged, its damage output does not increase unless it is fully charged. When fully charged, it is one of the strongest moves in the game, making it optimal to use after a shield break. However, the fully charged version requires crucial positioning, due to having a blind spot at its beginning and high ending lag. If the [[Power Meter]] is fully charged, it becomes the '''KO Uppercut''', an extremely fast and powerful uppercut. Despite its name, is not a true [[one-hit KO]], but instead KOs at roughly 30% 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.
|nsdefdesc=Rears his arm back and then throws a dashing cross. It is chargeable, grants minimal [[super armor|heavy armor]] while charging, and moves Little Mac forward.<ref name="Direct"/> Although it covers more distance the longer it is charged, its damage output does not increase unless it is fully charged. When fully charged on the ground, it is one of the strongest moves in the game; the fully charged early hitbox KOs middleweights at 42%/34% (3DS and Wii U, respectively) while near the edge of Final Destination. Due to having both a blind spot at its beginning and high ending lag, however, the fully charged version requires crucial positioning. If the [[Power Meter]] is fully charged, it becomes the '''KO Uppercut''', an extremely fast and powerful uppercut.<ref name="Direct"/> Despite its name, is not a true [[one-hit KO]], but instead KOs at approximately 30%, while also granting super armor on frames 8-9. However, KO Uppercut possesses a relatively small hitbox, and 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.
|nsc1name=Flaming Straight Lunge
|nsc1name=Flaming Straight Lunge
|nsc1dmg=1.5%/3% (uncharged grounded loop/last), 1.8%/6% (fully charged grounded loop/last), 1.2%/3% (uncharged aerial loop/last), 1.4%/5% (fully charged aerial loop/last), 35% (grounded KO Uppercut), 13% (aerial KO Uppercut)
|nsc1dmg=1.5%(2 total hits)/3% (uncharged grounded loop/last), 1.8%(6 total hits)/6% (fully charged grounded loop/last), 1.2%/3% (uncharged aerial loop/last), 1.4%/5% (fully charged aerial loop/last), 35% (grounded KO Uppercut), 13% (aerial KO Uppercut)
|nsc1desc=A [[Flame|flaming]] version that charges faster and hits multiple times, but does not travel as far. It can be used as for horizontal recovery if timed properly.
|nsc1desc=A [[Flame|flaming]] version that charges significantly faster and hits multiple times at a [[semi spike]] angle. It can be used as for horizontal recovery if timed properly, but does not travel as far. Its looping hits also do not connect well at high percents.
|nsc2name=Stunning Straight Lunge
|nsc2name=Stunning Straight Lunge
|nsc2dmg=11%/7% (uncharged grounded), 20%/18% (fully charged grounded), 8%/5% (uncharged aerial), 12% (fully charged aerial), 35% (grounded KO Uppercut), 13% (aerial KO Uppercut)
|nsc2dmg=11%/7% (uncharged grounded), 20%/18% (fully charged grounded), 8%/5% (uncharged aerial), 12% (fully charged aerial), 35% (grounded KO Uppercut), 13% (aerial KO Uppercut)
|nsc2desc=Travels much farther and faster, and [[paralyze]]s targets when fully charged before its knockback activates, but grants no super armor and deals slightly less damage. It propels Little Mac forward with horizontal momentum if partially charged, giving him a relatively useful recovery option that does not render him [[helpless]].
|nsc2desc=Travels much farther (almost the full length of [[Final Destination (SSB4)|Final Destination]] when fully charged) and faster, and [[paralyze]]s targets when fully charged before its knockback activates. It also propels Little Mac forward with horizontal momentum if partially charged, giving him a relatively useful recovery option that does not render him [[helpless]]. However, it deals slightly less damage and grants no heavy armor.
|ssdefname=Jolt Haymaker
|ssdefname=Jolt Haymaker
|ssdefdmg=14%
|ssdefdmg=14%
|ssdefdesc=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. It propels Little Mac quite a distance, and the grounded version grants [[intangibility]] during frames 5-8/5-14 (if used early/late). It is advised not to use this attack around the edge of a stage, since it renders him helpless. However, it can be one of Mac's more useful recovery options off-stage, since it will quickly snap the edge. It is noticeably worse when used in the air, as it grants less distance, especially if the punch is thrown early, and loses its intangibility.
|ssdefdesc=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. It propels Little Mac quite far,<ref name="Direct"/> to the point that it can allow him to leap over certain projectiles. The grounded version grants [[intangibility]] during frames 5-8 when early, or frames 5-14 when used late. Thanks to its respectable damage output and high knockback scaling, it KOs middleweights at 103%/93% (3DS and Wii U, respectively) while near the edge of Final Destination. However, it is unwise to use this attack around the edge of a stage, since it renders Little Mac helpless. By extension, the aerial version is noticeably worse, as it lacks intangibility and covers less distance, especially if the punch is thrown early.
|ssc1name=Grounding Blow
|ssc1name=Grounding Blow
|ssc1dmg=9%
|ssc1dmg=9%
|ssc1desc=Leaps much higher and [[bury|buries]] opponents if performed on the ground. While in midair, it will result in a meteor smash if it hits an opponent. However, it is even worse for recovery, as it grants less horizontal movement and propels Little Mac downward while off-stage.
|ssc1desc=Leaps much higher and either [[bury|buries]] grounded opponents, or meteor smashes aerial ones. However, it covers less horizontal movement, takes slightly longer to throw out manually, and propels Little Mac downward.
|ssc2name=Guard Breaker
|ssc2name=Guard Breaker
|ssc2dmg=18%
|ssc2dmg=18%
|ssc2desc=Grants super armor and is [[unblockable]], though it travels slower and cannot be made to attack early. It also does not grant Little Mac any distance if used immediately out of [[hitstun]].
|ssc2desc=Deals more damage, grants super armor through the entire leap, and is [[unblockable]]. However, it travels slower, cannot be used instantly upon pressing the special button, and does not cover any distance if used immediately out of [[hitstun]].
|usdefname=Rising Uppercut
|usdefname=Rising Uppercut
|usdefdmg=1% (loop), 3% (last)
|usdefdmg=3% (hit 1), 1% (loop, 4 total hits), 3% (last)
|usdefdesc=A right-handed, jumping corkscrew uppercut followed immediately by a left-handed uppercut. The first uppercut hits multiple times while the second uppercut hits once and deals respectable knockback. Goes higher with more maneuverability if used on the ground, while it only grants half the distance and maneuverability if used in the air. Grants 3 frames of intangibility on start-up. Deceptively powerful, to the point that it can reliably KO at high percents, and is one of Little Mac's only reliable aerial finishers along with Jolt Haymaker. Conversely, it is extremely ineffective as a recovery, as it grants some of the lowest distance and horizontal maneuverability of any recovery move, and it only snaps to the edge if it starts or ends right next to one. It resembles Little Mac's Three-Star Punch in the Wii version of ''Punch-Out!!''
|usdefdesc=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.<ref name="Direct"/> Thanks to Little Mac's excellent traction, it is a very potent out of shield option, yet is also one of his only reliable aerial finishers aside from Jolt Haymaker. It KOs middleweights at 115%/109% (3DS and Wii U, respectively). 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 half as effective at covering vertical distance and granting maneuverability compared to the grounded version, which make it extremely ineffective for recovery. It also only snaps the edge if it starts or ends right next to one. It appears to be based on Little Mac's Three-Star Punch in the Wii version of ''Punch-Out!!''
|usc1name=Tornado Uppercut
|usc1name=Tornado Uppercut
|usc1dmg=3%/4%
|usc1dmg=3%/4%
|usc1desc=Travels farther with better movement and has a [[push]] effect due to emitting a gust of wind, but deals set knockback and overall less damage.
|usc1desc=Covers more distance, grants better maneuverability, and [[Pushing|pushes]] opponents away thanks to the gust it emits. However, its overall damage output is lower and it has set knockback.
|usc2name=Rising Smash
|usc2name=Rising Smash
|usc2dmg=16% (hit 1), 4% (hit 2)
|usc2dmg=16% (hit 1), 4% (hit 2)
|usc2desc=An [[electric]]al version that deals noticeably more damage and knockback, but only hits twice with high start-up and ending lag, as well as covering considerably less distance unless used immediately out of a double jump.
|usc2desc=An [[electric]]al version that deals noticeably more damage and has higher knockback. However, it only hits twice, has higher start-up and ending lag, and covers considerably less distance unless used immediately from a double jump. Both hits also tend to not connect at higher percentages.
|dsdefname=Slip Counter
|dsdefname=Slip Counter
|dsdefdmg=1.3x (min 10%)
|dsdefdmg=1.(minimum 10%)
|dsdefdesc=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. Due to coming out on frame 5, it is tied with [[Double Team]] and [[Witch Time]] as the fastest counterattack in the entire game. In the air, it can be used for horizontal recovery due to Mac being propelled forward during the slip, although this can be risky. It resembles Glass Joe's Delayed Right Hook used during Title Defense Mode in the Wii version of ''Punch-Out!!''
|dsdefdesc=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.<ref name="Direct"/> Due to it coming out on frame 5, it is tied with [[Double Team]] and [[Witch Time]] as the fastest counterattack in the entire game. In the air, it can be used for horizontal recovery due to Mac being propelled forward during the slip, although this can be risky. It appears to be based on Glass Joe's Delayed Right Hook used during Title Defense Mode in the Wii version of ''Punch-Out!!''
|dsc1name=Compact Counter
|dsc1name=Compact Counter
|dsc1dmg=0.8x (min 4%)
|dsc1dmg=0.(minimum 4%)
|dsc1desc=Has a lower damage multiplier and deals less knockback, but is faster overall, which allows Little Mac to initiate follow-ups and improves its speed as a recovery option.
|dsc1desc=Has a lower damage multiplier and less knockback, but is overall faster, which allows Little Mac to initiate follow-ups and improves its recovery potential.
|dsc2name=Dash Counter
|dsc2name=Dash Counter
|dsc2dmg=1.1x (min 7%)
|dsc2dmg=1.(minimum 7%)
|dsc2desc=Has a slightly lower damage multiplier and its counter window does not last as long, but Little Mac dashes forward upon counterattacking. The dash results in Mac being unable to attack opponents directly in front of him due to the dash generating a windbox, but it is more useful for both countering projectiles in order to close the gap between Mac and as a horizontal recovery option.  
|dsc2desc=Has a slightly lower damage multiplier and its counter window does not last as long, but Little Mac dashes forward upon counterattacking. The dash results in Little Mac being unable to attack opponents directly in front of him because of the dash generating a windbox, but it is more useful for both countering projectiles in order to close the gap between Mac and as a horizontal recovery option.
|fsname=Giga Mac
|fsname=Giga Mac
|fsdmg=&mdash;
|fsdmg=&mdash;
|fsdesc=Transforms into Giga Mac, his powered up transformation from the Wii version of ''Punch-Out!!'' Giga Mac's attacks are considerably stronger, with most of them dealing 2x more damage than Little Mac's attacks. In fact, the attacks become stronger to the point that his non-angled and upward angled forward smash, sweetspotted up smash, and clean Straight Lunge are capable of [[one-hit KO]]ing opponents when they are fully charged. Even his back throw and aerial attacks becomes viable KOing options: the former is stronger than {{SSB4|Ness}}' back throw, while the latter are capable of KOing around 90%-100% while near the edge. Transformation lasts for 11 seconds.
|fsdesc=Transforms into Giga Mac, his powered up transformation from the Wii version of ''Punch-Out!!''<ref name="Direct"/> Giga Mac's attacks are considerably stronger, with most of them dealing twice as much damage as Little Mac's respective attacks. This is especially evident with his non-angled and upward angled forward smash, sweetspotted up smash, and clean Straight Lunge, each of which are one-hit KOs when they are fully charged. Even his up tilt, dash attack, and back throw become viable KOing options: on the 3DS version of the game, the former KOs middleweights at 81%, whereas the latter two KO at 75% and 84%, respectively, while near the edge of Final Destination. Doc Louis won’t be heard while taunting in this form.
}}
}}
===[[Power Meter]]===
===[[Power Meter]]===
As shown in his trailer, Little Mac has a unique mechanic called the Power Meter. When fully charged, it replaces his neutral special with the KO Uppercut, an extremely powerful uppercut. Although it was [https://miiverse.nintendo.net/posts/AYMHAAACAAAYUKlKBIZ0uQ claimed] by [[Masahiro Sakurai]] to be a [[one-hit KO]] attack, this is not true. Nevertheless, it is strong enough to KO opponents at extremely low percents, depending on their weight. In keeping with Little Mac's abysmal air game, an aerial KO Uppercut deals significantly lower damage and knockback, to the point that it cannot KO an aerial opponent unless they are at least around 150%.
Little Mac has a unique mechanic called the Power Meter. When fully charged, it replaces his neutral special with the KO Uppercut, an extremely powerful uppercut. Although it was claimed by [[Masahiro Sakurai]] to be a [[one-hit KO]] attack, this is not true. Nevertheless, it is strong enough to KO opponents at extremely low percents, depending on their weight. In keeping with Little Mac's abysmal air game, an aerial KO Uppercut deals significantly lower damage and knockback, to the point that it cannot KO an aerial opponent unless they are at least around 150%.


The Power Meter charges when Little Mac deals and/or receives damage. However, when he is attacked, the Power Meter will fill by double to quadruple the amount compared to if he hits an opponent. The Power Meter will also be maxed out if Mac receives exactly 100%. The uppercut can be canceled by another character's attack, blocked by a perfect shield or dodged, meaning that you have to catch opponents off-guard to guarantee it hits.
The Power Meter charges when Little Mac deals and/or receives damage. However, when he is attacked, the Power Meter will fill by double to quadruple the amount compared to if he hits an opponent. The Power Meter will also be maxed out if Mac receives exactly 100%. The uppercut can be canceled by another character's attack, blocked by a perfect shield (although it is [[unblockable]]) or dodged, meaning that it is necessary to catch opponents off-guard to guarantee it hits.
 
===Stats===
{{Attributes
|cast = 58
|weight = 82
|rweight = 46-47
|dash = 2.05
|rdash = 2
|run = 2.24
|rrun = 3
|walk = 1.32
|rwalk = 8
|trac = 0.07
|rtrac = 3-5
|airfric = 0.0075
|rairfric = 43-48
|air = 1.0
|rair = 31-34
|baseaccel = 0.01
|rbaseaccel = 10-54
|addaccel = 0.028
|raddaccel = 57
|gravity = 0.08
|rgravity = 41-43
|fall = 1.8
|rfall = 5-8
|ff = 2.88
|rff = 7-9
|jumpsquat = 5
|rjumpsquat = 14-41
|jumpheight = 26
|rjumpheight = 54-55
|shorthop = 12.526741
|rshorthop = 54
|djump = 26
|rdjump = 51-52
}}
 
===[[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]]===
Line 216: Line 268:
|char=LittleMac
|char=LittleMac
|desc-up=Turns his back to the screen, bends down, then raises his fist triumphantly. Doc Louis may say "Hit 'em, baby!" ({{ja|叩け!マック!|Tatake! Makku!}}, ''Thrash! Mac!'')
|desc-up=Turns his back to the screen, bends down, then raises his fist triumphantly. Doc Louis may say "Hit 'em, baby!" ({{ja|叩け!マック!|Tatake! Makku!}}, ''Thrash! Mac!'')
|desc-side=Pulls the string of his right boxing glove tight with his teeth, then resumes his boxing stance while scoffing. Doc Louis may say "Let 'em have it, Mac!" ({{ja|ぶちかませ!マック!|Buchikama se! Makku!}}, ''Hit them hard! Mac!'')
|desc-side=Pulls the string of his right boxing glove with his teeth in order to tighten it, then resumes his stance while exhaling. Doc Louis may say "Let 'em have it, Mac!" ({{ja|ぶちかませ!マック!|Buchikama se! Makku!}}, ''Hit them hard! Mac!'')
|desc-down=Performs a series of punches while facing the screen. Doc Louis may say "Show 'em what you've got, Mac baby!" ({{ja|お前のパンチを見せてやれ!|Omae no panchi wo misete yare!}}, ''Let them see your punch!'')}}
|desc-down=Throws a series of punches while facing the screen. Doc Louis may say "Show 'em what you've got, Mac baby!" ({{ja|お前のパンチを見せてやれ!|Omae no panchi wo misete yare!}}, ''Let them see your punch!'')}}


===[[Idle pose]]s===
===[[Idle pose]]s===
{{Idle
{{Idle
|desc-1=[https://youtu.be/gvFix9gioDU Shuffles his feet].
|desc-1=Shuffles his feet.
|desc-2=Shifts his head back and forth in front of his fists.
|desc-2=Shifts his head back and forth in front of his fists.
|image-1=LittleMacIdlePose2WiiU.jpg
|image-1=LittleMacIdlePose2WiiU.jpg
Line 236: Line 288:


===[[Victory pose]]s===
===[[Victory pose]]s===
{{incomplete|Doc Louis' Japanese voice quotes with translations}}
{{Victory/SSB4
{{Victory/SSB4
|victory-theme=Victory! (Little Mac).ogg
|victory-theme=Victory! (Little Mac).ogg
Line 247: Line 298:
Unless the match is a [[Team Battle]], all of Little Mac's victory poses involve [[Doc Louis]]. If Little Mac's team is victorious but he does not have the most points, Doc Louis will not appear and Mac will perform his second victory pose.
Unless the match is a [[Team Battle]], all of Little Mac's victory poses involve [[Doc Louis]]. If Little Mac's team is victorious but he does not have the most points, Doc Louis will not appear and Mac will perform his second victory pose.


''In all of Little Mac's victory poses, Doc Louis will say one of the following at random:''
''Each of Little Mac's victory poses has Doc Louis saying one of the following at random.''
* "(in tandem with the [[announcer]]) And the winner is... Little Mac! Hahaha!"
 
* "Y'know, that belt looks good on you, son."
'''First Pose:'''
* "Ya got what it takes, Mac!"
* "(In tandem with the [[announcer]]) And the winner is... Little Mac! Hahaha!" ({{ja|勝者、リトル・マック!アハハハハハ!|Shōsha, Ritoru Makku! Ahahahahaha!}},  ''The winner, Little Mac! Ahahahahaha!'')
* "Nice work, Mac. You got it all figured out."
* "Ya got what it takes, Mac!" ({{ja|マック!やっぱりお前は抜群だな!|Makku! Yappari omae wa batsugunda na!}}, ''Mac! I knew it, you're unmatched!'')
* "Way to go, Mac! You're the champ, baby!"
* "World Circuit's all yours, Mac!" ({{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!'')
* "Awesome win, Mac. Way to go!"
'''Second Pose:'''
* "You win, Mac!"
* "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!'')
* "Alright! I think I hear a chocolate bar callin'."
* "You win, Mac!" ({{ja|おまえの勝つ、マック!|Omae no katsu, Makku!}},  ''Your win, Mac!'')
* "Was that a little too easy for ya, son?"
* "Was that a little too easy for ya, son?" ({{ja|おっと、お前にはちょろすぎだったか?|Otto, omae ni wa choro sugidatta ka?}}, ''Oops, was that too easy for you?'')
* "World Circuit's all yours, Mac!"
'''Third Pose:'''
* "Ahh, winnin' feels good, don't it?"
* "Way to go, Mac! You're the champ, baby!" ({{ja|やったな、マック!お前がチャンプだッ!|Yatta na, Makku! Omae ga chanpu da!}}, ''You did it, Mac! You're the champ!'')
* "Nice work, Mac. You got it all figured out." ({{ja|マック、さすがだな!いい戦意だぞ!|Makku, sasugada na! Ii sen'ida zo!}}, ''As expected, Mac! You have a great fighting spirit!'')
* "All right! I think I hear a chocolate bar callin'." ({{ja|よし!帰ったらチョコバー祭りといくか!|Yoshi! Kaettara chokobā matsuri to iku ka!}}, ''Alright! When I get home, I'll go to the chocolate bar festival!'')
* "Ah, winnin' feels good, don't it?" ({{ja|アハハ!勝つのは気持ちがいいな!|Ahaha! Katsu no wa kimochi ga ii na!}}, ''Ahaha! It feels good to win!'')


''In all of [[Alternate costume (SSB4)#Little Mac|Wireframe Mac]]'s victory poses, Doc Louis will say one of the following at random:''
''In all of [[Alternate costume (SSB4)#Little Mac|Wireframe Mac]]'s victory poses, Doc Louis will say one of the following at random:''
* "Nice moves, Mac. I could barely keep my eyes on ya, son."
* "Nice moves, Mac. I could barely keep my eyes on ya, son." ({{ja|すごい動きだな、何だか透けて見えちまったよ|Sugoi ugokida na, nandaka sukete mie chimatta yo}}, ''What amazing movement you have, it’s like I can see right through you!'')
* "Ain't you flashy? You making my eyes water, son."
* "Ain't you flashy? You making my eyes water, son." ({{ja|目立ちすぎじゃねぇか、目がチッカチカしやがる|Medachi sugi jane ka, me ga chikkachika shi ya garu}}, ''Don’t you stand out a bit much? You’re making my eyes sore!'')
* "You're lookin' mighty good, son. Just like old times, huh?"
* "You're lookin' mighty good, son. Just like old times, huh?" ({{ja|何とも妙な具合だな、懐かしい感じがしやがる|Nantomo myōna guaida na, natsukashī kanji ga shi ya garu}}, ''It's a strange feeling, I feel nostalgic.'')


==In [[competitive play]]==
==In [[competitive play]]==
===Tier placement and history===
Since ''SSB4''{{'}}s release, Little Mac has been a very contentious character among casual and hardcore players alike. He was very controversial among less experienced players who struggled against him (most notably on [[For Glory]]), owing to his excellent grounded game, abundance of KOing options, and outstanding frame data. However, he has never been considered a serious threat in competitive play due to his abysmal recovery and nearly useless air game, making his endurance and aerial escape options significantly poor in a highly-skilled environment where flaws were heavily capitalized upon. Players were quick to note that Mac's vulnerability to juggling and gimping would allow a competent opponent to swiftly KO him from a single opening, and with his inability to move safely between platforms, he was derided as only being able to fight effectively on {{SSB4|Final Destination}}. With a lack of high-level results during ''SSB4''{{'}}s early days and the gradually shifting perceptions of the community, Little Mac's popularity diminished immensely, due to him being frequently perceived as a gimmicky character in competitive play, especially after he was nerfed in update [[1.0.4]]. This was reflected in him being tied with {{SSB4|Duck Hunt}} for 43rd/44th place on the first ''4BR'' [[tier list]].
However, the efforts of dedicated Little Mac players like {{Sm|Sol}} have shown that Little Mac can perform well when played intelligently, even on stages with platforms, and proved that Mac's comeback potential was significant enough to be a considerable mindgame despite his aerial weaknesses. Furthermore, the buffs Little Mac received from game updates made his grounded moves even more rewarding and granted him more reliable combo potential from his grounded game. Improvements in Little Mac's metagame also resulted in newfound techniques for him, which further reinforced his fearsome comeback potential. While he is still considered too polarized to be truly viable in singles play, Little Mac is considered to fare much better in [[doubles]] play, thanks to a teammate covering his weaknesses and assisting him in setting up his powerful attacks.
These traits, combined with the expansion to his metagame and better, albeit still rare results, resulted in him being ranked 39th on the second tier list. He then dropped back to 43rd on the third and fourth tier lists, as his results continued to be relatively sparse at national tournaments. He is now ranked as the second lowest mid-tier character due to the expansion of the tiers. As such, Little Mac's tier placement remained very contentious.
===[[Official Custom Moveset Project]]===
===[[Official Custom Moveset Project]]===
{{OfficialCustomMoves
{{OfficialCustomMoves
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|set10=2121
}}
}}
===Most historically significant players===
<!--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 . Using that criteria, please refrain from adding StylesX2-->


===Notable players===
*{{Sm|Alphicans|Canada}} - The best Little Mac player in Canada. Placed 9th at both {{Trn|Get On My Level 2016}} and {{Trn|Canada Cup 2016}}, 17th at {{Trn|Battle of BC 2}}, and 33rd at both {{Trn|2GGT: KTAR Saga}} and {{Trn|2GGC: ARMS Saga}} with wins over players such as {{Sm|iStudying}} and {{Sm|NinjaLink}}.
====Active====
*{{Sm|bt.yamato|Japan}} - The best Little Mac player in the world in 2018. He notably placed 5th at {{Trn|SoCal Regionals 2018}} defeating {{Sm|falln}}, {{Sm|AC}}, and {{Sm|K9sbruce}}, and has also placed 7th at {{Trn|Sumabato 24}}, 9th at {{Trn|KVOxTSB 2018}}, 13th at {{Trn|Umebura T.A.T.}}, and 25th at {{Trn|Umebura Smash 4 Final}}.
<!--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. Using that criteria, please refrain from adding StylesX2-->
*{{Sm|Destany|Switzerland}} - The best Little Mac in Europe, using the character alongside {{SSB4|Meta Knight}}. Placed 2nd at {{Trn|Geneva Gaming Convention 2017}}, 4th at {{Trn|PPT Winter}}, 5th at {{Trn|TheReset 5}}, and 13th at {{Trn|PPT Summer}}. Ranked 39th on the [[ European Smash 4 Power Rankings]].
*{{Sm|//|Japan}}
*{{Sm|Lazyboredom|USA}} - One of the best Little Mac players in the world in 2017. Placed 4th at {{Trn|Super FamiCon 2016}}, 13th at {{Trn|MomoCon 2017}}, 17th at {{Trn|2GGC: ARMS Saga}}, 25th at {{Trn|Glitch}}, and 33rd at {{Trn|Royal Flush}} with wins over players such as {{Sm|CaptainZack}}, {{Sm|Xzax}}, and {{Sm|Mekos}}.
*{{Sm|Achillis|Netherlands}}
*{{Sm|pu55yk1ng|USA}} - One of the best Little Mac players in the United States. Placed 13th at {{Trn|Combo Breaker 2018}}, 17th at {{Trn|IBP Masters Showdown}}, 25th at {{Trn|Albion 3}}, and 33rd at {{Trn|2GGC: GENESIS Saga}} with wins over players such as {{Sm|Zenyou}}, {{Sm|Rich Brown}}, and {{Sm|AC}}.
*{{Sm|Alphicans|Canada}}
*{{Sm|Sol|USA}} - One of the best Little Mac players of all time. Placed 5th at {{Trn|International Gaming Expo}}, 25th at both {{Trn|2GGT: KTAR Saga}} and {{Trn|2GGC: ARMS Saga}}, and 33rd at both {{Trn|CEO 2015}} and {{Trn|CEO Dreamland}} with wins over players such as {{Sm|Locus}}, {{Sm|Fatality}}, and {{Sm|MVD}}.
*{{Sm|Cagt|USA}}
*{{Sm|Tarakotori|Japan}} - One of the best Little Mac players in Japan. Placed 9th at {{Trn|Umebura Smash 4 Final}}, 13th at {{Trn|Umebura Tokaigi Qualifier 2}}, 17th at {{Trn|Umebura T.A.T.}}, and 25th at both {{Trn|Umebura 32}} and {{Trn|Umebura 34}} with wins over players such as {{Sm|Raito}}, {{Sm|Eim}}, and {{Sm|Rain}}.
*{{Sm|Chota|Mexico}}
*{{Sm|Vash|USA}} - One of the best Little Mac players in the United States. Placed 9th at {{Trn|2GGT: Fresh Saga}}, 17th at {{Trn|2GGT: FOW Saga}}, 25th at both {{Trn|2GGT: Mexico Saga}} and {{Trn|2GGC: GENESIS Saga}}, 33rd at {{Trn|Smash Masters League: Battle for Vegas}} with wins over players such as {{Sm|Elegant}}, {{Sm|Locus}}, and {{Sm|Nietono}}.
*{{Sm|Destany|Switzerland}}
*{{Sm|Duffo|USA}}
*{{Sm|JCC|Mexico}}
*{{Sm|Lazyboredom|USA}} - Has wins over {{Sm|CaptainZack}} and {{Sm|Xzax}}. Was the highest placing Little Mac player at [[2GGC: ARMS Saga]] (17th).
*{{Sm|Naoto|USA}}
*{{Sm|Pu55yk1ng|USA}}
*{{Sm|Rekzius|Norway}}
*{{Sm|Senpai|USA}}
*{{Sm|Sol|USA}}
*{{Sm|Vash|USA}}
*{{Sm|ZekkenB|USA}}
*{{Sm|Literal Bacon|USA}} - Ranked 1st on the Google+ Smash Rankings.


====Inactive====
==[[Trophies]]==
*{{Sm|Earl|Australia}}
Little Mac's default trophy is obtained by clearing Classic Mode as Little Mac. His alternate trophy is obtained by clearing All-Star Mode as Little Mac in the 3DS version or purchasing it in the Trophy Shop for 1000G in the Wii U version. The Giga Mac trophy is obtained only in the Wii U version by clearing All-Star Mode as Little Mac.
*{{Sm|Espy|USA}}
{{Trophy/Fighter
*{{Sm|MVD|USA}}
|name=Little Mac
*{{Sm|Vex Kasrani|USA}}
|image-3ds=LittleMacTrophy3DS.png
|image-wiiu=LittleMacTrophyWiiU.png
|mode=Classic
|desc-ntsc=This little boxer from the Punch-Out!! series makes up in heart what he lacks in height. He wasn't afraid to take on the boxing champs, and he's not afraid of the Nintendo stars. In Smash Bros., he packs a serious punch. When his KO Meter fills up, wade in and trigger a devastating uppercut.
|desc-pal=The little guy from Punch-Out!! has come a long way since his humble beginnings fighting the almost literal boxing giants. Above his damage display, you'll notice he has a little meter that fills up as he fights. When it's full, you'll see a flashing "KO" there. That means you can unleash a devastating uppercut!
|gamelist-ntsc={{Trophy games|console1=NES|game1=Punch-Out!!|release1=10/1987|console2=Wii|game2=Punch-Out!!|release2=05/2009}}
|gamelist-pal={{Trophy games|console1=NES|game1=Punch-Out!!|release1=12/1987|console2=Wii|game2=Punch-Out!!|release2=05/2009}}
}}
{{clrl}}


===Tier placement and history===
{{Trophy/Fighter
Since ''SSB4''{{'}}s release, Little Mac has been a very contentious character among casual and hardcore players alike. He was very controversial among less experienced players who struggled against him (most notably on [[For Glory]]), due to his excellent grounded game, abundance of KOing options and outstanding frame data. However, he has never been considered a serious threat in competitive play due to his abysmal recovery and nearly useless air game, making his endurance and aerial escape options significantly poor in a highly-skilled environment where flaws were heavily capitalized upon. Players were quick to note that Mac's vulnerability to juggling and gimping would allow a competent opponent to swiftly KO him more often than not, and with his inability to move safely between platforms, he was derided as only being able to fight effectively on {{SSB4|Final Destination}}.
|name=Little Mac (Alt.)
|image-3ds=LittleMacAltTrophy3DS.png
|image-wiiu=LittleMacAltTrophyWiiU.png
|mode=Alt
|desc-3ds-ntsc=No matter his opponent, Little Mac always puts his best fist forward. He enters a charge state before unleashing his Straight Lunge special and can unleash it while charging by pressing the button again. He won't flinch while charging. At max charge, the launching power of this move is scary!
|desc-wiiu-ntsc=No matter his opponent, Little Mac always puts his best fist forward. He enters a charge state before unleashing his Straight Lunge special—you can unleash it while charging by pressing the button again. He won't flinch while charging. At max charge, the launching power of this move is scary!
|desc-pal=Little Mac always puts his best fist forward, especially when you use Straight Lunge! You start by charging, then unleash the punch whenever you press the button again. Charge it to the max and its launching power is formidable! Also, attacks won't make you flinch while you're charging or once you've fully charged the move.
|gamelist-ntsc={{Trophy games|console1=NES|game1=Punch-Out!!|release1=10/1987|console2=Wii|game2=Punch-Out!!|release2=05/2009}}
|gamelist-pal={{Trophy games|console1=NES|game1=Punch-Out!!|release1=12/1987|console2=Wii|game2=Punch-Out!!|release2=05/2009}}
}}
{{clrl}}


With a lack of high-level results during ''SSB4''{{'}}s early days and the gradually shifting perceptions of the community, Little Mac's popularity diminished immensely, due to being frequently perceived as a gimmicky character in competitive play, especially after he was nerfed in update [[1.0.4]]. This was reflected in him being tied with {{SSB4|Duck Hunt}} for the 43rd/44th place on the first [[tier list]].
{{Trophy/Fighter
 
|name=Giga Mac
However, the efforts of dedicated Little Mac players like {{Sm|Sol}} have shown that Little Mac can perform well when played intelligently, even on stages with platforms, and proved that Mac's comeback potential was significant enough to be a considerable mindgame despite his aerial weaknesses. Furthermore, the buffs Little Mac received from game updates made his grounded moves even more rewarding and granted him more reliable combo potential from his grounded game. Improvements in Little Mac's metagame also resulted in newfound techniques for him, which further reinforced his fearsome comeback potential. While he is still considered too polarized to be truly viable in singles play, Little Mac is considered to fare much better in [[doubles]] play, thanks to a teammate covering his weaknesses and assisting him in setting up his powerful attacks.
|image=GigaMacTrophyWiiU.png
 
|desc-ntsc=This Final Smash turns Little Mac into a hulking monster of a man. In Punch-Out!! for Wii, Little Mac could take this form by building up the gauge with some well-timed blows. In this game, it seriously powers up his attacks and makes him even faster. He'll completely dominate on the ground, but air battles are outside his weight class.
These traits, combined with the expansion to his metagame and better, albeit still rare results, resulted in him being ranked 39th on the second tier list. While he has since dropped back to 43rd on the third and current tier list, Little Mac's tier placement remains very contentious even within the current metagame, due to his results being relatively sparse and volatile.
|desc-pal=This Final Smash turns Little Mac into a hulking monster of a man. In Punch-Out!! for Wii, Little Mac could take this form by building up the gauge with some well-timed punches. In this game, it seriously powers up his attacks and makes him even faster. He'll completely dominate on the ground, but he's still not all that great in the air.
 
|game=ssb4-wiiu
==[[List of Super Smash Bros. 4 character trailers#Little Mac|Reveal trailer]]==
}}
<youtube>gmtrmAvL5aw</youtube>
{{clrl}}
 
==Trophies==
 
:'''Little Mac'''
::{{flag|ntsc}} ''This little boxer from the Punch-Out!! series makes up in heart what he lacks in height. He wasn't afraid to take on the boxing champs, and he's not afraid of the Nintendo stars. In Smash Bros., he packs a serious punch. When his KO Meter fills up, wade in and trigger a devastating uppercut.''
 
::{{flag|pal}} ''The little guy from Punch-Out!! has come a long way since his humble beginnings fighting the almost literal boxing giants. Above his damage display, you'll notice he has a little meter that fills up as he fights. When it's full, you'll see a flashing "KO" there. That means you can unleash a devastating uppercut!''
 
{{Trophy games|console1=NES|game1=Punch-Out!! (10/1987)|console2=Wii|game2=Punch-Out!! (05/2009)}}
 
:'''Little Mac (Alt.)'''
::{{flag|ntsc}} ''No matter his opponent, Little Mac always puts his best fist forward. He enters a charge state before unleashing his Straight Lunge special and can unleash it while charging by pressing the button again. He won't flinch while charging. At max charge, the launching power of this move is scary!''
 
::{{flag|pal}} ''Little Mac always puts his best fist forward, especially when you use Straight Lunge! You start by charging, then unleash the punch whenever you press the button again. Charge it to the max and its launching power is formidable! Also, attacks won't make you flinch while you're charging or once you've fully charged the move.''
 
{{Trophy games|console1=NES|game1=Punch-Out!! (10/1987)|console2=Wii|game2=Punch-Out!! (05/2009)}}
 
:'''Giga Mac'''
::''This Final Smash turns Little Mac into a hulking monster of a man. In Punch-Out!! for Wii, Little Mac could take this form by building up the gauge with some well-timed blows. In this game, it seriously powers up his attacks and makes him even faster. He'll completely dominate on the ground, but air battles are outside his weight class.''
 
<center>
<gallery>
LittleMacTrophy3DS.png|Classic (3DS)
LittleMacAllStarTrophy3DS.png|Alt. (3DS)
LittleMacTrophyWiiU.png|Classic (Wii U)
LittleMacAltTrophyWiiU.png|Alt. (Wii U)
GigaMacTrophyWiiU.png|[[Giga Mac]]
</gallery>
</center>


==In [[Event Match]]es==
==In [[Event Match]]es==
===Solo Events===
===Solo Events===
* '''[[Below the Belt]]''': As {{SSB4|Mario}}, the player must protect a damaged Little Mac from a giant Little Mac. Little Mac will be at 60% on Easy, 80% on Normal and 100% on Hard.
* '''[[Below the Belt]]''': As {{SSB4|Mario}}, the player must protect a damaged Little Mac from a giant Little Mac. Little Mac will be at 60% on Easy, 80% on Normal, and 100% on Hard.
* '''[[New Challengers 1]]''': Little Mac is one of the seven opponents fought in this event, alongside {{SSB4|Rosalina & Luma}}, {{SSB4|Wii Fit Trainer}}, {{SSB4|Villager}}, {{SSB4|Duck Hunt}}, {{SSB4|Bowser Jr.}}, and {{SSB4|Lucina}}.
* '''[[New Challengers 1]]''': Little Mac is one of the seven opponents fought in this event, alongside {{SSB4|Rosalina & Luma}}, {{SSB4|Wii Fit Trainer}}, {{SSB4|Villager}}, {{SSB4|Duck Hunt}}, {{SSB4|Bowser Jr.}}, and {{SSB4|Lucina}}.
* '''[[No Mere Sparring Match]]''': A damaged Little Mac must defeat three Wireframe Macs. The Wireframe Macs have three stocks on Easy, four on Normal and five on Hard.
* '''[[No Mere Sparring Match]]''': A damaged Little Mac must defeat three Wireframe Macs. The Wireframe Macs have three stocks on Easy, four on Normal, and five on Hard.


===Co-op Events===
===Co-op Events===
* '''[[Getting Healthy]]''': Little Mac and Wii Fit Trainer must defeat {{SSB4|Kirby}} and {{SSB4|Pac-Man}}.
* '''[[Getting Healthy]]''': Little Mac and Wii Fit Trainer must defeat {{SSB4|Kirby}} and {{SSB4|Pac-Man}}.
* '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster.
* '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster.
==[[Congratulations screen]]s==
<center>
===3DS===
<gallery>
SSB4-3DS Congratulations Classic Little Mac.png|Classic Mode
SSB4-3DS Congratulations All-Star Little Mac.png|All-Star Mode
</gallery>
===Wii U===
<gallery>
SSB4-Wii U Congratulations Classic Little Mac.png|Classic Mode
SSB4-Wii U Congratulations All-Star Little Mac.png|All-Star Mode
</gallery>
</center>


==[[Alternate costume (SSB4)#Little Mac|Alternate costumes]]==
==[[Alternate costume (SSB4)#Little Mac|Alternate costumes]]==
Little Mac has sixteen alternate costumes, half of which sport a wireframe design based on the original arcade version of ''Punch-Out!!''<ref>{{cite web |url=https://miiverse.nintendo.net/posts/AYMHAAACAABnUYnxKtlcQQ |title=Director's Room |accessdate=2016-02-05 |author=Masahiro Sakurai |date=2014-05-12 |publisher=Miiverse |quote=Pic of the day. Here's wire frame Little Mac--re-envisioned from the original Punch-Out!! game. The man that actually drew the pixel art wire frame in the original was none other than Shigeru Miyamoto. He said he drew the pixels for the wire frame on graph paper. }}</ref>
Little Mac has sixteen alternate costumes, half of which sport a wireframe design based on the original arcade version of ''Punch-Out!!'' His wireframe palette swaps have slightly brighter cel-shaded colors compared to his default costumes.
{|style="margin:1em auto 1em auto;text-align:center"
{|style="margin:1em auto 1em auto;text-align:center"
|-
|-
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|{{Head|Little Mac|g=SSB4|s=50px|cl=Pink}}<br/>{{Head|Little Mac|g=SSB4|s=50px|cl=WirePink}}
|{{Head|Little Mac|g=SSB4|s=50px|cl=Pink}}<br/>{{Head|Little Mac|g=SSB4|s=50px|cl=WirePink}}
|}
|}
==[[List of Super Smash Bros. 4 character trailers#Little Mac|Reveal trailer]]==
{{#widget:YouTube|id=gmtrmAvL5aw}}


==Gallery==
==Gallery==
<gallery>
<gallery>
SSB4 Newcomer Introduction Little Mac.png|Little Mac's splash art.
Little Mac amiibo.png|Little Mac's [[amiibo]].
Little Mac Poster.jpg|''Punch-Out!!''-inspired artwork.
Little Mac Poster.jpg|''Punch-Out!!''-inspired artwork.
SSB4 Newcomer Introduction Little Mac.png|Little Mac's splash art.
Little Mac Cover.png|Artwork of Little Mac from the boxart of {{for3ds}}.
Little Mac Cover.png|Artwork of Little Mac from the boxart of {{for3ds}}.
Little Mac Wireframe.png|Little Mac's "Wireframe Mac" alternate costume.
Little Mac amiibo.png|Little Mac's [[amiibo]].
Little Mac Smash.4 Reveal.jpg|The Pic of the Day revealing Little Mac.
Little Mac Smash.4 Reveal.jpg|The Pic of the Day revealing Little Mac.
SSB4 Little Mac Sweatsuit.jpg|Two of Little Mac's alternate costumes. One is his [http://punchout.wikia.com/wiki/File:Miketysonspunchout_790screen009_15069_640screen.jpg signature hooded sweatsuit], while the other is [https://youtu.be/-KwIux4yjIo?t=20m33s his attire] in [http://punchout.wikia.com/wiki/Contender Contender Mode] when fighting in the [http://punchout.wikia.com/wiki/World_Circuit World Circuit] in the Wii version of ''Punch-Out!!''
SSB4 Little Mac Sweatsuit.jpg|Two of Little Mac's alternate costumes. One is his [https://static.wikia.nocookie.net/punchout/images/c/cf/Miketysonspunchout_790screen009_15069_640screen.jpg signature hooded sweatsuit], while the other is [https://youtu.be/-KwIux4yjIo?t=20m33s his attire] in [http://punchout.wikia.com/wiki/Contender Contender Mode] when fighting in the [http://punchout.wikia.com/wiki/World_Circuit World Circuit] in the Wii version of ''Punch-Out!!''
Little Mac Smash.4 Reveal - Pt2.jpg|A second picture posted on the initial [https://miiverse.nintendo.net/posts/AYMHAAACAAAYUKlKBIZ0uQ Miiverse post], displaying what happens when his [[Power Meter]] is fully charged.
Little Mac Smash.4 Reveal - Pt2.jpg|Using [[Straight Lunge#KO Uppercut|KO Uppercut]] on {{SSB4|Samus}}.
SSB4 - Little Mac Screen-9.jpg|Using Straight Lunge in {{for3ds}}.
SSB4 - Little Mac Screen-9.jpg|Using [[Straight Lunge]] in {{for3ds}}.
SSB4 Little Mac Wire Frame.jpg|The first hit of his neutral attack on {{SSB4|Link}}.
SSB4 Little Mac Wire Frame.jpg|Using the first hit of his neutral attack on {{SSB4|Link}}.
SSB4 - Little Mac Screen-1.jpg|Using a fully charged [[Straight Lunge]].
SSB4 - Little Mac Screen-1.jpg|Using a fully charged Straight Lunge.
OHKOUppercut.jpg|Using [[Straight Lunge#KO Uppercut|KO Uppercut]] on {{SSB4|Mega Man}} and {{SSB4|Bowser}}.
OHKOUppercut.jpg|Using KO Uppercut on {{SSB4|Mega Man}} and {{SSB4|Bowser}}.
SSB4 - Little Mac Screen-4.jpg|Using KO Uppercut on {{SSB4|Sonic}}.
SSB4 - Little Mac Screen-4.jpg|Using KO Uppercut on {{SSB4|Sonic}}.
Little Mac Up B 1.png|Using [[Rising Uppercut]].
Little Mac Up B 1.png|Using [[Rising Uppercut]].
Little Mac Up B 2.png|Using Rising Uppercut on Link.
Little Mac Up B 2.png|Using Rising Uppercut on Link.
Little Mac Up B 3.png|However, Rising Uppercut does not provide much recovery.
Little Mac Up B 3.png|Failing to recover by using Rising Uppercut.
SlipCounter.jpg|Using [[Slip Counter]] against {{SSB4|Mario}}.
SlipCounter.jpg|Using [[Slip Counter]] against {{SSB4|Mario}}'s up smash.
Giga Mac Start.png|Little Mac on [[Smash Ball]] standby.
Giga Mac Start.png|Little Mac on [[Smash Ball]] standby.
SSB4 - Little Mac Screen-8.jpg|Using his [[Final Smash]], [[Giga Mac]].
SSB4 - Little Mac Screen-8.jpg|Using Straight Lunge on {{SSB4|Fox}} and {{SSB4|Villager}} while using [[Giga Mac]], his [[Final Smash]].
SSB4 - Little Mac Screen-2.jpg|The second hit of his [[neutral attack]] on Mario.
SSB4 - Little Mac Screen-2.jpg|Using his rapid jab on Mario.
SSB4 - Little Mac Screen-7.jpg|Using his [[down smash]] on {{SSB4|Fox}}.
SSB4 - Little Mac Screen-7.jpg|Using his down smash on {{SSB4|Fox}}.
Little Mac Dash Attack.png|Using his [[dash attack]].
Little Mac Dash Attack.png|Using his dash attack on Mario.
SSB4 - Little Mac Screen-5.jpg|Little Mac [[tumbling]].
SSB4 - Little Mac Screen-5.jpg|Little Mac [[tumbling]].
SSB4 - Little Mac Screen-3.jpg|Little Mac facing the screen.
SSB4 - Little Mac Screen-3.jpg|Little Mac facing the screen.
SSB4 - Little Mac Screen-6.jpg|Using his dash attack against {{SSB4|Villager}}'s neutral attack.
SSB4 - Little Mac Screen-6.jpg|Using his dash attack against Villager's neutral attack.
SSB4 - Little Mac Screen-10.jpg|Little Mac taunting alongside {{SSB4|Pikachu}} and {{SSB4|Olimar}}.
SSB4 - Little Mac Screen-10.jpg|Taunting alongside {{SSB4|Pikachu}} and {{SSB4|Olimar}}.
Mac uppercutting Megaman.jpeg|"''Little Mac can deliver some solid punches while fighting on the ground.''"
Mac uppercutting Megaman.jpeg|"''Little Mac can deliver some solid punches while fighting on the ground.''"
Airborne Mac.jpeg|"''...However, he's not the strongest fighter while airborne.''"
Airborne Mac.jpeg|"''...However, he's not the strongest fighter while airborne.''"
Smash.4 - Height Differences.jpg|Little Mac taunting alongside {{SSB4|Samus}}.
Smash.4 - Height Differences.jpg|Little Mac taunting alongside Samus.
SSB4 - Diddy Kong Screen-4.jpg|Using Rising Uppercut alongside {{SSB4|Diddy Kong}}'s up smash.
SSB4 - Diddy Kong Screen-4.jpg|Using Rising Uppercut alongside {{SSB4|Diddy Kong}}'s up smash.
Mac FSmash Angles.jpg|The three different variations of Little Mac's forward smash.
Mac FSmash Angles.jpg|The three different variations of Little Mac's forward smash.
Smash.4 - Little Mac CR Trophy.jpg|A trophy of Little Mac as he appeared in ''Captain Rainbow''.
Smash.4 - Little Mac CR Trophy.jpg|A trophy of Little Mac as he appeared in ''Captain Rainbow''.
File:LittleMacDamage.jpeg|Little Mac wearing his World Video Boxing Association (WVBA) Champion alternate costume and sporting battle damage.
LittleMacDamage.jpeg|Little Mac wearing his World Video Boxing Association (WVBA) Champion alternate costume and sporting battle damage.
</gallery>
</gallery>


Line 421: Line 477:
**He is the only character to display visual battle damage, although this feature is only shown in ''Super Smash Bros. for Wii U''. Upon reaching or passing 100%, or upon being [[screen KO]]'d, bandages and bruises appear on his face. This is a reference to the Wii version of ''Punch-Out!!'', where Little Mac will gradually begin looking bruised and battered if he gets hit too many times.
**He is the only character to display visual battle damage, although this feature is only shown in ''Super Smash Bros. for Wii U''. Upon reaching or passing 100%, or upon being [[screen KO]]'d, bandages and bruises appear on his face. This is a reference to the Wii version of ''Punch-Out!!'', where Little Mac will gradually begin looking bruised and battered if he gets hit too many times.
**His official poster showing him fighting {{SSB4|Donkey Kong}} references DK's appearance as a secret opponent during [http://punchout.wikia.com/wiki/Mac%27s_Last_Stand Mac's Last Stand] in the Wii version of ''Punch-Out!!''
**His official poster showing him fighting {{SSB4|Donkey Kong}} references DK's appearance as a secret opponent during [http://punchout.wikia.com/wiki/Mac%27s_Last_Stand Mac's Last Stand] in the Wii version of ''Punch-Out!!''
**He wears the World Video Boxing Association (WVBA) {{s|wikipedia|championship belt}} for all three of his [[victory pose]]s.
**He wears the World Video Boxing Association (WVBA) World Circuit {{s|wikipedia|championship belt}} during all of his [[victory pose]]s.
**His [[Straight Lunge#KO Uppercut|KO Uppercut]] is a reference to the Star Punch, his signature move in the ''Punch-Out!!'' series. By extension, his [[Power Meter]] originated from the arcade version of ''Punch-Out!!''
**His [[KO Uppercut]] is a reference to the Star Punch, his signature move in the ''Punch-Out!!'' series. By extension, his [[Power Meter]] originated from the arcade version of ''Punch-Out!!''
**His [[Final Smash]], [[Giga Mac]], is a transformation that can be used in the two-player mode of the Wii version of ''Punch-Out!!''
**His [[Final Smash]], [[Giga Mac]], is a transformation that can be used in the two-player mode of the Wii version of ''Punch-Out!!''
*According to [[Masahiro Sakurai]], Little Mac has the lowest online win ratio of all characters as of November 2014.<ref>[http://kotaku.com/little-mac-is-smash-bros-biggest-loser-1658263617 Little Mac is ''Smash Bros.''{{'}} Biggest Loser]</ref>
**Despite being symmetrical in some instances, such as his during taunts and [[on-screen appearance]], he is not mirrored when he faces left and right because he uses an {{s|wikipedia|orthodox stance}} like in his home series.
*According to [[Masahiro Sakurai]] as of November 2014, Little Mac had the lowest online win ratio out of all the characters at the time. This led many to believe that balance patches would be based solely or at least mostly on online win rates; however subsequent patches, including 1.0.4 where Little Mac was nevertheless nerfed, would go on to disprove this. <ref>[http://kotaku.com/little-mac-is-smash-bros-biggest-loser-1658263617 Little Mac is ''Smash Bros.''{{'}} Biggest Loser]</ref>
*Prior to update 1.0.5 in ''Super Smash Bros. for Nintendo 3DS'' and update 1.0.6 in ''Super Smash Bros. for Wii U'', Little Mac could not properly hold {{b|Hammer|item}}s, as they would be positioned at his sides instead of between his hands.
*Prior to update 1.0.5 in ''Super Smash Bros. for Nintendo 3DS'' and update 1.0.6 in ''Super Smash Bros. for Wii U'', Little Mac could not properly hold {{b|Hammer|item}}s, as they would be positioned at his sides instead of between his hands.
*Little Mac has the most costumes in the series, having 16.
*Interestingly, Little Mac shares a few animations with {{SSB4|Captain Falcon}}. This includes some of his poses when knocked back with a weak attack, swing animations for battering items such as a [[Beam Sword]] or a [[Home Run Bat]], and animations while [[buried]] or [[stun]]ned. This has led many to believe that Captain Falcon's model was used as a base for creating Little Mac's model.
*Interestingly, Little Mac shares a few animations with {{SSB4|Captain Falcon}}. This includes some of his poses when knocked back with a weak attack, swing animations for battering items such as a [[Beam Sword]] or a [[Home Run Bat]], and animations while [[buried]] or [[stun]]ned. This has led many to believe that Captain Falcon's model was used as a base for creating Little Mac's model.
**In regard to Little Mac's model, his mouth will jarringly close when his shadowboxing and shuffling victory poses conclude.
**In regard to Little Mac's model, his mouth will jarringly close when his shadowboxing and shuffling victory poses conclude.
*Little Mac and {{SSB4|Cloud}} are the only characters who have special moves that affect the in-game camera, with both [[Straight Lunge#KO Uppercut|KO Uppercut]] and all of Cloud's [[Limit Charge|Limit Break]] moves (barring Limit Break [[Blade Beam]]) zooming in and slowing down time upon hitting their targets. Coincidentally, both moves involve dealing or receiving damage in order to be available for use.
*Prior to the introduction of [[Special Zoom]] in ''Ultimate'', Little Mac and {{SSB4|Cloud}} were the only characters who had special moves that affect the in-game camera, with both [[Straight Lunge#KO Uppercut|KO Uppercut]] and all of Cloud's [[Limit Charge|Limit Break]] moves (barring Limit Break [[Blade Beam]]) zooming in and slowing down time upon hitting their targets. Coincidentally, both moves involve dealing or receiving damage in order to be available for use.
*Despite being symmetrical in some instances, such as his during taunts and [[on-screen appearance]], Little Mac is not mirrored when he faces left and right. This is because he uses an {{s|wikipedia|orthodox stance}} in his home series.
*Little Mac is one of four characters whose placement differs on the [[character selection screen]] between the 3DS and Wii U versions, along with {{SSB4|Mr. Game & Watch}}, {{SSB4|Duck Hunt}}, and {{SSB4|Shulk}}. In {{for3ds}}, Little Mac is between {{SSB4|Meta Knight}} and {{SSB4|Fox}}, while in {{forwiiu}}, Little Mac is between Mr. Game & Watch and {{SSB4|Link}}.


==References==
==References==
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{{SSB4Characters}}
{{SSB4Characters}}
{{Punch-Out!! universe}}
{{Punch-Out!! universe}}
[[Category:Little Mac (SSB4)]]
[[Category:Little Mac (SSB4)| ]]
[[Category:Trophies (SSB4-3DS)]]
[[Category:Trophies (SSB4-3DS)]]
[[Category:Trophies (SSB4-Wii U)]]
[[Category:Trophies (SSB4-Wii U)]]
[[es:Little Mac (SSB4)]]

Latest revision as of 19:23, November 7, 2024

This article is about Little Mac's appearance in Super Smash Bros. 4. For the character in other contexts, see Little Mac.
Little Mac
in Super Smash Bros. 4
Little Mac SSB4.png
Little Mac Wireframe.png

PunchOutSymbol.svg
Universe Punch-Out!!
Other playable appearance in Ultimate


Availability Starter
Final Smash Giga Mac
Tier E (43)
Little Mac (SSB4)
Little Mac Punches In!
—Introduction Tagline

Little Mac (リトル・マック, Little Mac) is a playable character and a newcomer in Super Smash Bros. 4, making the jump from an Assist Trophy in Super Smash Bros. Brawl to a fully playable fighter. Little Mac was revealed during a Nintendo Direct on February 13th, 2014,[1] which coincided with the 30th anniversary of the North American release of Punch-Out!![2] Instead of retaining Brawl's 3D version of his original design from the NES version of Punch-Out!!, Little Mac now sports his updated design from the Wii version of Punch-Out!!.

Rather than Matt Harty, who voiced him in that game, or Hisao Egawa, who voiced him as an Assist Trophy in Brawl, Little Mac is voiced by Kōsuke Toriumi.

Little Mac is ranked 43rd out of 54 in the tier list, placing him in the E tier as the second lowest ranking mid-tier character. Little Mac's greatest strength is the sheer effectiveness of his ground game; in addition to his outstanding grounded mobility, high traction, and fast/long-ranged dodges, he possesses the overall fastest grounded moveset. By extension, Little Mac's grounded moveset is very potent in regard to both offense and defense: his respectable combo potential, overall high damage output, and outstanding KO power make him very threatening, whereas his anti-rebounding priority and super armor enable him to go toe-to-toe against incoming attacks.[3] Lastly, his unique Power Meter allows him to quickly gain an advantage by KOing with a well-positioned KO Uppercut at very low percentages with the help of a combo or read.

However, Little Mac's notoriously awful aerial attributes give him little to no defense when airborne.[3] His poor aerial mobility and minimal utility of his aerial attacks makes attempting aerial combat extremely risky, while his status as a fast-falling lightweight with low jumps and a weak recovery make him glaringly susceptible to gimping, juggling, edge-guarding, and combos, each of which can result in him being KO'd early on. Despite its effectiveness, Little Mac's ground game is not fundamentally perfect. Aside from his downward angled forward smash and sweetspotted up smash, the remainder of his attacks deal minimal shield damage and generally lack shieldstun. Little Mac's unimpressive size also results in the majority of his moveset's range being short; this not only leaves him disadvantaged against characters that have disjointed ranges and/or projectiles, but also results in a linear neutral game.

Overall, Little Mac's strong ground game is not enough to compensate for his weaknesses, and has resulted in him maintaining only an average level of representation. Despite this, Little Mac has managed to achieve some success: Destany has won several local tournaments, while Sol, Vash, Alphicans and pu55yk1ng have each achieved a handful of respectable placings at regional and national tournaments.

Attributes[edit]

Little Mac is a lightweight whose name is somewhat of a misnomer in regard to his size. While he is rather small in relation to the majority of realistically proportioned characters in SSB4, he is of average size among the entire cast. This, in turn, helps and hinders Mac; his size can make him a somewhat difficult target to hit, and results in his dash's animation allowing him to "pseudo-crouch" under many attacks with high hitboxes or certain projectiles, such as Hadoken and uncharged Water Shuriken. Conversely, it also results in the overwhelming majority of his moves having a short range, which makes spacing essential for him to avoid getting punished.

As mentioned within his reveal trailer, Little Mac performs strongly on the ground, but poorly in the air,[3] with his mobility being measured in a way that reflects this polarization. Little Mac has the eighth fastest walking speed; the third fastest dashing speed; and is tied with Zero Suit Samus and Wario for the third highest traction. Altogether, these attributes give him arguably the best out of shield game of the entire cast. His sidestep and rolls are also the fastest in the game, with the latter also being long-distanced; these attributes in particular make it easy for Little Mac to punish grounded attacks, even those with quick start-up lag.

Little Mac's below-average gravity and fast falling speed also give him exceptional vertical endurance for a lightweight, while his fast air dodge (surpassed only by Mewtwo's) and high wall jump (surpassed only by Lucario's) give him decent protection against edge-guarders so long as he is near the stage. Aside from his average air speed, however, the remainder of Little Mac's aerial traits are infamously sub-par: his jump is tied with Ryu's as the fourth lowest; his double jump is tied with Ganondorf's as the third lowest; and his air acceleration is the second slowest. Due to these latter attributes, it is mandatory for Mac to stay on the ground whenever possible.

Little Mac's greatest strength is his incredibly useful 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. Little Mac's neutral attack, in particular, is tied with Zero Suit Samus' for the fastest in the game, thanks to it hitting on frame 1. All of his grounded moves also boast impressive utility in certain ways. Jab canceled neutral attack, up tilt, and down tilt are great combo starters, the latter of which is especially effective thanks to its below average knockback and vertical launching angle allowing it to combo into any move aside from a grab, back aerial, down aerial, or Straight Lunge.

Despite being a lightweight, Little Mac boasts outstanding KO potential,[3] largely thanks to his smash attacks' impressive damage outputs and high knockback scaling. Alongside being very fast for their power, his smash attacks also possess distinct perks. Forward smash can be angled, with its downward angle being very potent at pressuring shields. Up smash can function as an anti-air attack, and its sweetspot also deals heavy shield damage. Lastly, down smash is a semi-spike with rather long range, allowing it to easily edge-guard against careless recoveries.

In addition to their speed and strength, Little Mac's grounded moves are almost impossible to interrupt. His neutral and tilt attacks boast anti-rebounding priority, preventing any of Little Mac's tilts attacks from clanking with opposing grounded moves that are within priority range. As this also cancels out the opponent's attack and forces them into a rebounding animation, Little Mac can contest head-on against most opposing ground attacks, while allowing him to punish opponents immediately due to the speed of his own attacks. Additionally, Little Mac's smash attacks boast super armor for a respectable duration during their use, despite the hitboxes having standard priority. This allows Mac to effectively tank an opponent's attack as a unique way of punishing them.[3] All of these traits make him arguably the most challenging opponent to deal with on the ground.

Little Mac's special moves have fairly respectable utility. Straight Lunge gains distance as it is charged, boasts very high power, and grants damage-based launch resistance when it is sufficiently charged, allowing him to tank minimally damaging attacks and retaliate immediately afterward. It can also be used as a situational move mid-match to enforce a poor approach or input from a reckless opponent, with it notably giving Mac the ability to escape certain combo moves such as Witch Twist. However, Straight Lunge's very slow speed and considerable ending lag through all charge levels limits its usage, and making it easily intercepted in almost every other case. Jolt Haymaker propels Mac with a leap that travels far, can be unleashed on command and grants intangibility during start-up, making it ideal for tech-chasing, re-positioning, and escaping or punishing laggier moves. Despite this, it does not stop at an edge upon performing it, which can inadvertently lead to a self-destruct if used near an edge.

Rising Uppercut grants brief intangibility upon start-up, and covers a fairly long amount of vertical distance and if used on the ground. Its extremely fast start-up and initial intangibility also allow Little Mac to use it out of even the smallest pause between an opponent's combos, potentially shifting momentum in his favor. When these traits are coupled with its last hit's extremely high knockback scaling, it is deceptively potent from out of shield, and is his most reliable aerial KOing option. Slip Counter is the overall fastest counterattack in the game, which makes it great for escaping pressure, especially aerial combos. It is also one of the few counterattacks that slides a distance before attacking; this enables Little Mac to not only close a gap between himself and an opponent, but also results in it having potential as a horizontal recovery option.

Lastly, the Power Meter is a mechanic unique to Little Mac.[3] It is a visible meter that charges by either dealing at least 333% (assuming the player is never hit), or receiving at least 100%.[3] When it is fully charged, Straight Lunge is replaced by the KO Uppercut, which is strong enough to KO any character at roughly 30%.[3] When coupled with it being unblockable (except on Witch Time), its fast start-up, and its ability to be used as a follow-up from his tilts for almost guaranteed KO combos, KO Uppercut can easily turn the tide of a match when it is used successfully. However, it is lost after holding it for 4 seconds and then being tumbled by any move (except footstool jumping), which enforces quick and precise use. KO Uppercut also has considerable ending lag, regardless of whether or not it hits. As a result, it is unarguably one of the riskiest, yet most rewarding attacks in the entire series.

Despite his impressive strengths, Little Mac is held back by two very easily exploitable weaknesses. The most serious and notorious of the two is his recovery.[3] As mentioned earlier, Little Mac's aerial mobility is arguably the worst in SSB4, as his very fast falling speed makes meteor smashes, semi-spikes, and even footstool jumps capable of almost instantaneously gimping him, even if he is undamaged and especially if he cannot use his double jump. His special moves also receive drastic downgrades when used in the air, further worsening his air game. Straight Lunge loses its long distance and high power, to the point where it cannot KO even well beyond 150%, and suffers from drastically higher ending lag, to the point where one would not be able to recover even after jumping from the edge of a stage and using it. By extension, KO Uppercut loses the majority of its power, to the point that it only KOs around 150%. Jolt Haymaker loses half of its momentum and start-up intangibility, Rising Uppercut loses half of its distance, and Slip Counter's counterattack loses its intangibility. His main recovery options, Rising Uppercut and Jolt Haymaker, can be easily gimped. Jolt Haymaker barely travels any distance in the air and leaves him in a fall state, rendering him useless and most likely to self-destruct. Rising Uppercut does not travel that much vertical distance and doesn't really allow much horizontal influence.

Even though Jolt Haymaker and Rising Uppercut are Little Mac's two most effective KOing options in the air, they are very poor as recovery options: their overall travel distances are very minimal; they have small edge sweetspots; and they lack invincibility frames until they conclude. These traits result in Mac being unable to grab an edge unless he is directly beside it, and an opponent being able to launch him away before he grabs on, even if his arm pokes above the edge. Despite having an excellent wall jump, it is overwhelmingly dependent on the stage being used, while Mac's sub-par aerial mobility makes it difficult to fully take advantage of it in most cases. While Straight Lunge and Slip Counter can also be used as recovery options, they are very situational (especially the former) and require extremely precise timing in order to be properly used for recovering. Unsurprisingly, these traits collectively result in Little Mac having the most difficulty with recovering out of any character in the game, which in turn results in him being commonly cited as having the overall worst recovery in the game.

Furthermore, Little Mac has an infamously weak air game.[3] All of his aerial attacks—except for his up aerial—can auto-cancel with a short hop, while each one has certain perks: neutral aerial can potentially initiate intricate combos[4], forward and back aerials are semi-spikes, up aerial is a fast anti-air attack, and down aerial is the fastest meteor smash in the game. However, his air game is overwhelmingly offset by his aerials' relatively high landing lag, very short ranges, and abysmal power, which results in Mac's aerial moveset having the lowest damage output in the game. These factors make him an easy target in the air, as he has no means of defending himself outside of point-blank range. This is further compounded by the fact that none of his aerials make the opponents reliably flinch until medium to high percents. Additionally, Little Mac's down aerial is unable to reliably meteor smash opponents until around very high percents, while its sweetspot only lasts for 1 frame. Unsurprisingly, Mac has no way of reliably KOing in the air without Jolt Haymaker, Rising Uppercut or, in extreme cases, Slip Counter, all of which are very likely to result in inevitable sacrificial KOs if used off-stage.

Little Mac's low endurance and vulnerability to combos further compound his weak air game. While his below-average gravity and fast falling speed gives him high vertical endurance for a character of his weight class, they also make him extremely susceptible to combos and juggling. The super armor granted by Little Mac's smash attacks are also a double-edged sword, as tanking an attack nevertheless results in Mac receiving damage. As a result, Little Mac can be very prone to momentum shifts, as his underwhelming aerial presence can allow opponents to combo him very easily, and in some extreme situations, zero-to-death him with a single attack or combo even if he has been dominating the entire match. These issues are what force Little Mac to almost always stay grounded, as he cannot afford to be trapped within aerial combos and dragged off-stage just for initiating an aerial approach.

Little Mac is also the character most adversely affected by stale-move negation and projectiles. As only his grounded moves possess respectable levels of utility, Mac may find his KOing options scoring KOs later than usual compared to other powerhouses. By extension, his dependence on being grounded leaves him comparatively vulnerable to ground-level projectiles when he is not using his fast dodges and Jolt Haymaker to avoid them. With all of these points taken into account, Little Mac's polarized playstyle makes him the most notoriously affected by stages, with several competitively legal stages being highly campable by opponents, or too risky for him to maneuver simply because of the existence of platforms.

Even though Little Mac's ground game is immensely effective, not all areas of it are perfect. Aside from his downward angled forward smash and sweetspotted up smash, none of Little Mac's other moves deal extra shield damage, making it deceptively difficult to get free punishes on opponents who overuse their shield. Neutral attack, up tilt, and dash attack are particularly prone to this, as they lack hitlag and have just enough ending lag to be punished from out of shield. Characters with counterattacks can also be detrimental to Little Mac, as a countered smash attack is often enough to be fatal because of the high power of his smash attacks. However, the super armor granted by up and down smashes last long enough to endure quicker counterattacks, such as forward-held Vision.

Despite having throws with passable damage outputs and a fairly fast pummel, Little Mac's overall grab range is tied with Cloud's for the third shortest among the cast. The ending lag and knockback values of his throws also render them unreliable for KOing and, under normal circumstances, starting combos. Down throw is able to combo into aerial Jolt Haymaker for damage, or Rising Uppercut to potentially score a KO, but both can be avoided with DI. In comparison, forward throw is able to combo into a dash attack or Jolt Haymaker, but only if the opponent misses a tech. As such, Little Mac's throws are generally only used to deal damage, as he cannot add any grab options that can truly give him the upper hand when an opponent is shielding.

Little Mac has a number of potentially useful custom moves at his disposal. True to its name, Flaming Straight Lunge is a flaming variation that also hits multiple times and is a semi-spike that charges almost twice as quickly, but is considerably weaker and covers less distance. Stunning Straight Lunge is an electrical variation that travels farther and faster than Straight Lunge, but at the cost of damage and launch resistance. Grounding Blow moves higher and can bury grounded opponents or meteor smash aerial opponents, but its lower power and downward momentum make it much less effective for recovering. Tornado Uppercut grants more distance improving his recovery at the cost of removing one of his only aerial KOing options. Compact Counter is weaker and faster, opening up opportunities for follow-ups, but lacks the default version's immense power and one-hit KO potential, and Dash Counter is a double-edged sword, since its added momentum can either greatly help or greatly hinder his recovery. It should be noted, however, that none of these moves are unarguably better than Little Mac's default special moves. As such, the best option depends entirely on the player's preference.

Ultimately, Little Mac's optimal playstyle requires the player to fight akin to a boxer: keeping constant control of the middle of the stage, effectively reacting to the slightest openings, minimizing any damage taken with his extreme ground mobility, and staying out of the air as much as possible. Little Mac has just as many strengths as he does weaknesses, though the sheer level of polarization can render his potential as deceptively difficult to use to the fullest in spite of his straightforward fighting style. This is most apparent with a single mistake usually being enough to completely shut down his momentum, which thus forces him to optimize every recovery and opening.

Update history[edit]

Little Mac has received a mix of buffs and nerfs, both direct and indirect, via game updates. Update 1.0.4 noticeably nerfed his recovery and the utility of his neutral aerial. In comparison, update 1.0.6 increased Jolt Haymaker's knockback to the point of making it a reliable KOing option, even when stale. However, the changes to shield mechanics brought about in updates 1.1.0 and 1.1.1 have also affected Little Mac for the better, as they improve his ability to pressure shields.

Little Mac was further buffed in update 1.1.4, in which the damage outputs of his smash attacks were increased. While their knockback was compensated, their increased damage outputs make them even more devastating on hit than they already were, as well as safer on shield. In particular, Little Mac's downward angled forward smash now possesses enough shieldstun that, when followed up with his down or forward tilts, can result in a combo that breaks shields even at full health. Aside from these changes, his up tilt's start-up was decreased by 1 frame while its duration was increased by 1 frame, which effectively removed the blind spot it had near the front of his torso.

Overall, Little Mac's ground game has been improved, making his most dominant trait even more imposing. However, the worsening of his already abysmal recovery has resulted in it becoming even more exploitable.

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Nerf The period Little Mac can be at his maximum fall speed before using hard landing lag has been shortened: 4 → 3 frames.
  • Nerf End of roll intangibility: frame 17 → 15.
  • Nerf All hits of neutral attack except the first deal less damage: 3% → 2% (second), 8% → 7% (third), 1% → 0.7% (infinite).
  • Buff Due to their lower damage, neutral attack's second hit and infinite connect better into the following hits.
  • Change The first hitbox of forward tilt's each hit has a lower X-offset: -5 → -3.8
  • Nerf Neutral aerial's SDI multiplier increased: 1x → 2x.
  • Nerf Aerial Jolt Haymaker's distance decreased by 10% and its speed decreased.


Super Smash Bros. 4 1.0.6

  • Nerf Aerial KO Uppercut's duration decreased: frames 9-13 → 9-12.
  • Buff Jolt Haymaker and Grounding Blow's knockback increased: 25 (base)/95 (scaling) → 33/98.

Super Smash Bros. 4 1.1.0

  • Buff Neutral infinite finisher's start-up lag decreased: frame 6 → 5.
  • Buff Straight Lunge improved. Its fully charged start-up lag decreased: frame 7 → 6, its early hit's duration increased: frame 123 → 123-125 and its late hits' durations increased: frames 42-45 (uncharged)/frames 133-153 (fully charged) → 42-49/133-157.
  • Buff Jolt Haymaker's duration increased: frames 8-13 → 8-15.

Super Smash Bros. 4 1.1.1

  • Buff Uncharged Stunning Straight Lunge deals 1% more damage: 10% → 11%.
  • Buff Fully charged Stunning Straight Lunge's knockback scaling increased: 60 → 70.

Super Smash Bros. 4 1.1.4

  • Buff Up tilt has less startup (frame 5 → 4) and lasts one more frame (6 frames → 7).
  • Change Up tilt angle: 85° → 88°
  • Buff Forward smash deals 1% more damage: 19%/17% (up and side), 22% (down) → 20%/18%, 24% with compensated knockback (85/22 → 81/21).
  • Buff Up smash deals 1% more damage: 20%/15% → 21%/16% with compensated knockback (80/100 → 76/96)
  • Buff Down smash deals 1% more damage: 12% → 13% with compensated knockback (100 → 96).


Moveset[edit]

For a gallery of Little Mac's hitboxes, see here.

  Name Damage Description
Neutral attack Left Jab (左ジャブ) / Right Hook (右フック) / Left Uppercut (左アッパーカット) / Rush (ラッシュ) / Right Uppercut (右アッパーカット) 2% A jab, followed by a hook, followed by an uppercut. If either of the initial two hits connect with an opponent and the button is held or mashed, Little Mac will perform an extremely fast flurry of punches, followed by an uppercut. Due to it hitting on frame 1, it is tied with Zero Suit Samus' neutral attack as the fastest neutral attack in the game, and is one of the fastest attacks of any kind, making it extremely useful as an out of shield option or to cover whiffed attacks. In addition to its speed, its anti-rebounding priority enables it to out-prioritize attacks within priority range and go on uninterrupted, such as negating Fox Illusion's hitbox. Thanks to its outstanding speed and quick interruptibility, it can be jab canceled for almost guaranteed KOs at high percents, including Rising Uppercut and KO Uppercut, or pressure opponents to keep their shield up, which can lead to shield break combos.
2%
7%
0.7% (loop), 3% (last)
Forward tilt One-Two Punch (ワン・ツーパンチ) 4% (hit 1), 8% (hit 2) A one-two combo. Due to it hitting on frame 4, it is the fastest forward tilt in the game. When coupled with its decent range, anti-rebounding priority, and its second hit's very high knockback scaling, it is a safe and very reliable KOing option at high percents. However, the first hit's hitbox on Mac's fist sends opponents at a higher launching angle, making the second hit whiff easily against aerial or falling opponents at high percentages. Its second hit KOs middleweights at 119%/108% while near the edge of Final Destination (3DS and Wii U, respectively). It is based on the one-two combo he used as an Assist Trophy in Brawl.
Up tilt Anti-Air Knuckle (アンチエアナックル) 9% An overhead arcing backfist. It covers the entirety of Little Mac's body, which allows him to use it as a quick option to punish overhead attacks or rolls. It can also combo into itself and Rising Uppercut at low percents if the opponent is close to him. It can also function as a somewhat safe approach option when it is pivoted while dashing, thanks to its anti-rebounding priority. It resembles Don Flamenco's Twirling Backhand used during Title Defense Mode in the Wii version of Punch-Out!!, albeit performed vertically instead of horizontally.
Down tilt Leg Blow (レッグブロー) 8% A crouching short straight-punch. Due to it hitting on frame 3, it is tied with Lucas, Ness, Meta Knight, and R.O.B.'s down tilts as the fastest down tilt in the game. When coupled with it launching at 80°, its below average base knockback, and its below average knockback scaling, it is considered one of the best down tilts in the game. It can combo into almost all of his attacks, most notably itself, all smash attacks, forward aerial, Jolt Haymaker and KO Uppercut at low to medium percents, and Jolt Haymaker or Rising Uppercut at high percents. Like forward and up tilts, it has anti-rebounding priority.
Dash attack Hammer Punch (ハンマーパンチ) 10% A lunging overhand. Its hitbox starts at frame 7, making it very fast. When coupled with its range and low ending lag, it can be used as a quick punishment option when an opponent is stuck in ending lag, and even combo into itself against heavyweights and fast-fallers. It also possesses KO potential at high percents near the edge. However, it is notoriously risky as an approach option because of it being extremely punishable on shield, especially when considering Little Mac's abysmal offstage endurance.
Forward smash Smash Uppercut (スマッシュアッパーカット) / Straight Smash (スマッシュストレート) / Smash Body Hook (スマッシュボディフック) 20% (hand), 18% (arm) Steps forward and throws one of three punch variations, depending on which angle the control stick/circle pad is tilted. Due to its windbox hitting on frame 6, it is Little Mac's fastest smash attack, yet it also has respectable ending lag. However, as Little Mac steps forward to perform it, it can miss the opponent if they are touching him.

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. At lower percents, it can combo into Rising Uppercut on heavyweights or fast-fallers if their reaction is read. The hand hitbox KOs middleweights at 101%/93% (3DS and Wii U, respectively), while the arm hitbox KOs at 113%/105% (3DS and Wii U, respectively). It also grants super armor on frames 8-15. 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 scaling out of all three punch variations, which makes it the most reliable out of the three in regard to KOing. The hand hitbox KOs middleweights at 80%/65% near the edge of Final Destination (3DS and Wii U, respectively), while the arm hitbox KOs at 89%/76% (3DS and Wii U, respectively). When spaced correctly, it is safe on shield against slower characters. 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 does not possess a sourspot, but its extremely low knockback scaling makes it unusable for KOing. Its high shieldstun makes it safer on shield than the other two punch variations, and also makes it capable of breaking shields more reliably than any of Little Mac's other attacks. Due to its low knockback scaling, it can set up for a tech chase with an up smash, Jolt Haymaker or KO Uppercut. As of update 1.1.4, its deals enough damage and shieldstun to break full shields if a forward tilt is used immediately after it, and is notably tied as the most damaging forward smash in the game (alongside Ganondorf and King Dedede's). It also grants super armor on frames 9-15.

20% (hand), 18% (arm)
24%
Up smash Dynamite Uppercut (ダイナマイトアッパーカット) 21% (clean), 16% (late) An uppercut. Its first frame has a sweetspot that possesses a flame effect and deals significant shield damage. Its sourspot also makes it useful for aerial protection, thanks to its respectable damage output, high knockback scaling, and hitbox placement. The sweetspot KOs middleweights at 93%/85% (3DS and Wii U, respectively), while the sourspot KOs at 102%/101% (3DS and Wii U, respectively). However, it has the highest amount of ending lag out of his grounded moves (35 frames), and its sourspot lacks super armor. Despite its appearance, it also only hits in front of Little Mac, although it possesses enough vertical range to hit opponents standing on Battlefield's lower platforms.
Down smash Swing Punch (スイングパンチ) 13% Spins 180° to throw a quick, downward angled hook in each direction. It is a semi-spike, hits on both sides, and has long range, although it has a blind spot near Little Mac's body. Like his other smash attacks, it grants super armor (frames 7-10 and 15-17). Unlike most down smashes, both of its hits have the same damage outputs and knockback values. All of these traits make it very reliable for edge-guarding, and difficult to punish. It KOs middleweights at 116%/104% (3DS and Wii U, respectively) while near the edge of Final Destination. If an opponent is hit by the hitbox on Mac's upper arm, it is possible to drag them into the second hit at low percents, although this is difficult to do.
Neutral aerial Weak Jab (苦手ジャブ) 2% A downward angled jab. Due to it hitting on frame 2, it is the fastest neutral aerial in the game. When coupled with its very minimal ending lag, it can be used as a combo breaker of sorts when in the air. It is also capable of dragging aerial opponents back to the ground, warding off an opponent standing at the edge when used after an edge jump, and can even start intricate footstool jump combos. However, it is extremely risky because of its very short range and abysmal damage output with fixed knockback.
Forward aerial Weak Uppercut (苦手アッパーカット) 5% (hand), 4% (arm) A hook. It has slight start-up and a low damage output. It is a quick semi-spike, which makes it useful for edge-guarding, especially against characters with poor recoveries. However, its very short range makes this difficult to do so reliably. It can also be used as a follow-up from down tilt, although this can be rather unrewarding. At certain percents, it is possible to chain multiple forward aerials into an offstage Jolt Haymaker as a KO combo, although this will result in a self-destruct regardless of the outcome.
Back aerial Weak Back Knuckle (苦手バックナックル) 6% (hand), 4% (arm) A backfist. Like forward aerial, it is a quick semi-spike that can be used either to edge-guard or fend off opponents. However, its hitbox does not last long, and its awkward hitbox position makes this difficult to do so reliably.
Up aerial Weak Jumping Punch (苦手ジャンピングパンチ) 5% (hand), 4% (arm) An upward arcing hook. Due to it hitting on frame 5, it is tied with Luigi's up aerial for the second fastest up aerial in the game, which makes it a somewhat useful aerial combo move. If used while near the ground, it can combo into up tilt and Rising Uppercut at high percents. However, its considerable ending lag and high landing lag makes it punishable if missed. It appears to be based on the jump Little Mac performs during his victory animation in the Wii version of Punch-Out!!
Down aerial Weak Open Blow (苦手オープンブロー) 5% (hand), 4% (arm) A downward palm thrust. Due to it hitting on frame 7, it is tied with Jigglypuff's down aerial as the fifth fastest down aerial in the game. When coupled with its middle hitbox being capable of meteor smashing, it is also the fastest meteor smash in the game. However, it is also the weakest meteor smash in the game, and thus extremely ineffective against anyone but fast-fallers unless Little Mac footstool jumps on the opponent immediately after. Experienced players can use it to jab reset opponents by short hopping and then hitting a floored opponent before finishing them with any of Little Mac's strongest attacks.
Grab Grab (つかみ) Clinches the opponent. Due to his grabs' moderate ending lag and his overall grab range being tied with Cloud's for the third shortest in the game due to having blindspots on Little Mac's arm and hand, so his grabs are among the most ineffective in the game. However, his pivot grab has longer range, which is useful and easy to perform thanks to his outstanding ground speed. Another option to alleviate his grab's poor range is to perform a roll cancel grab, which is a very useful tool to catch the opponent during unexpected combos.
Pummel Grab Body Blow (つかみボディブロー) 2.1% A short straight-punch. A fairly fast pummel.
Forward throw Head Blow (ヘッドブロー) 4% (hit 1), 4% (throw) Rears his arm back and throws an overhand. Its low knockback scaling can allow it to combo into dash attack or Jolt Haymaker or at low percents if the opponent misses a tech. Outside of this, its only other utility is dealing damage.
Back throw Turning Uppercut (ターニングアッパーカット) 4% (hit 1), 5% (throw) Spins the opponent around and throws an uppercut. It has the highest knockback scaling out of all of his throws, which allows it to reliably set up edge-guards. It is also Little Mac's only throw with KO potential, although it is unimpressive as a KOing option as it KOs middleweights at 176%/165% (3DS and Wii U, respectively) while near the edge of Final Destination.
Up throw Short Uppercut (ショートアッパーカット) 4% (hit 1), 3% (throw) An uppercut. It can lead into an aerial attack if the player reads the opponent's reaction correctly, although this is largely situational and unrewarding because of Mac's abysmal air game. When coupled with it being his least damaging throw, it is Little Mac's overall least useful throw.
Down throw Hammer Knuckle (ハンマーナックル) 4% (hit 1), 5% (throw) A double axe handle. It is a decent combo starter, as it can be followed up with a short-hopped Jolt Haymaker at 0%, or Rising Uppercut up to 200%, the latter of which is a KO combo. It can also combo into forward aerial at medium percents, which can then extend into down tilt for additional combos, or a down aerial lock if an opponent misses their tech. However, these combos are effective only if the opponent does not DI away. It appears to be based on King Hippo's Hippo Squeeze 'n Squash used during Title Defense Mode in the Wii version of Punch-Out!!
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Gets up while throwing a punch behind himself, then in front of himself. Very fast for a get-up attack.
Floor attack (back)
Floor getups (back)
  7% Gets up while throwing a punch in front of himself, then behind himself.
Floor attack (trip)
Floor getups (trip)
  5% Gets up while throwing a punch in front of himself, then behind himself.
Edge attack
Edge getups
  7% Throws a lunging punch while climbing up.
Neutral special Default Straight Lunge 14%/12%/9% (uncharged grounded), 25%/20% (fully charged grounded), 10%/7% (uncharged aerial), 15% (fully charged aerial), 35% (grounded KO Uppercut), 13% (aerial KO Uppercut) Rears his arm back and then throws a dashing cross. It is chargeable, grants minimal heavy armor while charging, and moves Little Mac forward.[3] Although it covers more distance the longer it is charged, its damage output does not increase unless it is fully charged. When fully charged on the ground, it is one of the strongest moves in the game; the fully charged early hitbox KOs middleweights at 42%/34% (3DS and Wii U, respectively) while near the edge of Final Destination. Due to having both a blind spot at its beginning and high ending lag, however, the fully charged version requires crucial positioning. If the Power Meter is fully charged, it becomes the KO Uppercut, an extremely fast and powerful uppercut.[3] Despite its name, is not a true one-hit KO, but instead KOs at approximately 30%, while also granting super armor on frames 8-9. However, KO Uppercut possesses a relatively small hitbox, and 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.
Custom 1 Flaming Straight Lunge 1.5%(2 total hits)/3% (uncharged grounded loop/last), 1.8%(6 total hits)/6% (fully charged grounded loop/last), 1.2%/3% (uncharged aerial loop/last), 1.4%/5% (fully charged aerial loop/last), 35% (grounded KO Uppercut), 13% (aerial KO Uppercut) A flaming version that charges significantly faster and hits multiple times at a semi spike angle. It can be used as for horizontal recovery if timed properly, but does not travel as far. Its looping hits also do not connect well at high percents.
Custom 2 Stunning Straight Lunge 11%/7% (uncharged grounded), 20%/18% (fully charged grounded), 8%/5% (uncharged aerial), 12% (fully charged aerial), 35% (grounded KO Uppercut), 13% (aerial KO Uppercut) Travels much farther (almost the full length of Final Destination when fully charged) and faster, and paralyzes targets when fully charged before its knockback activates. It also propels Little Mac forward with horizontal momentum if partially charged, giving him a relatively useful recovery option that does not render him helpless. However, it deals slightly less damage and grants no heavy armor.
Side special Default Jolt Haymaker 14% An overhand version of the Superman punch. It can be used almost instantly by pressing the special button immediately after first pressing it. It propels Little Mac quite far,[3] to the point that it can allow him to leap over certain projectiles. The grounded version grants intangibility during frames 5-8 when early, or frames 5-14 when used late. Thanks to its respectable damage output and high knockback scaling, it KOs middleweights at 103%/93% (3DS and Wii U, respectively) while near the edge of Final Destination. However, it is unwise to use this attack around the edge of a stage, since it renders Little Mac helpless. By extension, the aerial version is noticeably worse, as it lacks intangibility and covers less distance, especially if the punch is thrown early.
Custom 1 Grounding Blow 9% Leaps much higher and either buries grounded opponents, or meteor smashes aerial ones. However, it covers less horizontal movement, takes slightly longer to throw out manually, and propels Little Mac downward.
Custom 2 Guard Breaker 18% Deals more damage, grants super armor through the entire leap, and is unblockable. However, it travels slower, cannot be used instantly upon pressing the special button, and does not cover any distance if used immediately out of hitstun.
Up special Default Rising Uppercut 3% (hit 1), 1% (loop, 4 total hits), 3% (last) 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.[3] Thanks to Little Mac's excellent traction, it is a very potent out of shield option, yet is also one of his only reliable aerial finishers aside from Jolt Haymaker. It KOs middleweights at 115%/109% (3DS and Wii U, respectively). 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 half as effective at covering vertical distance and granting maneuverability compared to the grounded version, which make it extremely ineffective for recovery. It also only snaps the edge if it starts or ends right next to one. It appears to be based on Little Mac's Three-Star Punch in the Wii version of Punch-Out!!
Custom 1 Tornado Uppercut 3%/4% Covers more distance, grants better maneuverability, and pushes opponents away thanks to the gust it emits. However, its overall damage output is lower and it has set knockback.
Custom 2 Rising Smash 16% (hit 1), 4% (hit 2) An electrical version that deals noticeably more damage and has higher knockback. However, it only hits twice, has higher start-up and ending lag, and covers considerably less distance unless used immediately from a double jump. Both hits also tend to not connect at higher percentages.
Down special Default Slip Counter 1.3× (minimum 10%) Assumes a full crouch stance and, if hit, immediately counterattacks by slipping inside to throw an uppercut.[3] Due to it coming out on frame 5, it is tied with Double Team and Witch Time as the fastest counterattack in the entire game. In the air, it can be used for horizontal recovery due to Mac being propelled forward during the slip, although this can be risky. It appears to be based on Glass Joe's Delayed Right Hook used during Title Defense Mode in the Wii version of Punch-Out!!
Custom 1 Compact Counter 0.8× (minimum 4%) Has a lower damage multiplier and less knockback, but is overall faster, which allows Little Mac to initiate follow-ups and improves its recovery potential.
Custom 2 Dash Counter 1.1× (minimum 7%) Has a slightly lower damage multiplier and its counter window does not last as long, but Little Mac dashes forward upon counterattacking. The dash results in Little Mac being unable to attack opponents directly in front of him because of the dash generating a windbox, but it is more useful for both countering projectiles in order to close the gap between Mac and as a horizontal recovery option.
Final Smash Giga Mac Transforms into Giga Mac, his powered up transformation from the Wii version of Punch-Out!![3] Giga Mac's attacks are considerably stronger, with most of them dealing twice as much damage as Little Mac's respective attacks. This is especially evident with his non-angled and upward angled forward smash, sweetspotted up smash, and clean Straight Lunge, each of which are one-hit KOs when they are fully charged. Even his up tilt, dash attack, and back throw become viable KOing options: on the 3DS version of the game, the former KOs middleweights at 81%, whereas the latter two KO at 75% and 84%, respectively, while near the edge of Final Destination. Doc Louis won’t be heard while taunting in this form.

Power Meter[edit]

Little Mac has a unique mechanic called the Power Meter. When fully charged, it replaces his neutral special with the KO Uppercut, an extremely powerful uppercut. Although it was claimed by Masahiro Sakurai to be a one-hit KO attack, this is not true. Nevertheless, it is strong enough to KO opponents at extremely low percents, depending on their weight. In keeping with Little Mac's abysmal air game, an aerial KO Uppercut deals significantly lower damage and knockback, to the point that it cannot KO an aerial opponent unless they are at least around 150%.

The Power Meter charges when Little Mac deals and/or receives damage. However, when he is attacked, the Power Meter will fill by double to quadruple the amount compared to if he hits an opponent. The Power Meter will also be maxed out if Mac receives exactly 100%. The uppercut can be canceled by another character's attack, blocked by a perfect shield (although it is unblockable) or dodged, meaning that it is necessary to catch opponents off-guard to guarantee it hits.

Stats[edit]

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump Height Double jump Height
Value 82 2.05 – Initial dash
2.24 – Run
1.32 0.07 0.0075 1.0 0.01 – Base
0.028 – Additional
0.08 1.8 – Base
2.88Fast-fall
5 26 - Base
12.526741 - Short hop
26

Announcer call[edit]

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The editor who added this tag suggests: Needs announcer calls from other languages.
If you have a good audio file for this article, upload it here.

On-screen appearance[edit]

  • 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.
LittleMacOnScreenAppearanceSSB4.gif

Taunts[edit]

  • Up taunt: Turns his back to the screen, bends down, then raises his fist triumphantly. Doc Louis may say "Hit 'em, baby!" (叩け!マック!, Thrash! Mac!)
  • Side taunt: Pulls the string of his right boxing glove with his teeth in order to tighten it, then resumes his stance while exhaling. Doc Louis may say "Let 'em have it, Mac!" (ぶちかませ!マック!, Hit them hard! Mac!)
  • Down taunt: Throws a series of punches while facing the screen. Doc Louis may say "Show 'em what you've got, Mac baby!" (お前のパンチを見せてやれ!, Let them see your punch!)
Up taunt Side taunt Down taunt
LittleMacUpTauntSSB4.gif LittleMacSideTauntSSB4.gif LittleMacDownTauntSSB4.gif

Idle poses[edit]

  • Shuffles his feet.
  • Shifts his head back and forth in front of his fists.
LittleMacIdlePose2WiiU.jpg LittleMacIdlePose1WiiU.jpg

Crowd cheer[edit]

English Japanese
Cheer
Description Little Mac! Get 'em back! Go! Go! Mac!
Pitch Group chant Male

Victory poses[edit]

A remix of the Won Match! jingle from the NES version of Punch-Out!!
  • Doc Louis holds up Little Mac's arm like a referee would after a boxing match, and cheers him on.
  • Shadowboxes with Doc Louis, then turns to the camera while holding his fist up triumphantly while Louis cheers him on.
  • Runs and turns his back towards the camera, briefly shuffles his feet, then spins before throwing a triumphant uppercut while Doc Louis cheers him on.
LittleMacPose1WiiU.gif LittleMacPose2WiiU.gif LittleMacPose3WiiU.gif

Unless the match is a Team Battle, all of Little Mac's victory poses involve Doc Louis. If Little Mac's team is victorious but he does not have the most points, Doc Louis will not appear and Mac will perform his second victory pose.

Each of Little Mac's victory poses has Doc Louis saying one of the following at random.

First Pose:

  • "(In tandem with the announcer) And the winner is... Little Mac! Hahaha!" (勝者、リトル・マック!アハハハハハ!, The winner, Little Mac! Ahahahahaha!)
  • "Ya got what it takes, Mac!" (マック!やっぱりお前は抜群だな!, Mac! I knew it, you're unmatched!)
  • "World Circuit's all yours, Mac!" (ワールドサーキットはお前のもんだ!, The World Circuit is yours!)

Second Pose:

  • "Y'know, that belt looks good on you, son." (そのベルトはお前がつけてるのが一番だ!, That belt is best on you!)
  • "You win, Mac!" (おまえの勝つ、マック!, Your win, Mac!)
  • "Was that a little too easy for ya, son?" (おっと、お前にはちょろすぎだったか?, Oops, was that too easy for you?)

Third Pose:

  • "Way to go, Mac! You're the champ, baby!" (やったな、マック!お前がチャンプだッ!, You did it, Mac! You're the champ!)
  • "Nice work, Mac. You got it all figured out." (マック、さすがだな!いい戦意だぞ!, As expected, Mac! You have a great fighting spirit!)
  • "All right! I think I hear a chocolate bar callin'." (よし!帰ったらチョコバー祭りといくか!, Alright! When I get home, I'll go to the chocolate bar festival!)
  • "Ah, winnin' feels good, don't it?" (アハハ!勝つのは気持ちがいいな!, Ahaha! It feels good to win!)

In all of Wireframe Mac's victory poses, Doc Louis will say one of the following at random:

  • "Nice moves, Mac. I could barely keep my eyes on ya, son." (すごい動きだな、何だか透けて見えちまったよ, What amazing movement you have, it’s like I can see right through you!)
  • "Ain't you flashy? You making my eyes water, son." (目立ちすぎじゃねぇか、目がチッカチカしやがる, Don’t you stand out a bit much? You’re making my eyes sore!)
  • "You're lookin' mighty good, son. Just like old times, huh?" (何とも妙な具合だな、懐かしい感じがしやがる, It's a strange feeling, I feel nostalgic.)

In competitive play[edit]

Tier placement and history[edit]

Since SSB4's release, Little Mac has been a very contentious character among casual and hardcore players alike. He was very controversial among less experienced players who struggled against him (most notably on For Glory), owing to his excellent grounded game, abundance of KOing options, and outstanding frame data. However, he has never been considered a serious threat in competitive play due to his abysmal recovery and nearly useless air game, making his endurance and aerial escape options significantly poor in a highly-skilled environment where flaws were heavily capitalized upon. Players were quick to note that Mac's vulnerability to juggling and gimping would allow a competent opponent to swiftly KO him from a single opening, and with his inability to move safely between platforms, he was derided as only being able to fight effectively on Final Destination. With a lack of high-level results during SSB4's early days and the gradually shifting perceptions of the community, Little Mac's popularity diminished immensely, due to him being frequently perceived as a gimmicky character in competitive play, especially after he was nerfed in update 1.0.4. This was reflected in him being tied with Duck Hunt for 43rd/44th place on the first 4BR tier list.

However, the efforts of dedicated Little Mac players like Sol have shown that Little Mac can perform well when played intelligently, even on stages with platforms, and proved that Mac's comeback potential was significant enough to be a considerable mindgame despite his aerial weaknesses. Furthermore, the buffs Little Mac received from game updates made his grounded moves even more rewarding and granted him more reliable combo potential from his grounded game. Improvements in Little Mac's metagame also resulted in newfound techniques for him, which further reinforced his fearsome comeback potential. While he is still considered too polarized to be truly viable in singles play, Little Mac is considered to fare much better in doubles play, thanks to a teammate covering his weaknesses and assisting him in setting up his powerful attacks.

These traits, combined with the expansion to his metagame and better, albeit still rare results, resulted in him being ranked 39th on the second tier list. He then dropped back to 43rd on the third and fourth tier lists, as his results continued to be relatively sparse at national tournaments. He is now ranked as the second lowest mid-tier character due to the expansion of the tiers. As such, Little Mac's tier placement remained very contentious.

Official Custom Moveset Project[edit]

Character Custom sets available
Little Mac (SSB4) Little Mac 2111 2113 2112 2211 2213
2212 2311 2313 2312 2121

Most historically significant players[edit]

Trophies[edit]

Little Mac's default trophy is obtained by clearing Classic Mode as Little Mac. His alternate trophy is obtained by clearing All-Star Mode as Little Mac in the 3DS version or purchasing it in the Trophy Shop for 1000G in the Wii U version. The Giga Mac trophy is obtained only in the Wii U version by clearing All-Star Mode as Little Mac.

3DS Classic Mode trophy
Wii U Classic Mode trophy
Little Mac
NTSC This little boxer from the Punch-Out!! series makes up in heart what he lacks in height. He wasn't afraid to take on the boxing champs, and he's not afraid of the Nintendo stars. In Smash Bros., he packs a serious punch. When his KO Meter fills up, wade in and trigger a devastating uppercut.
NES: Punch-Out!! (10/1987)
Wii: Punch-Out!! (05/2009)
PAL The little guy from Punch-Out!! has come a long way since his humble beginnings fighting the almost literal boxing giants. Above his damage display, you'll notice he has a little meter that fills up as he fights. When it's full, you'll see a flashing "KO" there. That means you can unleash a devastating uppercut!
NES: Punch-Out!! (12/1987)
Wii: Punch-Out!! (05/2009)
3DS All-Star Mode trophy
Wii U alternate trophy
Little Mac (Alt.)
NTSCSuper Smash Bros. for Nintendo 3DS No matter his opponent, Little Mac always puts his best fist forward. He enters a charge state before unleashing his Straight Lunge special and can unleash it while charging by pressing the button again. He won't flinch while charging. At max charge, the launching power of this move is scary!
NTSCSuper Smash Bros. for Wii U No matter his opponent, Little Mac always puts his best fist forward. He enters a charge state before unleashing his Straight Lunge special—you can unleash it while charging by pressing the button again. He won't flinch while charging. At max charge, the launching power of this move is scary!
NES: Punch-Out!! (10/1987)
Wii: Punch-Out!! (05/2009)
PAL Little Mac always puts his best fist forward, especially when you use Straight Lunge! You start by charging, then unleash the punch whenever you press the button again. Charge it to the max and its launching power is formidable! Also, attacks won't make you flinch while you're charging or once you've fully charged the move.
NES: Punch-Out!! (12/1987)
Wii: Punch-Out!! (05/2009)
Giga Mac trophy
Giga Mac
NTSC This Final Smash turns Little Mac into a hulking monster of a man. In Punch-Out!! for Wii, Little Mac could take this form by building up the gauge with some well-timed blows. In this game, it seriously powers up his attacks and makes him even faster. He'll completely dominate on the ground, but air battles are outside his weight class.
PAL This Final Smash turns Little Mac into a hulking monster of a man. In Punch-Out!! for Wii, Little Mac could take this form by building up the gauge with some well-timed punches. In this game, it seriously powers up his attacks and makes him even faster. He'll completely dominate on the ground, but he's still not all that great in the air.

In Event Matches[edit]

Solo Events[edit]

Co-op Events[edit]

Congratulations screens[edit]

3DS[edit]

Wii U[edit]

Alternate costumes[edit]

Little Mac has sixteen alternate costumes, half of which sport a wireframe design based on the original arcade version of Punch-Out!! His wireframe palette swaps have slightly brighter cel-shaded colors compared to his default costumes.

Little Mac Palette (SSB4).png
Little Mac (Wireframe) Palette (SSB4).png
Little Mac (SSB4)
Little Mac (SSB4)
Little Mac (SSB4)
Little Mac (SSB4)
Little Mac (SSB4)
Little Mac (SSB4)
Little Mac (SSB4)
Little Mac (SSB4)
Little Mac (SSB4)
Little Mac (SSB4)
Little Mac (SSB4)
Little Mac (SSB4)
Little Mac (SSB4)
Little Mac (SSB4)
Little Mac (SSB4)
Little Mac (SSB4)

Reveal trailer[edit]

Gallery[edit]

Trivia[edit]

  • Little Mac makes a number of references to his home series:
    • The pose he strikes for his reveal trailer's splash art is directly based on a piece of promotional artwork for the Wii version of Punch-Out!!. By extension, his official artwork for SSB4 pose is a modified version of this pose, with a better center of gravity and his stance being shifted to the right, along with his arms being positioned differently.
    • His alternate costumes include his signature hooded sweatsuit used during his training segments with Doc Louis, his World Video Boxing Association (WVBA) Champion attire from the Wii version of Punch-Out!!, a design based on the blond protagonist of Super Punch-Out!!, and a wireframe design based on the first-person perspective from the arcade version of Punch-Out!!
    • He is the only character to display visual battle damage, although this feature is only shown in Super Smash Bros. for Wii U. Upon reaching or passing 100%, or upon being screen KO'd, bandages and bruises appear on his face. This is a reference to the Wii version of Punch-Out!!, where Little Mac will gradually begin looking bruised and battered if he gets hit too many times.
    • His official poster showing him fighting Donkey Kong references DK's appearance as a secret opponent during Mac's Last Stand in the Wii version of Punch-Out!!
    • He wears the World Video Boxing Association (WVBA) World Circuit championship belt during all of his victory poses.
    • His KO Uppercut is a reference to the Star Punch, his signature move in the Punch-Out!! series. By extension, his Power Meter originated from the arcade version of Punch-Out!!
    • His Final Smash, Giga Mac, is a transformation that can be used in the two-player mode of the Wii version of Punch-Out!!
    • Despite being symmetrical in some instances, such as his during taunts and on-screen appearance, he is not mirrored when he faces left and right because he uses an orthodox stance like in his home series.
  • According to Masahiro Sakurai as of November 2014, Little Mac had the lowest online win ratio out of all the characters at the time. This led many to believe that balance patches would be based solely or at least mostly on online win rates; however subsequent patches, including 1.0.4 where Little Mac was nevertheless nerfed, would go on to disprove this. [5]
  • Prior to update 1.0.5 in Super Smash Bros. for Nintendo 3DS and update 1.0.6 in Super Smash Bros. for Wii U, Little Mac could not properly hold Hammers, as they would be positioned at his sides instead of between his hands.
  • Little Mac has the most costumes in the series, having 16.
  • Interestingly, Little Mac shares a few animations with Captain Falcon. This includes some of his poses when knocked back with a weak attack, swing animations for battering items such as a Beam Sword or a Home Run Bat, and animations while buried or stunned. This has led many to believe that Captain Falcon's model was used as a base for creating Little Mac's model.
    • In regard to Little Mac's model, his mouth will jarringly close when his shadowboxing and shuffling victory poses conclude.
  • Prior to the introduction of Special Zoom in Ultimate, Little Mac and Cloud were the only characters who had special moves that affect the in-game camera, with both KO Uppercut and all of Cloud's Limit Break moves (barring Limit Break Blade Beam) zooming in and slowing down time upon hitting their targets. Coincidentally, both moves involve dealing or receiving damage in order to be available for use.
  • Little Mac is one of four characters whose placement differs on the character selection screen between the 3DS and Wii U versions, along with Mr. Game & Watch, Duck Hunt, and Shulk. In Super Smash Bros. for Nintendo 3DS, Little Mac is between Meta Knight and Fox, while in Super Smash Bros. for Wii U, Little Mac is between Mr. Game & Watch and Link.

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