Little Mac (SSBU): Difference between revisions

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|ftiltname=One-Two Punch ({{ja|ワン・ツーパンチ|Wan Tsū Panchi}})
|ftiltname=One-Two Punch ({{ja|ワン・ツーパンチ|Wan Tsū Panchi}})
|ftiltdmg=4% (hit 1), 8% (hit 2)
|ftiltdmg=4% (hit 1), 8% (hit 2)
|ftiltdesc=A {{iw|wikipedia|one-two combo}}. The first hit leads into the second hit, which deals excellent knockback that can KO {{SSBU|Mario}} from the edge of [[Final Destination]] at 90%. Due to the first hit coming out at frame 4 and the second at frame 12, it is extremely fast while also being one of the strongest forward tilts in the game. It also has anti-rebounding priority and the longest range of his tilts due to Mac moving slightly forward during both hits, especially the first, making it useful out of a dash, especially coupled with [https://www.youtube.com/watch?v=VCNqH7a3hfQ pivot canceling], being able to punish attacks from more than half of Final Destination away. However, this makes the move inconsistent at high percents. As of update 3.1.0, the second hit connects much more reliably on airborne opponents, which was a notable flaw that remained unaddressed throughout ''SSB4'' and persisted in ''Ultimate'' until said update. It vaguely resembles Piston Hondo's Hondo Rush in the NES and Wii versions of ''Punch-Out!!'', and appears similar to Mac's one-two combo as an [[Assist Trophy]] in ''Brawl''.
|ftiltdesc=A {{iw|wikipedia|one-two combo}}. The first hit leads into the second hit, which is strong enough to KO {{SSBU|Mario}} at 90% while near the edge of {{SSBU|Final Destination}}. Due to the first hit coming out at frame 4 and the second coming out at frame 12, it is extremely fast while also being one of the strongest forward tilts in the game. It also has anti-rebounding priority and the longest range of his tilts, due to Mac moving slightly forward during both hits, especially the first. As a result, it is useful when dash canceled and especially with [https://www.youtube.com/watch?v=VCNqH7a3hfQ pivot canceling], being able to punish attacks from more than half of Final Destination away. However, this makes the move inconsistent at high percentages. It vaguely resembles Piston Hondo's Hondo Rush in the NES and Wii versions of ''Punch-Out!!'', and appears similar to Little Mac's one-two combo as an [[Assist Trophy]] in ''[[Super Smash Bros. Brawl]]''.
|utiltname=Anti-Air Knuckle ({{ja|アンチエアナックル|Anchi Ea Nakkuru}})
|utiltname=Anti-Air Knuckle ({{ja|アンチエアナックル|Anchi Ea Nakkuru}})
|utiltdmg=6.5%
|utiltdmg=6.5%
|utiltdesc=An overhead arcing backfist. Very fast, coming out on frame 4, and has low ending lag. It covers the entirety of Little Mac's body and a wide arc above him, which allows him to use it as a quick option to punish overhead attacks or rolls. One of Little Mac's primary combo starters, up tilt has anti-rebounding priority, low knockback, and speed. The back hit combos better due to Mac having less end lag, with some combos only being true if the back hitbox connects (such as reversed KO Uppercut or Rising Uppercut at specific KO percents). Combos into itself at low percents, and [[Rising Uppercut]] or [[KO Uppercut]] at low/mid percents if the opponent is close to him. It can also lead to tilts or smash attacks depending on an opponent's reaction. However, it is unsafe on hit at very low percents and has questionable shield safety, but due to Little Mac ducking during the move, it also can low profile some aerials and projectiles, allowing its use as an approach tool, and making direct punishes challenging for some characters. As of update 13.0.0, up tilt's increased hitstun has made it slightly safer on hit and, more notably, improved its combo potential to the point that it can reliably link into Rising Uppercut for a consistent KO combo. It resembles Don Flamenco's Twirling Backhand used during Title Defense Mode in the Wii version of ''Punch-Out!!'', albeit performed vertically instead of horizontally.
|utiltdesc=An overhead arcing backfist. Very fast, coming out on frame 4, and has low ending lag. It covers the entirety of Little Mac's body and a wide arc above him, which allows him to use it as a quick option to punish overhead attacks or rolls. In addition to its fast overall speed, up tilt has anti-rebounding priority and low knockback. These traits collectively make it one of Little Mac's most useful combo options. Its combo potential is even more noticeable during its final active frames, with some combos (such as reversed KO Uppercut or Rising Uppercut at specific KO percentages) being true only during the final frames. Combos into itself at low percentages, and [[Rising Uppercut]] or [[KO Uppercut]] at low to medium percentages if the opponent is close to him. It can also combo into forward and down tilts and his smash attacks depending on an opponent's reaction. However, it is unsafe on hit at very low percentages and has questionable shield safety. Due to Little Mac ducking during the move, it also can enable him to low profile some aerials and projectiles, allowing its use as a dash canceled approach tool, and making direct punishes challenging for some characters. As of update 13.0.0, up tilt's increased hitstun has made it slightly safer on hit and, more notably, improved its combo potential to the point that it can reliably combo into Rising Uppercut for a consistent KO combo. It resembles Don Flamenco's Twirling Backhand used during Title Defense Mode in the Wii version of ''Punch-Out!!'', albeit performed vertically instead of horizontally.
|dtiltname=Leg Blow ({{ja|レッグブロー|Reggu Burō}})
|dtiltname=Leg Blow ({{ja|レッグブロー|Reggu Burō}})
|dtiltdmg=8%
|dtiltdmg=8%
|dtiltdesc= A crouching {{iw|wikipedia|short straight-punch}}. Like his neutral attack and tilts, it has anti-rebounding priority and has an extremely fast startup at frame 3. It has lost part of its formidable combo potential from ''SSB4'' due to its higher ending lag, though it is still good for combos due to its multiple perks: it possesses a vertical angle, can combo into tilts at 0%, has consistent combos at mid percents into [[Jolt Haymaker]], and can frame trap into forward aerial, dashing Rising Uppercut, dash attack, and smash attacks. Can confirm into KO Uppercut at extremely specific percents, usually around 60, although the window can widen a lot (down to 40%) with rage. Otherwise, it is mainly used to force opponents into a landing situation for Mac to capitalize on. As of update 3.1.0, down tilt's range now exceeds those of some swordfighters, now being on par with {{SSBU|Mii Swordfighter}}'s and longer than {{SSBU|Ike}}'s due to a disjoint on the hitbox on Mac's fist, giving it impressive range. It is one of Mac's main neutral tools due to its combo potential, speed, range, and relative safeness on shield compared to the rest of his attacks. Its hitbox also reaches low enough to hit ledge-hanging opponents, which allows it to punish ledge stalling by comboing into Jolt Haymaker, forward tilt, or KO Uppercut for a KO confirm.
|dtiltdesc= A crouching hook. Like his neutral attack and other tilt attacks, it has anti-rebounding priority and has an extremely fast startup at frame 3. Although its formidable combo potential has been toned down since ''SSB4'' due to its higher ending lag, it remains a useful combo option. It can combo into his tilts at 0%, has consistent combos at medium percentages into [[Jolt Haymaker]], and can frame trap into forward aerial, dashing Rising Uppercut, dash attack, and smash attacks. Can confirm into KO Uppercut at extremely specific percentages (usually around 60%), although the window can widen a lot (down to 40%) with rage. Otherwise, it is mainly used to force opponents into a landing situation for Mac to capitalize on. As of update 3.1.0, down tilt's range now exceeds those of some swordfighters, now being on par with {{SSBU|Mii Swordfighter}}'s and longer than {{SSBU|Ike}}'s due to a disjoint on the hitbox on Mac's fist, giving it impressive range. It is one of Mac's main neutral tools due to its combo potential, speed, range, launching angle and relative safeness on shield compared to the rest of his attacks. Its hitbox also reaches low enough to hit edge-hanging opponents, which allows it to punish edge stalling by comboing into Jolt Haymaker, forward tilt, or KO Uppercut for a KO confirm.
|dashname=Hammer Punch ({{ja|ハンマーパンチ|Hanmā Panchi}})
|dashname=Hammer Punch ({{ja|ハンマーパンチ|Hanmā Panchi}})
|dashdmg=10%
|dashdmg=10%
|dashdesc=A lunging {{iw|wikipedia|overhand|boxing}}. It is fast for a dash attack (frame 7), travels a decent distance, and can be a situational burst KO option, having enough knockback to KO Mario at 136% from the edge of Final Destination, thus making it moderately strong for a dash attack. It can also hit opponents hanging on ledges, and due to its generous hitbox, finds a lot of use trapping opponents on ledge. However, due to its lack of shieldstun, it is notoriously punishable on shield, however, it can cross up most of the cast on shield. The angle is different for the 3 frames in which the hitbox is active, as it launches at 80° at frame 7, 70° at frame 8, and 60° at frame 9; the late hit is notable for being able to combo into KO Uppercut. It can combo into itself at low percents. It heavily resembles the Von Kaiser Wave, a dashing overhand used by Von Kaiser during his Title Defense fight in the Wii version of ''Punch-Out!!''
|dashdesc=A lunging {{iw|wikipedia|overhand|boxing}}. It is fast for a dash attack (frame 7), travels a decent distance, and can be a situational burst KO option, having enough knockback to KO Mario at 136% from the edge of Final Destination, thus making it moderately strong for a dash attack. It can also hit opponents hanging on edges, and due to its generous hitbox, finds a lot of use trapping opponents on an edge. However, due to its lack of shieldstun, it is notoriously punishable on shield, however, it can cross up most of the cast on shield. The angle is different for the 3 frames in which the hitbox is active: it launches at 80° at frame 7, 70° at frame 8, and 60° at frame 9, with the late hit being notable for its ability to combo into KO Uppercut. It can combo into itself at low percentages. It heavily resembles the Von Kaiser Wave, a dashing overhand used by Von Kaiser during his Title Defense fight in the Wii version of ''Punch-Out!!''
|fsmashangles=3
|fsmashangles=3
|fsmashname=Smash Uppercut ({{ja|スマッシュアッパーカット|Sumasshu Appākatto}}) / Straight Smash ({{ja|スマッシュストレート|Sumasshu Sutorēto}}) / Smash Body Hook ({{ja|スマッシュボディフック|Sumasshu Bodi Fukku}})
|fsmashname=Smash Uppercut ({{ja|スマッシュアッパーカット|Sumasshu Appākatto}}) / Straight Smash ({{ja|スマッシュストレート|Sumasshu Sutorēto}}) / Smash Body Hook ({{ja|スマッシュボディフック|Sumasshu Bodi Fukku}})
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|fsmashsidedmg={{ChargedSmashDmgSSBU|20}} (fist), {{ChargedSmashDmgSSBU|18}} (arm)
|fsmashsidedmg={{ChargedSmashDmgSSBU|20}} (fist), {{ChargedSmashDmgSSBU|18}} (arm)
|fsmashdowndmg={{ChargedSmashDmgSSBU|24}}
|fsmashdowndmg={{ChargedSmashDmgSSBU|24}}
|fsmashdesc=Steps forward and throws one of three right-handed punch variations, depending on which angle the [[control stick]] is tilted. It is active on frame 14 (15 if angled down) and has a moderate amount of ending lag (26 frames of lag), making it surprisingly fast for its power. Little Mac also rushes forward before the hitbox becomes active, giving it deceptively good range, but the hitboxes don't reach far in front of him. It is pretty versatile for a forward smash or smash attack in general, as each directional input behaves almost like different moves as opposed to other forward smashes just changing their angle of attack, allowing Little Mac options for powerful knockback either horizontally or vertically, or dealing heavy damage or shield damage.
|fsmashdesc=Steps forward and throws one of three right-handed punch variations, depending on which angle the [[control stick]] is tilted. It is active on frame 14 (15 if angled down) and has a moderate amount of ending lag (26 frames of lag), making it surprisingly fast for its power. Little Mac also rushes forward before the hitbox becomes active, giving it deceptively good range, but the hitboxes don't reach far in front of him. It is quite versatile for a smash attack in general: each directional input modifies its function significantly and thus allows Little Mac options to inflict a powerful horizontal or vertical blow, or inflict heavy damage and/or shield damage.
''Up'': An uppercut. It launches opponents vertically and has the largest hitbox out of all three punch variations, which makes it the easiest to connect while also being a good anti-air. It has powerful vertical knockback that KOs Mario at 102%, allowing it to finish off fighters with poor vertical endurance. It also grants super armor on frames 8-15. On opponents at 0 percent (or at extremely low percents with rage), should Little Mac armor an attack and successfully connect this move, [https://www.youtube.com/watch?v=t4DJNmgJDm8&t=20s it can frame trap opponents into many vertical moves including KO Uppercut], due to the [[Special Zoom]] giving Little Mac extra hit advantage. On [[Battlefield]] at very low percents, it can also setup a tech situation if the hit opponent lands on a platform. It resembles Little Mac's Star Punch and One-Star Punch in the NES and Wii versions of ''Punch-Out!!'', respectively.
''Up'': An uppercut. It launches opponents vertically and has the largest hitbox out of all three punch variations, which makes it the easiest to connect while also being a good anti-air. It has powerful vertical knockback that KOs Mario at 102%, allowing it to finish off fighters with poor vertical endurance. It also grants super armor on frames 8-15. On opponents at 0% (or at extremely low percentages with rage), should Little Mac use his armor to break through an attack and successfully connect this move, [https://www.youtube.com/watch?v=t4DJNmgJDm8&t=20s it can frame trap opponents into many vertical moves including KO Uppercut], due to the [[Special Zoom]] giving Little Mac extra hit advantage. On {{SSBU|Battlefield}} at very low percentages, it can also setup a tech situation if the hit opponent lands on a platform. It resembles Little Mac's Star Punch and One-Star Punch in the NES and Wii versions of ''Punch-Out!!'', respectively.


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


''Down'': A body hook. It deals the most damage out of all three punch variations, 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. As of update 13.0.0, its shield damage has increased to the point that, when uncharged, it will break shields if the opponent shields a down tilt. Conversely, it will instantly break full shields when fully charged. It also grants super armor on frames 9-15. Down-angled forward smash has a very low angle, and coupled with its extremely low knockback, it can set up many [[Tech-chasing]] situations.
''Down'': A body hook. It deals the most damage out of all three punch variations, but its extremely low knockback scaling makes it unusable for KOing. Its high [[shieldstun]] makes it safer on shield than the other two punch variations. As of update 13.0.0, its shield damage has increased to the point that, when uncharged, it will break shields if it is followed by down tilt. Conversely, it will instantly break full shields when it is fully charged. It also grants super armor on frames 9-15. Down-angled forward smash has a very low angle, and coupled with its extremely low knockback, it can set up many [[Tech-chasing]] situations.
|usmashname=Dynamite Uppercut ({{ja|ダイナマイトアッパーカット|Dainamaito Appākatto}})
|usmashname=Dynamite Uppercut ({{ja|ダイナマイトアッパーカット|Dainamaito Appākatto}})
|usmashdmg={{ChargedSmashDmgSSBU|21}} (clean), {{ChargedSmashDmgSSBU|16}} (late)
|usmashdmg={{ChargedSmashDmgSSBU|21}} (clean), {{ChargedSmashDmgSSBU|16}} (late)
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|dsmashname=Swing Punch ({{ja|スイングパンチ|Suingu Panchi}})
|dsmashname=Swing Punch ({{ja|スイングパンチ|Suingu Panchi}})
|dsmashdmg={{ChargedSmashDmgSSBU|13}}
|dsmashdmg={{ChargedSmashDmgSSBU|13}}
|dsmashdesc=Spins 180° to throw a quick, downward angled right hook in each direction. Unlike most down smashes, both of its hits have the same damage outputs. It comes out on frame 10 and acts as a powerful [[semi-spike]] which hits on both sides. Like his other smash attacks, it grants super armor (frames 7-10 and 15-17); coupled with its long range, it is a reliable [[edgeguarding]] option, as it can armor through most damaging recoveries with correct timing and hit opponents before they snap to ledge. Down smash also possesses a low knockback angle which can set up [[tech-chasing]] situations, and it can hit twice in extremely specific situations if the first hit sends the opponent into the second.
|dsmashdesc=Spins 180° to throw a quick, downward angled hook in each direction. Unlike most down smashes, both of its hits have the same damage outputs. It comes out on frame 10 and acts as a powerful [[semi-spike]] which hits on both sides. Like his other smash attacks, it grants super armor (frames 7-10 and 15-17); when coupled with its long range, it is a reliable [[edgeguarding]] option, as it can break through most recoveries that inflict damage and hit opponents before they can snap to an edge so long as it is timed properly. Down smash also possesses a low knockback angle which can set up [[tech-chasing]] situations, and it can hit twice in extremely specific situations if the first hit sends the opponent into the second.
|nairname=Weak Jab ({{ja|苦手ジャブ|Nigate Jabu}})
|nairname=Weak Jab ({{ja|苦手ジャブ|Nigate Jabu}})
|nairdmg={{ShortHopDmgSSBU|2}}
|nairdmg={{ShortHopDmgSSBU|2}}
|nairdesc=A downward angled jab. It deals set knockback, and as it hits on frame 2 and has almost no ending lag, it is the fastest aerial of any kind in the game. It can be used as a combo breaker of sorts or spammed to combo when in the air and having a very practical use of getting Little Mac out of hitstun without using a landing option very quickly and efficiently. It also sends the opponent at the auto-link angle, allowing Mac to combo on landing. However, it has an extremely low range, making it risky and difficult to use offensively. It has a small hitbox on Mac's pelvis which sends upwards with weak knockback; while it is extremely unlikely to hit in a typical match, this gives it extremely niche use as a situational and surprisingly good combo starter, with Mac users humorously referring to it as the "shitbox" due to its position on Mac. It can autocancel extremely quickly and can be used twice in a short hop without suffering from landing lag if used at the peak of the short hop.
|nairdesc=A downward angled jab. It deals set knockback, and as it hits on frame 2 and has almost no ending lag, it is the fastest aerial of any kind in the game. It can be used as a combo breaker of sorts or spammed to combo when in the air and having a very practical use of getting Little Mac out of hitstun without using a landing option very quickly and efficiently. It also sends the opponent at the auto-link angle, allowing Mac to combo on landing. However, it has an extremely low range, making it risky and difficult to use offensively. It has a small hitbox on Mac's pelvis which sends upwards with weak knockback; while it is extremely unlikely to hit in a typical match, this gives it extremely niche use as a situational and surprisingly good combo starter, with Little Mac mains humorously referring to it as the "shitbox" due to its position on Mac. It can autocancel extremely quickly and can be used twice in a short hop without suffering from landing lag if used at the peak of the short hop.
|fairname=Weak Uppercut ({{ja|苦手アッパーカット|Nigate Appākatto}})
|fairname=Weak Uppercut ({{ja|苦手アッパーカット|Nigate Appākatto}})
|fairdmg={{ShortHopDmgSSBU|5}} (sweetspot), {{ShortHopDmgSSBU|4}} (sourspot)
|fairdmg={{ShortHopDmgSSBU|5}} (sweetspot), {{ShortHopDmgSSBU|4}} (sourspot)
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|uairname=Weak Jumping Punch ({{ja|苦手ジャンピングパンチ|Nigate Janpingu Panchi}})
|uairname=Weak Jumping Punch ({{ja|苦手ジャンピングパンチ|Nigate Janpingu Panchi}})
|uairdmg={{ShortHopDmgSSBU|5}} (sweetspot) {{ShortHopDmgSSBU|4}} (sourspot)
|uairdmg={{ShortHopDmgSSBU|5}} (sweetspot) {{ShortHopDmgSSBU|4}} (sourspot)
|uairdesc=An upward arcing hook. It is extremely fast for an up aerial (frame 5), though this is significantly offset by its short-range, short hitbox duration, and noticeable ending lag. It autocancels in a full hop If used while near the ground, it can combo into up tilt, Rising Uppercut, or KO Uppercut at high percents. It is also usable as an anti-air against opponents on platforms if no other options are available. It appears to be based on the Left Jab in the NES version of ''Punch-Out!!''
|uairdesc=An upward arcing hook. It is extremely fast for an up aerial (frame 5), though this is significantly offset by its short-range, short hitbox duration, and noticeable ending lag. It autocancels in a full hop If used while near the ground, it can combo into up tilt, Rising Uppercut, or KO Uppercut at high percentages. It is also usable as an anti-air against opponents on platforms if no other options are available. It appears to be based on the Left Jab in the NES version of ''Punch-Out!!''
|dairname=Weak Open Blow ({{ja|苦手オープンブロー|Nigate Opūn Burō}})
|dairname=Weak Open Blow ({{ja|苦手オープンブロー|Nigate Opūn Burō}})
|dairdmg={{ShortHopDmgSSBU|4}} (spike/sourspot), {{ShortHopDmgSSBU|5}} (sweetspot)
|dairdmg={{ShortHopDmgSSBU|4}} (sourspot), {{ShortHopDmgSSBU|5}} (sweetspot)
|dairdesc=A downwards punch. The fist hitbox is a sourspot but acts as a [[meteor smash]]. It autocancels in a short hop and is one of the quickest meteor smashes in the game due to coming out on frame 7 and having low ending lag, but is situational due to its extremely low knockback and damage, with its meteor smash being ineffective against anyone but fast-fallers unless Little Mac footstool jumps on the opponent immediately after. The meteor smash hitbox also acts like a sourspot, dealing less damage than the hitbox on his arm. However, it can [[lock]] floored opponents, allowing Mac to finish them with any of his strongest attacks. It can also gimp, being good with opponents with poor recoveries, especially vertically. It will only get a KO at 247% at the least.
|dairdesc=A palm thrust. The fist hitbox is a sourspot but acts as a [[meteor smash]]. It autocancels in a short hop and is one of the quickest meteor smashes in the game due to coming out on frame 7 and having low ending lag, but is situational due to its extremely low knockback and damage, with its meteor smash being ineffective against anyone but fast-fallers unless Little Mac footstool jumps on the opponent immediately after. The meteor smash hitbox also acts like a sourspot, dealing less damage than the hitbox on his arm. However, it can [[lock]] floored opponents, allowing Mac to finish them with any of his strongest attacks. It can also gimp, being good with opponents with poor recoveries, especially vertically. It will only get a KO at 247% at the least.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=[[wikipedia:Grappling hold#Clinch hold|Clinches]] the opponent. In addition to having average range, Little Mac possesses moderate ending lag in his grabs. Unlike in SSB4, Mac's grab no longer has blindspots on his hand and arm. Its range can be increased by performing a [https://www.youtube.com/watch?v=y1If8eSLKwI roll cancel boost grab]and it can even be used to [[cross-up]] opponents, although this is difficult to pull off. His dash grab has long-range, as he rushes forward at a rather far distance before the grab box comes out, and his pivot grab also has decent range, but they both have noticeable startup lag as well. It heavily resembles Bear Hugger's Bear Hug in the arcade and SNES versions of ''Super Punch-Out!!'', as well as the Wii version of ''Punch-Out!!''
|grabdesc=[[wikipedia:Grappling hold#Clinch hold|Clinches]] the opponent. In addition to having average range, Little Mac possesses moderate ending lag in his grabs. Unlike in SSB4, Mac's grab no longer has blindspots on his hand and arm. Its range can be increased by performing a [https://www.youtube.com/watch?v=y1If8eSLKwI roll cancel boost grab]and it can even be used to [[cross-up]] opponents, although this is difficult to pull off. His dash grab has long-range, as he rushes forward at a rather far distance before the grab box comes out, and his pivot grab also has decent range, but they both have noticeable startup lag as well. It heavily resembles Bear Hugger's Bear Hug in the arcade and SNES versions of ''Super Punch-Out!!'', as well as the Wii version of ''Punch-Out!!''
|pummelname=Grab Body Blow ({{ja|つかみボディブロー|Tsukami Bodi Burō}})
|pummelname=Grab Body Blow ({{ja|つかみボディブロー|Tsukami Bodi Burō}})
|pummeldmg=1%
|pummeldmg=1%
|pummeldesc=A body hook. Low damage, but it is one of the fastest in the game, making it great for racking up damage before a throw.
|pummeldesc=A {{iw|wikipedia|short straight-punch}}. One of the fastest, yet least damaging pummels in the game.
|fthrowname=Head Blow ({{ja|ヘッドブロー|Heddo Burō}})
|fthrowname=Head Blow ({{ja|ヘッドブロー|Heddo Burō}})
|fthrowdmg=4% (hit), 4% (throw)
|fthrowdmg=4% (hit), 4% (throw)
|fthrowdesc=Rears his arm back and throws an overhand. It is Little Mac's second most damaging throw and can be used to set up an edgeguard. At low-to-mid percents, it can tech-chase, and if the opponent doesn't tech, it can be followed into a dash attack or other options out of a dash at low percents. Nearby opponents will be launched at a near-perfect vertical trajectory.
|fthrowdesc=Rears his arm back and throws an overhand. It is Little Mac's second most damaging throw and can be used to set up an edgeguard. At low to medium percentages, it can tech-chase, and if the opponent does not tech, it can be followed into a dash attack or other options out of a dash at low percentages. Nearby opponents will be launched at a near-perfect vertical trajectory.
|bthrowname=Turning Uppercut ({{ja|ターニングアッパーカット|Tāningu Appākatto}})
|bthrowname=Turning Uppercut ({{ja|ターニングアッパーカット|Tāningu Appākatto}})
|bthrowdmg=4% (hit), 5% (throw)
|bthrowdmg=4% (hit), 5% (throw)
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|uthrowname=Short Uppercut ({{ja|ショートアッパーカット|Shōto Appākatto}})
|uthrowname=Short Uppercut ({{ja|ショートアッパーカット|Shōto Appākatto}})
|uthrowdmg=4% (hit), 3% (throw)
|uthrowdmg=4% (hit), 3% (throw)
|uthrowdesc=An uppercut. Nearby opponents will be launched at a near-perfect vertical trajectory. Due to Mac's weak aerial presence, this throw has little use apart from mixups involving forcing opponents to land, making it his most situational throw. However, it can combo into Jolt Haymaker at low and mid percents.
|uthrowdesc=An uppercut. Nearby opponents will be launched at a near-perfect vertical trajectory. Due to Mac's weak aerial presence, this throw has little use apart from mixups involving forcing opponents to land, making it his most situational throw. However, it can combo into Jolt Haymaker at low and medium percentages.
|dthrowname=Hammer Knuckle ({{ja|ハンマーナックル|Hanmā Nakkuru}})
|dthrowname=Hammer Knuckle ({{ja|ハンマーナックル|Hanmā Nakkuru}})
|dthrowdmg=4% (hit), 3% (throw)
|dthrowdmg=4% (hit), 3% (throw)
|dthrowdesc=A [[wikipedia:Professional wrestling attacks#Double axe handle|double axe handle]]. Nearby opponents will be launched at a near-perfect vertical trajectory. It is Little Mac's main combo throw, as it can combo into a jab, jumping Jolt Haymaker, or Rising Uppercut at low percents. At high percents it can set up for a Jolt Haymaker or Rising Uppercut at KO percents, with the latter acting as a frame trap for some characters who attempt to jump out (notably those with floaty jumps, like {{SSBU|Mewtwo}}), though this can be airdodged out of. On stages with platforms at mid percents it can put his opponent directly above him in a tech situation, which can be followed up by an up smash, KO Uppercut, Jolt Haymaker, or a down aerial to lock and open up further followups, should they fail to [[tech]]. Is heavily resembles King Hippo's Hippo Squeeze n' Squash in the Wii version of ''Punch-Out!!''
|dthrowdesc=A [[wikipedia:Professional wrestling attacks#Double axe handle|double axe handle]]. Nearby opponents will be launched at a near-perfect vertical trajectory. It is Little Mac's main combo throw, as it can combo into neutral attack and jumping Jolt Haymaker at low percentages, and Jolt Haymaker and Rising Uppercut at high percentages. Its combo into Rising Uppercut is notable in a couple of ways: it functions as a potent [[Kill confirm|KO confirm]] as of update 13.0.0 due to Rising Uppercut's higher knocback, and it can function as a frame trap (albeit one susceptible to air dodging) when used against some characters (particularly those with floaty jumps, such as {{SSBU|Mewtwo}}) who attempt to jump out. On stages with platforms at medium percentages, down throw can also put his opponent directly above him for a tech situation, which can be followed up by up smash, KO Uppercut, Jolt Haymaker, or a down aerial to lock them and open up further followups should they fail to [[tech]]. Is heavily resembles King Hippo's Hippo Squeeze n' Squash in the Wii version of ''Punch-Out!!''
|floorfname= 
|floorfname= 
|floorfdmg=7%
|floorfdmg=7%
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|edgename= 
|edgename= 
|edgedmg=9%
|edgedmg=9%
|edgedesc=Throws a lunging punch while climbing up the ledge.
|edgedesc=Throws a lunging punch while climbing up the edge.
|nsname=Straight Lunge
|nsname=Straight Lunge
|nsdmg=12%/10%/8% (uncharged), 10%/8% (uncharged reversed), 30% (fully charged), 28% (fully charged reversed), 35% (KO Uppercut), 13% (aerial KO Uppercut)
|nsdmg=12%/10%/8% (uncharged), 10%/8% (uncharged reversed), 30% (fully charged), 28% (fully charged reversed), 35% (KO Uppercut), 13% (aerial KO Uppercut)
|nsdesc=Rears his arm back and then throws a dashing cross. It is chargeable, grants 8% (9.6% on 1v1) [[heavy armor]] while charging, can be reversed upon release, and moves Little Mac at a good distance forward, which increases with charge. The charge can be canceled by pressing the shield button. When fully charged, it deals consistent 30% damage throughout the move, lacking a weaker late hit and launching the opponent away with extreme knockback, KOing opponents at 30% at ledge. Not fully charged variants have anti-rebounding priority, and due to its lingering hitbox and ability to be canceled, is a viable mixup option to beat out [https://www.youtube.com/watch?v=JTAhN-hmkzA predictable moves or projectiles]. Due to it granting heavy armor on frame 1, it can be useful to prevent the opponent from starting a combo with a tilt or extending the combo with an aerial attack, giving Mac a way to escape from combos and juggle situations. However, it depends on the move and sometimes the character, as it is not useful against hits that deal more than 8%.
|nsdesc=Rears his arm back and then throws a dashing cross. It is chargeable, grants [[heavy armor]] that has a damage threshold of 8% (9.6% on 1-on-1 matches) while charging, can be reversed upon release, and propels Little Mac forward by a fairly long distance (which is dependent on how long it was charged). The charge can be canceled by pressing the shield button. When fully charged, it consistently inflicts 30% throughout the move, lacking a weaker late hit and launching the opponent away with extreme knockback, KOing opponents at 30% at the edge. Partially charged variants have anti-rebounding priority, and due to its lingering hitbox and ability to be canceled, is a viable mixup option to break through [https://www.youtube.com/watch?v=JTAhN-hmkzA predictable moves or projectiles]. Due to its heavy armor being active on frame 1, it can be useful to prevent the opponent from using a mildly damaging attack to start or extend a combo, giving Mac a way to escape from combos and juggle situations. However, its armor depends on the move and sometimes the character, as it is not useful against hits that deal more than 8%.


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


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


KO Uppercut will replace Straight Lunge until it is used, Little Mac is KO'd, or if he is sent [[tumbling]] 4 seconds after he gains access to KO Uppercut.
KO Uppercut will replace Straight Lunge until it is used, Little Mac is KO'd, or if he is sent [[tumbling]] 4 seconds after he gains access to KO Uppercut.
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===[[On-screen appearance]]===
===[[On-screen appearance]]===
*He walks onto the stage while throwing a series of punches before tossing his hooded sweatsuit off. If either of his sweatsuit alternate costumes is being used, he will still perform the tossing animation while keeping his sweatsuit on.
*Little Mac walks onto the stage while throwing a series of punches before tossing his hooded sweatsuit off. If either of his sweatsuit alternate costumes are being used, he will still perform the tossing animation while keeping his sweatsuit on.
<gallery>
<gallery>
LittleMacOnScreenAppearanceSSBU.gif|Little Mac's on-screen appearance
LittleMacOnScreenAppearanceSSBU.gif|Little Mac's on-screen appearance
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===[[Taunt]]s===
===[[Taunt]]s===
*'''Up taunt''': Turns his back to the screen, bends down, then raises his fist triumphantly. Sometimes, [[Doc Louis]] will chime in and say "Hit 'em, baby!" ({{ja|叩け,マック!|Tatake, Makku!}}, ''Strike, Mac!'')
*'''Up taunt''': Turns his back to the screen, bends down, then raises his fist triumphantly. Sometimes, [[Doc Louis]] will chime in and say "Hit 'em, baby!" ({{ja|叩け,マック!|Tatake, Makku!}}, ''Strike, Mac!'')
*'''Side taunt''': Pulls the string of his right boxing glove tight with his teeth, then gets back to his battle stance while scoffing. Sometimes, Doc Louis will chime in and say "Let 'em have it, Mac!" ({{ja|ぶちかませ,マック!|Buchikama se, Makku!}}, ''Hit them hard, Mac!'')
*'''Side taunt''': Further secures his right boxing glove by pulling its string with his teeth, then resumes his battle stance while scoffing. Sometimes, Doc Louis will chime in and say "Let 'em have it, Mac!" ({{ja|ぶちかませ,マック!|Buchikama se, Makku!}}, ''Hit them hard, Mac!'')
*'''Down taunt''': Performs a series of punches while facing the screen. Sometimes, Doc Louis will chime in and say "Show 'em what you got, Mac baby!" ({{ja|お前のパンチを見せてやれ!|Omae no panchi wo misete yare!}}, ''Show them your punch!'')
*'''Down taunt''': Throws a series of punches while facing the screen and then smirking. Sometimes, Doc Louis will chime in and say "Show 'em what you got, Mac baby!" ({{ja|お前のパンチを見せてやれ!|Omae no panchi wo misete yare!}}, ''Show them your punch!'')
<gallery>
<gallery>
SSBULittleMacTaunt1.gif|Little Mac's up taunt.
SSBULittleMacTaunt1.gif|Little Mac's up taunt.
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*Shifts his head back and forth in front of his fists.
*Shifts his head back and forth in front of his fists.
<gallery>
<gallery>
SSBULittleMacIdle1.gif|Little Mac's first idle pose
SSBULittleMacIdle1.gif|Little Mac's first idle pose.
SSBULittleMacIdle2.gif|Little Mac's second idle pose
SSBULittleMacIdle2.gif|Little Mac's second idle pose.
</gallery>
</gallery>


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| "I could barely keep my eyes on ya, son."<br>({{ja|何だか透けて見えちまったよ|Nandaka sukete mie chimatta yo}}, ''It's like I can see right through you!'') || "You making my eyes water, son."<br>({{ja|目がチッカチカしやがる|Me ga chikkachika shi ya garu}}, ''You’re making my eyes sore!'') || "Just like old times, huh?"<br>({{ja|懐かしい感じがしやがる|Natsukashī kanji ga shi ya garu}}, ''I feel nostalgic.'')
| "I could barely keep my eyes on ya, son."<br>({{ja|何だか透けて見えちまったよ|Nandaka sukete mie chimatta yo}}, ''It's like I can see right through you!'') || "You making my eyes water, son."<br>({{ja|目がチッカチカしやがる|Me ga chikkachika shi ya garu}}, ''You’re making my eyes sore!'') || "Just like old times, huh?"<br>({{ja|懐かしい感じがしやがる|Natsukashī kanji ga shi ya garu}}, ''I feel nostalgic.'')
|}
|}
[[File:Victory! (Little Mac).ogg|thumb|A remix of the theme that plays when the player defeats an opponent in the NES and Wii versions of ''Punch-Out!!'']]
[[File:Victory! (Little Mac).ogg|thumb|A remix of the theme that plays when Little Mac defeats an opponent in the NES and Wii versions of ''Punch-Out!!'']]
<gallery>
<gallery>
LittleMacVictoryPose1SSBU.gif
LittleMacVictoryPose1SSBU.gif