Little Mac (SSBU): Difference between revisions

(→‎Attributes: Unnecessary as the above paragraphs already describe this pretty well. The second part is also pretty opinionated.)
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Little Mac is a [[weight|lightweight]] with the 8th fastest [[walking]] speed, the 3rd fastest [[dashing]] speed, and above-average [[traction]], granting him effective [[out of shield]] options. He also has the 2nd fastest initial dash, which has a long duration of 15 frames, giving him a long pivot and an excellent [[dash dance]] that is surpassed only by {{SSBU|Zero Suit Samus}}'. His [[sidestep]] and [[roll]]s are tied with Fox, Sheik and Zero Suit Samus' for the fastest in the game, with the latter also being long-distanced, making it easy for Little Mac to punish grounded attacks and giving him excellent defensive options. He also has below-average [[gravity]] and fast [[falling speed]] (tied with King Dedede for the 2nd fastest), which collectively give him good vertical endurance in spite of his lightweight. Aside from his great [[air speed]] (tied with Mario, Donkey Kong, Sonic and Inkling's for the 12th fastest) and his [[wall jump]], which is the 4th highest, the rest of Little Mac's aerial attributes are notoriously poor: his [[jump]] is tied with {{SSBU|Ryu}} and {{SSBU|Ken}}'s for the 5th lowest, his [[double jump]] is the 3rd lowest, his [[air acceleration]] is tied with {{SSBU|Ganondorf}} for the 6th lowest, and his directional [[air dodge]] travels the least amount of distance. These attributes effectively force Mac to stay on the ground as often as possible, but in terms of mobility, he is among the fastest characters in the game.
Little Mac is a [[weight|lightweight]] with the 8th fastest [[walking]] speed, the 3rd fastest [[dashing]] speed, and above-average [[traction]], granting him effective [[out of shield]] options. He also has the 2nd fastest initial dash, which has a long duration of 15 frames, giving him a long pivot and an excellent [[dash dance]] that is surpassed only by {{SSBU|Zero Suit Samus}}'. His [[sidestep]] and [[roll]]s are tied with Fox, Sheik and Zero Suit Samus' for the fastest in the game, with the latter also being long-distanced, making it easy for Little Mac to punish grounded attacks and giving him excellent defensive options. He also has below-average [[gravity]] and fast [[falling speed]] (tied with King Dedede for the 2nd fastest), which collectively give him good vertical endurance in spite of his lightweight. Aside from his great [[air speed]] (tied with Mario, Donkey Kong, Sonic and Inkling's for the 12th fastest) and his [[wall jump]], which is the 4th highest, the rest of Little Mac's aerial attributes are notoriously poor: his [[jump]] is tied with {{SSBU|Ryu}} and {{SSBU|Ken}}'s for the 5th lowest, his [[double jump]] is the 3rd lowest, his [[air acceleration]] is tied with {{SSBU|Ganondorf}} for the 6th lowest, and his directional [[air dodge]] travels the least amount of distance. These attributes effectively force Mac to stay on the ground as often as possible, but in terms of mobility, he is among the fastest characters in the game.


Little Mac's greatest strength is his potent ground game. None of his grounded moves have more than 15 frames of start-up, whereas only his up smash has more than 30 frames of ending lag. Only five non-special moves (forward smash, back air, up smash, down smash and forward air) become active after frame 9, and only the former two after frame 10. His neutral attack, in particular, is tied with |Zero Suit Samus' for the fastest in the game, activating on frame 1 and its minimal ending lag and angles allow it to not only jab lock but also make it the only attack in ''Ultimate'' that is capable of jab canceling reliably. Despite his somewhat light weight, Little Mac boasts superb KO potential: his forward tilt, dash attack and smash attacks boast high damage outputs and knockback scaling, yet are also fairly fast. Forward smash can be angled, with the downward variant dealing immense shield damage and the upward variant being one of Mac's most effective vertical KO options on the ground. Up smash's coverage allows it to serve as an effective anti-air, and its sweet spot also deals a lot of shield damage. Finally, down smash is a [[semi-spike]] with a fairly long range, allowing it to [[tech chase]] as well as [[edge-guard]] easily against careless or vulnerable recoveries. Besides their speed and strength, Little Mac's grounded moves are also difficult to interrupt, which combined with his high dashing speed gives him an excellent punish game. His tilt attacks boast [[Priority#Moves that cannot rebound|anti-rebounding priority]]; this prevents them from clanking with opposing ground attacks provided they're within priority range, allowing Mac to punish opponents very quickly due to his own attacks' high speed. While his smash attacks have normal priority, they instead boast [[super armor]] during their use. This offers Mac a unique way of punishing attacks by tanking the hit while immediately retaliating - meaning devastating attacks such as Mr. Game and Watch’s Judge 9, Falcon Punch, Warlock Punch, can all be punished. These traits make him arguably the most difficult opponent to directly challenge on the ground for every other character in the roster, including himself.
Little Mac's greatest strength is his potent ground game. None of his grounded moves have more than 15 frames of start-up, whereas only his up smash has more than 30 frames of ending lag. Only five non-special moves (forward smash, back air, up smash, down smash and forward air) become active after frame 9, and only the former two after frame 10. His neutral attack, in particular, is tied with Zero Suit Samus' for the fastest in the game, activating on frame 1 and its minimal ending lag and angles allow it to not only jab lock but also make it the only attack in ''Ultimate'' that is capable of jab canceling reliably. Despite his somewhat light weight, Little Mac boasts superb KO potential: his forward tilt, dash attack and smash attacks boast high damage outputs and knockback scaling, yet are also fairly fast. Forward smash can be angled, with the downward variant dealing immense shield damage and the upward variant being one of Mac's most effective vertical KO options on the ground. Up smash's coverage allows it to serve as an effective anti-air, and its sweet spot also deals a lot of shield damage. Finally, down smash is a [[semi-spike]] with a fairly long range, allowing it to [[tech chase]] as well as [[edge-guard]] easily against careless or vulnerable recoveries. Besides their speed and strength, Little Mac's grounded moves are also difficult to interrupt, which combined with his high dashing speed gives him an excellent punish game. His tilt attacks boast [[Priority#Moves that cannot rebound|anti-rebounding priority]]; this prevents them from clanking with opposing ground attacks provided they're within priority range, allowing Mac to punish opponents very quickly due to his own attacks' high speed. While his smash attacks have normal priority, they instead boast [[super armor]] during their use. This offers Mac a unique way of punishing attacks by tanking the hit while immediately retaliating - meaning devastating attacks such as Mr. Game and Watch’s Judge 9, Falcon Punch, Warlock Punch, can all be punished. These traits make him arguably the most difficult opponent to directly challenge on the ground for every other character in the roster, including himself.


Little Mac's special moves also have fairly respectable utility. [[Straight Lunge]] gains distance and power as it charges, deals heavy damage, and boasts light damage-based armor while charging, allowing him to withstand weak attacks before retaliating immediately afterward. As such, it is an effective tool against most [[Neutral attack#Rapid_jabs|rapid jabs]] and multihit moves even while uncharged. The move can also be canceled by shielding, giving it utility for escaping certain combo moves such as [[Witch Twist]], and it can be turned around when released, offering decent mix-up potential and a way to get out of combos. However, Straight Lunge's considerable ending lag limits its offensive utility as it can be easily intercepted or punished, while it's defensive utility depends on the character and the attack. This makes it great defensively against characters with low damage output or with reliance on multihits, such as Sheik or Meta Knight, but it won't help against opponents with high damage output or on single-hit aerials. [[Jolt Haymaker]] propels Mac forward with a leaping punch that travels a fair distance, can be unleashed on command, grants brief [[intangibility]] during start-up, and does not lose power when used in mid-air. This makes it useful for tech-chasing, repositioning, and escaping or punishing laggy moves or projectiles, and making it Mac's only useful KO option while in the air and off-stage. It also does not leave him helpless, making it a much less dangerous recovery move when compared to Little Mac's ''Smash 4'' iteration. [[Rising Uppercut]] grants brief intangibility on start-up and travels fairly high when used on the ground. This makes the move an effective combo breaker; combined with the last hit's high knockback scaling, it has a very fast startup and the fact that it doesn't lose power in the air, is also quite potent out of shield and for scoring aerial KOs. [[Slip Counter]] is an extremely fast [[counterattack]], making it useful for escaping pressure, especially aerial combos. It's also one of the few counters that slide forward before attacking, allowing Little Mac to get close to his opponent or even recover horizontally in response to an edgeguard attempt.
Little Mac's special moves also have fairly respectable utility. [[Straight Lunge]] gains distance and power as it charges, deals heavy damage, and boasts light damage-based armor while charging, allowing him to withstand weak attacks before retaliating immediately afterward. As such, it is an effective tool against most [[Neutral attack#Rapid_jabs|rapid jabs]] and multihit moves even while uncharged. The move can also be canceled by shielding, giving it utility for escaping certain combo moves such as [[Witch Twist]], and it can be turned around when released, offering decent mix-up potential and a way to get out of combos. However, Straight Lunge's considerable ending lag limits its offensive utility as it can be easily intercepted or punished, while it's defensive utility depends on the character and the attack. This makes it great defensively against characters with low damage output or with reliance on multihits, such as Sheik or Meta Knight, but it won't help against opponents with high damage output or on single-hit aerials. [[Jolt Haymaker]] propels Mac forward with a leaping punch that travels a fair distance, can be unleashed on command, grants brief [[intangibility]] during start-up, and does not lose power when used in mid-air. This makes it useful for tech-chasing, repositioning, and escaping or punishing laggy moves or projectiles, and making it Mac's only useful KO option while in the air and off-stage. It also does not leave him helpless, making it a much less dangerous recovery move when compared to Little Mac's ''Smash 4'' iteration. [[Rising Uppercut]] grants brief intangibility on start-up and travels fairly high when used on the ground. This makes the move an effective combo breaker; combined with the last hit's high knockback scaling, it has a very fast startup and the fact that it doesn't lose power in the air, is also quite potent out of shield and for scoring aerial KOs. [[Slip Counter]] is an extremely fast [[counterattack]], making it useful for escaping pressure, especially aerial combos. It's also one of the few counters that slide forward before attacking, allowing Little Mac to get close to his opponent or even recover horizontally in response to an edgeguard attempt.
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