Little Mac (SSB4)
Little Mac in Super Smash Bros. 4 | |
---|---|
Universe | Punch-Out!! |
Availability | Starter |
Final Smash | Giga Mac |
“ | Little Mac Punches In! | ” |
—Introduction Tagline |
Little Mac (リトル・マック, Little Mac) is a newcomer in Super Smash Bros. 4. He was revealed on February 13th, 2014 during a Nintendo Direct, commemorating the 30th anniversary of the Punch Out!! franchise, which had debuted in Japan in 1983, but later debuted in North America and Europe in 1984.[1]
Little Mac is voiced by Kosuke Toriumi in all versions of SSB4. Rather than reusing his original design from the NES version of Punch-Out!! like he did as an Assist Trophy for Super Smash Bros. Brawl, he instead sports his updated design from the Wii version of Punch Out!! for SSB4. Additionally, he has alternate costumes that reference other installments in the Punch-Out!! series; he can wear his signature pink jumpsuit used during his training in Punch-Out!!, he can sport a design inspired by the blonde-haired protagonist of Super Punch-Out!! and he can appear in the form of "Wireframe Mac", which is based on the first-person perspective from the original arcade version of Punch-Out!! and comes complete with Little Mac's voice clips being replaced by 8-bit sound effects.
Attributes
As a boxer, Little Mac possesses an emphasis of being a "strong ground fighter yet weak air fighter"; he sports extremely polarized attributes to reinforce this concept, as he has an impressive amount of perks on the ground yet almost no strengths in the air. These traits essentially force Little Mac to fight with extreme dominance on the ground, while being almost useless in the air and off-stage.
Little Mac's greatest asset is his tremendously powerful ground game. With a combination of the third fastest dashing speed, very quick rolls and sidesteps (the former of which is also long distanced), and the best overall frame data when grounded, he possesses incredible grounded mobility and attack speed. This gives him one of the most dominant approach options in the neutral game despite his average reach. His unparalleled grounded frame data allows him to combo and pressure opponents with his lightning quick attacks, while being able to secure KOs with the same moves, all without leaving the ground: an example of this is his neutral attack, which is one of the two fastest neutral attacks in the game that can effectively start damage racking or shield break combos, while being able to chain into a finisher even at high percents. His dash and dodge speed compliments this well, as he can easily catch up with opponents and attack before retreating safely, all while being able to react quickly enough to punish mistakes due to the high speeds of his dodges.
Thanks to the raw power throughout his moveset, Little Mac's punishing game is also very effective even when he is cornered, as none of his smash attacks can be cancelled by opponent's attacks during start-up. To further reinforce his offensive prowess on the ground, his moves are fast and possess knockback powerful enough to KO near the ledge as early as 65%. His special attacks have similarly high knockback and all have punishing utilities: Straight Lunge can tank weak hits, Jolt Haymaker is an effective tech chase and punishing move against laggy attacks, Rising Uppercut can be a useful out of shield option or combo finisher, and Slip Counter allows him to retaliate against punishment. All of these abilities allow Little Mac to reap great rewards from even the smallest mistake his opponents make.
Little Mac's Power Meter is also a powerful perk. It can charge up from giving and receiving damage, and when it is full, Little Mac can perform the KO Uppercut, an unblockable attack that can take a stock early should his opponent be careless. As its charge increases from damage gained and taken, Little Mac can potentially turn the tides even if he has been knocked around, giving him one of the most potent comeback options of any character. All in all, Little Mac can be a very slippery target, yet immensely powerful for how fast he is, and can easily end the stock of a careless opponent in seconds.
Unfortunately, Little Mac has very glaring weaknesses while in the air in order to compensate for his dominating presence on the ground. His biggest flaw that he has extremely limited survivability while off-stage, courtesy of having the fifth fastest falling speed, mediocre air speed, the second lowest air acceleration in the game, and very low jumps (which are only higher than Jigglypuff's, Ganondorf's, and Kirby's). As if this was not enough, his low weight further reinforces these negative traits, making it easy for him to be sent flying at low percents. Rounding out Little Mac's terrible air game his substandard recovery: along with them giving some of the worst distance and maneuverability for any recovery move, they have small auto-sweetspots and no invincibility, making him extremely prone to gimping and can cost him his stock even at 0%. While he is surprisingly gifted with the second highest wall jump and can gain a horizontal boost with Slip Counter and KO Uppercut, they are extremely situational, making his off-stage survivability on par with Ganondorf and Dr. Mario for being the worst in the game. A simple grab or semi-spike is often enough to send him off-stage to his demise should he be careless, making opponents with great reach or tether grabs a strong counter against him. Little Mac also has very ineffective aerial moves, which essentially prevents him from doing any sort of effective aerial fighting outside of his special moves (which can only lead to a sacrificial KO if off-stage), as his aerials are very difficult to land and carry little to no benefits even if landed due to their nonexistent damage and knockback. While they can actually combo, jab reset and gimp fighters with bad recoveries due to their speed and auto-canceling capabilities, they require frame-perfect accuracy and carry extreme risk.
Outside of his aerial moves, Little Mac's ground-hugging playstyle is also highly predictable due to the limited options a grounded fighter has (rolls, sidesteps, shielding and attacking), giving him relatively few options to mix up his playstyle. It also gives him issues against projectiles, as he will more than likely get hit by them (something that can also remove his KO Uppercut if available), while platformed stages also give him considerable trouble due to his aforementioned aerial problems. His own grab is lackluster, as it has mediocre range and speed and no guaranteed throw follow-ups. Even his back throw, which is capable of KOing at high percents while near the ledge, is among the weakest in the game. In addition, all of his standard attacks barring his downward angled forward smash deal low shield damage, while his attacks are somewhat unsafe on shield even when spaced well. This makes his attacks punishable if whiffed, especially against faster characters.
Custom moves give Little Mac more options, although most of them do not improve his aerial game or recovery. The only significant changes are for Jolt Haymaker, Rising Uppercut and Slip Counter: Grounding Blow gives Mac his only strong meteor smash and buries opponents, though it gives no intangibility and does not improve his recovery. Guard Breaker is a slow and powerful unblockable blow which can surprise opponents and also makes his recovery more difficult to interrupt, but the attack cannot be unleashed on command and gives no distance at all if used after hitstun, making off-stage use risky. Tornado Uppercut improves Little Mac's abysmal recovery, but it removes his main aerial KOing option. Compact Counter gives Little Mac follow-up options due to its reduced knockback, but that alongside its noticeably weaker damage multiplier results in it no longer KOing reliably. Dash Counter can improve his reach against projectile users and even his horizontal recovery, but it cannot hit opponents at point-blank range and can potentially send him rocketing off-stage if Mac counterattacks in the wrong direction.
In essence, Little Mac's playstyle is focused on not getting hit while punishing with high efficiency, much like how he operates in his home series. Like Ganondorf and Mewtwo, he is a "high risk, high reward" character that can secure a quick KO from even the smallest mistimed move, although he must be extremely vigilant against enemy grabs, aerial combos and gimps that can take one of his stocks as quickly as well. Possibly due to high-level players being able to easily take advantage of his terrible air game, Little Mac's tournament results have been average at best. Regardless, although his air game is very likely the worst in the series, he is far from vulnerable, as his dominating ground game is not to be underestimated.
Update history
Little Mac has been slightly nerfed overall via game updates. His recovery was nerfed in update 1.0.4, though he has received minor buffs since 1.0.6, such as giving some his specials longer lasting hitboxes. However, the changes to game mechanics brought about in updates 1.1.0 and 1.1.1 have also affected Little Mac for the better; while his rolls have less invincibility, they still remain good compared to the rest of the cast, and his ground game allows him to pressure his opponents on shield more reliably due to the changes to shieldstun.
- Neutral attack's second and last hits deal 1% less damage: 3% → 2% (second), 8% → 7% (last).
- Forward tilt's first hit's second hitbox x-offset decreased: -5.0 → -3.8.
- Forward tilt's second hit's first hitbox x-offset decreased: -5.0 → -3.8
- Neutral aerial's SDI multiplier increased: 1x → 2x.
- Aerial Jolt Haymaker's distance decreased by 10% and its speed decreased.
- Jolt Haymaker's knockback increased.
- Neutral infinite's finisher comes out 1 frame faster.
- Fully charged Straight Lunge's start-up decreased: 7 frames → 6.
- Straight Lunge's early sweetspot and later hitbox duration increased by 2 and 4 frames, respectively.
- Jolt Haymaker's hitbox duration increased: 5 frames → 7.
- Uncharged Stunning Straight Lunge deals 1% more damage: 10% → 11%.
- Fully charged Stunning Straight Lunge's knockback growth increased: 60 → 70.
Moveset
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | 2% | A jab followed by a hook followed by either an uppercut (if the attack button is pressed slowly) or a neutral infinite ending with a high-knockback uppercut (only if the neutral attack hits while the attack button is held down). Tied with Zero Suit Samus' neutral attack as the fastest neutral attack in the game, its unusually high priority allows the move to clash against significantly stronger attacks or even out-prioritize them. Due to its outstanding speed, it can be chained with other attacks for almost guaranteed KOs at high percentages, including KO Uppercut and Rising Uppercut, or pressure opponents to keep their shield up which can lead to shield break combos. | ||
2% | ||||
7% | ||||
1% (loop), 3% (last) | ||||
Forward tilt | 4% (hit 1), 8% (hit 2) | Two alternating jabs. The second fastest forward tilt, beaten out only by Mega Man's. Both hits have the best range of Mac's tilts and when couple with their strong knockback, this move is a very viable KOing option at high percents. Based on the two alternating jabs he used in Brawl as an Assist Trophy. | ||
Up tilt | 9% | An overhead arcing backfist. Covers Mac's entire body, which allows him to use it as a weaker and faster option to cover his attacks. Can combo into itself at low percents if the opponent is close to him, and is also useful for catching rolls. | ||
Down tilt | 8% | A crouching short straight-punch. Comes out in 3 frames, tied with Lucas, Ness, Meta Knight and R.O.B. for being the fastest down tilt in the game. This move slightly launches opponents up into the air and is Little Mac's best combo starter, being able to lead into almost all his attacks, most notably Jolt Haymaker and KO Uppercut. | ||
Dash attack | 10% | A lunging overhead punch. It is highly recommended not to be used as an approach option, due to it being extremely punishable on shield, especially when near a ledge due to Little Mac being almost guaranteed to lose a stock if he is grabbed and thrown even at 0%. However, its sheer speed and low ending lag can be used as a decent combo tool at low percents against heavier characters, or as a quick attacking option when an opponent is stuck in ending lag. | ||
Forward smash | ↗ | 19% (hand), 17% (arm) | Steps forward and throw a punch of different variations depending on the angle of attack. However, this move can miss if the opponent is touching Little Mac since he steps forward.
Up: An uppercut with vertical knockback. Has the largest hitbox out of all three attacks, which makes it the easiest to connect. Useful for KOing light opponents. Forward: A cross with high knockback. Useful overall, but loses power quickly if used repeatedly without rest. Down: A body hook with more damage and shield damage, but less knockback. Breaks shields more reliably than any of Little Mac's other attacks, and can almost break a full shield when fully charged. All his smash attacks have infinite super armor, making them good for plowing through other opponent's attacks as a unique punish. | |
→ | 19% (hand), 17% (arm) | |||
↘ | 22% | |||
Up smash | 20% (clean), 15% (late) | An uppercut which only hits in front. The first frame of the attack has a sweetspot that deals stronger flame damage. Great for aerial protection or chasing down an opponent, as grounded foes are likely to be hit by the sweetspot. | ||
Down smash | 12% | A 180° spinning, downward angled hook that hits quickly in both directions. While weak compared to his other smash attacks, it can semi-spike, making it useful for edge-guarding. The move can hit opponents about to grab onto a ledge too, making it useful for hitting off-stage opponents who exhaust their ledge invincibility while near an edge. | ||
Neutral aerial | 2% | A short, downward angled jab. It is the second fastest neutral aerial in the game, losing out only to Mega Man's. However, it has limited use thanks to its low range and low damage output. Its incredible speed allows it to drag aerial opponents back onto the ground with its quick hits or start intricate footstool jump combos. | ||
Forward aerial | 5% (hand), 4% (arm) | A low-ranged 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 can make it useful for edge-guarding, especially against characters with poor recoveries. | ||
Back aerial | 6% (hand), 4% (arm) | A backfist. Functions similarly to forward aerial, though with less start-up. Because it comes out incredibly quickly, skilled players can use it either to edge-guard or as a way to fend off opponents, although its minuscule hitbox makes this difficult to do reliably. | ||
Up aerial | 5% (hand), 4% (arm) | An upward arcing hook. Its start-up lag is non-existent, making it a somewhat useful aerial combo move, but its terrible ending lag makes it punishable if missed. | ||
Down aerial | 5% (hand), 4% (arm) | A downward palm thrust. The middle hitbox can meteor smash, though it is extremely ineffective against anyone but fast-fallers. However, experienced players can jab reset opponents by short hopping and then hitting a floored opponent before finishing them off with any of Mac's attacks. | ||
Grab | — | Clinches the opponent. One of the most mediocre grabs in the game due to its moderate ending lag and extremely low range, to the point that it sometimes requires Mac to actually be touching the opponent. Pivot grabbing increases the grab's range, which is useful thanks Mac's outstanding ground speed. | ||
Pummel | 2.1% | A short straight-punch. A very fast pummel, which somewhat makes up for Little Mac's mediocre grab by giving him a good damage racking option. | ||
Forward throw | 4% (hit 1), 4% (throw) | Quickly hooks the opponent forward. Low knockback scaling. | ||
Back throw | 4% (hit 1), 5% (throw) | Turns around with the opponent and uppercuts them. Can KO at extremely high percentages near the edge. | ||
Up throw | 4% (hit 1), 3% (throw) | Quickly uppercuts the opponent. | ||
Down throw | 4% (hit 1), 5% (throw) | Double axe handles the opponent. Can combo into Rising Uppercut depending on the opponent's DI. | ||
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
7% | |||
Floor attack (back) Floor getups (back) |
7% | |||
Floor attack (trip) Floor getups (trip) |
5% | |||
Edge attack Edge getups |
7% | |||
Neutral special | Default | Straight Lunge | 14%/12%/9% (uncharged ground), 25%/20% (fully charged ground), 10%/7% (uncharged air), 15% (fully charged air), 35% (KO ground), 13% (KO air) | A chargeable, dashing cross which covers more distance the longer it is charged. If the Power Meter is fully charged, it turns into the KO Uppercut instead. This attack has low super armor while charging and high ending lag when fully charged, but it becomes one of the strongest moves in SSB4 if fully charged. |
Custom 1 | Flaming Straight Lunge | 1.5%/3% (uncharged ground loop/last), 1.8%/6% (fully charged ground loop/last), 1.2%/3% (uncharged air loop/last), 1.4%/5% (fully charged air loop/last), 35% (KO ground), 13% (KO air) | A flaming version that charges faster and hits multiple times, but does not travel as far. Can be used as for horizontal recovery if timed properly. | |
Custom 2 | Stunning Straight Lunge | 11%/7% (uncharged ground), 20%/18% (fully charged ground), 8%/5% (uncharged air), 12% (fully charged air), 35% (KO ground), 13% (KO air) | Travels farther and faster, and stuns targets when fully charged before knockback kicks in, but has no super armor and deals slightly less damage. | |
Side special | Default | Jolt Haymaker | 14% | A Superman punch. The attack can be executed early by pressing the button again. It propels Mac quite a distance and grants intangibility in the first few frames. When used in midair, it travels slower and covers less distance. It is advised not to use this attack around the edge of a stage, since it sends him into helplessness. |
Custom 1 | Grounding Blow | 9% | Leaps much higher and buries opponents if done on the ground. While in midair, it will result in a meteor smash if it connects with an opponent. Grants less horizontal movement and rockets Little Mac downwards when off-stage. Safer to use near edges. | |
Custom 2 | Guard Breaker | 18% | Gives Mac super armor and is unblockable, though it travels slower and cannot be made to attack early. Does not give Mac any distance if used immediately out of hitstun. | |
Up special | Default | Rising Uppercut | 1% (loop), 3% (last) | 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. Deceptively powerful, to the point that it can reliably KO at high percentages and is Little Mac's only reliable aerial finisher. |
Custom 1 | Tornado Uppercut | 3%/4% | Travels farther with better movement and has a push effect due to emitting a gust of wind, but deals less damage and has set knockback. | |
Custom 2 | Rising Smash | 16% (hit 1), 4% (hit 2) | An electrical version that does noticeably more damage and knockback, but only hits twice with high start-up and ending lag, as well as covering considerably less distance. | |
Down special | Default | Slip Counter | 1.3x (min 10%) | Mac assumes a full crouch stance. If he is hit, he then dodges backward to avoid the hit and then immediately counterattacks by slipping inside to perform an invincible uppercut. In the air, this can be used to either give Mac a slight boost forward for horizontal recovery, though it can also hinder him due to its slip and the direction his opponent is at. |
Custom 1 | Compact Counter | 0.8x (min 4%) | Has a weaker damage multiplier and does less knockback, but is faster overall and thus can provide Mac with a faster recovery option as well. Can be used to initiate follow-ups. | |
Custom 2 | Dash Counter | 1.1x (min 7%) | Has a slightly weaker damage multiplier and the counter window does not last as long, but Mac dashes forwards upon counterattacking. The dash results in Mac being unable to attack opponents direct in front of him, but it is useful for countering projectiles and horizontal recovery. | |
Final Smash | Giga Mac | — | Little Mac transforms into Giga Mac, which makes his ground attacks even more powerful than his normal form. Some attacks with Giga Mac can one-hit KO opponents at full charge, namely his forward smash angled up or to the side, his sweetspotted up smash, and a clean hit from Straight Lunge. His back throw also becomes stronger than Ness'. Giga Mac's aerial attacks are still fittingly weak, however, in-line with Little Mac's ground fighter motif. |
Power Meter
As stated in the introduction, Little Mac has a Power Meter. When fully charged, it replaces his neutral special with a single-use attack.
- Neutral special: KO Uppercut; an extremely powerful uppercut that can KO opponents as low as 12%, though the higher the character's weight, the more damage is needed to KO them. The attack has drastically lower knockback and damage when used in the air, and it cannot KO unless the opponent has at least around 150% damage. It was claimed by Masahiro Sakurai to have the power to one-hit KO opponents.
- The Power Meter charges by dealing and/or receiving damage. When Little Mac is attacked, it is double to quadruple the amount he would if he would hit an opponent, his meter goes to maximum if taken damage from exactly 100%.
Taunts
- LittleMacUpTauntSSB4.jpg
- LittleMacSideTauntSSB4.jpg
- LittleMacDownTauntSSB4.jpg
- 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!, Strike! Mac!)
- Side Taunt: Adjusts his boxing gloves while crossing his fists and scoffing. Doc Louis may say "Let 'em have it, Mac!". (ぶちかませ!マック!, Hit them hard! Mac!)
- Down Taunt: Performs 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!, Show them your punch!)
Idle Poses
- Shuffles his feet.
- Shifts his head back and forth in front of his fists.
Cheer
Little Mac! Get 'em back!
On-Screen Appearance
Enters the stage pulling a series of flashy punches before tossing his pink sweatsuit off himself and into the sky. If one of his sweatsuit costumes are selected, he will still do the tossing animation, but Little Mac will still keep his sweatsuit on.
Victory Fanfare
A remix of the Won Match! theme from the original Punch-Out!! for the NES.
Victory Poses
- LittleMacPose1WiiU.png
- LittleMacPose2WiiU.png
- LittleMacPose3WiiU.png
Little Mac wears a championship belt in all three of his victory poses.
- Doc Louis holds up Little Mac's arm like a referee would after a boxing match.
- Does a few punches towards Doc Louis, warming up with him.
- Runs and turns his back towards the camera, does a little shuffle, then spins before striking a triumphant uppercut while Doc Louis cheers him on.
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, Little Mac will simply pose alone with his second victory pose.
In all of Little Mac's victory poses, Doc Louis will say 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."
- "Ya got what it takes, Mac!"
- "Nice work, Mac. You got it all figured out."
- "Way to go, Mac! You're the champ, baby!"
- "Awesome win, Mac. Way to go!"
- "You win, Mac!"
- "Alright! I think I hear a chocolate bar callin'."
- "Was that a little too easy for ya, son?"
- "World Circuit's all yours, Mac!"
- "Ahh, winnin' feels good, don't it?"
If Little Mac is using one of the Wireframe palette swaps:
- "Nice moves, Mac. I could barely keep my eyes on ya, son."
- "Ain't you flashy? You making my eyes water, son."
- "You're lookin' mighty good, son. Just like old times, huh?"
In competitive play
Official Custom Moveset Project
Character | Custom sets available | ||||
---|---|---|---|---|---|
Little Mac | 2111 | 2113 | 2112 | 2211 | 2213 |
2212 | 2311 | 2313 | 2312 | 2121 |
Notable players
Trophies
- Little Mac
- 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!
- Little Mac (Alt.)
- 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.
- 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.
- LittleMacAllStarTrophy3DS.png
Alt. (3DS)
Gameplay Trailer
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In Event Matches
Solo Events
- Below the Belt: The player, as Mario, must protect a damaged Little Mac from a giant Little Mac.
- New Challengers 1: Little Mac is one of the seven opponents fought in this event, alongside Villager, Wii Fit Trainer, Rosalina & Luma, Lucina, Bowser Jr., and Duck Hunt.
- No Mere Sparring Match: The player controls a Little Mac with boosted damage, and must defeat 3 other Little Macs in a stock battle.
Co-op Events
- Getting Healthy: Wii Fit Trainer and Little Mac must defeat Kirby and Pac-Man.
- The Ultimate Battle: Two players select a character and must defeat the entire roster.
Alternate costumes
Gallery
Artwork of Little Mac from the boxart of Super Smash Bros. for Nintendo 3DS.
Little Mac's amiibo.
A second pic posted on the initial Miiverse post pointing out what happens when his Power Meter gets fully charged up.
Wireframe Mac punching Link.
Little Mac's fully charged Straight Lunge.
Little Mac using the KO Uppercut on Mega Man and Bowser.
Using the KO Uppercut on Sonic.
Little Mac using Rising Uppercut...
- Little Mac Counter.png
His counterattack.
Little Mac about to transform into Giga Mac.
His Final Smash, Giga Mac.
The second hit of his neutral attack.
His down smash.
His dash attack.
Little Mac tumbling.
Punching with Villager.
Side by side with Samus.
With Diddy Kong.
- Stock Battles (Game!).jpg
Little Mac scoring the final KO in a stock battle.
Trivia
- Little Mac's promotional poster image is a reference to both the arcade version of Punch-Out!! and the Wii version of Punch-Out!!, where Donkey Kong appeared as a secret opponent. Coincidentally, he was revealed on the same day that Donkey Kong Country: Tropical Freeze was released in Japan.
- Little Mac is the only character in SSB4 to display visual "battle damage", though this feature is only shown in Super Smash Bros. for Wii U. Upon reaching 100% or higher and upon KO'd, bandages and bruises appear on his face. This is a reference to the Wii version of Punch-Out!!, where Mac will gradually begin getting bruised and battered if he fights against an opponent and gets hit too many times.
- Samus's appearance in Little Mac's introduction trailer is a reference to an image of her and Little Mac on his Assist Trophy Character profile, with her questioning his ability to fight due to his small size (in the trailer, she pats his head and examines him from an angle, seeming to pose a similar question).
- According to Masahiro Sakurai, Little Mac has the lowest online win ratio of all characters as of November 2014.
- In previous versions of SSB4, whenever Little Mac grabbed a Hammer, he would not properly hold it, as it would be on the side of him instead of between his hands. This was fixed in update 1.0.5 in Super Smash Bros. for Nintendo 3DS and in update 1.0.6 in Super Smash Bros. for Wii U.
- 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 the Beam Sword and Home Run Bat, being buried and while stunned. This may indicate that Captain Falcon's model was used as a base for creating Little Mac, which is understandable given their similar physiques.
- Little Mac has the most Alternate Costumes out of any character, with sixteen instead of the standard eight per character.
- Although Little Mac has the third-lowest jump height in the game, he has the second-highest wall jump in the game (beaten only by Lucario's) despite his terrible aerial presence.
- Little Mac possesses some of the fastest attacks in SSB4. This includes his neutral attack (which is tied with Zero Suit Samus' as the fastest in the game), his forward tilt, his down tilt (which is tied with Ness', Lucas', R.O.B.'s and Meta Knight's as the third fastest in the game), and his neutral aerial (which is the second fastest in the game after Mega Man's).
- Despite his terrible air game, the speed of Mac's neutral aerial has been demonstrated by skilled players as being capable of performing intricate combos.
- Little Mac, Sonic, Ryu, and Meta Knight are the only characters whose entirety of default special moves can aid their recoveries.
- Little Mac's newcomer poster features the least amount of playable fighters out of all of the posters, with only himself and Donkey Kong.
- Donkey Kong's inclusion is a nod to his appearance in the Wii version of Punch-Out!! as a secret opponent during the game's Last Stand mode.
References
Fighters in Super Smash Bros. 4 | |
---|---|
Veterans | Bowser · Captain Falcon · Charizard · Diddy Kong · Donkey Kong · Dr. Mario · Falco · Fox · Ganondorf · Ike · Jigglypuff · King Dedede · Kirby · Link · Lucario · Lucas · Luigi · Mario · Marth · Meta Knight · Mewtwo · Mr. Game & Watch · Ness · Olimar · Peach · Pikachu · Pit · R.O.B. · Roy · Samus · Sheik · Sonic · Toon Link · Wario · Yoshi · Zelda · Zero Suit Samus |
Newcomers | Bayonetta · Bowser Jr. · Cloud · Corrin · Dark Pit · Duck Hunt · Greninja · Little Mac · Lucina · Mega Man · Mii Fighter (Mii Brawler · Mii Gunner · Mii Swordfighter) · Pac-Man · Palutena · Robin · Rosalina & Luma · Ryu · Shulk · Villager · Wii Fit Trainer |
Punch-Out!! universe | |
---|---|
Fighter | Little Mac (SSB4 · SSBU) |
Assist Trophy | Little Mac |
Stage | Boxing Ring |
Other | Doc Louis |
Trophies and Spirits | Trophies · Spirits |
Music | SSB4 · Ultimate |
Masterpiece | Punch-Out!! Featuring Mr. Dream |