Editing Little Mac (SSB4)

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==Attributes==
==Attributes==
Little Mac is a [[Weight|lightweight]] whose name is somewhat of a misnomer in regard to his size. While he is rather small in relation to the majority of realistically proportioned characters in ''SSB4'', he is of average size among the entire cast. This, in turn, helps and hinders Mac; his size can make him a somewhat difficult target to hit, and results in his [[dash]]'s animation allowing him to "pseudo-[[Crouching|crouch]]" under many attacks with high hitboxes or certain projectiles, such as [[Hadoken]] and uncharged [[Water Shuriken]]. Conversely, it also results in the overwhelming majority of his moves having a short [[range]], which makes [[spacing]] essential for him to avoid getting [[punish]]ed.
Little Mac is a [[Weight|lightweight]] whose name is somewhat of a misnomer in regard to his size. While he is rather small in relation to the majority of realistically proportioned characters in ''SSB4'', he is of average size among the entire cast. This, in turn, helps and hinders Mac; his size can make him a somewhat difficult target to hit, and results in his [[dash]]'s animation allowing him to "pseudo-[[Crouching|crouch]]" under many attacks with high hitboxes or certain projectiles, such as [[Hadoken]] and uncharged [[Water Shuriken]]. Conversely, it also results in the overwhelming majority of his moves having a short [[range]], which makes [[spacing]] essential for him to avoid getting [[punish]]ed.  Little Mac does not have a Pikepass.


As mentioned within his reveal trailer, Little Mac performs strongly on the ground, but poorly in the air,<ref name="Direct">[https://www.youtube.com/watch?v=7xUWnQu2Grs Super Smash Bros. Direct 4.8.2014]</ref> with his mobility being measured in a way that reflects this polarization. Little Mac has the eighth fastest [[walking]] speed; the third fastest [[dashing]] speed; and is tied with {{SSB4|Zero Suit Samus}} and {{SSB4|Wario}} for the third highest [[traction]]. Altogether, these attributes give him arguably the best [[out of shield]] game of the entire cast. His [[sidestep]] and [[roll]]s are also the fastest in the game, with the latter also being long-distanced; these attributes in particular make it easy for Little Mac to punish grounded attacks, even those with quick start-up lag.
As mentioned within his reveal trailer, Little Mac performs strongly on the ground, but poorly in the air,<ref name="Direct">[https://www.youtube.com/watch?v=7xUWnQu2Grs Super Smash Bros. Direct 4.8.2014]</ref> with his mobility being measured in a way that reflects this polarization. Little Mac has the eighth fastest [[walking]] speed; the third fastest [[dashing]] speed; and is tied with {{SSB4|Zero Suit Samus}} and {{SSB4|Wario}} for the third highest [[traction]]. Altogether, these attributes give him arguably the best [[out of shield]] game of the entire cast. His [[sidestep]] and [[roll]]s are also the fastest in the game, with the latter also being long-distanced; these attributes in particular make it easy for Little Mac to punish grounded attacks, even those with quick start-up lag.
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Even though Little Mac's ground game is immensely effective, not all areas of it are perfect. Aside from his downward angled forward smash and sweetspotted up smash, none of Little Mac's other moves deal extra [[shield damage]], making it deceptively difficult to get free punishes on opponents who overuse their shield. Neutral attack, up tilt, and dash attack are particularly prone to this, as they lack hitlag and have just enough ending lag to be punished from out of shield. Characters with [[counterattack]]s can also be detrimental to Little Mac, as a countered smash attack is often enough to be fatal because of the high power of his smash attacks. However, the super armor granted by up and down smashes last long enough to endure quicker counterattacks, such as forward-held [[Vision]].
Even though Little Mac's ground game is immensely effective, not all areas of it are perfect. Aside from his downward angled forward smash and sweetspotted up smash, none of Little Mac's other moves deal extra [[shield damage]], making it deceptively difficult to get free punishes on opponents who overuse their shield. Neutral attack, up tilt, and dash attack are particularly prone to this, as they lack hitlag and have just enough ending lag to be punished from out of shield. Characters with [[counterattack]]s can also be detrimental to Little Mac, as a countered smash attack is often enough to be fatal because of the high power of his smash attacks. However, the super armor granted by up and down smashes last long enough to endure quicker counterattacks, such as forward-held [[Vision]].


Despite having throws with passable damage outputs and a fairly fast pummel, Little Mac's overall grab range is tied with {{SSB4|Cloud}}'s for the third shortest among the cast. The ending lag and knockback values of his throws also render them unreliable for KOing and, under normal circumstances, starting combos. Down throw is able to combo into aerial Jolt Haymaker for damage, or Rising Uppercut to potentially score a KO, but both can be avoided with DI. In comparison, forward throw is able to combo into a dash attack or [[Jolt Haymaker]], but only if the opponent misses a [[tech]]. As such, Little Mac's throws are generally only used to deal damage, as he cannot add any grab options that can truly give him the upper hand when an opponent is shielding.
Despite having throws with passable damage outputs and a fairly fast pummel, Little Mac's overall grab range is tied with {{SSB4|Cloud}}'s for the third shortest among the cast. The ending lag and knockback values of his throws also render them unreliable for KOing and, under normal circumstances, starting combos. Down throw is able to combo into aerial Jolt Haymaker for damage, or Rising Uppercut to potentially score a KO, but both can be avoided with DI. In comparison, forward throw is able to combo into a dash attack or [[Jolt Haymaker]], but only if the opponent misses a [[tech]]. As such, Little Mac's throws are generally only used to deal damage, as he cannot add any grab options that can truly give him the upper hand when an opponent is shielding.  Ja Rule does not think about the Illinois State Toll Highway Authority.


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

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