Editing Little Mac (SSBU)

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{{Infobox Character
{{Infobox Character
|name = Little Mac
|name = Little Mac
|image = {{tabber|title1=Normal|content1=[[File:Little Mac SSBU.png|250px]]|title2=Hoodie|content2=[[File:Little Mac-Alt5 SSBU.png|190px]]|title3=Wireframe|content3=[[File:Wireframe Mac SSBU.png|250px]]|title4=Wireframe Hoodie|content4=[[File:Little Mac-Alt7 SSBU.png|190px]]}}
|image = {{tabber|title1=Normal|tab1=[[File:Little Mac SSBU.png|250px]]|title2=Hoodie|tab2=[[File:Little Mac-Alt5 SSBU.png|190px]]|title3=Wireframe|tab3=[[File:Wireframe Mac SSBU.png|250px]]|title4=Wireframe Hoodie|tab4=[[File:Little Mac-Alt7 SSBU.png|190px]]}}
|game = SSBU
|game = SSBU
|ssbgame1 = SSB4
|ssbgame1 = SSB4
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = E+
|tier = D-
|ranking = 81
|ranking = 81
}}
}}
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Kōsuke Toriumi reprises his role as Little Mac's voice actor, albeit via reused voice clips from ''[[Super Smash Bros. 4]]''.
Kōsuke Toriumi reprises his role as Little Mac's voice actor, albeit via reused voice clips from ''[[Super Smash Bros. 4]]''.


Little Mac is ranked 81st out of 82 on the ''Ultimate'' [[tier list]], placing him at the bottom of the E+ tier, and also being ranked as the second-worst character in the game, only ranking higher than {{SSBU|Ganondorf}}. This is a noticeable drop from his ''Smash 4'' iteration, where he was ranked 43rd out of 54 at the lower end of mid-tier. Little Mac possesses a strong ground game thanks to his excellent ground mobility and numerous grounded kill moves. His smash attacks are especially strong as they have [[armor|super armor]] on startup and very respectable speed for their power, making them decently unchallengeable. His tilt attacks are also very respectable, as forward tilt serves as a quick and capable kill move, while down and up tilts can be used to set up combos. Finally, his special moves have also seen improvements from the previous game, most notably to Jolt Haymaker, which no longer sends Little Mac into freefall.  
Little Mac is ranked 81st out of 82 on the ''Ultimate'' [[tier list]], placing him in the D- tier. This is a noticeable drop from his ''Smash 4'' iteration, where he was ranked 43rd out of 54 at the lower end of mid-tier. Little Mac possesses a strong ground game thanks to his excellent ground mobility and numerous grounded kill moves. His smash attacks are especially strong as they have [[armor|super armor]] on startup and very respectable speed for their power, making them decently unchallengeable. His tilt attacks are also very respectable, as forward tilt serves as a quick and capable kill move, while down and up tilts can be used to set up combos. Finally, his special moves have also seen improvements from the previous game, most notably to Jolt Haymaker, which no longer sends Little Mac into freefall.  


To compensate for his strong ground game, however, Little Mac packs glaring weaknesses, the most notable one being his virtually non-existing aerial game. Although his recovery is improved from the previous game, it remains one of the worst among the roster due to his low double-jump height, being allowed only one [[Jolt Haymaker]] per airtime, and [[Rising Uppercut]]'s pitiful travel distance in the air. His aerial game is also poor due to his aerial's poor damage and knockback as well as his special moves being weaker in the air. Finally, his average stature compared to the rest of the cast and lack of disjoints give him a notable range problem, which, when combined with his low overall shieldstun outside of down-angled forward smash and sweetspotted up smash, force him to play a linear, risky neutral game, while his high fall speed contributes to his vulnerability to combos, despite granting him decent survivability for a lightweight fighter.
To compensate for his strong ground game, however, Little Mac packs glaring weaknesses, most notably when it comes to fighting in the air. Although his recovery is improved from the previous game, it remains one of the worst among the roster due to his low double-jump height, being allowed only one Jolt Haymaker per airtime, and Rising Uppercut's pitiful travel distance in the air. His aerial game is also poor due to his aerial's poor damage and knockback as well as his special moves being weaker in the air. Finally, his average stature compared to the rest of the cast and lack of disjoints give him a notable range problem, which, when combined with his low overall shieldstun outside of down-angled forward smash and sweetspotted up smash, force him to play a linear, risky neutral game, while his high fall speed contributes to his vulnerability to combos, despite granting him decent survivability for a lightweight fighter.
Due to Little Mac's extremely polarized nature, he is considered a rather unpopular pick in the current metagame. Despite that, he has still garnered respectable results thanks to the efforts of players such as {{Sm|Peanut}} and {{Sm|Tarakotori}}.
Due to Little Mac's extremely polarized nature, he is considered a rather unpopular pick in the current metagame. Despite that, he has still garnered respectable results thanks to the efforts of players such as {{Sm|Peanut}} and {{Sm|Tarakotori}}.
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==Attributes==
==Attributes==
Little Mac offers a simple, yet polarized fighting style, performing well on the ground, but poorly in the air. While Mac is rather small in relation to the majority of realistically proportioned characters, he is of average size among the entire cast. This can make him somewhat difficult to hit, but also means that most of his moves have short [[range]], which makes [[spacing]] crucial for avoiding [[punish]]ment.
Little Mac offers a simple yet polarized fighting style, performing well on the ground, but poorly in the air. While Mac is rather small in relation to the majority of realistically proportioned characters, he is of average size among the entire cast. This can make him somewhat difficult to hit, but also means that most of his moves have short [[range]], which makes [[spacing]] crucial for avoiding [[punish]]ment.


Little Mac is a [[weight|lightweight]] with very impressive ground mobility: he has 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 3rd 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}} and {{SSBU|Mythra}}. His [[sidestep]] and [[roll]]s are tied with {{SSBU|Fox}}, {{SSBU|Sheik}} and Zero Suit Samus' for the fastest in the game, with his rolls giving the third longest distance in the game behind {{SSBU|Samus}} and {{SSBU|Dark Samus}}. These stats overall translate to him having excellent ground coverage and makes it easy for Little Mac to keep up with and punish opponents contesting with him on the ground, while also giving him fast and effective grounded defensive options. He also has fast [[falling speed]] (tied with {{SSBU|King Dedede}} for the 2nd fastest) and below-average [[gravity]], which collectively give him good vertical endurance in spite of his status as a lightweight. Aside from his great [[air speed]] (tied with {{SSBU|Mario}}, {{SSBU|Donkey Kong}}, {{SSBU|Sonic}} and {{SSBU|Inkling}}'s for 13th 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 to make the use of his excellent ground mobility.
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 3rd 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 {{SSBU|Fox}}, {{SSBU|Sheik}} and Zero Suit Samus' for the fastest in the game, with his rolls giving the third longest distance in the game behind {{SSBU|Samus}} and {{SSBU|Dark Samus}}, making it easy for Little Mac to punish grounded attacks and giving him excellent defensive options. He also has fast [[falling speed]] (tied with {{SSBU|King Dedede}} for the 2nd fastest) and below-average [[gravity]], which collectively give him good vertical endurance in spite of his status as a lightweight. Aside from his great [[air speed]] (tied with {{SSBU|Mario}}, {{SSBU|Donkey Kong}}, {{SSBU|Sonic}} and {{SSBU|Inkling}}'s for 13th 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 to make the use of his excellent ground mobility.


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 move 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 and {{SSBU|Mr. Game & Watch}}'s neutral attack the only ones in ''Ultimate'' that are 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 most forward smashes 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 and {{SSBU|Mr. Game & Watch}}'s neutral attack the only ones in ''Ultimate'' that are 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 most forward smashes 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 fair 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#Infinite|infinites]] and multi-hit 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 its defensive utility depends on the character and the attack. This makes it great defensively against characters with low damage output or with reliance on multi-hits, 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. Its hitbox is tall enough that it can often clip low-hanging platforms, and catch opponents who are attempting to platform camp him. Unlike in ''SSB4'', it also does not render him helpless, making it a much less dangerous recovery move. [[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 is also one of the few counters that slides forward before attacking, allowing Little Mac to get closer to his opponent, or even recover horizontally in response to an edge-guard attempt.
Little Mac's special moves also have fair 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#Infinite|infinites]] and multi-hit 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 its defensive utility depends on the character and the attack. This makes it great defensively against characters with low damage output or with reliance on multi-hits, 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. Unlike in ''SSB4'', it also does not render him helpless, making it a much less dangerous recovery move. [[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 is 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 edge-guard attempt.


Rounding out his specials, Little Mac has a unique [[fighter ability]] called the [[Power Meter]]. Displayed over his [[damage meter]], the Power Meter fully charges by dealing 333% or receiving 100%. When fully charged, Straight Lunge is replaced by the [[Straight Lunge#KO Uppercut|KO Uppercut]], which can KO any character before 40%. KO Uppercut is also [[unblockable]] (barring [[Witch Time]]), boasts fast startup, and leaps slightly into the air (allowing it to catch opponents on low platforms such as {{SSBU|Battlefield}}'s); combined with its immense power, this can quickly turn the tide of a match or further secure a lead if used successfully. It can be comboed into from down tilt at low percents, and is the ideal tech chase option for a defensive player who tends to roll away from Little Mac when placed under pressure. However, Mac loses the KO Uppercut if [[tumbling|tumbled]] after a 4 second grace period (not including [[footstool jump]]ing), forcing him to use the move quickly. KO Uppercut also has considerable end lag regardless of whether it hits or not, and its short leap can cause Mac to fall off the stage if used while next to an edge, almost guaranteeing an accidental self destruct if not reacted to. As a result, it is inarguably one of the riskiest, yet most rewarding attacks in the entire series.
Lastly, Little Mac has a unique [[fighter ability]] called the [[Power Meter]]. Displayed over his [[damage meter]], the Power Meter fully charges by dealing 333% or receiving 100%. When fully charged, Straight Lunge is replaced by the [[Straight Lunge#KO Uppercut|KO Uppercut]], which can KO any character before 40%. KO Uppercut is also [[unblockable]] (barring [[Witch Time]]), boasts fast startup, and leaps slightly into the air (allowing it to catch opponents on low platforms such as {{SSBU|Battlefield}}'s); combined with its immense power, this can quickly turn the tide of a match or further secure a lead if used successfully. However, Mac loses the KO Uppercut if [[tumbling|tumbled]] after a 4 second grace period (not including [[footstool jump]]ing), forcing him to use the move quickly. KO Uppercut also has considerable end lag regardless of whether it hits or not, and its short leap can cause Mac to fall off the stage if used while next to an edge. As a result, it is unarguably one of the riskiest, yet most rewarding attacks in the entire series.


While considerably weaker than the rest of the cast, Little Mac's air game is not completely useless and have limited perks, which can be utilized for initiating short combos. Neutral aerial is by far Little Mac's most effective aerial: it is the fastest aerial attack in the game and can be spammed, making it a decent combo breaker or to interrupt opponents when jumping from ledge. It can combo into itself, drag down opponents with him as a sacrificial K.O. option, and grant niche combo opportunities into other aerials or Rising Uppercut. It also features a slightly disjointed hitbox in Mac's pelvis, which causes weak upward knockback that is surprisingly excellent for combos thanks to the move's autocancel properties, which will allow it to combo into up tilt, up aerial, or Rising Uppercut. Forward aerial is a semi-spike and is decent for combos or edge-guarding, especially against poor recoveries; it can also initiate combos into Jolt Haymaker offstage as a powerful sacrificial KO. Up aerial is very fast and can autocancel in a full hop, allowing it to combo into moves like Rising Uppercut when landing. Back aerial is the worst of its kind in the game, but is a semi-spike, has fair spacing utility, and sets the opponent up for tech chase situations when used close to the ground. Finally, down aerial is an extremely fast, weak [[meteor smash]] that is mainly useful for locking floored opponents who miss a tech, which opens up devastating punishes courtesy of Little Mac's variety of grounded KO moves. It also acts as a highly situational meteor smash, although it is unlikely to be useful outside of surprise gimping.
Despite his incredible strengths, Little Mac is held back by a slew of exploitable weaknesses, with the most notorious being his deliberately ineffective air game. His air attacks have some perks; neutral aerial is the fastest aerial attack in the game, making it a decent combo breaker, and it can combo into itself; forward and back aerials are semi-spikes, with the former being decent for combos or edge-guarding; up aerial is a fast anti-air, and down aerial is an extremely fast [[meteor smash]]. However, his aerials all have short range, poor damage output, and awful KO potential. While his neutral and down aerials can [[auto-cancel]] from a short hop, his forward, back, and up aerials cannot. This leaves Mac incredibly vulnerable in the air, as he has no means of properly defending himself beyond point-blank range without exhausting any of his special moves. The low power of his aerials also makes them ineffective for flinching opponents, and Mac's only aerial KO options are indeed his special moves, which are highly likely to result in [[sacrificial KO]]s if misused off-stage. This also means that Mac is more severely affected by [[stale-move negation]] than most other characters, as he is effectively limited to using little more than half of his moveset in most situations, although his variety of powerful finishers can compensate it to a degree. Mac's weak air mobility and high falling speed make him incredibly susceptible to [[gimp]]s from [[meteor smash]]es, semi-spikes, and even footstool jumps, especially if he doesn't have his double jump. Compounding this, his directional air dodge has the least distance, and his air dodge's ending lag is only average relative to the cast due to the universal changes to air dodges since now the ending lag depends on the character's falling speed and gravity. Thus, it is not only a situational option while in a disadvantaged state, but also poor as a normal recovery move. Mac can grab the ledge by using a directional air dodge if he is close enough, however, allowing him to cover the remaining distance to the ledge, making it very useful if combined with his double jump and special moves.
However, his aerials all have short range, poor damage output, and awful KO potential. While his neutral and down aerials can [[auto-cancel]] from a short hop, his forward, back, and up aerials cannot. This leaves Mac incredibly vulnerable in the air, as he has no means of properly defending himself beyond point-blank range without exhausting any of his special moves, which are limited to one use until he touches the ground. The low power of his aerials also makes them ineffective for flinching opponents, and Mac's only aerial KO options are indeed his special moves, which are highly likely to result in [[sacrificial KO]]s if misused off-stage. This also means that Mac is more severely affected by [[stale-move negation]] than most other characters, as he is effectively limited to using little more than half of his moveset in most situations, although his variety of powerful finishers can compensate it to a degree.  


Little Mac sports a mediocre grab game; Mac's pummel is among the fastest, but his grabs, while having average range, have moderate startup lag and noticeable ending lag, and the ending lag and collateral hitboxes for his throws limit their ability to KO or start combos. However, they do have some uses: forward throw can followed into Jolt Haymaker from 0%, but requires a read due to the ending lag; down throw can combo into Rising Uppercut, but has some ending lag and is susceptible to DI; his back throw has decent power and can KO at around 130%, but its collateral hitbox weakens it; up throw can combo into Jolt Haymaker at low to mid percents, and forward throw can tech chase at the same percentages. Unfortunately, this translates to his throws having very limited use, as all of them apart from down throw are only effective for creating space. This severely limits Mac's options when attempting to utilize throws, and makes them a risky prospect in the first place when combined with his average grab attributes.
His special moves are also considerably less effective while in the air. [[Straight Lunge]] loses much of its power when used in midair, and its long charge time makes it impractical for recovery. Aerial KO Uppercut is also significantly weaker and blockable, although it still has KO potential. While Jolt Haymaker and Rising Uppercut are Little Mac's most effective aerial KO options, they are very poor for recovery, offering poor travel distance, small [[edge sweet spot]]s, and minimal intangibility. Jolt Haymaker does not cause [[helplessness]], allowing Mac to follow up with a wall jump, directional air dodge or Rising Uppercut; however, it travels a mediocre distance and can only be used once before landing or grabbing the [[edge]], leaving Mac one of the most vulnerable characters to edge-guarding as he is unable to use it again if he gets hit. Rising Uppercut loses roughly half its travel distance when used in midair, and while aerial Slip Counter can be a good response to an edge-guard attempt and get Little Mac back on stage, it loses its intangibility, can be predicted, and its end lag if unsuccessful is likely to result in Mac self-destructing or getting gimped by the opponent if used at a low enough altitude. These traits result in Little Mac having more difficulty with recovering than most other characters, meaning his recovery is commonly cited as one of, if not the worst overall. While his below-average gravity and high falling speed grant solid vertical endurance for a lightweight, they also make him very vulnerable to combos and juggling. Additionally, the super armor granted by Mac's smash attacks still causes him to take full damage and must be timed carefully to avoid being punished. These traits make Mac extremely prone to momentum shifts; his lacking air game and overall frailty allows opponents to easily combo or even [[zero-to-death]] him after one mistake, even if Mac was otherwise dominating the match.


Alongside these setbacks, Little Mac is further held back by a slew of exploitable weaknesses. As expected, Mac's weak air mobility and high falling speed make him incredibly susceptible to [[gimp]]s from [[meteor smash]]es, semi-spikes, and even footstool jumps, especially if he doesn't have his double jump. Compounding this, his directional air dodge has the least distance in the game, and his air dodge's ending lag is only average relative to the cast due to the universal changes to air dodges, since the ending lag depends on the character's falling speed and gravity. Thus, it is not only a situational option while in a disadvantaged state, but also poor as a normal recovery move. Mac can grab the ledge by using a directional air dodge if he is close enough, however, allowing him to cover the remaining distance to the ledge, making it very useful if combined with his double jump and special moves. His special moves are also considerably less effective while in the air. [[Straight Lunge]] loses much of its power when used in midair, and its long charge time makes it impractical for recovery. Aerial KO Uppercut is also significantly weaker and blockable, although it still has both KO and Recovery potential. While Jolt Haymaker and Rising Uppercut are Little Mac's most effective aerial KO options, they are very poor for recovery, offering poor travel distance, small [[edge sweet spot]]s, and minimal intangibility. Jolt Haymaker does not cause [[helplessness]], allowing Mac to follow up with a wall jump, directional air dodge or Rising Uppercut; however, it travels a mediocre distance and can only be used once before landing or grabbing the [[edge]], leaving Mac one of the most vulnerable characters to edge-guarding as he is unable to use it again if he gets hit. Rising Uppercut loses roughly half its travel distance when used in midair, and while aerial Slip Counter can be a good response to an edge-guard attempt and get Little Mac back on stage, it loses its intangibility, can be predicted, and its end lag if unsuccessful is likely to result in Mac self-destructing or getting gimped by the opponent if used at a low enough altitude. As a result, it is most beneficial to attempt to recover horizontally, rather than vertically, which is nearly impossible depending on if Mac is merely launched, or (semi-)spiked. These traits result in Little Mac having more difficulty with recovering than most other characters, being commonly cited as one of, if not the worst, recovery of the cast overall. While his below-average gravity and high falling speed grant solid vertical endurance for a lightweight, they also make him very vulnerable to combos and juggling. Additionally, the super armor granted by Mac's smash attacks still causes him to take full damage and must be timed carefully to avoid being punished. These traits make Mac extremely prone to momentum shifts; his lacking air game and overall frailty allows opponents to easily combo or even [[zero-to-death]] him after one mistake, even if Mac was otherwise dominating the match.
Because of these issues, his [[neutral game]], while decent, is predictable, and while he has a good approach due to his excellent mobility, Mac relies more heavily than most other characters on his shield and dodges for avoiding damage and general positioning, both of which can be predicted and easily punished if overused. His short range can be problematic against characters with long or [[Hitbox#Overview|disjointed]] attacks. He also has trouble dealing with [[camping]]; while his super armor and special moves provide options for dealing with projectiles, he is still forced to approach as he lacks projectiles of his own. His short jumps and weak aerial attacks also leave Mac especially vulnerable to platform camping, arguably more so than any other character in the game. Compounding this is Little Mac's mediocre grab game; Mac's pummel is among the fastest, but his grabs, while having average range, have moderate startup lag and noticeable ending lag, and the ending lag and collateral hitboxes for his throws limit their ability to KO or start combos. However, they still have some uses: his down throw can combo into Rising Uppercut, but has some ending lag and it's susceptible to DI; his back throw has decent power and can KO at around 130%, but its collateral hitbox weakens it; up throw can combo into Jolt Haymaker at low to mid percents, and forward throw can tech chase at the same percentages. While Mac is very effective at tech chasing due to his high ground speed, forward throw and wide, semi-spiking down smash, his combo potential is otherwise underwhelming, which combined with his linear neutral can sometimes make it difficult to safely rack up damage despite his attacks' high damage output. As a whole, Little Mac's poor combo game and lack of true KO confirms require him to win neutral exchanges more often in order to succeed, especially when trying to close out a stock since his most reliable KO options cannot be comboed into effectively at higher percentages outside of Jolt Haymaker or Rising Uppercut. His player also must be careful and know when to attack and play defensively, or else Little Mac could lose the neutral game.


Because of these issues, his [[neutral game]], while decent, is predictable, and while he has a good approach due to his excellent mobility, Mac relies more heavily than most other characters on his shield and dodges for avoiding damage and general positioning, both of which can be predicted and easily punished if overused. His short range can be problematic against characters with long or [[Hitbox#Overview|disjointed]] attacks. While these issues can be mitigated with Mac's impressive ground speed, he also has trouble dealing with [[camping]]; his super armor and special moves provide options for dealing with projectiles, but he is still forced to approach, as he lacks projectiles of his own. His short jumps and weak aerial attacks also leave Mac especially vulnerable to platform camping, arguably more so than any other character in the game. While Mac is very effective at tech chasing due to his high ground speed, forward throw and wide, semi-spiking down smash, his combo potential is otherwise underwhelming, which combined with his linear neutral can sometimes make it difficult to safely rack up damage despite his attacks' high damage output. As a whole, Little Mac's poor combo game and lack of true KO confirms require him to win neutral exchanges more often in order to succeed, especially when trying to close out a stock since his most reliable KO options cannot be comboed into effectively at higher percentages outside of Jolt Haymaker or Rising Uppercut. Players must also be careful and know when to attack and play defensively, or else Little Mac could quickly lose the neutral game, and find themselves at a significant disadvantage.
Overall, Little Mac excels with a very specific playstyle. This playstyle is reminiscent of a real boxer, with a defensive bait and punish style: keeping constant control of the middle of the stage, capitalizing on the opponent's mistakes, staying on the ground as much as possible, and utilizing his excellent ground mobility to his advantage. Because of his polarizing strengths and weaknesses, players must reach a higher level of play than normal in order to use Little Mac effectively: he can be difficult to utilize despite his straightforward fighting style, as his severe disadvantage state forces him to play carefully despite his high mobility and power. Players must learn to utilize Little Mac's long rolls, fast air and fall speed, and super armor on smash attacks to approach projectile-based opponents, and take advantage of his powerful ground tools to condition opponents to make mistakes.
 
Overall, Little Mac excels with a very specific, methodical playstyle that is reminiscent of a real-life boxer; a defensive bait and punish style, that entails keeping constant control of the middle of the stage, capitalizing on the opponent's mistakes, staying on the ground as much as possible, and utilizing his excellent ground mobility to his advantage. Because of his polarizing strengths and weaknesses, players must reach a higher than average level of play than most other fighters in order to use Little Mac effectively: he can be difficult to utilize despite his straightforward fighting style, as his severe disadvantage state forces him to play extremely carefully, despite his high mobility and power. Players must learn to utilize Little Mac's long rolls, fast air and fall speed, and super armor on smash attacks to approach projectile-based opponents, and take advantage of his powerful ground tools to condition opponents to make mistakes.


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Despite being a lower mid-tier character in ''SSB4'', Little Mac has received a mix of buffs and nerfs in the transition to ''Ultimate''. While he has received good improvements both directly and from game engine changes, he also received heavy nerfs to his combo potential, and is mostly harmed by the universal engine changes, compared to most of the cast who benefit from said changes. As a result, he is considered to be nerfed overall.
Despite being a lower mid-tier character in ''SSB4'', Little Mac has received a mix of buffs and nerfs in the transition to ''Ultimate''. While he has received good improvements both directly and from game engine changes, he also received heavy nerfs to his damage and combo potential. As a result, he is considered to be nerfed overall, and he also is mostly harmed by the universal engine changes, compared to most of the cast who benefit from said changes.


Little Mac's biggest buff involves his notoriously poor [[recovery]]. Previously notorious for having one of the single worst recoveries in the game, it has been extended and has greater mix-up potential due to readdition of directional [[air dodge]]s, [[Jolt Haymaker]] no longer causing [[helpless]]ness while traveling more distance, and [[KO Uppercut]] granting recovery distance in midair. His attributes have also been modified, as he now has a considerably faster [[air speed]] which helps him recover easier, higher jumps which no longer make him as vulnerable to platform [[camping]] (while also improving his recovery), and the second-highest [[falling speed]] which makes it easier for him to return to the ground. His higher weight not only improves his endurance, but also allows him to benefit from [[rage]] more effectively despite its weakening, making him harder to KO when combined with his longer recovery.
Little Mac's biggest buff involves his notoriously poor [[recovery]]: it has been extended and has greater mixup potential due to readdition of directional [[air dodge]]s, [[Jolt Haymaker]] no longer causing [[helpless]]ness while traveling more distance, and [[KO Uppercut]] granting recovery distance in midair. His attributes have also been modified, as he now has a considerably faster [[air speed]] which helps him recover easier, higher jumps which no longer make him as vulnerable to platform [[camping]] (while also improving his recovery), and the second-highest [[falling speed]] which makes it easier for him to return to the ground. His higher weight not only improves his endurance, but also allows him to benefit from rage more effectively despite its weakening, making him harder to KO when combined with his longer recovery.


Among other buffs, some of Little Mac's ground moves have been improved. His [[neutral attack]] is even faster, can jab cancel with more ease, and can now jab [[lock]]. His [[forward tilt]] connects better on aerial opponents, and [[down tilt]] has more range. All versions of [[forward smash]] have lost their blindspots, and [[up smash]] has more active [[super armor]] frames. [[Straight Lunge]] now gains damage while charging, can now be shield-canceled, can be turned around if needed, and deals a consistent 30% when fully charged. Aside from its helpless state being removed, Jolt Haymaker also has significantly improved safety on hit. The aerial version of [[KO Uppercut]] now has more knockback, improving its KO power (though it remains a highly situational KO option). His grabs have also received much more range and have lost their previous blindspots, no longer being the shortest in the game.
Among other buffs, some of Little Mac's ground moves have been improved: his [[neutral attack]] is even faster, can jab cancel with more ease, and can now jab [[lock]]. His [[forward tilt]] connects better on opponents in the air, and [[down tilt]] has more range to the point it outranges some swordfighter's down tilts, such as Meta Knight or Ike. All versions of [[forward smash]] have lost their blind spots, and [[up smash]] has more active [[super armor]] frames. [[Straight Lunge]] now gains damage while charging, can now be shield-canceled, can be turned around if needed, and deals a consistent 30% when fully charged. Aside from its helpless state being removed, Jolt Haymaker also has significantly improved safety on hit. The aerial version of [[KO Uppercut]] also has more knockback, allowing it to KO reliably. His grabs have also received much more range and have lost their previous blind spots, making them much more reliable. Some of his attacks also no longer have a sour spot on Little Mac's arm, causing them to deal consistent damage and knockback.


Little Mac also benefits heavily from some of the universal changes. Since the alterations to grounded movement have returned some of the aspects of [[dash dancing]], this grants Little Mac one of the game's best dash dances. The ability to [[dash cancel]] into any grounded attack and the introduction of [[spot dodge]] canceling arguably benefit him more than any other fighter, as not only he now has access to all his grounded options at any time, he is able to avoid most laggy [[punishment]] options and retaliate immediately with his strong grounded game; both of these changes improve his hard punish game. The changes to [[shieldstun]] make it easier for him to punish aerial approaches [[out of shield]] and make his grounded attacks safer, benefitting his ground-based playstyle, while this is complemented by the universal nerfs to grabs and [[shield grab]]s, which now make him more difficult to punish out of shield without a sufficiently ranged move. The nerfs to defensive options ([[shield]]ing, air dodges, [[roll]]s, and spot dodges) further improve his pressure ability and punish game, while he still possesses some of the best defensive options of the cast. Finally, the changes to [[jostle]] mechanics now make his attacks easier to sweetspot and much harder to whiff up close, such as Straight Lunge's infamous whiffs at point-blank range in ''SSB4''.
Little Mac also benefits heavily from some of the universal changes: since the alterations to grounded movement have returned some of the aspects of [[dash dancing]], this grants Little Mac one of the game's best dash dances. The ability to [[dash cancel]] into any grounded attack and the introduction of [[spot dodge]] canceling arguably benefit him more than any other fighter, as not only he now has access to all his grounded options at any time, he is able to avoid most laggy [[punishment]] options and retaliate immediately with his strong grounded game; both of these changes improve his hard punish game. The changes to [[shieldstun]] make it easier for him to punish aerial approaches [[out of shield]] and make his grounded attacks safer, benefitting his ground-based playstyle, while this is complemented by the universal nerfs to grabs and [[shield grab]]s, which now make him more difficult to punish out of shield without a sufficiently ranged move. The nerfs to defensive options ([[shield]]ing, air dodges, [[roll]]s, and spot dodges) further improve his pressure ability and punish game, while he still possesses some of the best defensive options of the cast. Finally, the changes to [[jostle]] mechanics now make his attacks much harder to whiff up close, such as Straight Lunge's infamous whiffs at point-blank range in ''Smash 4'', although it very rarely can still happen.


However, the nerfs Little Mac has received to his strong grounded game and Jolt Haymaker are harsh enough to eclipse his useful buffs. His best moves for racking up damage are weaker as his neutral attack, the infinite and up tilt all deal less damage (with the latter being less safe at low percents); the former no longer has [[Priority#Moves that cannot rebound|anti-rebounding priority]], while the latter's lower damage makes it less likely to out-prioritize attacks. [[Down tilt]] has more ending lag, reducing its combo potential, especially beyond low percents and weakening most of his damage racking abilities while either narrowing or outright removing some of its KO confirms. Down throw has altered and increased knockback, making it better for combos at low percentages, but worse at high ones. As a result of these changes, Little Mac's grounded game has actually become worse despite his much easier access to his options, as he now has to deal slightly more hits and his moves have less followup potential, while he still lacks useful moves to edgeguard or attack offstage opponents with, apart from down tilt, [[down smash]], and the newly buffed Jolt Haymaker. His recovery has also ironically become less consistent than before, as Jolt Haymaker can now only be used once before landing, making misuse or interception of it usually fatal for him; as a result, his offstage survivability still weighs on the opponent predicting one of few options he is able to use while recovering, especially his double jump.
However, the nerfs Little Mac has received to his strong grounded game and Jolt Haymaker are harsh enough to eclipse his useful buffs. His best moves for racking up damage are weaker as his neutral attack, the infinite and up tilt all deal less damage (with the latter being less safe at low percents), and the former no longer has anti-rebounding priority, while his [[down tilt]] has more ending lag, reducing its combo potential, especially beyond low percents; the latter nerf is especially notable since it weakens or outright removes most of his damage racking abilities and KO confirms. His weaker up tilt also makes it less likely to out-prioritize attacks (since it offers [[Priority#Moves that cannot rebound|anti-rebounding priority]]). Down throw has altered and increased knockback, making it better for combos at low percentages, but worse at high percents. As a result of these changes, Little Mac's grounded game has actually become worse despite his much easier access to his options, as he now has to deal more hits and his moves have less followup potential, while he still lacks useful moves to edgeguard or attack offstage opponents with, apart from the newly buffed Jolt Haymaker and [[down smash]]. His recovery has also ironically become less consistent than before, as Jolt Haymaker can now only be used once before landing, making misuse or interception of it usually fatal for him.


In addition, despite some of the universal changes improving Little Mac, other indirect changes have harmed him just as much. The increased damage on [[edge attack]]s (since they now deal more than 8% throughout the cast) means Straight Lunge's armor can no longer withstand them, removing a mind game option. The nerfs to defensive options to become stale if overused, while letting Little Mac punish opponents more easily, make his defense more exploitable due to his awful aerial game making him reliant on dodges and shielding. The limitation to a single air dodge until a character gets hit or lands on the ground, as well as the higher ending lag on one, is especially notable, as this makes him even more susceptible to juggling if his air dodge is misused, and much more susceptible to [[gimp]]ing despite his improved recovery, as combined with the ability to use Jolt Haymaker once before landing makes it difficult to fully extend his recovery. The changes to jostle mechanics, while making his moveset more consistent, make it easier to corner Little Mac and read his fairly linear [[approach]]. However, the removal of [[perfect pivot]]ing, the universal reduction of [[jumpsquat]]s and [[landing lag]] are the changes that hinder him more than any other character: the former change eliminates his extremely strong micro spacing tactics, while the changes to dash-canceling do not fully compensate for this; the latter two changes benefit his terrible aerial game far less while strengthening most of the cast's aerial games to varying degrees, making him more vulnerable to combos and aerial rushdowns and limits him more to shielding a move or directly contesting them by making use of his smash attacks' super armor to muscle through them, which can be risky.
In addition, despite some of the universal changes improving Little Mac, other indirect changes have harmed him just as much. The increased damage on [[edge attack]]s (since they now deal more than 8% throughout the cast) means Straight Lunge's armor can no longer withstand them, removing a mind game option. Since defensive options have been nerfed to become stale if overused, while Little Mac can punish opponents more easily, his defense is more exploitable since his awful aerial game makes him reliant on dodges and shielding. The limitation to a single air dodge until a character gets hit or lands on the ground, as well as the higher ending lag on one, is especially notable, as this makes him even more susceptible to juggling if his air dodge is misused, and much more susceptible to [[gimp]]ing despite his improved recovery, as combined with the ability to use Jolt Haymaker once before landing makes it difficult to fully extend his recovery. The changes to jostle mechanics, while making his moveset more consistent, make it easier to corner Little Mac and read his fairly linear [[approach]]. However, the removal of [[perfect pivot]]ing, the universal reduction of [[jumpsquat]]s and [[landing lag]] are the changes that hinder him more than any other character; the former change eliminates his extremely strong micro spacing tactics, while the changes to dash-canceling do not fully compensate for this. Meanwhile, the latter two changes benefit his terrible aerial game far less while strengthening most of the cast's aerial games to varying degrees, making him more vulnerable to combos and aerial rushdowns, which limits him more to shielding a move or directly contesting them by making use of his smash attacks’ super armor to muscle through them, which can be risky.


Overall, despite some changes to Little Mac's awful recovery, safety on shield and the ability to dash cancel moves, Little Mac has lost many of the tools that made him effective in the previous game such as his deadly hit confirms, and is now forced to contend with the rest of the cast's improvements due to the revamped game physics, which leads to a less rewarding and much more patient playstyle then ever before. All of this amounts to Little Mac performing worse than he did in ''SSB4''.
Overall, despite some changes to Little Mac's awful recovery and the ability to dash cancel moves, Little Mac has lost many of the tools that made him effective in the previous game. Compared to ''SSB4'', he is considered to be one of the most nerfed characters in the transition. Little Mac's perception within the competitive community has been negative since the game's release, with many top players ranking him at or the near the bottom in their tier lists, maintained by his struggle to contend with numerous top-tiers like {{SSBU|Pikachu}} and {{SSBU|Palutena}}. Most maintain that Little Mac is a contender for the worst character in the game.


{{SSB4 to SSBU changelist|char=Little Mac}}
{{SSB4 to SSBU changelist|char=Little Mac}}
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|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), covers a decent distance, and can be a situational KO option, having enough knockback to KO Mario at 136% while near 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° on frame 7, 70° on frame 8, and 60° on 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 resembles the attack portion of Von Kaiser's Spin Attack, which is used during Title Defense Mode in the Wii version of ''Punch-Out!!''
|dashdesc=A lunging {{iw|wikipedia|overhand|boxing}}. It is fast for a dash attack (frame 7), covers a decent distance, and can be a situational KO option, having enough knockback to KO Mario at 136% while near 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° on frame 7, 70° on frame 8, and 60° on 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 Von Kaiser's Von Kaiser Wave, which is used during Title Defense Mode 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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|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), making it deceptively fast in spite of its power. Little Mac also rushes forward before the hitbox becomes active; while this gives it deceptively good range, the hitboxes do not 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.
|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), making it deceptively fast in spite of its power. Little Mac also rushes forward before the hitbox becomes active; while this gives it deceptively good range, the hitboxes do not 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, has the largest hitbox out of all three punch variations, and grants [[super armor]] on frames 8-15. Altogether, these traits make it the easiest variation to land as well as a useful anti-air attack. It is powerful and launches vertically to the point that it KOs Mario at 102%, allowing it to finish off fighters who have poor vertical endurance. On opponents at 0% (or at very 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 certain characters at very low percents and with no DI/DI in, a second forward smash can connect if the opponent uses a slow out-of-shield option or aerial. On {{SSBU|Battlefield}} at very low percentages, it can also set up a [[tech-chase]] 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, has the largest hitbox out of all three punch variations, and grants super armor on frames 8-15. Altogether, these traits make it the easiest variation to land as well as a useful anti-air attack. It is powerful and launches vertically to the point that it KOs Mario at 102%, allowing it to finish off fighters who have poor vertical endurance. On opponents at 0% (or at very 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 certain characters at very low percents and with no DI/DI in, a second up-angled forward smash can connect if the opponent uses a slow out-of-shield option or aerial. On {{SSBU|Battlefield}} at very low percentages, it can also set up a [[tech-chase]] 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 growth out of all three punch variations, KOing Mario at 89% at center-stage. 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 growth out of all three punch variations, KOing Mario at 89% at center-stage. 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, and its high [[shieldstun]] makes it safer on shield than the other two punch variations. It is among the most damaging forward smashes in the game, on par with {{SSBU|Ganondorf}}'s and surpassed only by {{SSBU|King Dedede}}'s and {{SSBU|Kazuya}}'s. As of update 13.0.0, its [[shield damage]] output has increased to the point that when uncharged, it will break shields if it is followed by down tilt. Conversely, it will instantly break a full shield when it is fully charged. It also grants super armor on frames 9-15. However, it has very low knockback growth; while this makes it unable to KO at realistic percentages, it can be used to set up a tech-chase because of its very low launching angle.
''Down'': A body hook. It deals the most damage out of all three punch variations, and its high [[shieldstun]] makes it safer on shield than the other two punch variations. As of update 13.0.0, its [[shield damage]] output has increased to the point that, when uncharged, it will break shields if it is followed by down tilt. Conversely, it will instantly break a full shield when it is fully charged. It also grants super armor on frames 9-15. However, it has very low knockback growth; while this makes it unable to KO at realistic percentages, it can be used to set up a tech-chase because of its very low launching angle.
|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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|dairdesc=A palm thrust. The fist hitbox is a sourspot, but also functions as a [[meteor smash]]. It autocancels with a short hop and is one of the quickest meteor smashes in the game, due to it coming out on frame 7 and having low ending lag. However, it is situational due to its meager damage output and knockback, with its meteor smash hitbox being effective only against fast fallers unless Little Mac also manages to [[footstool jump]] 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 Little Mac to finish them with any of his strongest attacks. It can also gimp opponents, particularly those with poor recoveries.
|dairdesc=A palm thrust. The fist hitbox is a sourspot, but also functions as a [[meteor smash]]. It autocancels with a short hop and is one of the quickest meteor smashes in the game, due to it coming out on frame 7 and having low ending lag. However, it is situational due to its meager damage output and knockback, with its meteor smash hitbox being effective only against fast fallers unless Little Mac also manages to [[footstool jump]] 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 Little Mac to finish them with any of his strongest attacks. It can also gimp opponents, particularly those with poor recoveries.
|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'', Little Mac's grabbox no longer has blindspots on his hand and arm, although the grabbox does not extend past the palms of his boxing gloves. A [https://www.youtube.com/watch?v=y1If8eSLKwI roll cancel boost grab] noticeably improves the range of Little Mac's standing grab, and even enables his grabs to [[cross-up]] opponents at the cost of possibly being difficult to perform. Little Mac's dash grab has long range due to him rushing forward before the grabbox comes out, and his pivot grab also has decent range and extends to cover his full boxing gloves. However, they both have noticeable startup as well. Little Mac's grabs heavily resemble Bear Hugger's Bear Hug in the arcade and SNES versions of ''Super Punch-Out!!'' and in 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'', Little Mac's grabbox no longer has blindspots on his hand and arm. A [https://www.youtube.com/watch?v=y1If8eSLKwI roll cancel boost grab] noticeably improves the range of Little Mac's standing grab, and even enables his grabs to [[cross-up]] opponents at the cost of possibly being difficult to perform. Little Mac's dash grab has long range due to him rushing forward at a rather far distance before the grabbox comes out, and his pivot grab also has decent range. However, they both have noticeable startup as well. Little Mac's grabs heavily resemble Bear Hugger's Bear Hug in the arcade and SNES versions of ''Super Punch-Out!!'' and in 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%
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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.
===Stats===
{{Attributes
| cast=89
| weight=87 | rweight=69
| dash=2.365 | rdash=3
| run=2.464 | rrun=3
| walk=1.386 | rwalk=9
| trac=0.116 | rtrac=20-28
| airfric=0.0075 | rairfric=67-75
| air=1.208 | rair=13-18
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.03 | raddaccel=79-84
| gravity=0.09 | rgravity=45-51
| fall=1.95 | rfall=2-4
| ff=3.12 | rff=2-3
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=26 | rjumpheight=81-83
| shorthop=12.53 | rshorthop=81
| djump=26 | rdjump=85-86
}}


===[[Announcer]] call===
===[[Announcer]] call===
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==In [[competitive play]]==
==In [[competitive play]]==
===Tier placement and history===
During the early metagame, players had high hopes for Little Mac due to improvements to his notoriously awful recovery and ability to cancel grounded moves. However, Little Mac's changes and the game’s mechanics proved to be detrimental to some of his best tools, especially his ground game, while his weak aerial game, notoriously the worst in ''Smash 4'', was made even worse. Because of this, opinions on Little Mac dropped significantly, with the consensus believing that he is not only a bottom tier, but possibly the worst character in the game.
Throughout the game's lifespan, even in spite of useful buffs and representation from top Little Mac mains such as {{Sm|Kwaz}}, {{Sm|Peanut}}, and {{Sm|Tarakotori}}, his cons have largely prevented him from achieving consistent success in top-level play. Even in the online metagame, Peanut’s strong presence in weekly tournaments has failed to offset his lack of aerial utility and vulnerability to edgeguards, represented by Little Mac proceeding to see low representation in both national level tournaments and Wi-Fi Warrior Ranked tournaments.
As of current competitive play, Little Mac has begun to gain a slightly better reception due to more representation and Little Mac players adapting to the recent meta. While he is still considered one of the worst characters in the game, some players have begun to skeptically see him as a low tier rather than a definitive bottom tier. Overall, professional players still see him in the competitive setting as an unviable character due to the amount of work necessary to perform as him effectively at the highest level of play, with him ranking 81st on the first and current tier list.
===Most historically significant players===
===Most historically significant players===
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<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
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''See also: [[:Category:Little Mac players (SSBU)]]''
''See also: [[:Category:Little Mac players (SSBU)]]''


*{{Sm|Kwaz|USA}} - The best Little Mac player in the United States in the early metagame. He regularly placed top 16 at tournaments in his region, including a 7th-place finish at the superregional {{Trn|Smash Out 2019}}. He has also seen some success at majors, including placing 33rd at the majors {{Trn|Low Tier City 7}} and {{Trn|CEO 2021}}.
*{{Sm|GaiA|Japan}} - One of the best Little Mac players in Japan. Placed 5th at {{Trn|PSG Classic 2019}}, 9th at {{Trn|Sumabato  SP 13}}, 17th at {{Trn|Sumabato SP 15}}, 25th at {{Trn|Sumabato SP 23}} and 33rd at {{Trn|Maesuma TOP 4}}. Online, placed 9th at {{Trn|Voyage Qualifier 4}}{{OnlineIcon}}. Has wins over players such as {{Sm|Kome}}, {{Sm|shky}}, and {{Sm|Etsuji}}.
*{{Sm|Peanut|USA}} - The best Little Mac player of all-time and the only solo-Little Mac player who consistently places top 64 at majors. His 13th-place finish at {{Trn|Rise 'N Grind 2023}} is tied for the highest placement for a Little Mac player at a major.
*{{Sm|Kwaz|USA}} - One of the best Little Mac players in the United States. Placed 3rd at {{Trn|Sweet Spot 6}}, 5th at {{Trn|Overextend}}, 7th at {{Trn|Smash Out 2019}}, 17th at {{Trn|Combo Breaker 2022}} and 33rd at {{Trn|CEO 2021}} with wins over players such as {{Sm|Suarez}}, {{Sm|Epic_Gabriel}}, and {{Sm|SKITTLES!!}}.
*{{Sm|Tarakotori|Japan}} - The best Little Mac player in the early metagame, and is still one of the best Little Mac players in the current metagame, playing the character alongside {{SSBU|Pyra}} and {{SSBU|Mythra}}. His 13th-place finish at {{Trn|Umebura SP 4}} is tied for the highest placement for a Little Mac player at a major.
*{{Sm|Peanut|USA}} - The best Little Mac player in the world. Placed 13th at {{Trn|Glitch - Regen}}, 17th at {{Trn|Collision 2023}}, 25th at {{Trn|Apex 2022}}, and 33rd at {{Trn|Super Smash Con: Fall Fest}} and {{Trn|MomoCon 2022}} with wins over players such as {{Sm|ApolloKage}}, {{Sm|Anathema}}, and {{Sm|Jahzz0}}.
 
*{{Sm|Tarakotori|Japan}} - One of the best Little Mac players in the world. Placed 13th at both {{Trn|Umebura SP 4}} and {{Trn|Sumabato SP 8}}, 25th at {{Trn|Wave 2}}, and 33rd at both {{Trn|Umebura SP 6}} and {{Trn|Kagaribi 6}}. He has wins over players such as {{Sm|KEN}}, {{Sm|Abadango}}, and {{Sm|T}}.
===Tier placement and history===
During the early metagame, players had high hopes for Little Mac due to improvements to his notoriously awful recovery and ability to cancel grounded moves. However, Little Mac's changes and the game’s mechanics proved to be detrimental to some of his best tools, especially his ground game, while his weak aerial game, notoriously the worst in ''Smash 4'', was made even worse. Because of this, opinions on Little Mac dropped significantly, with the consensus believing that he is not only a bottom tier, but possibly the worst character in the game. Even in spite of useful buffs and representation from top Little Mac mains such as {{Sm|Kwaz}}, {{Sm|Peanut}}, and {{Sm|Tarakotori}}, his cons have largely prevented him from achieving consistent success in top-level play, and his overall representation remained in the bottom 10 for most of the game's lifespan, bottoming out at 81st from January-June 2022. As such, Little Mac was ranked 81st on the first tier list, ranking in the D- tier alongside {{SSBU|Ganondorf}}.
 
However even around the release of the first tier list, Little Mac's reception had began improving ever so slightly: improving results from Peanut and the occasional strong performance from Tarakotori gave Little Mac better overall representation; notably, by the end of 2023 Little Mac left the bottom 10 for the first time since 2019, ranking 69th in terms of representation. Although still considered unviable, with his placement remaining unchanged on the second tier list, this small improvement meant he was no longer ranked in the same tier as Ganondorf.


=={{SSBU|Classic Mode}}: Friendly Sparring==
=={{SSBU|Classic Mode}}: Friendly Sparring==
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SSBUWebsiteRodin4.jpg|Little Mac struck by [[Rodin]]'s [[After Burner Kick]] on the [[Great Plateau Tower]].
SSBUWebsiteRodin4.jpg|Little Mac struck by [[Rodin]]'s [[After Burner Kick]] on the [[Great Plateau Tower]].
SSBUWebsite29.jpg|Performing his up taunt on the [[Bridge of Eldin]].
SSBUWebsite29.jpg|Performing his up taunt on the [[Bridge of Eldin]].
SSBUWebsiteMinMin3.jpg|{{SSBU|Min Min}} throwing a Dragon-equipped using her [[forward smash]] against Little Mac on the stage.
SSBUWebsiteKazuya5.jpg|Devil {{SSBU|Kazuya}} fighting against Little Mac on the stage.
</gallery>
</gallery>


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*Little Mac's Classic Mode has a high spawn rate of [[Sandbag]], as a reference to his reveal video where he has a Sandbag in his training ring, as well as usage of similar punching bags by real-life boxers.
*Little Mac's Classic Mode has a high spawn rate of [[Sandbag]], as a reference to his reveal video where he has a Sandbag in his training ring, as well as usage of similar punching bags by real-life boxers.
*Like in ''Smash 4'', Little Mac's wireframe alternate costume has dark green hair in-game, as opposed to it being black in his render.
*Like in ''Smash 4'', Little Mac's wireframe alternate costume has dark green hair in-game, as opposed to it being black in his render.
*Despite fighting opponents who specialize in close-range combat abilities, [[Giga Bowser]] does not appear as his final boss.
*In Little Mac's [[on-screen appearance]], there are two inconsistencies that weren't present in ''Super Smash Bros. 4'':
*In Little Mac's [[on-screen appearance]], there are two inconsistencies that weren't present in ''Super Smash Bros. 4'':
**The left-facing animation will have Little Mac facing away from the camera when walking into the stage, but after removing said sweatshirt, he repositions himself to face the screen.
**The left-facing animation will have Little Mac facing away from the camera when walking into the stage, but after removing said sweatshirt, he repositions himself to face the screen.
**The P7 alternate costume involving Wire-Frame Mac will show his sweatshirt colored green when he enters the stage, but when removing the sweatshirt, its color changes to pink.
**The P7 alternate costume involving Wire-Frame Mac will show his sweatshirt colored green when he enters the stage, but when removing the sweatshirt, its color changes to pink.
*Little Mac, {{SSBU|Ivysaur}}, {{SSBU|Greninja}}, {{SSBU|Olimar}}, {{SSBU|Ryu}} and {{SSBU|Ken}} are the only base game characters to never appear as minions in any Spirit battles.
*In [[World of Light]], Little Mac is one of the few base roster fighters who is not affiliated with [[Dharkon]] in any way, as all of his encounters as himself or as a puppet fighter are all in association with [[Galeem]]. Olimar, Ivysaur, {{SSBU|Ness}}, {{SSBU|Roy}}, {{SSBU|Toon Link}}, {{SSBU|Wii Fit Trainer}}, {{SSBU|Squirtle}}, {{SSBU|Mii Gunner}}, and {{SSBU|Pokémon Trainer}} all share this distinction as well.
*There is an animation error in Little Mac’s aerial [[Rising Uppercut]]. On the third frame of the animation, his leg becomes contorted, with his calf bent nearly 180 degrees and his foot sticking out of his thigh. This error also appears in ''Smash 4''.
*There is an animation error in Little Mac’s aerial [[Rising Uppercut]]. On the third frame of the animation, his leg becomes contorted, with his calf bent nearly 180 degrees and his foot sticking out of his thigh. This error also appears in ''Smash 4''.


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