Editing Little Mac (SSBU)
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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 | |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 depending on the hitbox and the late hit is 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!!'' | ||
|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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|nairname=Weak Jab ({{ja|苦手ジャブ|Nigate Jabu}}) | |nairname=Weak Jab ({{ja|苦手ジャブ|Nigate Jabu}}) | ||
|nairdmg={{ShortHopDmgSSBU|2}} | |nairdmg={{ShortHopDmgSSBU|2}} | ||
|nairdesc=A downward angled jab. It has very minimal overall lag, uses the auto-link angle, and inflicts set knockback. Due to it coming out on frame 2, it is the fastest aerial of any kind in the game. It can be used as a combo breaker of sorts or spammed to combo when in the air and having a very practical use of getting Little Mac out of hitstun without using a landing option very quickly and efficiently. It also uses the [[autolink angle]], which allows Mac to use it to combo upon landing. However, it has extremely short range, making it risky to use offensively. It has a small hitbox on Mac's pelvis that launches vertically with weak knockback; while it is extremely unlikely to hit in a typical match, this gives it extremely niche use as a situational, yet deceptively good combo starter, with Little Mac mains humorously referring to it as the "shitbox" due to its position on Mac. It can autocancel extremely quickly, and can be used twice with a short hop without suffering from landing lag if it is used at the peak of a short hop. | |nairdesc=A downward angled jab. It has very minimal overall lag, uses the auto-link angle, and inflicts set knockback. Due to it coming out on frame 2, it is the fastest aerial of any kind in the game. It can be used as a combo breaker of sorts or spammed to combo when in the air and having a very practical use of getting Little Mac out of hitstun without using a landing option very quickly and efficiently. It also uses the [[autolink angle]], which allows Mac to use it to combo upon landing. However, it has extremely short range and has very weak set knockback, making it risky to use offensively. It has a small hitbox on Mac's pelvis that launches vertically with weak knockback; while it is extremely unlikely to hit in a typical match, this gives it extremely niche use as a situational, yet deceptively good combo starter, with Little Mac mains humorously referring to it as the "shitbox" due to its position on Mac. It can autocancel extremely quickly, and can be used twice with a short hop without suffering from landing lag if it is used at the peak of a short hop. | ||
|fairname=Weak Uppercut ({{ja|苦手アッパーカット|Nigate Appākatto}}) | |fairname=Weak Uppercut ({{ja|苦手アッパーカット|Nigate Appākatto}}) | ||
|fairdmg={{ShortHopDmgSSBU|5}} (sweetspot), {{ShortHopDmgSSBU|4}} (sourspot) | |fairdmg={{ShortHopDmgSSBU|5}} (sweetspot), {{ShortHopDmgSSBU|4}} (sourspot) | ||
|fairdesc=A hook. It comes out on frame 10 and has a meager damage output. Due to being a semi-spike, however, it can [[gimp]] an opponent (especially those with poor recoveries past 100%) and start a tech-chase. It | |fairdesc=A hook. It comes out on frame 10 and has a meager damage output. Due to being a semi-spike, however, it can [[gimp]] an opponent (especially those with poor recoveries past 100%) and start a tech-chase. It doesn't autocancel in short hop and has poor range, but it can combo out of several of Little Mac's moves. Although risky, it can combo into Jolt Haymaker when used precisely; at medium percentages, this combo leaves the opponent in an unfavorable position, and can even KO early while offstage. Overall, it is arguably Little Mac's most useful and reliable aerial attack. | ||
|bairname=Weak Back Knuckle ({{ja|苦手バックナックル|Nigate Bakku Nakkuru}}) | |bairname=Weak Back Knuckle ({{ja|苦手バックナックル|Nigate Bakku Nakkuru}}) | ||
|bairdmg={{ShortHopDmgSSBU|6}} (sweetspot) {{ShortHopDmgSSBU|4}} (sourspot) | |bairdmg={{ShortHopDmgSSBU|6}} (sweetspot) {{ShortHopDmgSSBU|4}} (sourspot) | ||
|bairdesc=A backfist. Like his forward aerial, it is a semi-spike that has a meager damage output. Compared to his forward aerial, it deals 1% more damage when sweetspotted, but comes out 1 frame slower and cannot autocancel with a short hop. It is also Little Mac's strongest aerial, but is too weak to KO reliably and is best suited for possibly gimping an opponent. | |bairdesc=A backfist. Like his forward aerial, it is a semi-spike that has a meager damage output. Compared to his forward aerial, it deals 1% more damage when sweetspotted, but comes out 1 frame slower, and it also cannot autocancel with a short hop. It is also Little Mac's strongest aerial, but is too weak to KO reliably and is best suited for possibly gimping an opponent. | ||
|uairname=Weak Jumping Punch ({{ja|苦手ジャンピングパンチ|Nigate Janpingu Panchi}}) | |uairname=Weak Jumping Punch ({{ja|苦手ジャンピングパンチ|Nigate Janpingu Panchi}}) | ||
|uairdmg={{ShortHopDmgSSBU|5}} (sweetspot) {{ShortHopDmgSSBU|4}} (sourspot) | |uairdmg={{ShortHopDmgSSBU|5}} (sweetspot) {{ShortHopDmgSSBU|4}} (sourspot) | ||
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|dthrowname=Hammer Knuckle ({{ja|ハンマーナックル|Hanmā Nakkuru}}) | |dthrowname=Hammer Knuckle ({{ja|ハンマーナックル|Hanmā Nakkuru}}) | ||
|dthrowdmg=4% (hit), 3% (throw) | |dthrowdmg=4% (hit), 3% (throw) | ||
|dthrowdesc=A [[wikipedia:Professional wrestling attacks#Double axe handle|double axe handle]]. Among Little Mac's throws, it is the only one that possesses consistent combo potential: at low percentages, it can combo into neutral attack and Jolt Haymaker (when the special button is inputted again after its initial input), and Jolt Haymaker and Rising Uppercut at high percentages. Its combo into Rising Uppercut is notable in a couple of ways: it functions as a potent KO confirm as of update 13.0.0 due to Rising Uppercut's higher knockback, and it can function as a frame trap (albeit one susceptible to air dodging) when used against some characters (particularly those with floaty jumps, such as {{SSBU|Mewtwo}}) who attempt to jump out. On stages with platforms at medium percentages, down throw can also put his opponent directly above him for a tech situation, which can be followed by up smash, KO Uppercut, Jolt Haymaker, or down aerial (the latter of which can lock them and open up further follow-ups should they fail to [[tech]]). Its collateral hitbox launches nearby opponents at a near-perfect vertical trajectory. It heavily resembles King Hippo's Hippo Squeeze n' Squash in the Wii version of ''Punch-Out!!'' | |dthrowdesc=A [[wikipedia:Professional wrestling attacks#Double axe handle|double axe handle]]. Among Little Mac's throws, it is the only one that possesses consistent combo potential: at low percentages, it can combo into neutral attack and Jolt Haymaker (when the special button is inputted again after its initial input), and Jolt Haymaker and Rising Uppercut at high percentages. Its combo into Rising Uppercut is notable in a couple of ways: it functions as a potent KO confirm as of update 13.0.0 due to Rising Uppercut's higher knockback, and it can function as a frame trap (albeit one susceptible to air dodging) when used against some characters (particularly those with floaty jumps, such as {{SSBU|Mewtwo}}) who attempt to jump out. On stages with platforms at medium percentages, down throw can also put his opponent directly above him for a tech situation, which can be followed by up smash, KO Uppercut, Jolt Haymaker, or down aerial (the latter of which can lock them and open up further follow-ups should they fail to [[tech]]). Its collateral hitbox launches nearby opponents at a near-perfect vertical trajectory. However, it has a noticeable amount of ending lag, as it's not interruptible, which makes it vulnerable to [[DI]]. It heavily resembles King Hippo's Hippo Squeeze n' Squash in the Wii version of ''Punch-Out!!'' | ||
|floorfname= | |floorfname= | ||
|floorfdmg=7% | |floorfdmg=7% | ||
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===Tier placement and history=== | ===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 | 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 Rank]]ed 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. | |||
=={{SSBU|Classic Mode}}: Friendly Sparring== | =={{SSBU|Classic Mode}}: Friendly Sparring== |