Little Mac (SSB4)/Neutral special/Default: Difference between revisions

→‎KO Uppercut: I'm adding some info about a technique that I often use.
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(→‎KO Uppercut: I'm adding some info about a technique that I often use.)
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===KO Uppercut===
===KO Uppercut===
If Little Mac's [[Power Meter]] is full, the move is converted into the [[KO Uppercut]], an [[unblockable]] uppercut with enough power to reliably KO any character at 40%. It has very quick startup as well, hitting on frame 9. It is generally considered one of the (if not the) most powerful comeback moves in the game. However, it has 86 frames of ending lag, making it extremely easy to punish if it misses. Little Mac is also unable to keep it indefinitely, as the Power Meter can be emptied by any move that would normally break the armor of Straight Lunge. Its usage in competitive play revolves around [[mindgames]], since opponents will be forced to play cautiously if they wish to not get knocked out. What makes it even more threatening is Little Mac's ability to combo into the move. If the opponent is at 25-35%, down tilt will lead into an inevitable KO Uppercut. Alternatively, Little Mac can [[jab cancel]] his neutral attack. This works at percentages as high as 110%, at the cost of its increased difficulty in doing so. Finally, Little Mac can [[jab reset]] his opponent with a down aerial, but since the opponent has to miss a [[tech]] first, it is not seen as commonly.{{clr}}
If Little Mac's [[Power Meter]] is full, the move is converted into the [[KO Uppercut]], an [[unblockable]] uppercut with enough power to reliably KO any character at 40%. It has very quick startup as well, hitting on frame 9. It is generally considered one of the (if not the) most powerful comeback moves in the game. However, it has 86 frames of ending lag, making it extremely easy to punish if it misses. Little Mac is also unable to keep it indefinitely, as the Power Meter can be emptied by any move that would normally break the armor of Straight Lunge. Its usage in competitive play revolves around [[mindgames]], since opponents will be forced to play cautiously if they wish to not get knocked out. What makes it even more threatening is Little Mac's ability to combo into the move. If the opponent is at 25-35%, down tilt will lead into an inevitable KO Uppercut. Alternatively, Little Mac can [[jab cancel]] his neutral attack. This works at percentages as high as 110%, at the cost of its increased difficulty in doing so. Little Mac can also [[jab reset]] his opponent with a down aerial, but since the opponent has to miss a [[tech]] first, it is not seen as commonly. Finally, the move can be used immediately after a dash, if the button is pressed within a few frames of the dash ending. If mistimed, Little Mac will have to endure the dash's ending lag before he can punch.{{clr}}


==Hitboxes==
==Hitboxes==