Little Mac (SSB4): Difference between revisions

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Lastly, the [[Power Meter]] is a mechanic unique to Little Mac.<ref name="Direct"/> It is a visible meter that charges by either dealing at least 333% (assuming the player is never hit), or receiving at least 100%.<ref name="Direct"/> When it is fully charged, Straight Lunge is replaced by the [[Straight Lunge#KO Uppercut|KO Uppercut]], which is strong enough to KO any character at roughly 30%.<ref name="Direct"/> When coupled with it being [[unblockable]] (except on [[Witch Time]]), its fast start-up, and its ability to be used as a follow-up from his tilts for almost guaranteed KO combos, KO Uppercut can easily turn the tide of a match when it is used successfully. However, it is lost after holding it for 4 seconds and then being [[Tumbling|tumbled]] by any move (except [[footstool jump]]ing), which enforces quick and precise use. KO Uppercut also has considerable ending lag, regardless of whether or not it hits. As a result, it is unarguably one of the riskiest, yet most rewarding attacks in the entire series.
Lastly, the [[Power Meter]] is a mechanic unique to Little Mac.<ref name="Direct"/> It is a visible meter that charges by either dealing at least 333% (assuming the player is never hit), or receiving at least 100%.<ref name="Direct"/> When it is fully charged, Straight Lunge is replaced by the [[Straight Lunge#KO Uppercut|KO Uppercut]], which is strong enough to KO any character at roughly 30%.<ref name="Direct"/> When coupled with it being [[unblockable]] (except on [[Witch Time]]), its fast start-up, and its ability to be used as a follow-up from his tilts for almost guaranteed KO combos, KO Uppercut can easily turn the tide of a match when it is used successfully. However, it is lost after holding it for 4 seconds and then being [[Tumbling|tumbled]] by any move (except [[footstool jump]]ing), which enforces quick and precise use. KO Uppercut also has considerable ending lag, regardless of whether or not it hits. As a result, it is unarguably one of the riskiest, yet most rewarding attacks in the entire series.


Despite his impressive strengths, Little Mac is held back by two very easily exploitable weaknesses. The most serious and notorious of the two is his [[recovery]].<ref name="Direct"/> As mentioned earlier, Little Mac's aerial mobility is arguably the worst in ''SSB4'', as his very fast falling speed makes [[meteor smash]]es, semi-spikes, and even footstool jumps capable of almost instantaneously [[gimp]]ing him, even if he is undamaged and especially if he cannot use his double jump. His special moves also receive drastic downgrades when used in the air, further worsening his air game. Straight Lunge loses its long distance and high power, to the point where it cannot KO even well beyond 150%, and suffers from drastically higher ending lag, to the point where one would not be able to recover even after jumping from the edge of a stage and using it. By extension, KO Uppercut loses the majority of its power, to the point that it only KOs around 150%. Jolt Haymaker loses half of its momentum and start-up intangibility, Rising Uppercut loses half of its distance, and Slip Counter's counterattack loses its intangibility.
Despite his impressive strengths, Little Mac is held back by two very easily exploitable weaknesses. The most serious and notorious of the two is his [[recovery]].<ref name="Direct"/> As mentioned earlier, Little Mac's aerial mobility is arguably the worst in ''SSB4'', as his very fast falling speed makes [[meteor smash]]es, semi-spikes, and even footstool jumps capable of almost instantaneously [[gimp]]ing him, even if he is undamaged and especially if he cannot use his double jump. His special moves also receive drastic downgrades when used in the air, further worsening his air game. Straight Lunge loses its long distance and high power, to the point where it cannot KO even well beyond 150%, and suffers from drastically higher ending lag, to the point where one would not be able to recover even after jumping from the edge of a stage and using it. By extension, KO Uppercut loses the majority of its power, to the point that it only KOs around 150%. Jolt Haymaker loses half of its momentum and start-up intangibility, Rising Uppercut loses half of its distance, and Slip Counter's counterattack loses its intangibility. His main recovery options, Rising Uppercut and Jolt Haymaker, can de easily gimped. Jolt haymaker barely travels any distance in the air and leaves him in a fall state. Rising Uppercut does not travel that much distance and doesn't have much horizontal influence.


Even though Jolt Haymaker and Rising Uppercut are Little Mac's two most effective KOing options in the air, they are very poor as recovery options: their overall travel distances are very minimal; they have small [[Edge sweet spot|edge sweetspots]]; and they lack invincibility frames until they conclude. These traits result in Mac being unable to grab an edge unless he is directly beside it, and an opponent being able to launch him away before he grabs on, even if his arm pokes above the edge. Despite having an excellent wall jump, it is overwhelmingly dependent on the stage being used, while Mac's sub-par aerial mobility makes it difficult to fully take advantage of it in most cases. While Straight Lunge and Slip Counter can also be used as recovery options, they are very situational (especially the former) and require extremely precise timing in order to be properly used for recovering. Unsurprisingly, these traits collectively result in Little Mac having the most difficulty with recovering out of any character in the game, which in turn results in him being commonly cited as having the overall worst recovery in the game.
Even though Jolt Haymaker and Rising Uppercut are Little Mac's two most effective KOing options in the air, they are very poor as recovery options: their overall travel distances are very minimal; they have small [[Edge sweet spot|edge sweetspots]]; and they lack invincibility frames until they conclude. These traits result in Mac being unable to grab an edge unless he is directly beside it, and an opponent being able to launch him away before he grabs on, even if his arm pokes above the edge. Despite having an excellent wall jump, it is overwhelmingly dependent on the stage being used, while Mac's sub-par aerial mobility makes it difficult to fully take advantage of it in most cases. While Straight Lunge and Slip Counter can also be used as recovery options, they are very situational (especially the former) and require extremely precise timing in order to be properly used for recovering. Unsurprisingly, these traits collectively result in Little Mac having the most difficulty with recovering out of any character in the game, which in turn results in him being commonly cited as having the overall worst recovery in the game.
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