Template:SSB4 to SSBU changelist/Little Mac: Difference between revisions

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*{{change|Little Mac's shadowboxing victory pose features less physical contact between him and Doc Louis, likely due to the latter's absence in Team Battles.}}
*{{change|Little Mac's shadowboxing victory pose features less physical contact between him and Doc Louis, likely due to the latter's absence in Team Battles.}}
*{{change|Little Mac is much more expressive. He now scowls in many more animations, smiles in his down taunt, appears shocked when he gets hit, and looks pained when he is laying on the ground or tumbling.}}
*{{change|Little Mac is much more expressive. He now scowls in many more animations, smiles in his down taunt, appears shocked when he gets hit, and looks pained when he is laying on the ground or tumbling.}}
*{{change|Little Mac's [[on-screen appearance]] in his wireframe {{SSBU|alternate costume}} has him wear a green hoodie initially, which then turns pink when he throws it off as part of the animation, as opposed to it staying green throughout in ''Smash 4''. This appears to be an oversight.}}


===Attributes===
===Attributes===
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**{{nerf|However, this makes him easier to combo when combined with his faster falling speed and higher gravity.}}
**{{nerf|However, this makes him easier to combo when combined with his faster falling speed and higher gravity.}}
*{{nerf|Little Mac's spot dodge has more startup with a shorter duration (2-16 → 3-14), reducing its intangibility period by three frames.}}
*{{nerf|Little Mac's spot dodge has more startup with a shorter duration (2-16 → 3-14), reducing its intangibility period by three frames.}}
*{{buff|However, it has slightly decreased ending lag (FAF 25 → 24), allowing Mac to act faster out of it.}}
**{{buff|However, it has slightly decreased ending lag (FAF 25 → 24), allowing Mac to act faster out of it.}}
*{{change|Back roll has more intangibility (4-12 → 4-14), but increased ending lag (FAF 27 → 33).}}
*{{change|Back roll has more intangibility (4-12 → 4-14), but increased ending lag (FAF 27 → 33).}}
*{{buff|Little Mac's air dodge has one more frame of intangibility (2-25 → 2-26).}}
*{{buff|Little Mac's air dodge has one more frame of intangibility (2-25 → 2-26).}}
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===Ground attacks===
===Ground attacks===
*{{buff|The increase to shieldstun for grounded attacks benefit Little Mac more than everyone else, making his grounded attacks safer on shield.}}
*{{buff|The increase to shieldstun for grounded attacks benefit Little Mac more than everyone else, making his grounded attacks safer on shield.}}
*{{buff|Like most neutral attacks in the game, the first two hits of Mac's jab can [[jab lock]] due to their altered angles (85°/80° → 361°/180°), though it can be difficult to land on smaller characters.}}
*[[Neutral attack]]
**{{buff|Due to the universal improvements to neutral infinites, Little Mac's neutral infinite connects significantly better, as it could be escaped from relatively easily in ''SSB4''.}}
**{{buff|Like most neutral attacks in the game, the first two hits of Mac's jab can [[jab lock]] due to their altered angles (85°/80° → 361°/180°), though it can be difficult to land on smaller characters.}}
**{{buff|Neutral attack's first and second hits have less ending lag (FAF 22 → 17), improving their jab canceling potential.}}
***{{buff|Due to the universal improvements to neutral infinites, Little Mac's neutral infinite connects significantly better, as it could be escaped from relatively easily in ''SSB4''.}}
**{{buff|Neutral attack's third hit has slightly less ending lag (FAF 32 → 30).}}
***{{buff|Neutral attack's first and second hits have less ending lag (FAF 22 → 17), improving their jab canceling potential.}}
**{{nerf|All hits of neutral attack except for the infinite's finisher deal less damage (2% → 1.5% (hits 1-2), 7% → 5% (hit 3), 0.7% → 0.5% (infinite)).}}
***{{buff|Neutral attack's third hit has slightly less ending lag (FAF 32 → 30).}}
**{{nerf|Neutral attack no longer has [[Priority#Moves that cannot rebound|anti-rebounding priority]].}}
***{{nerf|All hits of neutral attack except for the infinite's finisher deal less damage (2% → 1.5% (hits 1-2), 7% → 5% (hit 3), 0.7% → 0.5% (infinite)).}}
**{{nerf|Neutral attack can no longer be edge canceled into [[KO Uppercut]], as the universal change to neutral infinites prevents Mac from being pushed off edges while hitting opponents.}}
***{{nerf|Neutral attack no longer has [[Priority#Moves that cannot rebound|anti-rebounding priority]].}}
**{{change|Holding down the standard attack button causes Little Mac to do his neutral attack, while mashing it causes him to perform his neutral infinite. Previously, the infinite would be initiated by holding down standard attack.}}
***{{nerf|Neutral attack can no longer be edge canceled into [[KO Uppercut]], as the universal change to neutral infinites prevents Mac from being pushed off edges while hitting opponents.}}
***{{change|Holding down the standard attack button causes Little Mac to do his neutral attack, while mashing it causes him to perform his neutral infinite. Previously, the infinite would be initiated by holding down standard attack.}}
*[[Dash attack]]:
*[[Dash attack]]:
**{{buff|The changes to [[jostle]] mechanics prevents dash attack from whiffing close opponents.}}
**{{buff|The changes to [[jostle]] mechanics prevents dash attack from whiffing close opponents.}}
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**{{buff|Forward tilt's second hit connects more consistently.}}
**{{buff|Forward tilt's second hit connects more consistently.}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{buff|Down tilt's has a slighly altered animation where Little Mac stretches his arm more horizontally instead of torwards the ground. As a result, its outermost hitbox has been moved further outwards (X offset: 3 → 4.4), noticeably improving the move's range and giving it a disjoint.}}
**{{buff|Down tilt's has a slighly altered animation where Little Mac stretches his arm more horizontally instead of towards the ground. As a result, its outermost hitbox has been moved further outwards (X offset: 3 → 4.4), noticeably improving the move's range and giving it a disjoint.}}
**{{nerf|Down tilt has more ending lag (FAF 22 → 26), reducing its combo ability and followups with a majority of its followups only usable at low percents, while limiting its few consistent followups at higher percents (Jolt Haymaker and Rising Uppercut).}}
**{{nerf|Down tilt has more ending lag (FAF 22 → 26), reducing its combo ability and followups with a majority of its followups only usable at low percents, while limiting its few consistent followups at higher percents (Jolt Haymaker and Rising Uppercut).}}
*{{change|All smash attacks cause the screen to shake.}}
*{{change|All smash attacks cause the screen to shake.}}
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*[[Up smash]]:
*[[Up smash]]:
**{{change|Up smash's first frame produces a spark akin to a [[glancing blow]], which visualizes its stronger [[flame]] sweetspot.}}
**{{change|Up smash's first frame produces a spark akin to a [[glancing blow]], which visualizes its stronger [[flame]] sweetspot.}}
**{{buff|The sweetspot can now hit airborne opponents in addition to grounded ones.}}
**{{buff|Up smash has more super armor (frames 8-11 → frames 8-13), now matching the duration of the hitboxes.}}
**{{buff|Up smash has more super armor (frames 8-11 → frames 8-13), now matching the duration of the hitboxes.}}
**{{nerf|It has a shorter duration (10-14 → 10-13).}}
**{{nerf|It has a shorter duration (10-14 → 10-13).}}
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**{{nerf|KO Uppercut has less horizontal reach.}}
**{{nerf|KO Uppercut has less horizontal reach.}}
**{{buff|Aerial KO Uppercut deals much more knockback (40 (base), 80 (scaling) → 50/95), greatly improving its KO potential.}}
**{{buff|Aerial KO Uppercut deals much more knockback (40 (base), 80 (scaling) → 50/95), greatly improving its KO potential.}}
**{{nerf|Aerial KO Uppercut is no longer [[unblockable]].}} [https://twitter.com/70sMexi/status/1078399026041544704?s=19]
**{{nerf|Aerial KO Uppercut is no longer [[unblockable]].}}
**{{nerf|The change to the move's animation causes a ledge-cancelled KO Uppercut (the "Gazelle Punch") to land as an aerial attack, removing its KO potential at the ledge.}}
**{{change|The change to the move's animation requires a ledge-cancelled KO Uppercut (the "Gazelle Punch") to be performed differently, as the previous method from ''Smash 4'' (ledge jump to uppercut) no longer registers as a grounded move due to Little Mac performing a hop. Little Mac now needs to drop from ledge and then double jump, before uppercutting and using its momentum to land on the stage.}}
*[[Jolt Haymaker]]:
*[[Jolt Haymaker]]:
**{{change|Grounded Jolt Haymaker makes Little Mac spend less time in the air. He also lands with significantly more traction.}}
**{{change|Grounded Jolt Haymaker makes Little Mac spend less time in the air. He also lands with significantly more traction.}}
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**{{buff|Jolt Haymaker deals more base knockback (33 → 75), sending opponents into tumble at 0%.}}
**{{buff|Jolt Haymaker deals more base knockback (33 → 75), sending opponents into tumble at 0%.}}
**{{nerf|Jolt Haymaker has less knockback scaling (98 → 63), killing slightly later as its base knockback was not fully compensated.}}
**{{nerf|Jolt Haymaker has less knockback scaling (98 → 63), killing slightly later as its base knockback was not fully compensated.}}
**{{buff|Jolt Haymaker no longer renders Little Mac [[helpless]] and keeps more forward momentum, thus granting more distance. This significantly improves his recovery and turns what was previously a common [[self-destruct|suicidal]] mistake into a potent edge guarding tool.}}
**{{buff|Jolt Haymaker no longer renders Little Mac [[helpless]]. This improves his recovery and turns what was previously a common [[self-destruct|suicidal]] mistake into a potent edge guarding tool.}}
**{{nerf|Grounded Jolt Haymaker travels a shorter distance.}}
**{{buff|Aerial Jolt Haymaker travels further (initial speed: 1.4 → 1.6).}}
**{{nerf|Grounded Jolt Haymaker travels a shorter distance (initial speed: 2 → 1.7).}}
**{{nerf|Grounded Jolt Haymaker gains less height off the ground, making it harder to dodge projectiles with the initial leap.}}
**{{nerf|Grounded Jolt Haymaker gains less height off the ground, making it harder to dodge projectiles with the initial leap.}}
**{{nerf|All versions of Jolt Haymaker can only be used once until Mac touches the ground again, even if he is hit out of it. This makes it less safe to use, especially if at the risk of being sent offstage.}}
**{{nerf|All versions of Jolt Haymaker can only be used once until Mac touches the ground again, even if he is hit out of it. This makes it less safe to use, especially if at the risk of being sent offstage.}}
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*[[Rising Uppercut]]:
*[[Rising Uppercut]]:
**{{bugfix|Little Mac no longer suffers from [[RCO lag]] if he is hit out of Rising Uppercut.}}
**{{bugfix|Little Mac no longer suffers from [[RCO lag]] if he is hit out of Rising Uppercut.}}
**{{buff|Rising Uppercut travels a higher distance when performed on the ground.}}
**{{buff|Aerial Rising Uppercut snaps to the ledge earlier on during the move, instead of only during startup and after the final hitbox appears.}}  
**{{buff|Aerial Rising Uppercut snaps to the ledge earlier on during the move, instead of only during startup and after the final hitbox appears.}}  
**{{buff|Aerial Rising Uppercut travels slightly higher.}}
**{{buff|Aerial Rising Uppercut keeps a small amount of forward momentum, slightly improving its horizontal distance.}}
**{{buff|Aerial Rising Uppercut keeps a small amount of forward momentum, slightly improving its horizontal distance.}}
**{{change|Rising Uppercut's first hit has a trail to highlight its hitbox.}}
**{{change|Rising Uppercut's first hit has a trail to highlight its hitbox.}}
*[[Slip Counter]]:
*[[Slip Counter]]:
**{{buff|Slip Counter has less ending lag (FAF 61 → 57) if missed.}}
**{{buff|Slip Counter has less ending lag (FAF 61 → 57) if missed.}}
**{{buff|Slip Counter has a higher damage multiplier (1.3× → 1.5×).}}
**{{change|Slip Counter grants less momentum after an aerial counter. This lowers its recovery potential, but makes it less likely that Mac gets accidentally sent offstage by a counter.}}
**{{change|Slip Counter grants less momentum after an aerial counter. This lowers its recovery potential, but makes it less likely that Mac gets accidentally sent offstage by a counter.}}
**{{change|Slip Counter produces an aesthetic spark upon retaliating.}}
**{{change|Slip Counter produces an aesthetic spark upon retaliating.}}
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