Little Mac (SSBU): Difference between revisions

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|dashname= 
|dashname= 
|dashdmg=10%
|dashdmg=10%
|dashdesc=A lunging [[wikipedia:Overhand (boxing)|overhand]]. It is fast for a dash attack (frame 7), travels a decent distance, and can be a situational KO option, having enough knockback to KO Mario at 136% from the edge of Final Destination, thus making it moderately strong for a dash attack. It can also hit opponents hanging on ledges, making it one of Little Mac's only effective options against ledge-hanging opponents aside from down smash and Jolt Haymaker. However, due of its lack of shieldstun, it is notoriously punishable on shield, and is easily punished with a grab and throw, which puts Little Mac at a severe disadvantage due to his abysmal air game, so it mustn't be overused or used recklessly. The angle is different for the 3 frames in which the hitbox is active, as it launches at a 80 degrees angle at frame 7, 70 at frame 8 and 60 at frame 9. It can combo into itself at low percents.
|dashdesc=A lunging [[wikipedia:Overhand (boxing)|overhand]]. It is fast for a dash attack (frame 7), travels a decent distance, and can be a situational KO option, having enough knockback to KO Mario at 136% from the edge of Final Destination, thus making it moderately strong for a dash attack. It can also hit opponents hanging on ledges, making it one of Little Mac's only effective options against ledge-hanging opponents aside from down smash and Jolt Haymaker. However, due of its lack of shieldstun, it is notoriously punishable on shield despite its low ending lag, and is easily punished with a grab and throw, which puts Little Mac at a severe disadvantage due to his abysmal air game, so it mustn't be overused or used recklessly. The angle is different for the 3 frames in which the hitbox is active, as it launches at a 80 degrees angle at frame 7, 70 at frame 8 and 60 at frame 9. It can combo into itself at low percents.
|fsmashangles=3
|fsmashangles=3
|fsmashname=Straight Smash
|fsmashname=Straight Smash
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|nairname=Weak Jab
|nairname=Weak Jab
|nairdmg={{ShortHopDmgSSBU|2}}
|nairdmg={{ShortHopDmgSSBU|2}}
|nairdesc=A downward angled straight jab. Due to it hitting on frame 2 and having almost no ending lag, 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. It also sends the opponent at the autolink angle, allowing Mac to combo on landing. It has a small hitbox on Mac's back. However, it has extremely low range, making it risky and difficult to use. The front hitbox has very weak set knockback while the hitbox behind Mac has knockback.
|nairdesc=A downward angled straight jab. Due to it hitting on frame 2 and having almost no ending lag, 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. It also sends the opponent at the autolink angle, allowing Mac to combo on landing. It has a small hitbox on Mac's back. However, it has extremely low range, making it risky and difficult to use. The front hitbox has very weak set knockback while the hitbox behind Mac has knockback. It can autocancel extremely quickly and can be used twice in a short hop without suffering from landing lag if used at the peak of the short hop.
|fairname= 
|fairname= 
|fairdmg={{ShortHopDmgSSBU|5}} (sweetspot), {{ShortHopDmgSSBU|4}} (sourspot)
|fairdmg={{ShortHopDmgSSBU|5}} (sweetspot), {{ShortHopDmgSSBU|4}} (sourspot)
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|dairname= 
|dairname= 
|dairdmg={{ShortHopDmgSSBU|4}} (spike/sourspot), {{ShortHopDmgSSBU|5}} (sweetspot)
|dairdmg={{ShortHopDmgSSBU|4}} (spike/sourspot), {{ShortHopDmgSSBU|5}} (sweetspot)
|dairdesc=A downwards punch. The fist hitbox is a sourspot, but acts as a [[meteor smash]]. It autocancels in a short hop and is one of the quickest meteor smashes in the game due to coming out on frame 7 and having low ending lag, but is situational due to its extremely low knockback and damage, with its meteor smash being ineffective against anyone but fast-fallers unless Little Mac footstool jumps on the opponent immediately after. However, it can [[lock]] floored opponents, allowing Mac to finish them with any of his strongest attacks. It can also gimp, being good with opponents with poor recoveries, especially vertically. It will only get a meteor smash kill at 247% at the least.
|dairdesc=A downwards punch. The fist hitbox is a sourspot, but acts as a [[meteor smash]]. It autocancels in a short hop fast fall and is one of the quickest meteor smashes in the game due to coming out on frame 7 and having low ending lag, but is situational due to its extremely low knockback and damage, with its meteor smash being ineffective against anyone but fast-fallers unless Little Mac footstool jumps 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 Mac to finish them with any of his strongest attacks. It can also gimp, being good with opponents with poor recoveries, especially vertically. It will only get a meteor smash kill at 247% at the least.
|grabname=   
|grabname=   
|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, Mac's grab no longer has blindspots on his hand and arm. Its range can be increased by performing a [https://www.youtube.com/watch?v=y1If8eSLKwI roll cancel boost grab]and it can even be used to [[cross-up]] opponents, although this is difficult to pull off. His dash grab has long range, as he rushes forward at a rather far distance before the grabbox comes out, and his pivot grab also has decent range, but they both have noticeable startup lag as well.
|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, Mac's grab no longer has blindspots on his hand and arm. Its range can be increased by performing a [https://www.youtube.com/watch?v=y1If8eSLKwI roll cancel boost grab]and it can even be used to [[cross-up]] opponents, although this is difficult to pull off. His dash grab has long range, as he rushes forward at a rather far distance before the grabbox comes out, and his pivot grab also has decent range, but they both have noticeable startup lag as well.
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|bthrowname=
|bthrowname=
|bthrowdmg=4% (hit), 5% (throw)
|bthrowdmg=4% (hit), 5% (throw)
|bthrowdesc=Spins the opponent around and throws an uppercut. The most damaging out of all of Little Mac's throws, as well as the highest knockback scaling. This is his only throw with any KO potential, although it is not the strongest KOing option as it is hindered by its collateral hitbox, causing it to KO Mario starting at 140% from the very edge of Final Destination. Nearby opponents will be launched at a near-perfect vertical trajectory.
|bthrowdesc=Spins the opponent around and throws an uppercut. The most damaging out of all of Little Mac's throws, as well as the highest knockback scaling. This is his only throw with any KO potential, although it is not the strongest KOing option, as it is hindered by its collateral hitbox, causing it to KO Mario starting at 140% from the very edge of Final Destination. Nearby opponents will be launched at a near-perfect vertical trajectory.
|uthrowname=
|uthrowname=
|uthrowdmg=4% (hit), 3% (throw)
|uthrowdmg=4% (hit), 3% (throw)