Little Mac (SSB4): Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
m (Reverted edits by Cockchopz (talk) to last version by Disaster Flare.)
(→‎Attributes: Who writes percentages in that manner...)
Line 38: Line 38:
Little Mac's special moveset also has some very useful options. [[Straight Lunge]] can be long-ranged, boasts very high power and grants damage-based launch resistance, allowing him to tank low damage hits and retaliate immediately after. It can also be used to escape some weak multiple hit moves, such as neutral attacks, [[Witch Twist]], and {{SSB4|Greninja}}'s up aerial, if he gets caught in the middle of them. It can also be used as a situational move mid-battle to enforce a bad approach or input from a reckless opponent. However, Straight Lunge is held back by its very low speed and considerable ending lag even if uncharged, limiting its usage and making it easily intercepted in almost every other case. [[Jolt Haymaker]] is a strong attack that travels far, can be unleashed on command and grants [[intangibility]] during start-up, making it ideal for [[tech-chasing]], re-positioning, and escaping/punishing laggier moves. Despite this, it should not be used excessively, as this move does not stop an edge upon performing it, therefore leading to an inevitable [[self-destruct]] if used near an edge.
Little Mac's special moveset also has some very useful options. [[Straight Lunge]] can be long-ranged, boasts very high power and grants damage-based launch resistance, allowing him to tank low damage hits and retaliate immediately after. It can also be used to escape some weak multiple hit moves, such as neutral attacks, [[Witch Twist]], and {{SSB4|Greninja}}'s up aerial, if he gets caught in the middle of them. It can also be used as a situational move mid-battle to enforce a bad approach or input from a reckless opponent. However, Straight Lunge is held back by its very low speed and considerable ending lag even if uncharged, limiting its usage and making it easily intercepted in almost every other case. [[Jolt Haymaker]] is a strong attack that travels far, can be unleashed on command and grants [[intangibility]] during start-up, making it ideal for [[tech-chasing]], re-positioning, and escaping/punishing laggier moves. Despite this, it should not be used excessively, as this move does not stop an edge upon performing it, therefore leading to an inevitable [[self-destruct]] if used near an edge.


[[Rising Uppercut]] is a spiraling uppercut with long vertical coverage and grants brief intangibility upon start-up, making it Little Mac's most reliable aerial finisher and a very good out of shield option. It additionally boasts extremely fast start-up, allowing Mac to use it out of even the smallest pause between an opponent's combos to potentially turn the tides. [[Slip Counter]] is a highly damaging [[counterattack]] that is fully invincible during the counterattack. Aside from being great for escaping pressure (especially aerial combos), it is the overall fastest counter in the game, as well as the only one that can hit on frame 4, and one of the few that slides a distance before attacking, alongside [[Vision]].
[[Rising Uppercut]] is a spiraling uppercut with long vertical coverage and grants brief intangibility upon start-up, making it Little Mac's most reliable aerial finisher and a very good out of shield option. It additionally boasts extremely fast start-up, allowing Mac to use it out of even the smallest pause between an opponent's combos to potentially turn the tides. [[Slip Counter]] is a highly damaging [[counterattack]] that is fully invincible during the counterattack. Aside from being great for escaping pressure (especially aerial combos), it is the overall fastest counter in the game, as well as the only one that can activate on frame 4, and one of the few that slides a distance before attacking, alongside [[Vision]].


Lastly, the [[Power Meter]] is a mechanic unique to Little Mac. It is a visible meter that charges by either dealing or taking damage. When it is fully charged, Straight Lunge is replaced by the [[KO Uppercut]], a move strong enough to KO any character at roughly 30% (along with KOing {{SSB4|Jigglypuff}} at around %15). It also has fast start-up, is [[unblockable]] (except on [[Witch Time]]), and can be combined with Little Mac's tilts for almost guaranteed KO combos, allowing it to easily turn the tide of a match upon a successful hit. It is lost after holding it for a short time and then being launched by any move, however, which enforces quick and precise use. Additionally, Little Mac must either receive 100% or deal 350% (assuming the player is never hit) in order to be granted the usage of KO Uppercut, and has considerable ending lag regardless of whether or not it hits, making it an excellent example of a "high-risk, high-reward" move.
Lastly, the [[Power Meter]] is a mechanic unique to Little Mac. It is a visible meter that charges by either dealing or taking damage. When it is fully charged, Straight Lunge is replaced by the [[KO Uppercut]], a move strong enough to KO any character at roughly 30% (along with KOing {{SSB4|Jigglypuff}} at around 15%). It also has fast start-up, is [[unblockable]] (except on [[Witch Time]]), and can be combined with Little Mac's tilts for almost guaranteed KO combos, allowing it to easily turn the tide of a match upon a successful hit. It is lost after holding it for a short time and then being launched by any move, however, which enforces quick and precise use. Additionally, Little Mac must either receive 100% or deal 350% (assuming the player is never hit) in order to be granted the usage of KO Uppercut, and has considerable ending lag regardless of whether or not it hits, making it an excellent example of a "high-risk, high-reward" move.


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]]. As mentioned earlier, Little Mac's aerial mobility significantly hinders him, with his horizontal survivability being one of, if not the, shortest among the cast. His fast falling speed makes [[meteor smash]]es, semi-spikes and even [[footstool jump]]s capable of almost instantaneously [[gimp]]ing him, even at 0%. His special moves also receive drastic downgrades when used in the air, further worsening his aerial performance. Straight Lunge loses its long distance and high power, along with drastically induced ending lag, to the point where one could jump from the edge of a stage and use it, and would not be able to recover afterward. Jolt Haymaker loses half of its momentum and start-up intangibility, Rising Uppercut loses half of its distance, Slip Counter loses its invincibility and KO Uppercut loses the majority of its power, to the point that it only KOs around 150%.
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]]. As mentioned earlier, Little Mac's aerial mobility significantly hinders him, with his horizontal survivability being one of, if not the, shortest among the cast. His fast falling speed makes [[meteor smash]]es, semi-spikes and even [[footstool jump]]s capable of almost instantaneously [[gimp]]ing him, even at 0%. His special moves also receive drastic downgrades when used in the air, further worsening his aerial performance. Straight Lunge loses its long distance and high power, along with drastically induced ending lag, to the point where one could jump from the edge of a stage and use it, and would not be able to recover afterward. Jolt Haymaker loses half of its momentum and start-up intangibility, Rising Uppercut loses half of its distance, Slip Counter loses its invincibility and KO Uppercut loses the majority of its power, to the point that it only KOs around 150%.