Little Mac (SSB4): Difference between revisions

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Little Mac's grounded game is one to be feared; he plays as a brute-force fighter unlike most of the cast, who depend on [[combos]] to rack up damage. Although his ground moves are largely lagless, they possess some of the highest knockback scalings in the game (many hitting as hard as {{SSB4|Ganondorf}}'s smash attacks) and most can KO as early as 80%, making his moves absurdly powerful for their speed-- his [[smash attack]]s also gain [[super armor]] powerful enough to plow through even a reversed [[Warlock Punch]] during startup, making his attacks incredibly difficult to prevent and dodge at close range. His [[special attack|special attacks]] include one that gives him resistance to weak attacks ([[Straight Lunge]]), a window of [[intangibility]] ([[Jolt Haymaker]]), along with a counter ([[Slip Counter]]), giving him options to keep in control of the ground-- especially since he also has his [[Power Meter]], which can turn the tides of battle almost instantly once he gains his [[KO Uppercut]], even if he's taken a lot of damage. He can be equally difficult to hit as well, as Little Mac has a fittingly small frame, terrific [[dash]] speed and possesses long-ranged [[dodge|dodges]] that are one of the fastest in ''Smash 4'', making him one of the slipperiest grounded fighters in the series.  Little Mac's speed and power allow him to close in on opponents quickly, sock them with a damaging attack, then retreat or dodge all in a matter of seconds, making his fighting style one of the simplest, yet most rewarding out of many fighters in ''Smash 4''. If those perks weren't already impressive, Little Mac has several grounded combos that can guarantee KOs due to the impressive speed of his jab and down tilt, not limited to down tilt to Jolt Haymaker (KOs as early as 105%), jab cancel to Rising Uppercut (KOs around 115%), or a jab/down tilt to KO Uppercut (guaranteed to KO as low as 24%). This gives Little Mac an arguably dominating control of the ground when used competently, as one wrong move on the opponent's part can be the end of their stock.
Little Mac's grounded game is one to be feared; he plays as a brute-force fighter unlike most of the cast, who depend on [[combos]] to rack up damage. Although his ground moves are largely lagless, they possess some of the highest knockback scalings in the game (many hitting as hard as {{SSB4|Ganondorf}}'s smash attacks) and most can KO as early as 80%, making his moves absurdly powerful for their speed-- his [[smash attack]]s also gain [[super armor]] powerful enough to plow through even a reversed [[Warlock Punch]] during startup, making his attacks incredibly difficult to prevent and dodge at close range. His [[special attack|special attacks]] include one that gives him resistance to weak attacks ([[Straight Lunge]]), a window of [[intangibility]] ([[Jolt Haymaker]]), along with a counter ([[Slip Counter]]), giving him options to keep in control of the ground-- especially since he also has his [[Power Meter]], which can turn the tides of battle almost instantly once he gains his [[KO Uppercut]], even if he's taken a lot of damage. He can be equally difficult to hit as well, as Little Mac has a fittingly small frame, terrific [[dash]] speed and possesses long-ranged [[dodge|dodges]] that are one of the fastest in ''Smash 4'', making him one of the slipperiest grounded fighters in the series.  Little Mac's speed and power allow him to close in on opponents quickly, sock them with a damaging attack, then retreat or dodge all in a matter of seconds, making his fighting style one of the simplest, yet most rewarding out of many fighters in ''Smash 4''. If those perks weren't already impressive, Little Mac has several grounded combos that can guarantee KOs due to the impressive speed of his jab and down tilt, not limited to down tilt to Jolt Haymaker (KOs as early as 105%), jab cancel to Rising Uppercut (KOs around 115%), or a jab/down tilt to KO Uppercut (guaranteed to KO as low as 24%). This gives Little Mac an arguably dominating control of the ground when used competently, as one wrong move on the opponent's part can be the end of their stock.


Unfortunately, to compensate for his dominance on the ground, Little Mac has two glaring flaws-- of the two, perhaps the most infamous weakness of Little Mac is his almost nonexistent survivability once he is sent offstage. His recovery is severely hampered as he has low jumps, poor aerial physics, and perhaps the worst recovery moves in the entire ''Smash'' series; his specials become considerably less effective when used in midair, and gives him terrible vulnerability to [[gimp]]ing due to both move's lack of [[invincibility]], terrible distance, and extreme predictability, which make matchups against opponents that can juggle easily in the air (such as {{SSB4|Sheik}}) extremely difficult to beat. Surprisingly, he is blessed with the ability to [[wall jump]], but even with this it is possible for Mac to be unable to recover once he's sent a moderate distance off the stage. His second flaw is his horridly pathetic air game: Little Mac's aerials are all extraordinarily weak with wretchedly short reach and KO potential, (even being told in his release trailer by [[Doc Louis]] that he "ain't no air fighter", and Sakurai later [https://miiverse.nintendo.net/posts/AYMHAAACAADMUKlk91orwQ stating such] on Miiverse), making him easy to [[juggle]] as he has no options to protect himself while in the air. Surprisingly, however, almost all of Little Mac's aerials [[auto-cancel]] out of a short hop, the only exception being his up aerial, making true combos with his aerials actually possible, although it takes a lot of skill to do so. Because of Mac's inability to hold a dogfight, his moveset is cut by half as his only reliable attacks are grounded, and as Little Mac cannot hold back [[spacing]] and [[camping]] options in the air, it gives him a predictable [[approach]]. Even his grounded game has flaws: his ground-to-aerial combos are almost impossible to do consistently on a competent opponent, while his grab has mediocre reach and speed, additionally not sending opponents at angles that allow followups. Despite his strength, Little Mac does not do much [[shield damage]] either, making it simple for opponents to shield grab Mac once he starts attacking; he is noticeably susceptible to said grabs, which are easy to land on a fighter that must always stay in melee range, and can send him into the air where he is powerless to prevent every followup imaginable. [[Tether grab]]s, in specific, can be very deadly. Finally, Little Mac is infamous for accidental [[self-destruct]]s, due to Jolt Haymaker not stopping at a ledge.
Unfortunately, to compensate for his dominance on the ground, Little Mac has two glaring flaws-- of the two, perhaps the most infamous weakness of Little Mac is his almost nonexistent survivability once he is sent offstage. His recovery is severely hampered as he has low jumps, poor aerial physics, and perhaps the worst recovery moves in the entire ''Smash'' series; his specials become considerably less effective when used in midair, and gives him terrible vulnerability to [[gimp]]ing due to both of his recovery move's lack of [[invincibility]], terrible distance, and extreme predictability, which make matchups against opponents that can juggle easily in the air (such as {{SSB4|Sheik}}) extremely difficult to beat. Surprisingly, he is blessed with the ability to [[wall jump]], but even with this it is possible for Mac to be unable to recover once he's sent a moderate distance off the stage. His second flaw is his horridly pathetic air game: Little Mac's aerials are all extraordinarily weak with wretchedly short reach and KO potential, (even being told in his release trailer by [[Doc Louis]] that he "ain't no air fighter", and Sakurai later [https://miiverse.nintendo.net/posts/AYMHAAACAADMUKlk91orwQ stating such] on Miiverse), making him easy to [[juggle]] as he has no options to protect himself while in the air. Surprisingly, however, almost all of Little Mac's aerials [[auto-cancel]] out of a short hop, the only exception being his up aerial, making true combos with his aerials actually possible, although it takes a lot of skill to do so. Because of Mac's inability to hold a dogfight, his moveset is cut by half as his only reliable attacks are grounded, and as Little Mac cannot hold back [[spacing]] and [[camping]] options in the air, it gives him a predictable [[approach]]. Even his grounded game has flaws: his ground-to-aerial combos are almost impossible to do consistently on a competent opponent, while his grab has mediocre reach and speed, additionally not sending opponents at angles that allow followups. Despite his strength, Little Mac does not do much [[shield damage]] either, making it simple for opponents to shield grab Mac once he starts attacking; he is noticeably susceptible to said grabs, which are easy to land on a fighter that must always stay in melee range, and can send him into the air where he is powerless to prevent every followup imaginable. [[Tether grab]]s, in specific, can be very deadly. Finally, Little Mac is infamous for accidental [[self-destruct]]s, due to Jolt Haymaker not stopping at a ledge.


In essence, Little Mac can be fear-inducing when handled properly - his extreme power, speed and KO setups can end a careless opponent's stock in seconds; however, he is a glass cannon that is not to be used recklessly, as although his immense strength and KO setups can end an opponent's stock in a blink, one wrong move on his part can end his own stock quickly as well due to his helplessness in the air and almost nonexistent recovery. So long as Little Mac watches out for grabs (as they can send him into the air where he becomes a laughable opponent), keeps his two feet on the ground with his plethora of moves that let him plow through attacks, and uses his speed to be a tricky fighter to hit while commanding control of the stage without straying to the sides, he can be one of the most formidable, albeit highest learning-curve, fighters in the game.
In essence, Little Mac can be fear-inducing when handled properly - his extreme power, speed and KO setups can end a careless opponent's stock in seconds; however, he is a glass cannon that is not to be used recklessly, as although his immense strength and KO setups can end an opponent's stock in a blink, one wrong move on his part can end his own stock quickly as well due to his helplessness in the air and almost nonexistent recovery. So long as Little Mac watches out for grabs (as they can send him into the air where he becomes a laughable opponent), keeps his two feet on the ground with his plethora of moves that let him plow through attacks, and uses his speed to be a tricky fighter to hit while commanding control of the stage without straying to the sides, he can be one of the most formidable, albeit highest learning-curve, fighters in the game.
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