Little Mac (SSBU): Difference between revisions

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Rounding out his specials, Little Mac has a unique [[fighter ability]] called the [[Power Meter]]. Displayed over his [[damage meter]], the Power Meter fully charges by dealing 333% or receiving 100%. When fully charged, Straight Lunge is replaced by the [[Straight Lunge#KO Uppercut|KO Uppercut]], which can KO any character before 40%. KO Uppercut is also [[unblockable]] (barring [[Witch Time]]), boasts fast startup, and leaps slightly into the air (allowing it to catch opponents on low platforms such as {{SSBU|Battlefield}}'s); combined with its immense power, this can quickly turn the tide of a match or further secure a lead if used successfully. It can be comboed into from down tilt at low percents, and is the ideal tech chase option for a defensive player who tends to roll away from Little Mac when placed under pressure. However, Mac loses the KO Uppercut if [[tumbling|tumbled]] after a 4 second grace period (not including [[footstool jump]]ing), forcing him to use the move quickly. KO Uppercut also has considerable end lag regardless of whether it hits or not, and its short leap can cause Mac to fall off the stage if used while next to an edge, almost guaranteeing an accidental self destruct if not reacted to. As a result, it is inarguably one of the riskiest, yet most rewarding attacks in the entire series.
Rounding out his specials, Little Mac has a unique [[fighter ability]] called the [[Power Meter]]. Displayed over his [[damage meter]], the Power Meter fully charges by dealing 333% or receiving 100%. When fully charged, Straight Lunge is replaced by the [[Straight Lunge#KO Uppercut|KO Uppercut]], which can KO any character before 40%. KO Uppercut is also [[unblockable]] (barring [[Witch Time]]), boasts fast startup, and leaps slightly into the air (allowing it to catch opponents on low platforms such as {{SSBU|Battlefield}}'s); combined with its immense power, this can quickly turn the tide of a match or further secure a lead if used successfully. It can be comboed into from down tilt at low percents, and is the ideal tech chase option for a defensive player who tends to roll away from Little Mac when placed under pressure. However, Mac loses the KO Uppercut if [[tumbling|tumbled]] after a 4 second grace period (not including [[footstool jump]]ing), forcing him to use the move quickly. KO Uppercut also has considerable end lag regardless of whether it hits or not, and its short leap can cause Mac to fall off the stage if used while next to an edge, almost guaranteeing an accidental self destruct if not reacted to. As a result, it is inarguably one of the riskiest, yet most rewarding attacks in the entire series.


While considerably weaker than the rest of the cast, Little Mac's air game is not completely useless, and can be utilized for initiating short combos. Each of his air attacks have some limited perks; neutral aerial being the fastest aerial attack in the game, making it a decent combo breaker, and it can combo into itself, drag down opponents with him as a sacrificial K.O. option; forward and back aerials are semi-spikes, with the former being decent for combos or edge-guarding; up aerial is a fast anti-air, and down aerial is an extremely fast, weak [[meteor smash]]. Neutral aerial is by far Little Mac's most effective aerial, giving him excellent combo opportunities with a fast falling up aerial, forward aerial, down aerial for spiking, or when close to the upper blastline, Rising Uppercut. It also features a slightly disjointed hitbox in Mac's pelvis, which causes weak upward knockback that is surprisingly excellent for combos thanks to the move's autocancel properties, which will allow it to combo into up tilt, up aerial, or Rising Uppercut. Forward aerial is often best used in conjunction with Jolt Haymaker as a follow-up, and a powerful sacrificial K.O. tool. Back aerial is the worst of it's kind in the game, but has fair spacing utility, and sets the opponent up for tech chase situations when used close to the ground. Finally, down aerial can be used to lock an opponent's position out of a down tilt, down throw, or at any time while in neutral. It also acts as a highly situational, and risky meteor smash when at extreme percentages.
While considerably weaker than the rest of the cast, Little Mac's air game is not completely useless and have limited perks, which can be utilized for initiating short combos. Neutral aerial is by far Little Mac's most effective aerial: it is the fastest aerial attack in the game and can be spammed, making it a decent combo breaker or to interrupt opponents when jumping from ledge. It can combo into itself, drag down opponents with him as a sacrificial K.O. option, and grant niche combo opportunities into other aerials or Rising Uppercut. It also features a slightly disjointed hitbox in Mac's pelvis, which causes weak upward knockback that is surprisingly excellent for combos thanks to the move's autocancel properties, which will allow it to combo into up tilt, up aerial, or Rising Uppercut. Forward aerial is a semi-spike and is decent for combos or edge-guarding, especially against poor recoveries; it can also initiate combos into Jolt Haymaker offstage as a powerful sacrificial KO. Up aerial is very fast and can autocancel in a full hop, allowing it to combo into moves like Rising Uppercut when landing. Back aerial is the worst of its kind in the game, but is a semi-spike, has fair spacing utility, and sets the opponent up for tech chase situations when used close to the ground. Finally, down aerial is an extremely fast, weak [[meteor smash]] that is mainly useful for locking floored opponents who miss a tech, which opens up devastating punishes courtesy of Little Mac's variety of grounded KO moves. It also acts as a highly situational meteor smash, although it is unlikely to be useful outside of surprise gimping.
However, his aerials all have short range, poor damage output, and awful KO potential. While his neutral and down aerials can [[auto-cancel]] from a short hop, his forward, back, and up aerials cannot. This leaves Mac incredibly vulnerable in the air, as he has no means of properly defending himself beyond point-blank range without exhausting any of his special moves, which are limited to one use until he touches the ground. The low power of his aerials also makes them ineffective for flinching opponents, and Mac's only aerial KO options are indeed his special moves, which are highly likely to result in [[sacrificial KO]]s if misused off-stage. This also means that Mac is more severely affected by [[stale-move negation]] than most other characters, as he is effectively limited to using little more than half of his moveset in most situations, although his variety of powerful finishers can compensate it to a degree.  
However, his aerials all have short range, poor damage output, and awful KO potential. While his neutral and down aerials can [[auto-cancel]] from a short hop, his forward, back, and up aerials cannot. This leaves Mac incredibly vulnerable in the air, as he has no means of properly defending himself beyond point-blank range without exhausting any of his special moves, which are limited to one use until he touches the ground. The low power of his aerials also makes them ineffective for flinching opponents, and Mac's only aerial KO options are indeed his special moves, which are highly likely to result in [[sacrificial KO]]s if misused off-stage. This also means that Mac is more severely affected by [[stale-move negation]] than most other characters, as he is effectively limited to using little more than half of his moveset in most situations, although his variety of powerful finishers can compensate it to a degree.  


Little Mac sports mediocre grab game; Mac's pummel is among the fastest, but his grabs, while having average range, have moderate startup lag and noticeable ending lag, and the ending lag and collateral hitboxes for his throws limit their ability to KO or start combos. However, they do have some uses: forward throw can followed into Jolt Haymaker from 0%, but requires a read due to the ending lag; down throw can combo into Rising Uppercut, but has some ending lag and it's susceptible to DI; his back throw has decent power and can KO at around 130%, but its collateral hitbox weakens it; up throw can combo into Jolt Haymaker at low to mid percents, and forward throw can tech chase at the same percentages. Unfortunately, throws also have very limited use, being very weak compared to other fighters, but have enough initial knockback to keep opponents out of Mac's direct vicinity for follow-up situations. This severely limits Mac's options when attempting to utilize throws, and makes them a risky prospect in the first place when combined with his average grab attributes.
Little Mac sports a mediocre grab game; Mac's pummel is among the fastest, but his grabs, while having average range, have moderate startup lag and noticeable ending lag, and the ending lag and collateral hitboxes for his throws limit their ability to KO or start combos. However, they do have some uses: forward throw can followed into Jolt Haymaker from 0%, but requires a read due to the ending lag; down throw can combo into Rising Uppercut, but has some ending lag and is susceptible to DI; his back throw has decent power and can KO at around 130%, but its collateral hitbox weakens it; up throw can combo into Jolt Haymaker at low to mid percents, and forward throw can tech chase at the same percentages. Unfortunately, this translates to his throws having very limited use, as all of them apart from down throw are only effective for creating space. This severely limits Mac's options when attempting to utilize throws, and makes them a risky prospect in the first place when combined with his average grab attributes.


Alongside these setbacks, Little Mac is further held back by a slew of exploitable weaknesses. As expected, Mac's weak air mobility and high falling speed make him incredibly susceptible to [[gimp]]s from [[meteor smash]]es, semi-spikes, and even footstool jumps, especially if he doesn't have his double jump. Compounding this, his directional air dodge has the least distance in the game, and his air dodge's ending lag is only average relative to the cast due to the universal changes to air dodges since now the ending lag depends on the character's falling speed and gravity. Thus, it is not only a situational option while in a disadvantaged state, but also poor as a normal recovery move. Mac can grab the ledge by using a directional air dodge if he is close enough, however, allowing him to cover the remaining distance to the ledge, making it very useful if combined with his double jump and special moves. His special moves are also considerably less effective while in the air. [[Straight Lunge]] loses much of its power when used in midair, and its long charge time makes it impractical for recovery. Aerial KO Uppercut is also significantly weaker and blockable, although it still has both KO and Recovery potential. While Jolt Haymaker and Rising Uppercut are Little Mac's most effective aerial KO options, they are very poor for recovery, offering poor travel distance, small [[edge sweet spot]]s, and minimal intangibility. Jolt Haymaker does not cause [[helplessness]], allowing Mac to follow up with a wall jump, directional air dodge or Rising Uppercut; however, it travels a mediocre distance and can only be used once before landing or grabbing the [[edge]], leaving Mac one of the most vulnerable characters to edge-guarding as he is unable to use it again if he gets hit. Rising Uppercut loses roughly half its travel distance when used in midair, and while aerial Slip Counter can be a good response to an edge-guard attempt and get Little Mac back on stage, it loses its intangibility, can be predicted, and its end lag if unsuccessful is likely to result in Mac self-destructing or getting gimped by the opponent if used at a low enough altitude. As a result, it is most beneficial to attempt to recover horizontally, rather than vertically, which is nearly impossible depending on if Mac is merely launched, or (semi-)spiked. These traits result in Little Mac having more difficulty with recovering than most other characters, being commonly cited as one of, if not the worst, recovery of the cast overall. While his below-average gravity and high falling speed grant solid vertical endurance for a lightweight, they also make him very vulnerable to combos and juggling. Additionally, the super armor granted by Mac's smash attacks still causes him to take full damage and must be timed carefully to avoid being punished. These traits make Mac extremely prone to momentum shifts; his lacking air game and overall frailty allows opponents to easily combo or even [[zero-to-death]] him after one mistake, even if Mac was otherwise dominating the match.
Alongside these setbacks, Little Mac is further held back by a slew of exploitable weaknesses. As expected, Mac's weak air mobility and high falling speed make him incredibly susceptible to [[gimp]]s from [[meteor smash]]es, semi-spikes, and even footstool jumps, especially if he doesn't have his double jump. Compounding this, his directional air dodge has the least distance in the game, and his air dodge's ending lag is only average relative to the cast due to the universal changes to air dodges, since the ending lag depends on the character's falling speed and gravity. Thus, it is not only a situational option while in a disadvantaged state, but also poor as a normal recovery move. Mac can grab the ledge by using a directional air dodge if he is close enough, however, allowing him to cover the remaining distance to the ledge, making it very useful if combined with his double jump and special moves. His special moves are also considerably less effective while in the air. [[Straight Lunge]] loses much of its power when used in midair, and its long charge time makes it impractical for recovery. Aerial KO Uppercut is also significantly weaker and blockable, although it still has both KO and Recovery potential. While Jolt Haymaker and Rising Uppercut are Little Mac's most effective aerial KO options, they are very poor for recovery, offering poor travel distance, small [[edge sweet spot]]s, and minimal intangibility. Jolt Haymaker does not cause [[helplessness]], allowing Mac to follow up with a wall jump, directional air dodge or Rising Uppercut; however, it travels a mediocre distance and can only be used once before landing or grabbing the [[edge]], leaving Mac one of the most vulnerable characters to edge-guarding as he is unable to use it again if he gets hit. Rising Uppercut loses roughly half its travel distance when used in midair, and while aerial Slip Counter can be a good response to an edge-guard attempt and get Little Mac back on stage, it loses its intangibility, can be predicted, and its end lag if unsuccessful is likely to result in Mac self-destructing or getting gimped by the opponent if used at a low enough altitude. As a result, it is most beneficial to attempt to recover horizontally, rather than vertically, which is nearly impossible depending on if Mac is merely launched, or (semi-)spiked. These traits result in Little Mac having more difficulty with recovering than most other characters, being commonly cited as one of, if not the worst, recovery of the cast overall. While his below-average gravity and high falling speed grant solid vertical endurance for a lightweight, they also make him very vulnerable to combos and juggling. Additionally, the super armor granted by Mac's smash attacks still causes him to take full damage and must be timed carefully to avoid being punished. These traits make Mac extremely prone to momentum shifts; his lacking air game and overall frailty allows opponents to easily combo or even [[zero-to-death]] him after one mistake, even if Mac was otherwise dominating the match.


Because of these issues, his [[neutral game]], while decent, is predictable, and while he has a good approach due to his excellent mobility, Mac relies more heavily than most other characters on his shield and dodges for avoiding damage and general positioning, both of which can be predicted and easily punished if overused. His short range can be problematic against characters with long or [[Hitbox#Overview|disjointed]] attacks. While these issues can be mitigated with Mac's impressive ground speed, he also has trouble dealing with [[camping]]; his super armor and special moves provide options for dealing with projectiles, but he is still forced to approach, as he lacks projectiles of his own. His short jumps and weak aerial attacks also leave Mac especially vulnerable to platform camping, arguably more so than any other character in the game. While Mac is very effective at tech chasing due to his high ground speed, forward throw and wide, semi-spiking down smash, his combo potential is otherwise underwhelming, which combined with his linear neutral can sometimes make it difficult to safely rack up damage despite his attacks' high damage output. As a whole, Little Mac's poor combo game and lack of true KO confirms require him to win neutral exchanges more often in order to succeed, especially when trying to close out a stock since his most reliable KO options cannot be comboed into effectively at higher percentages outside of Jolt Haymaker or Rising Uppercut. Players must also be careful and know when to attack and play defensively, or else Little Mac could quickly lose the neutral game, and find themselves at a significant disadvantage.
Because of these issues, his [[neutral game]], while decent, is predictable, and while he has a good approach due to his excellent mobility, Mac relies more heavily than most other characters on his shield and dodges for avoiding damage and general positioning, both of which can be predicted and easily punished if overused. His short range can be problematic against characters with long or [[Hitbox#Overview|disjointed]] attacks. While these issues can be mitigated with Mac's impressive ground speed, he also has trouble dealing with [[camping]]; his super armor and special moves provide options for dealing with projectiles, but he is still forced to approach, as he lacks projectiles of his own. His short jumps and weak aerial attacks also leave Mac especially vulnerable to platform camping, arguably more so than any other character in the game. While Mac is very effective at tech chasing due to his high ground speed, forward throw and wide, semi-spiking down smash, his combo potential is otherwise underwhelming, which combined with his linear neutral can sometimes make it difficult to safely rack up damage despite his attacks' high damage output. As a whole, Little Mac's poor combo game and lack of true KO confirms require him to win neutral exchanges more often in order to succeed, especially when trying to close out a stock since his most reliable KO options cannot be comboed into effectively at higher percentages outside of Jolt Haymaker or Rising Uppercut. Players must also be careful and know when to attack and play defensively, or else Little Mac could quickly lose the neutral game, and find themselves at a significant disadvantage.
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