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Little Mac (SSB4)

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Revision as of 08:36, October 11, 2015 by Drill Blaster Mark 2 (talk | contribs) (Rewrote some parts of the "Attributes" section, as well as Giga Mac's description.)
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This article is about Little Mac's appearance in Super Smash Bros. 4. For the character in other contexts, see Little Mac.
Little Mac
in Super Smash Bros. 4
Little Mac
PunchOutSymbol.svg
Universe Punch-Out!!
Availability Starter
Final Smash Giga Mac
Little Mac's stock icon in Super Smash Bros. for Wii U.
Little Mac Punches In!
—Introduction Tagline

Little Mac (リトル・マック, Little Mac) is a newcomer in Super Smash Bros. 4. He was revealed on February 13th, 2014 during a Nintendo Direct, commemorating the 30th anniversary of the Punch Out!! franchise, which had debuted in Japan in 1983, but later debuted in North America and Europe in 1984.[1]

Little Mac is voiced by Kosuke Toriumi in all versions of SSB4. His design is primarily based off his appearance in Punch Out!! for the Wii, and has alternate costumes in the form of "Wireframe Mac" based on the protagonist from the original arcade version of Punch-Out!!, whom the player saw from a first person perspective. When in wireframe form, Little Mac's voice clips are replaced by 8-bit noises.

Attributes

As popularly advertised in his reveal trailer, Little Mac is a wildly polarized character. With blinding speed in both movement and attacks on the ground, super armor or even invincibility frames on several attacks, along with multiple fast and deadly KO moves, he possesses a powerful ground game in Smash 4. This is counteracted by Little Mac's air game, which is unarguably the worst in the game. Due to this, Little Mac has a high learning curve and a "high-risk, high-reward" style of gameplay, being extremely difficult to play correctly even when used by an experienced player, as one wrong move in the air can cost him his stock.

Little Mac's grounded game is one to be feared, with nearly unparalleled power and speed on the ground. He has the best overall frame data when grounded, with the fastest jab, down tilt and forward tilt in the game, along with none of his attacks having more than 35 frames of endlag (with up smash, his slowest attack, having 34). Compounded with his approach speed, he has one of the most dominant grounded neutral games, allowing him to easily catch up with opponents, dish out any attack before retreating safely, or pressure opponents with multiple low-lag attacks, which can easily force opponents to shield and exhaust their shield health or cause them to roll and re-position to the middle of the stage where he can have an easier time. Little Mac is also capable of racking up damage on every character in the game until mid percents so long as they are grounded (with heavyweights and fastfallers being more vulnerable) thanks to his quick jab and down tilt, and can use the same moves to chain into finishers at high percents, granting him many reliable KO setups. Netting KOs is barely a problem for him too, as Mac's smash attacks all produce high knockback on the ground (with a semi-spiking down smash), and have super armor during their startup, allowing him to plow through any attack and KO much earlier compared to majority of the cast.

Little Mac's specials have good use as well. Straight Lunge gives Little Mac a good amount of super armor while charging, allowing him to hold his ground against projectiles. Jolt Haymaker gives him intangibility if performed on the ground and can be unleashed at any time while he lunges forward, making this an excellent tech-chase option. Rising Uppercut can shock opponents that do not expect him to leave the ground, and is his one of his only reliable aerial KO moves, the other being Jolt Haymaker. He also possesses a counter, and can use it to give himself some breathing space while aiding his landing. One of Mac's most unique features is his Power Meter, which fills up when giving and taking damage. When the meter is full, Little Mac can perform the KO Uppercut, an unblockable attack with almost guaranteed KO potential that can instantly deprive an opponent of their stock should they be careless. As its charge increases from damage gained and taken, Little Mac can potentially turn the tides even if he has been knocked around, while it can also combo from a jab cancel or his down tilt in a neutral situation, giving him one of the most potent comeback options and KO setups of any character.

Unfortunately, to compensate for his dominance on the ground, Little Mac is notorious for having the worst aerial game in the series. His aerials have crippling reach, no KO potential, and low damage, making it almost impossible for him to counter attacks in the air. Because of his weak air attacks, is it also impossible for him to do any sort of offstage KOing without resorting to his specials, which all cause helplessness. His biggest burden, however, is his abysmal recovery. He has high falling speed, middling air speed and the lowest air acceleration, which when combined with his extremely low jumps (higher only than Jigglypuff and Kirby, who both have five jumps and make this negligible) give him some of the worst offstage survivability of any character (on par with Ganondorf). As he is a lightweight, it is easy for attacks to send him too far offstage. His recovery moves severely compound this issue, as Little Mac has unarguably the worst recoveries of any character, with disappointingly low distance and small edge sweetspots, all while being unsafe as he is fully vulnerable before the move is complete. While he is surprisingly blessed with the ability to wall jump and can gain a horizontal boost with Slip Counter and KO Uppercut, lacking a double jump offstage is generally the end of Little Mac's stock, as he simply cannot gain any noticeable distance while in midair without it.

His grounded game, although impressive, is not without faults either. Little Mac has an odd trait last seen in Smash 64: all of his attacks deal negative shield damage (excluding his downward angled forward smash and sweetspotted up smash). The majority of his attacks are also unsafe on shield even when spaced well, making him extremely vulnerable to his only weakness: grabs. As he must always stay in melee range to stay dominant, Little Mac is very prone to to being sent flying with a grab, then being juggled in the air, where he is powerless to retaliate. Opponents with great reach or tether grabs are especially deadly, as they can counter him from a safe distance and make it difficult for him to keep close. His own grab is lackluster as well, as it has mediocre range and speed, while additionally not sending opponents at angles that allow guaranteed followups. Additionally, since he cannot hold back spacing and camping options in the air, he has a predictable approach, as he is essentially forced to stay grounded. This also makes him the character who has the most trouble dealing with platformed stages, as he has no safe options in the air and against projectiles, as he will more than likely get hit by them (something that can also remove his KO Uppercut if available).

While Little Mac's air game is generally regarded as the worst, it can be very powerful offensive-wise if used in the right hands. Four of his five aerials can autocancel in a short hop, and none of them have more than 30 frames of ending lag (the exception being up air), making true combos with his aerials actually possible, such as down tilt to forward air, or trapping opponents with neutral air to and back from a footstool jump and leaving them defenseless to a finisher from Rising Uppercut. His down air can be especially deadly against downed opponents, as a short hopped one can cause jab resets, which leaves opponents vulnerable to a smash attack or KO Uppercut. Finally, while it is not advised for Little Mac to leave the stage, his low knockback aerials can cause gimps, making it difficult for opponents, especially those with weak recoveries, to return to the stage. However, it takes an incredible amount of skill (as well as some luck) in order to properly turn them into useful tools, as it requires the player to have almost frame-perfect accuracy.

With customs on, Little Mac gains some tools to aid his neutral game, although fittingly most of them do not substantially improve his aerial game or recovery. Flaming Straight Lunge is more easily used as an attack thanks to its quicker charge time, and can be used as a horizontal recovery, however it has drastically reduced knockback, less distance, no super armor, and the loop hits can be SDIed out of at higher percents. Stunning Straight Lunge gives his netural special more reach and speed with less charge, but the stun effect cannot be capitalized on since Mac still suffers from ending lag. Grounding Blow gives him the only strong meteor smash in his arsenal, which can be used against aerial opponents, and opens up followup opportunities since it buries opponents, though it gives no intangibility and cannot be used to recover, due to how quickly Little Mac falls afterwards. Guard Breaker is a slow and powerful unblockable blow, which can surprise opponents, and it also improves his horizontal recovery by making it more difficult to interrupt. However, the attack cannot be unleashed on command and gives no distance at all if used after hitstun, making offstage use risky. Tornado Uppercut gives more vertical distance and better horizontal control, improving Little Mac's abysmal recovery, but it removes his main aerial KO move, as both hits appear to have fixed knockback. Rising Smash is much stronger and deals electric damage, but it is incredibly sluggish and maintains all momentum, giving almost no distance. Compact Counter gives Little Mac followup options after a counter, but it takes away a very powerful move that can potentially one-hit KO. Dash Counter gives him a horizontal boost, improving his reach and/or recovery, but it cannot hit opponents at point-blank, and can potentially send him rocketing offstage if Mac counters an attack in the wrong direction.

In essence, Little Mac can be fear-inducing when handled properly. Due to his polarized playstyle, he carries extreme risk, as he can be one of the most frightening fighters at one moment, and suddenly the most powerless in the next. Regardless, although his aerial game is possibly the worst in the series, he is far from vulnerable, as his dominating grounded game is not to be trifled with.

Update history

Little Mac has been slightly nerfed overall via game updates. His recovery was nerfed in patch 1.0.4, though he has received minor buffs since 1.0.6, such as giving some his specials longer lasting hitboxes. However, the changes to game mechanics have also affected Little Mac for the better, as while his rolls have also less invincibility, they still remain good compared to the rest of the cast, and his grounded game allows him to pressure his opponents on shield more reliably, due to the changes to shieldstun.

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Nerf Neutral attack 2 damage: 3% → 2%
  • Nerf Neutral attack 3 damage: 8% → 7%
  • Change Forward tilt hit 1 hitbox 2 x-offset: -5.0 → -3.8
  • Change Forward tilt hit 2 hitbox 1 x-offset: -5.0 → -3.8
  • Nerf Neutral aerial SDI multiplier: 1.0 → 2.0
  • Nerf Distance of aerial Jolt Haymaker has been reduced by 10% and travels at a slower speed​.

Super Smash Bros. 4 1.0.6

Super Smash Bros. 4 1.1.0

  • Buff Jab's finisher comes out 1 frame sooner.
  • Buff Straight Lunge's fully charged start up altered (7 → 6 frames).
  • Buff Straight Lunge's early sweetspot extended for two extra frames, later hitbox extended four extra frames.
  • Buff Jolt Haymaker hitbox duration increased (5 → 7 frames).

Super Smash Bros. 4 1.1.1

  • Buff Stunning Straight Lunge uncharged damage increased 10% → 11%.
  • Buff Stunning Straight Lunge charged growth increased 60 → 70.

Moveset

  Name Damage Description
Neutral attack   2% Two jabs, followed by either a single upwards jab (if the attack button is pressed slowly) or a series of rapid punches ending with a high knockback uppercut (only if the jab hits and if the attack button is held down). The first hit can be held down indefinitely, while having only one frame of activation and unusually high priority, allowing the move to clash against significantly stronger attacks (such as Donkey Kong's forward tilt) and lets Little Mac plow through jabs and tilts. As this is a consecutive jab with almost no lag between each hit, Little Mac can use it as an edgeguard as an opponent can get caught in the jab if he decides to use the wrong ledge getup option. Due to its insanely quick startup and nonexistent ending lag, it can be chained with other attacks for almost guaranteed KOs at high percentages, including KO Uppercut and Rising Uppercut. Also tied for being the fastest jab in the game, with Mac and Zero Suit Samus having the only jabs that activate on frame 1.
2%
7%
1% (loop), 3% (last)
Forward tilt   4% (hit 1), 8% (hit 2) Two forward-reaching punches with Little Mac taking a step forward. The fastest of all forward tilts, with only Mega Man having a faster forward tilt (thanks to his projectiles). Both hits have the best range of Little Mac's tilts, and have strong knockback for a tilt. Hitbox starts after 4 frames, and a dependable KO move at high percentages. Based on the double-punch combo he possessed in Brawl as an Assist Trophy.
Up tilt   9% Swipes his fist above his head. Covers Mac's entire body and hits on both sides, allowing him to use this tilt as a weaker and faster down smash to cover his attacks. Can combo into itself at low percentages if the opponent is close to Little Mac.
Down tilt   8% Punches along the ground. Comes out in 3 frames, tied with Lucas, Ness, Meta Knight and R.O.B. for being the fastest down tilt in the game. This move pops opponents up into the air and is Little Mac's best combo starter, being able to lead into almost all his attacks, not limited to his side tilt, Jolt Haymaker, a forward smash (aimed down, this can break shields extremely reliably) or a KO Uppercut.
Dash attack   10% A swinging overhead punch. Fast and one of Mac's only approach options, but highly recommended not to be used as such due to its predictability which is easy to punish with a shield grab; done near a ledge, Little Mac is almost guaranteed to lose a stock against a competent opponent even at 0%. However, its sheer speed and somewhat low ending lag can be used as a decent combo tool against heavier characters, or as a quick attacking option against an opponent's laggy attack.
Forward smash   19% (hand), 17% (arm) Steps forward and deals a straight punch. Because it moves Little Mac forward, the attack can miss opponents that are close or touching Little Mac's body. When angled, produces significantly different attacks: angling up is an uppercut with vertical knockback (useful for KOing light opponents), while angling down is a body hook that does more damage but much less knockback-- the body hook does enough shield damage to break shields more reliably than any of Little Mac's other attacks. All three variants, along with his two other smash attacks, have super armor powerful enough to shrug off four Blast Box explosions at the same time. This makes the move good for plowing through other opponent's attacks, making it a unique punish.
19% (hand), 17% (arm)
22%
Up smash   20% (clean), 15% (late) Punches above himself with an upwards swing, which only hits in front of Little Mac. The first frame of the attack has a powerful sweetspot that deals Flame damage. Great for aerial protection or chasing down an opponent who bounces off the ground as grounded opponents are almost guaranteed to be hit by the sweetspot of the move.
Down smash   12% Punches in front of and behind himself along the ground. Weak compared to his other smashes, but is a semi-spike, making it useful for edgeguarding. The move can hit opponents about to grab onto a ledge too, making it useful for hitting offstage opponents who exhaust their ledge invincibility while near an edge.
Neutral aerial   2% A short jab angled downwards. A very weak attack with terrible range that can be used to edgeguard offstage with limited efficiency. However, it is the fastest neutral aerial in the game (with only Mega Man beating it due to his projectiles), and its incredible speed allows it to drag aerial opponents back onto the ground with its quick hits and follow up with a footstool jump; with practice and luck, this can be done twice before finishing with a Rising Uppercut, almost guaranteeing a KO.
Forward aerial   5% (hand), 4% (arm) A swinging punch forwards. Slight startup lag, and extremely weak with bad reach. It is a great combo attack with his downtilt at low percentages however, and depending on the character it can lead into a forward smash once they land. If a short-hopped forward aerial lands on a grounded opponent and they do not tech the blow, the player can quickly chain a down aerial onto the floored opponent to jab reset them to guarantee a followup; this however requires almost frame-perfect accuracy and some luck.
Back aerial   6% (hand), 4% (arm) A swinging backhand punch behind himself. Similar to forward air, though with less startup lag. Because it comes out incredibly quickly, skilled players can use it as an edgeguard or get-off-me option, although the minuscule hitbox makes it difficult to do reliably.
Up aerial   5% (hand), 4% (arm) A sweeping punch upwards. Hitbox starts on the first frame, making it a somewhat useful aerial combo move, but has terrible ending and landing lag which makes it punishable if missed.
Down aerial   5% (hand), 4% (arm) Quickly punches downwards. The middle hitbox is a meteor smash, though it is the most ineffective meteor smash in the game, and possibly the entire series. However, it has incredible speed, and an experienced player can use this move as a jab reset by short hopping and hitting a floored opponent, trapping them into using their standard stand up option, and then finishing them off with any of Little Mac's smash attacks or a KO Uppercut.
Grab  
Pummel   2.1% A body shot.
Forward throw   4% (hit 1), 4% (throw) Punches the opponent forwards.
Back throw   4% (hit 1), 5% (throw) Turns around with the opponent and uppercuts them.
Up throw   4% (hit 1), 3% (throw) Quickly uppercuts the opponent.
Down throw   4% (hit 1), 5% (throw) Smashes the opponent's head with both fists. Can combo into a Rising Uppercut depending on the opponent's DI.
Floor attack (front)   7%
Floor attack (back)   7%
Floor attack (trip)   5%
Edge attack   7%
Neutral special Default Straight Lunge 14%/12%/9% (uncharged ground), 25%/20% (fully charged ground), 10%/7% (uncharged air), 15% (fully charged air), 35% (KO ground), 13% (KO air) A chargeable, dashing punch which distance increases as it charges. If the Power Meter is fully charged, turns into the KO Uppercut instead. This attack has powerful super armor and high endlag when fully charged, but is one of the strongest moves in Smash 4 if fully charged.
Custom 1 Flaming Straight Lunge 1.5%/3% (uncharged ground loop/last), 1.8%/6% (fully charged ground loop/last), 1.2%/3% (uncharged air loop/last), 1.4%/5% (fully charged air loop/last), 35% (KO ground), 13% (KO air) Charges faster and deals multiple hits, but doesn't travel as far. It also inflicts flame damage. Can also be used as a horizontal recovery, if timed properly.
Custom 2 Stunning Straight Lunge 10%/7% (uncharged ground), 20%/18% (fully charged ground), 8%/5% (uncharged air), 12% (fully charged air), 35% (KO ground), 13% (KO air) Travels farther and faster, and stuns targets when fully charged before knockback kicks in.
Side special Default Jolt Haymaker 14% A lunging overhand punch similar in appearance to a Superman punch. It propels Mac quite a distance and can dodge any move in the first few frames. When used in the air, its distance and speed are much shorter and slower, respectively. Both versions have good KO potential. It is advised not to use this attack around the edge of a stage, since it sends him into helplessness. Can be executed early by pressing the button again.
Custom 1 Grounding Blow 9% Has a much higher leap compared to the Jolt Haymaker and buries opponents into the ground if done on land. While in air, it will result in a meteor smash if it connects with an opponent. It has great vertical height that is compensated by its lack of horizontal movement, making it a better recovery somewhat. It is also much safer to use near the edge due to the movement.
Custom 2 Guard Breaker 18% Distance and speed are much shorter and slower, respectively. However, it is unblockable and powerful. Does not give Mac any distance if used immediately out of hitstun.
Up special Default Rising Uppercut 1% (loop), 3% (last) A corkscrewing vertical punch. When used on the ground, it goes much higher, moves more horizontally and deals more damage. Conversely, it is worse overall when used in the air. Deceptively powerful and Little Mac's only reliable aerial finisher, and can combo from his jab's first hit quite reliably.
Custom 1 Tornado Uppercut 3%/4% Travels farther, but does less damage and knockback. A gust of wind shoves back opponents on the ground. The aerial version's distance is comparable to the Rising Uppercut's ground distance.
Custom 2 Rising Smash 16% (hit 1), 4% (hit 2) Does much more damage and knockback, but travels even less far and has a lot of start up and ending lag.
Down special Default Slip Counter 1.3x (min 10%) Dodges backward to avoid a hit, then counterattacks with an invincible uppercut. In the air, this can be used to either give him a better recovery or hinder him due to its slide and the direction his opponent is at.
Custom 1 Compact Counter 0.8x (min 4%) Less damage and knockback, but is faster overall and also provides him with a faster recovery overall as well. Can be used to initiate follow-ups.
Custom 2 Dash Counter 1.1x (min 7%) The window doesn't last as long, but he dashes forwards upon countering, giving him a far better recovery than before if used in the air.
Final Smash Giga Mac Transforms Little Mac into Giga Mac, which is even more powerful than his normal form. Some attacks with Giga Mac can One-hit KO opponents at full charge, namely his forward smash angled up or side, his sweetspotted up smash and Straight Lunge. His back throw also becomes stronger than Ness's.

Power Meter

As stated in the introduction, Little Mac has a Power Meter, that when fully charged, replaces his neutral special with a new, one-shot attack.

  • Neutral Special: KO Uppercut; an extremely powerful uppercut that can KO opponents at low damages, though the higher the weight, the more damage is needed to KO them (characters can be KO'd as low as 12%). The attack has drastically lower knockback and damage when used in the air, and it cannot kill unless the opponent has at least around 150% damage. It was claimed by Masahiro Sakurai to have the power to OHKO opponents.
  • The meter charges both by hitting enemies with Mac's attacks and getting hit by their attacks. When Little Mac is attacked, it is double to quadruple the amount he would if he would hit an opponent, his meter goes to maximum if taken damage from exactly 100% damage.

Taunts

  • Up Taunt: Turns his back to the screen, bends down, then raises his fist triumphantly. Doc Louis may say "Hit 'em, baby!". (叩け!マック!, Strike! Mac!)
  • Side Taunt: Adjusts his boxing gloves while crossing his fists and scoffing. Doc Louis may say "Let 'em have it, Mac!". (ぶちかませ!マック!, Hit them hard! Mac!)
  • Down Taunt: Performs a series of punches while facing the screen. Doc Louis may say "Show 'em what you've got, Mac, baby!". (お前のパンチを見せてやれ!, Show them your punch!)

Idle Poses

  • Shuffles his feet.
  • Shifts his head back and forth in front of his fists.

Cheer

Little Mac! Get 'em back!

On-Screen Appearance

Enters the stage pulling a series of flashy punches before tossing his pink sweatsuit off himself and into the sky. If one of his sweatsuit costumes are selected, he will still do the tossing animation, but Little Mac will still keep his sweatsuit on.

Victory Fanfare

A remix of the Won Match! theme from the original Punch-Out!! for the NES.

Victory Poses

Little Mac wears a Champion belt in all three of his victory poses.

  • Doc Louis holds up Little Mac's arm like a referee would after a boxing match.
  • Does a few punches towards Doc Louis, warming up with him.
  • Runs and gives his back towards the camera, then turns around, looks above and strikes a pose, while Doc Louis cheers him on.
    • In all of Little Mac's victory poses, Doc Louis will say one of the following at random:
      • "(in tandem with the announcer) And the winner is... Little Mac! Hahaha!"
      • "Y'know, that belt looks good on you, son."
      • "Ya got what it takes, Mac!"
      • "Nice work, Mac. You got it all figured out."
      • "Way to go, Mac! You're the champ, baby!"
      • "Awesome win, Mac. Way to go!"
      • "You win, Mac!"
      • "Alright! I think I hear a chocolate bar callin'."
      • "Was that a little too easy for ya, son?"
      • "World Circuit's all yours Mac!"
      • "Ahh, winnin' feels good, don't it?"
      • "Nice moves, Mac. I could barely keep my eyes on ya, son."
      • "Ain't you flashy? You making my eyes water, son."
      • "You're lookin' mighty good, son. Just like old times, huh?"

In competitive play

Official Custom Moveset Project

Character Custom sets available
Little Mac's stock icon in Super Smash Bros. for Wii U. Little Mac 2111 2113 2112 2211 2213
2212 2311 2313 2312 2121

Notable players

Trophies

Little Mac
Ntsc This little boxer from the Punch-Out!! series makes up in heart what he lacks in height. He wasn't afraid to take on the boxing champs, and he's not afraid of the Nintendo stars. In Smash Bros., he packs a serious punch. When his KO Meter fills up, wade in and trigger a devastating uppercut.
Pal The little guy from Punch-Out!! has come a long way since his humble beginnings fighting the almost literal boxing giants. Above his damage display, you'll notice he has a little meter that fills up as he fights. When it's full, you'll see a flashing "KO" there. That means you can unleash a devastating uppercut!
NES: Punch-Out!! (10/1987)
Wii: Punch-Out!! (05/2009)
Little Mac (Alt.)
Ntsc No matter his opponent, Little Mac always puts his best fist forward. He enters a charge state before unleashing his Straight Lunge special and can unleash it while charging by pressing the button again. He won't flinch while charging. At max charge, the launching power of this move is scary!
Pal Little Mac always puts his best fist forward, especially when you use Straight Lunge! You start by charging, then unleash the punch whenever you press the button again. Charge it to the max and its launching power is formidable! Also, attacks won't make you flinch while you're charging or once you've fully charged the move.
NES: Punch-Out!! (10/1987)
Wii: Punch-Out!! (05/2009)
Giga Mac
This Final Smash turns Little Mac into a hulking monster of a man. In Punch-Out!! for Wii, Little Mac could take this form by building up the gauge with some well-timed blows. In this game, it seriously powers up his attacks and makes him even faster. He'll completely dominate on the ground, but air battles are outside his weight class.

Gameplay Trailer

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In Event Matches

Solo Events

Co-op Events

Alternate costumes

Little Mac Palette (SSB4).png
Little Mac (Wireframe) Palette (SSB4).png
Little Mac's stock icon in Super Smash Bros. for Wii U.
LittleMacHeadWireSSB4-U.png
LittleMacHeadYellowSSB4-U.png
LittleMacHeadWireYellowSSB4-U.png
LittleMacHeadWhiteSSB4-U.png
LittleMacHeadWireWhiteSSB4-U.png
LittleMacHeadRedSSB4-U.png
LittleMacHeadWireRedSSB4-U.png
LittleMacHeadBlueSSB4-U.png
LittleMacHeadWireBlueSSB4-U.png
LittleMacHeadOrangeSSB4-U.png
LittleMacHeadWireOrangeSSB4-U.png
LittleMacHeadGreenSSB4-U.png
LittleMacHeadWireGreenSSB4-U.png
LittleMacHeadPinkSSB4-U.png
LittleMacHeadWirePinkSSB4-U.png

Gallery

Trivia

  • Little Mac's promotional poster image is a reference to both the arcade Punch-Out!!, and Punch-Out!! Wii, where Donkey Kong appeared as a hidden fighter. Coincidentally, he was revealed on the same day that Donkey Kong Country: Tropical Freeze was released in Japan.
  • Samus's appearance in Little Mac's introduction trailer is a reference to an image of her and Little Mac on his Assist Trophy Character profile, with her questioning his ability to fight due to his small size (in the trailer, she pats his head and examines him from an angle, seeming to pose a similar question).
    • This was even further referenced in a picture that Sakurai posted on Miiverse.
  • According to Masahiro Sakurai, Little Mac has the lowest online win ratio of all characters as of November 2014.
  • Although being "no air fighter", Little Mac's neutral air is surprisingly fast, and skilled players can use it to perform intricate combos, as publicized by some montages.
  • In past versions of SSB4, whenever Little Mac grabs a Hammer, he will not properly hold the hammer as it will be on the side of him instead of between his hands. This was fixed in the 1.0.5 patch in Super Smash Bros. for Nintendo 3DS and in the 1.0.6 patch in Super Smash Bros. for Wii U.
  • Oddly, Little Mac shares a few animations with Captain Falcon. This includes some of his poses when knocked back with a weak attack, swing animations for battering items such as the Beam Sword and Home Run Bat, being buried and while stunned. Due to them sharing some similar animations, it is possible that Captain Falcon's model was the basis for Little Mac's, with it being shrunk down and given a custom model along with significantly different animations to make an entirely different character.
  • Little Mac has the most Alternate Costumes out of any fighter, with 16 instead of the standard 8 per character.
  • Little Mac is the only character in Smash 4 to get visual "battle damage" as he gets damaged and KO'd: bandages and bruises appear on his head the more he gets hit. This is a reference to the Wii version of Punch-Out!!, where Little Mac will gradually begin getting bruised and battered if he fights against an opponent and gets hit too many times.
  • Though Little Mac has the third-lowest jump height in the game, he has the second-highest wall jump in the game, which is surpassed only by Lucario.
  • Little Mac possesses some of the fastest attacks in Smash 4: this includes his jab (tied with Zero Suit Samus), down tilt (tied with Lucas, R.O.B., and Meta Knight) along with his forward tilt and neutral aerial (second to Mega Man).
  • Little Mac, Sonic, Ryu, Mii Brawler, and Meta Knight are the only characters whose entirety of special moves can aid their recoveries.
  • Little Mac's newcomer poster features the least amount of playable fighters out of all of the posters, with only himself and Donkey Kong. The second-least is Palutena and Dark Pit's, which features four.

References