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Little Mac (SSB4)

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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
Tier G (43/44)
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. Rather than reusing his original design from the NES version of Punch-Out!! like he did as an Assist Trophy for Super Smash Bros. Brawl, he instead sports his updated design from the Wii version of Punch Out!! for SSB4. Additionally, he has alternate costumes that reference other installments in the Punch-Out!! series; he can wear his signature pink jumpsuit used during his training in Punch-Out!!, he can sport a design inspired by the blonde-haired protagonist of Super Punch-Out!! and he can appear in the form of "Wireframe Mac", which is based on the first-person perspective from the original arcade version of Punch-Out!! and comes complete with Little Mac's voice clips being replaced by 8-bit sound effects.

Little Mac is currently tied with Duck Hunt for 43rd place in the tier list, placing him in the low tier. Little Mac has unarguably the best grounded attributes in the game, with incredible movement and dodging speeds allowing him to position himself quicky, which compliments his frame data while grounded, which is the fastest overall. He also benefits from having one of the best neutral attacks in the game, with high priority, speed and combo ability, along with high knockback and low lag on all his finishers, with his smash attacks being notable for having super armor during their startup, and one of the strongest comeback options in KO Uppercut. This makes Mac's punishing game very powerful, and allows him to make the best of any slipups from his opponents. However, for all of Mac's hitting power, in what would normally be an above average neutral game, he is incredibly predictable as a consequence of needing to stay grounded to deal any meaningful damage. He is also burdened with a deliberately underpowered air game and infamously terrible offstage endurance due to being a light fast-faller with extremely weak recovery moves, making him as easily gimped and edgeguarded against as his ability to quickly net KOs. As a result, while he has high potential, Little Mac's polarized stats and dangerously risky playstyle hinders more than it helps in high-level play, especially against fighters with good aerial games or even stages that force him to jump, and results in low rankings in tournaments.

Attributes

As a boxer, Little Mac possesses an emphasis of being a "strong ground fighter yet weak air fighter"; he sports extremely polarized attributes to reinforce this concept, as he has an impressive amount of perks on the ground yet almost no strengths in the air. These traits essentially sacrifices Little Mac's aerial traits for sheer grounded dominance, as shown through his fast and chainable, yet unusually powerful ground attacks.

Little Mac's greatest asset is his tremendously powerful ground game. With a combination of the third fastest dashing speed, very quick rolls and sidesteps (the former of which is also long distanced), and the best overall frame data when grounded, he possesses some of the fastest ground movement and attack speeds in the game. This gives him one of the more effective approach options in the neutral game despite his average reach. His grounded frame data allows him to combo and pressure opponents with lightning quick attacks, while being able to secure KOs with the same moves, all without leaving the ground: an example of this is his neutral attack, which is one of the two fastest neutral attacks in the game that can effectively start damage racking or shield break combos, while being able to chain into a finisher even at high percents. His dash and dodge speed compliments this well, as he can easily catch up with opponents and attack before retreating safely, all while being able to react quickly enough to punish mistakes due to the high speeds of his dodges.

Thanks to the raw power throughout his moveset, Little Mac's punishing game is also very effective even when he is cornered, as none of his smash attacks can be cancelled by opponent's attacks during start-up. To further reinforce his offensive prowess on the ground, his moves are fast and possess knockback powerful enough to KO near the ledge as early as 65%. His special attacks have similarly high knockback and all have punishing utilities: Straight Lunge can tank weak hits, Jolt Haymaker is an effective tech chase and punishing move against laggy attacks, Rising Uppercut can be a useful out of shield option or combo finisher, and Slip Counter allows him to retaliate against punishment. All of these abilities allow Little Mac to reap great rewards from even the smallest mistake his opponents make.

Little Mac's Power Meter is also a powerful perk. It can charge up from giving and receiving damage, and when it is full, Little Mac can perform the KO Uppercut, an unblockable attack that can take a stock early should his opponent 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, giving him one of the most potent comeback options of any character. All in all, Little Mac can be a very slippery target, yet immensely powerful for how fast he is, and can easily end the stock of a careless opponent in seconds.

However, Little Mac has very glaring weaknesses in order to compensate for his dominating presence on the ground, the biggest being his deliberately underpowered aerial abilities. Any sort of aerial fighting is very ineffective for him due to very weak aerials that carry little benefits if landed, which essentially prevents him from doing any air fighting outside of his special moves (which can only lead to a sacrificial KO if off-stage). While they can actually combo, jab reset and gimp fighters with bad recoveries due to their speed and auto-canceling capabilities, they require frame-perfect accuracy and carry extreme risk due to their very small hitboxes. His aerial attributes, which include being a light fast-faller with low air speed and jumps (with his jumps being only higher than Jigglypuff's, Ganondorf's, and Kirby's) also make it very easy for him to be sent into the air, while causing him to fall surprisingly fast and gain very little distance while offstage, making it very difficult to return to stage should he be sent off. His recovery does not help either, as it is notably substandard: both his recovery moves give extremely low distance and have small auto-sweetspots with no invincibility, making him extremely prone to gimping and can cost him his stock even at 0%. Even with situational extendable elements that can improve his recovery (such as his surprisingly high wall jump which is the second highest in the game, or boosts from Slip Counter and KO Uppercut), his off-stage survivability is on par with Ganondorf, Dr. Mario and Cloud without Limit Break active for being the most ineffective in the game. A simple grab or semi-spike is often enough to end him, making opponents with great reach or tether grabs a strong counter against him. Overall, this makes Little Mac's aerial ineffectiveness heavily exploitable by competent opponents, and requires him to stay grounded as much as possible to rely on his unmatched grounded frame data to overpower opponents.

Outside of his aerial moves, Little Mac's ground-hugging playstyle is also highly predictable due to the limited options a grounded fighter has (rolls, sidesteps, shielding and attacking), giving him relatively few options to mix up his playstyle. While he has an array of very powerful finishing moves, they can often become stale due to Little Mac's reliance on them (such as using them as part of his combo strings), which can give him trouble KOing. It also gives him issues against projectiles, as he will likely get hit by them (something that can also remove his KO Uppercut if available), while platformed stages also give him considerable trouble due to his aforementioned aerial problems. His own grab is lackluster, as it has mediocre range and speed and no guaranteed throw follow-ups. Even his back throw, which is capable of KOing at high percents while near the ledge, is among the weakest in the game. In addition, all of his standard attacks barring his downward angled forward smash deal low shield damage, while his attacks are somewhat unsafe on shield even when spaced well. This makes his attacks punishable if whiffed, especially against faster characters.

Custom moves give Little Mac more options, although most of them do not improve his aerial game or recovery. The only significant changes are for Jolt Haymaker, Rising Uppercut and Slip Counter: Grounding Blow gives Mac his only strong meteor smash and buries opponents, though it gives no intangibility and does not improve his recovery. Guard Breaker is a slow and powerful unblockable blow which can surprise opponents and also makes his recovery more difficult to interrupt, but the attack cannot be unleashed on command and gives no distance at all if used after hitstun, making off-stage use risky. Rising Smash is a versatile move that hits twice with incredible power, and is an excellent out of shield and KO option akin to Ganondorf's Dark Fists, at the cost of worsening his already abysmal recovery. Compact Counter gives Little Mac follow-up options due to its reduced knockback, but that alongside its noticeably weaker damage multiplier results in it no longer KOing reliably. Dash Counter can improve his reach against projectile users and even his horizontal recovery, but it cannot hit opponents at point-blank range and can potentially send him rocketing off-stage if Mac counterattacks in the wrong direction.

In essence, Little Mac's playstyle is focused on staying grounded and not getting hit while punishing with high efficiency, much like how he operates in his home series. Like Ganondorf and Mewtwo, he is a "high risk, high reward" character that can secure a quick KO from even the smallest mistimed move, although he must be extremely vigilant against enemy grabs, aerial combos and gimps that can take one of his stocks as quickly as well. Possibly due to high-level players being able to easily take advantage of his terrible air game, Little Mac's tournament results have been average at best. Regardless, although his air game is very likely the worst in the series, he is far from vulnerable, as his dominating ground game is not to be underestimated.

Update history

Little Mac has been slightly nerfed overall via game updates. His recovery was nerfed in update 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 brought about in updates 1.1.0 and 1.1.1 have also affected Little Mac for the better; while his rolls have less invincibility, they still remain good compared to the rest of the cast, and his ground 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's second and last hits deal 1% less damage: 3% → 2% (second), 8% → 7% (last).
  • Change Forward tilt's first hit's second hitbox x-offset decreased: -5.0 → -3.8.
  • Change Forward tilt's second hit's first hitbox x-offset decreased: -5.0 → -3.8
  • Nerf Neutral aerial's SDI multiplier increased: 1x → 2x.
  • Nerf Aerial Jolt Haymaker's distance decreased by 10% and its speed decreased​.

Super Smash Bros. 4 1.0.6

  • Buff Jolt Haymaker's knockback increased.

Super Smash Bros. 4 1.1.0

  • Buff Neutral infinite's finisher comes out 1 frame faster.
  • Buff Fully charged Straight Lunge's start-up decreased: 7 frames → 6.
  • Buff Straight Lunge's early sweetspot and later hitbox duration increased by 2 and 4 frames, respectively.
  • Buff Jolt Haymaker's hitbox duration increased: 5 frames → 7.

Super Smash Bros. 4 1.1.1

  • Buff Uncharged Stunning Straight Lunge deals 1% more damage: 10% → 11%.
  • Buff Fully charged Stunning Straight Lunge's knockback growth increased: 60 → 70.

Super Smash Bros. 4 1.1.4

  • Buff Up tilt has less startup (frame 5 → frame 4) and lasts one more frame (6 → 7).
  • Change Up tilt angle: 85° → 88°
  • Buff Forward smash damage: 19%/17% (up and side), 22% (down) → 21%/18% (up and side), 24% (down)
  • Nerf Forward smash knockback growth: 85 (up and side), 22 (down) → 81 (up and side), 21 (down)
  • Buff Up smash damage: 20%/15% → 21%/16%
  • Buff Down smash damage: 12% → 13%
  • Nerf Down smash angle: 30° → 45° (no longer a semi-spike)
  • Change Up throw angle: 85° → 80°
  • Change Down throw angle: 85° → 80°

Moveset

  Name Damage Description
Neutral attack   2% A jab followed by a hook followed by either an uppercut (if the attack button is pressed slowly) or a neutral infinite ending with a high-knockback uppercut (only if the neutral attack hits while the attack button is held down). Tied with Zero Suit Samus' neutral attack as the fastest neutral attack in the game. Its unusually high priority allows the move to clash against significantly stronger attacks or even out-prioritize them. Due to its outstanding speed, it can be jab cancelled attacks for almost guaranteed KOs at high percentages, including KO Uppercut and Rising Uppercut, or pressure opponents to keep their shield up which can lead to shield break combos.
2%
7%
1% (loop), 3% (last)
Forward tilt   4% (hit 1), 8% (hit 2) Two alternating jabs. The second fastest forward tilt, beaten out only by Mega Man's. Both hits have the best range of Mac's tilts and when couple with their strong knockback, this move is a very viable KOing option at high percents. Based on the two alternating jabs he used in Brawl as an Assist Trophy.
Up tilt   9% An overhead arcing backfist. Covers almost all of Mac's body, which allows him to use it as a quick option to cover his attacks. Can combo into itself at low percents if the opponent is close to him, and is also useful for catching rolls. However, the hitbox does not extend right beside him, which can make it miss small characters standing next to Mac.
Down tilt   8% A crouching short straight-punch. 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 slightly launches opponents up into the air and is Little Mac's best combo starter, being able to lead into almost all his attacks, most notably Jolt Haymaker and KO Uppercut. When edgeguarding, this move can also lead directly into a forward smash for potentially deadly results.
Dash attack   10% A lunging overhead punch. It is highly recommended not to be used as an approach option, due to it being extremely punishable on shield, especially when near a ledge due to Little Mac being almost guaranteed to lose a stock if he is grabbed and thrown even at 0%. However, its sheer speed and low ending lag can be used as a decent combo tool at low percents against heavier characters, or as a quick attacking option when an opponent is stuck in ending lag.
Forward smash   19% (hand), 17% (arm) Steps forward and throws a punch of different variations depending on the angle of attack. However, this move can miss if the opponent is touching Little Mac since he steps forward.

Up: An uppercut with vertical knockback. Has the largest hitbox out of all three attacks, which makes it the easiest to connect. Useful for KOing light opponents.

Forward: A cross with high knockback. Useful overall, but loses power quickly if used repeatedly without rest.

Down: A body hook with more damage and shield damage, but less knockback. Breaks shields more reliably than any of Little Mac's other attacks, and can almost break a full shield when fully charged.

All his smash attacks have super armor, making them good for plowing through other opponent's attacks as a unique way of punishing.

19% (hand), 17% (arm)
22%
Up smash   20% (clean), 15% (late) An uppercut which only hits in front. The first frame of the attack has a sweetspot that deals stronger flame damage. Great for aerial protection or chasing down an opponent, as grounded foes are likely to be hit by the sweetspot. Has super armor.
Down smash   12% A 180° spinning, downward angled hook that hits quickly in both directions. While weak compared to his other smash attacks, it can hit opponents attempting to grab the ledge, making it one of Little Mac's only reliable edge-guarding moves and is useful for hitting off-stage opponents who exhaust their ledge invincibility. Has super armor.
Neutral aerial   2% A short, downward angled jab. It is the fastest neutral aerial in the game, coming out on frame 2, but it has limited use thanks to low range and damage output. However, its incredible speed allows it to drag aerial opponents back onto the ground with its quick hits or start intricate footstool jump combos.
Forward aerial   5% (hand), 4% (arm) A low-ranged hook. It has slight start-up and a low damage output. Can combo after a down tilt, although this can be difficult to perform. Its speed can make it useful for edge-guarding, especially against characters with poor recoveries.
Back aerial   6% (hand), 4% (arm) A backfist. Functions similarly to forward aerial, though with less start-up. Because it comes out incredibly quickly, skilled players can use it either to edge-guard or as a way to fend off opponents, although its minuscule hitbox makes this difficult to do reliably.
Up aerial   5% (hand), 4% (arm) An upward arcing hook. Its start-up lag is non-existent, making it a somewhat useful aerial combo move, but its terrible ending lag makes it punishable if missed.
Down aerial   5% (hand), 4% (arm) A downward palm thrust. The middle hitbox can meteor smash, though it is the weakest meteor smash in the game and hence extremely ineffective against anyone but fast-fallers. However, experienced players can jab reset opponents by short hopping and then hitting a floored opponent before finishing them off with any of Mac's attacks.
Grab   Clinches the opponent. One of the most mediocre grabs in the game due to its moderate ending lag and extremely low range, to the point that it sometimes requires Mac to actually be touching the opponent. Pivot grabbing increases the grab's range, which is useful thanks to Mac's outstanding ground speed.
Pummel   2.1% A short straight-punch. A fairly fast pummel, which somewhat makes up for Little Mac's mediocre grab by giving him a good damage racking option.
Forward throw   4% (hit 1), 4% (throw) Quickly hooks the opponent forward. Low knockback scaling.
Back throw   4% (hit 1), 5% (throw) Turns around with the opponent and uppercuts them. Can KO at extremely high percentages near the edge.
Up throw   4% (hit 1), 3% (throw) Quickly uppercuts the opponent.
Down throw   4% (hit 1), 5% (throw) Double axe handles the opponent. Can combo into Rising Uppercut depending on the opponent's DI.
Floor attack (front)   7% Gets up and punches behind him, then in front of him. It is very fast.
Floor attack (back)   7% Gets up and punches in front of him, then behind him.
Floor attack (trip)   5% Punches in front of him while getting up, then behind him.
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 cross which covers more distance the longer it is charged. If the Power Meter is fully charged, it turns into the KO Uppercut instead. This attack has low heavy armor while charging and high ending lag when fully charged, but it becomes one of the strongest moves in SSB4 if fully charged, making it optimal to use after a shield break. The KO Uppercut, despite its name, is not a a true one-hit KO. Rather, it KOs very early, starting at 22%, while also having super armor on frames 8-9.
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) A flaming version that charges faster and hits multiple times, but does not travel as far. Can be used as for horizontal recovery if timed properly.
Custom 2 Stunning Straight Lunge 11%/7% (uncharged ground), 20%/18% (fully charged ground), 8%/5% (uncharged air), 12% (fully charged air), 35% (KO ground), 13% (KO air) Travels much farther and faster, and stuns targets when fully charged before knockback kicks in, but has no super armor and deals slightly less damage. Shoots Little Mac forward with horizontal momentum if partially charged, giving him a relatively useful recovery option that doesn't send him into helplessness.
Side special Default Jolt Haymaker 14% A Superman punch. The attack can be executed early by pressing the button again. It propels Mac quite a distance and grants intangibility in the first few frames. When used in midair, it travels slower and covers less distance, especially if his fist is swung early. It is advised not to use this attack around the edge of a stage, since it sends him into helplessness. However, it can be one of Mac's more useful recovery options off-stage, since it will quickly snap to the ledge.
Custom 1 Grounding Blow 9% Leaps much higher and buries opponents if done on the ground. While in midair, it will result in a meteor smash if it connects with an opponent. Grants less horizontal movement and rockets Little Mac downwards when off-stage. Safer to use near edges.
Custom 2 Guard Breaker 18% Gives Mac super armor and is unblockable, though it travels slower and cannot be made to attack early. Does not give Mac any distance if used immediately out of hitstun.
Up special Default Rising Uppercut 1% (loop), 3% (last) A right-handed, jumping corkscrew uppercut followed immediately by a left-handed uppercut. The first uppercut hits multiple times while the second uppercut hits once and deals respectable knockback. Goes higher with more maneuverability if used on the ground, while it only grants half the distance and maneuverability if used in the air. Deceptively powerful, to the point that it can reliably KO at high percentages and is Little Mac's only reliable aerial finisher. Gives some of the lowest distance and maneuverability of any recovery move, and only snaps to the edge if the move ends right next to one.
Custom 1 Tornado Uppercut 3%/4% Travels farther with better movement and has a push effect due to emitting a gust of wind, but deals less damage and has set knockback.
Custom 2 Rising Smash 16% (hit 1), 4% (hit 2) An electrical version that does noticeably more damage and knockback, but only hits twice with high start-up and ending lag, as well as covering considerably less distance.
Down special Default Slip Counter 1.3x (min 10%) Mac assumes a full crouch stance. If he is hit, he then dodges backward to avoid the hit and then immediately counterattacks by slipping inside to perform an invincible uppercut. In the air, this can be used to either give Mac a slight boost forward for horizontal recovery, though it can also hinder him due to its slip and the direction his opponent is at.
Custom 1 Compact Counter 0.8x (min 4%) Has a weaker damage multiplier and does less knockback, but is faster overall and thus can provide Mac with a faster recovery option as well. Can be used to initiate follow-ups.
Custom 2 Dash Counter 1.1x (min 7%) Has a slightly weaker damage multiplier and the counter window does not last as long, but Mac dashes forwards upon counterattacking. The dash results in Mac being unable to attack opponents direct in front of him, but it is useful for countering projectiles and horizontal recovery.
Final Smash Giga Mac Little Mac transforms into Giga Mac, which makes his ground attacks 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 to the side, his sweetspotted up smash, and a clean hit from Straight Lunge. His back throw also becomes stronger than Ness'. Giga Mac's aerial attacks are still fittingly weak, however, in-line with Little Mac's ground fighter motif.

Power Meter

As stated in the introduction, Little Mac has a Power Meter. When fully charged, it replaces his neutral special with a single-use attack.

  • Neutral special: KO Uppercut; an extremely powerful uppercut that can KO opponents as low as 12%, though the higher the character's weight, the more damage is needed to KO them. The attack has drastically lower knockback and damage when used in the air, and it cannot KO unless the opponent has at least around 150% damage. It was claimed by Masahiro Sakurai to have the power to one-hit KO opponents.
  • The Power Meter charges by dealing and/or receiving damage. 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%.

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.
File:Battle Entrance (Little Mac).jpg

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!)
Up taunt Side taunt Down taunt
Little Mac's up taunt in Smash 4 Little Mac's side taunt in Smash 4 Little Mac's down taunt in Smash 4

Idle poses

Little Mac's second idle pose in Super Smash Bros. for Wii U. Little Mac's first idle pose in Super Smash Bros. for Wii U.

Crowd cheer

English Japanese
Cheer
Description Little Mac! Get 'em back! Lit-tle Mac!
Pitch Group chant Male

Victory poses

An icon for denoting incomplete things.

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

A remix of the Won Match! theme from the original Punch-Out!! for the NES.
  • 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 turns his back towards the camera, does a little shuffle, then spins before striking a triumphant uppercut while Doc Louis cheers him on.
LittleMacPose1WiiU.gif LittleMacPose2WiiU.gif LittleMacPose3WiiU.gif

Unless the match is a Team Battle, all of Little Mac's victory poses involve Doc Louis. If Little Mac's team is victorious but he does not have the most points, Little Mac will simply pose alone with his second victory pose.

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?"

If Little Mac is using one of the Wireframe palette swaps:

  • "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

Reveal trailer

<youtube>gmtrmAvL5aw</youtube>

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.

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 is the only character in SSB4 to display visual "battle damage", though this feature is only shown in Super Smash Bros. for Wii U. Upon reaching 100% or higher and upon KO'd, bandages and bruises appear on his face. This is a reference to the Wii version of Punch-Out!!, where Mac will gradually begin getting bruised and battered if he fights against an opponent and gets hit too many times.
  • 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 short height. In the trailer, she pats his head and compares their heights, examining him from an angle and seemingly posing a similar question. This was also 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.
  • Prior to updates 1.0.5 in Super Smash Bros. for Nintendo 3DS and 1.0.6 in Super Smash Bros. for Wii U, Little Mac could not properly hold Hammers, with them being at his sides instead of between his hands.
  • Interestingly, 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. This may indicate that Captain Falcon's model was used as a base for creating Little Mac, which is understandable given their similar physiques.
  • Little Mac has the most Alternate Costumes out of any character, with sixteen instead of the standard eight per character.
  • Although Little Mac has the third-lowest jump height in the game, he has the second-highest wall jump in the game (beaten only by Lucario's) despite his terrible aerial presence.
  • Little Mac possesses some of the fastest attacks in SSB4. This includes his neutral attack (which is tied with Zero Suit Samus' as the fastest in the game), his forward tilt, his down tilt (which is tied with Ness', Lucas', R.O.B.'s and Meta Knight's as the third fastest in the game), and his neutral aerial (which is the fastest in the game).
  • Along with Cloud, Little Mac is one of the only two characters who have special moves that affect the in-game camera, with both KO Uppercut and all of Cloud's Limit Break moves (barring Blade Beam) zooming in and slowing down time upon hitting their victims.
    • Coincidentally, both involve taking or dealing damage.
  • Little Mac, Sonic, Pac-Man, Ryu, and Meta Knight are the only characters whose entirety of default special moves can aid their recoveries.
  • Little Mac's newcomer poster features Donkey Kong, whose inclusion is a nod to his appearance in Punch-Out!! for Wii as a secret opponent during its Mac's Last Stand mode.
  • If Little Mac appears in a horde in Special Orders or Classic Mode (3DS only), the wireframe costumes will never appear.
  • Little Mac is the only character in SSB4 to have a Japanese voice actor in-game and a North American voice actor in his home series to not speak in any regional versions.
  • Little Mac is currently the only character in SSB4 who shares a tier spot with another character. He and Duck Hunt share 43rd/44th place.

References