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Little Mac (SSB4)/Neutral special/Default: Difference between revisions

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[[Category:Little Mac (SSB4)]]
[[Category:Little Mac (SSB4)]]
[[Category:Special attacks (SSB4)]]
[[Category:Special attacks (SSB4)]]
[[Category:Neutral special moves (SSB4)]]

Revision as of 10:02, February 9, 2017

Overview

Straight Lunge

Little Mac's neutral special move is called Straight Lunge. True to its name, it involves Little Mac charging a punch and unleashing it forwards. Unlike other chargeable moves, its power stays the same regardless of charge; instead, the distance granted increases. The entire move has damage-based launch resistance, meaning that Little Mac cannot be hit out of it if a move deals less than 6%. The clean hit from a fully charged move is Little Mac's strongest attack, as well as one of the strongest moves in the game, KOing any character at 55% from the center of Final Destination. However, the move has very low speed, with the earliest hit starting at frame 40. Its fully charged variant also has 75 frames of ending lag. As such, this move is never used in competitive play unless the opponent is vulnerable (for instance, after a shield break).

KO Uppercut

If Little Mac's Power Meter is full, the move is converted into the KO Uppercut, an unblockable uppercut with enough power to reliably KO any character at 40%. It has very quick startup as well, hitting on frame 9. It is generally considered one of the (if not the) most powerful comeback moves in the game. However, it has 86 frames of ending lag, making it extremely easy to punish if it misses. Little Mac is also unable to keep it indefinitely, as the Power Meter can be emptied by any move that would normally break the launch resistance of Straight Lunge. Its usage in competitive play revolves around mindgames, since opponents will be forced to play cautiously if they wish to not get knocked out. What makes it even more threatening is Little Mac's ability to combo into the move. If the opponent is at 25-35%, down tilt will lead into an inevitable KO Uppercut. Alternatively, Little Mac can jab cancel his neutral attack. This works at percentages as high as 110%, at the cost of its increased difficulty in doing so. Finally, Little Mac can jab reset his opponent with a down aerial, but since the opponent has to miss a tech first, it is not seen as commonly.

Hitboxes

Straight Lunge

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KO Uppercut

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Grounded
0 0 35% 0 AngleIcon80.png 25 100 0 4.5 22 3.0 0.0 0.0 1.0x 1.5x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(Rebound).png TypeIcon(Hand).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png H Punch SpecialsDirect.png
1 0 35% 0 AngleIcon80.png 25 100 0 4.5 0 0.0 9.0 5.0 1.0x 1.5x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(Rebound).png TypeIcon(Hand).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png H Punch SpecialsDirect.png
Aerial
0 0 13% 0 AngleIcon80.png 40 80 0 5.0 22 3.0 0.0 0.0 1.0x 1.5x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Hand).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png
1 0 13% 0 AngleIcon80.png 40 80 0 3.0 22 -1.0 0.0 0.0 1.0x 1.5x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Hand).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png
2 0 13% 0 AngleIcon80.png 40 80 0 3.0 21 0.0 0.0 0.0 1.0x 1.5x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Hand).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png

Timing

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Straight Lunge

Clean hit 40-41 (uncharged), 123-125 (fully charged)
Middle hit 42-45 (uncharged), 126-132 (fully charged)
Late hit 46-53 (uncharged), 133-157 (fully charged)
Interruptible ? (uncharged), 232 (fully charged)
Animation length ?

KO Uppercut

Launch resistance 8-9 (grounded), N/A (aerial)
Hitboxes 9-11 (grounded), 9-12 (aerial)
Interruptible 97 (grounded), 76 (aerial)
Animation length ?