Little Mac (SSBU): Difference between revisions

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==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Despite being a lower mid-tier character in ''Smash 4'', Little Mac has received a mix of buffs and nerfs in the transition to ''Ultimate''. While he has received good improvements both directly and from game engine changes, he also received heavy nerfs to his damage and combo potential. As a result, he is considered to be nerfed overall, and he also is mostly harmed by the universal engine changes, compared to most of the cast who benefit from said changes.
Despite being a lower mid-tier character in ''Smash 4'' (44th out of 55 characters), Little Mac has received a mix of buffs and nerfs in the transition to ''Ultimate''. While he has received good improvements both directly and from game engine changes, he also received heavy nerfs to his damage and combo potential. As a result, he is considered to be nerfed overall, and he also is mostly harmed by the universal engine changes, compared to most of the cast who benefit from said changes.


Little Mac's biggest buff involves his notoriously poor [[recovery]]: it has been extended and has greater mixup potential due to readdition of directional [[air dodge]]s, [[Jolt Haymaker]] no longer causing [[helplessness]] while traveling more distance, and [[KO Uppercut]] granting recovery distance in midair. His attributes have also been modified, as he now has a considerably faster [[air speed]] which helps him recover easier, higher jumps which no longer make him as vulnerable to platform [[camping]] (while also improving his recovery), and the second highest [[falling speed]] which makes it easier for him to return to the ground. His higher weight not only improves his endurance, but also allows him to benefit from rage more effectively despite its weakening, making him harder to KO when combined with his longer recovery.
Little Mac's biggest buff involves his notoriously poor [[recovery]]: it has been extended and has greater mixup potential due to readdition of directional [[air dodge]]s, [[Jolt Haymaker]] no longer causing [[helplessness]] while traveling more distance, and [[KO Uppercut]] granting recovery distance in midair. His attributes have also been modified, as he now has a considerably faster [[air speed]] which helps him recover easier, higher jumps which no longer make him as vulnerable to platform [[camping]] (while also improving his recovery), and the second highest [[falling speed]] which makes it easier for him to return to the ground.  His options in the air, such as Jolt Haymaker that is quickly followed by a forward aerial or double jump and a combination of Rising Uppercut and neutral or down aerial can give slightly more momentum to his recovery moves. His higher weight not only improves his endurance, but also allows him to benefit from rage more effectively despite its weakening, making him harder to KO when combined with his longer recovery.


Among other buffs, some of Little Mac's ground moves have been improved: his [[neutral attack]] is even faster, can jab cancel with more ease, and can now jab [[lock]]. His [[forward tilt]] connects better on opponents in the air, and [[down tilt]] has more range to the point it outranges some swordfighter's down tilts, such as Meta Knight or Ike. All versions of [[forward smash]] have lost their blindspots, and [[up smash]] has more active [[super armor]] frames. [[Straight Lunge]] now gains damage while charging, can now be shield-canceled, can be turned around if needed, and deals a consistent 30% when fully charged. Aside from its helpless state being removed, Jolt Haymaker also has significantly improved safety on hit. The aerial version of [[KO Uppercut]] also has more knockback, allowing it to KO reliably. His grabs have also received much more range and have lost their previous blindspots, making them much more reliable. Some of his attacks also no longer have a sourspot on Little Mac's arm, causing them to deal consistent damage and knockback.
Among other buffs, some of Little Mac's ground moves have been improved: his [[neutral attack]] is even faster, can jab cancel with more ease, and can now jab [[lock]]. His [[forward tilt]] connects better on opponents in the air, and [[down tilt]] has more range to the point it outranges some swordfighter's down tilts, such as Meta Knight or Ike. All versions of [[forward smash]], as well has dash attack, have lost their blindspots, and [[up smash]] has more active [[super armor]] frames. [[Straight Lunge]] now gains damage while charging, can now be shield-canceled, can be turned around if needed, and deals a consistent 30% when fully charged. Aside from its helpless state being removed, Jolt Haymaker also has significantly improved safety on hit. The aerial version of [[KO Uppercut]] also has more knockback, allowing it to KO reliably. His grabs have also received much more range and have lost their previous blindspots, making them much more reliable. Some of his attacks also no longer have a sourspot on Little Mac's arm, causing them to deal consistent damage and knockback.


Little Mac also benefits heavily from some of the universal changes: since the alterations to grounded movement have returned some of the aspects of [[dash dancing]], this grants Little Mac one of the game's best dash dances. The ability to [[dash cancel]] into any grounded attack and the introduction of [[spot dodge]] canceling arguably benefit him more than any other fighter, as not only he now has access to all his grounded options at any time, he is able to avoid most laggy [[punishment]] options and retaliate immediatly with his strong grounded game; both of these changes improve his hard punish game. The changes to [[shieldstun]] make it easier for him to punish aerial approaches [[out of shield]] and make his grounded attacks safer, benefitting his ground-based playstyle, while this is complemented by the universal nerfs to grabs and [[shield grab]]s, which now make him more difficult to punish out of shield without a sufficiently ranged move. The nerfs to defensive options ([[shield]]ing, [[air dodge]]s, [[roll]]s, and spot dodges) further improve his pressure ability and punish game, while he still possesses some of the best defensive options of the cast. Finally, the changes to [[jostle]] mechanics now make his attacks much harder to whiff up close, such as Straight Lunge's infamous whiffs at point-blank range in ''Smash 4'', although it very rarely can still happen.
Little Mac also benefits heavily from some of the universal changes: since the alterations to grounded movement have returned some of the aspects of [[dash dancing]], this grants Little Mac one of the game's best dash dances. The ability to [[dash cancel]] into any grounded attack and the introduction of [[spot dodge]] canceling arguably benefit him more than any other fighter, as not only he now has access to all his grounded options at any time, he is able to avoid most laggy [[punishment]] options and retaliate immediatly with his strong grounded game; both of these changes improve his hard punish game. The changes to [[shieldstun]] make it easier for him to punish aerial approaches [[out of shield]] and make his grounded attacks safer, benefitting his ground-based playstyle, while this is complemented by the universal nerfs to grabs and [[shield grab]]s, which now make him more difficult to punish out of shield without a sufficiently ranged move. The nerfs to defensive options ([[shield]]ing, [[air dodge]]s, [[roll]]s, and spot dodges) further improve his pressure ability and punish game, while he still possesses some of the best defensive options of the cast. Finally, the changes to [[jostle]] mechanics now make his attacks much harder to whiff up close, such as Straight Lunge's infamous whiffs at point-blank range in ''Smash 4'', although it very rarely can still happen.
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In addition, despite some of the universal changes improving Little Mac, other indirect changes have harmed him as much. The increased damage on [[edge attack]]s (since they now deal more than 8% throughout the cast) means Straight Lunge's armor can no longer withstand them, removing a mindgame option. Since defensive options have been nerfed to become stale if overused, while Little Mac can punish opponents more easily, his defense is more exploitable since his awful aerial game makes him reliant on dodges and shielding. The limitation to a single air dodge until a character gets hit or lands on the ground, as well as the higher ending lag on one, is especially notable, as this makes him even more susceptible to juggling if his air dodge is misused, and much more susceptible [[gimp]]ing despite his improved recovery, as combined with the ability to use Jolt Haymker once before landing makes it difficult to fully extend his recovery. The changes to jostle mechanics, while making his moveset more consistent, make it easier to corner Little Mac and read his fairly linear [[approach]]. However, the removal of [[perfect pivot]]ing, the universal reduction of [[jumpsquat]]s and [[landing lag]] are the changes that hinder him more than any other character; the former changes eliminates his extremely strong microspacing tactics, while the changes to dash-canceling do not fully compensate for this. Meanwhile, the latter two changes benefit his terrible aerial game far less while strengthening most of the cast's aerial games far more, making him more vulnerable to combos and aerial rushdowns, which limits him more to shielding a move or directly contesting them by making use of his smash attacks [[super armor]] to muscle through them, which can be risky.
In addition, despite some of the universal changes improving Little Mac, other indirect changes have harmed him as much. The increased damage on [[edge attack]]s (since they now deal more than 8% throughout the cast) means Straight Lunge's armor can no longer withstand them, removing a mindgame option. Since defensive options have been nerfed to become stale if overused, while Little Mac can punish opponents more easily, his defense is more exploitable since his awful aerial game makes him reliant on dodges and shielding. The limitation to a single air dodge until a character gets hit or lands on the ground, as well as the higher ending lag on one, is especially notable, as this makes him even more susceptible to juggling if his air dodge is misused, and much more susceptible [[gimp]]ing despite his improved recovery, as combined with the ability to use Jolt Haymker once before landing makes it difficult to fully extend his recovery. The changes to jostle mechanics, while making his moveset more consistent, make it easier to corner Little Mac and read his fairly linear [[approach]]. However, the removal of [[perfect pivot]]ing, the universal reduction of [[jumpsquat]]s and [[landing lag]] are the changes that hinder him more than any other character; the former changes eliminates his extremely strong microspacing tactics, while the changes to dash-canceling do not fully compensate for this. Meanwhile, the latter two changes benefit his terrible aerial game far less while strengthening most of the cast's aerial games far more, making him more vulnerable to combos and aerial rushdowns, which limits him more to shielding a move or directly contesting them by making use of his smash attacks [[super armor]] to muscle through them, which can be risky.


Overall, despite some changes to Little Mac's notoriously awful recovery and the ability to dash cancel moves, Little Mac has indirectly lost many of the tools that made him effective in the previous game. This makes him perform worse than his ''Smash 4'' iteration, and he is one of the most nerfed characters in the transition, alongside {{SSBU|Bayonetta}}, {{SSBU|Cloud}}, {{SSBU|Corrin}}, {{SSBU|Diddy Kong}}, {{SSBU|Donkey Kong}}, the {{SSBU|Ice Climbers}}, {{SSBU|Rosalina & Luma}} and {{SSBU|Sheik}}. His perception within the competitive community has been extremely negative since the game's release, which has extended to the point where he is arguably considered by some players to be the worst character in the game. This has been reflected in his tournament representation, as it is almost non-existent at national level tournaments; however, he still has several dedicated mains to his credit, including Kala, {{Sm|Sol}} and {{Sm|Tarakotori}}, who continue to attain respectable results with him at the regional levels and some noteworthy placements in nationals. In addition, update 3.1.0 heavily improved his grounded kit, especially to his neutral attack (though the buff specifically decreasing the move's lag on the third hit would later be removed in update 4.0.0), making his representation and results gradually improve even in national tournaments. While some professionals maintain that Little Mac remains a bottom tier (and arguably the worst character in the game), many professionals have reevaluated their opinions on Little Mac, considering him to be a low tier, thanks to his more versatile and more reliable combo tools and improved results, albeit not enough to go higher due to his notable weaknesses. As such, Little Mac's true viability remains a highly contentious point of debate in competitive play.  
Overall, despite some changes to Little Mac's notoriously awful recovery and the ability to dash cancel moves, Little Mac has indirectly lost many of the tools that made him effective in the previous game. This makes him perform worse than his ''Smash 4'' iteration, and he is one of the most nerfed characters in the transition, alongside {{SSBU|Bayonetta}}, {{SSBU|Cloud}}, {{SSBU|Corrin}}, {{SSBU|Diddy Kong}}, {{SSBU|Donkey Kong}}, the {{SSBU|Ice Climbers}}, {{SSBU|Rosalina & Luma}} and {{SSBU|Sheik}}. His perception within the competitive community has been extremely negative since the game's release, which has extended to the point where he is arguably considered by some players to be the worst character in the game. This has been reflected in his tournament representation, as it is almost non-existent at national level tournaments; however, he still has several dedicated mains to his credit, including Kala, {{Sm|Sol}} and {{Sm|Tarakotori}}, who continue to attain respectable results with him at the regional levels and noteworthy placements in nationals. In addition, update 3.1.0 heavily improved his grounded kit, especially to his neutral attack (though the buff specifically decreasing the move's lag on the third hit would later be removed in update 4.0.0), making his representation and results gradually improve even in national tournaments. While some professionals maintain that Little Mac remains a bottom tier (and arguably the worst character in the game), many professionals have reevaluated their opinions on Little Mac, considering him to be a low tier, thanks to his more versatile and more reliable combo tools and improved results, albeit not enough to go higher due to his notable weaknesses. As such, Little Mac is not considered the worst character overall anymore, but his true viability remains unknown and a highly contentious point of debate in competitive play.  


{{SSB4 to SSBU changelist|char=Little Mac}}
{{SSB4 to SSBU changelist|char=Little Mac}}