Super smash bros 4 tournament little mac
Feb 13, I personally don't care, I'm happy for all the fans, and its just nice to see a new Smash character anyway. But still, since he has a one-hit KO move, do you think he'll be banned from tournaments? Is that considered unfair? Last edited: Feb 13, Joined Aug 7, Messages Location St. The one hit KO sounds like a terrible idea. Hopefully that charge meter goes very slowly and that it has a tight range.
Joined Oct 3, Messages 9, Joined Jun 24, Messages Location Germany. I'm guessing it's going to be the worst move in the game. Cloudy Smash Apprentice Feb 13, Joined Jan 5, Messages Too soon to think about this And that one hit KO must come with something "bad" to balance him. We'll see. BlitznBurst Smash Ace Feb 13, Joined Jun 25, Messages Sunnysunny Blue-nubis Premium. No man. He won't be banned. If he misses or it gets blocked I assume he completely blows his chance at using it for awhile.
It has reactable start up, and the big flashing "KO" sign over Macs head atleast tells the other player when he's got it ready. Don't get me wrong, it still looks stupid as hell to get hit by, but he ain't gonna be landing it for free at high levels. Way too early to make assumptions about this. We should just trust Sakurai and Namco on this. Sunnysunny said:. BlitznBurst said:. Twewy Smash Lord Feb 13, Joined Feb 3, Messages 1, I think that his crappy air-game and the fact it apparently? Dear god. First of all, no.
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Secondly, it probably works like Punch-Out!! Thirdly, you can see his power meter, so any opponent who's not dumb will watch for opportunities for him to use it. Fourthly, it says and shows in the video that his air game and recovery are terrible. It's not like he's going to be an unbalanced mess. Have some faith. Do you think you'll be able to have an option to play without his power meter?
Davidreamcatcha Smash Ace Feb 13, Joined Feb 9, Messages Do we even know how he charges? Let's see some gameplay before speculating on stuff like this. Sakurai would probably call DK's neutral special a one-hit-KO too. Louie G. Smash Hero Feb 13, Joined Aug 21, Messages 6, Location Mars.
It's too fast to jump to conclusions. But no. SchAlternate Smash Master Feb 13, Roy also has a OHKO move. He's ranked very low on the tier list. If you guys pay attention to the trailer you'll actually realize that it's a pretty balanced mechanic in 1 v 1 situations since he literally has to charge it right in front of you face. Go to and take note of how it takes 3 full seconds to get the punch off. Joined Jun 12, Messages 1, Location??? Mac wont be banned see Metaknight. Well now, I cant really assume his tier placement already, that'd be dumb. But going off of previous tier list.
Hed probably be around where DK is, whether that is high or low I cant really say. Ryu Myuutsu Smash Champion Feb 13, Since when does every character have a one HIT KO they could possible save on an opponent who was just lost a stock. I don't see how this is an "everytime" type of thing. Moon Monkey Smash Hero Feb 13, Bowserlick Smash Hero Feb 13, Joined Jul 25, Messages 5, Little Mac has a number of useful custom moves at his disposal. True to its name, Flaming Straight Lunge is a flaming variation that also hits multiple times and is a semi-spike that charges almost twice as quickly, but is considerably weaker and covers less distance.
Stunning Straight Lunge is an electrical variation that travels farther and faster than Straight Lunge, but at the cost of damage and launch resistance. Grounding Blow moves higher and can bury grounded opponents or meteor smash aerial opponents, but its lower power and downward momentum make it much less effective for recovering. Compact Counter is weaker and faster, opening up opportunities for follow-ups, but lacks the default version's immense power and one-hit KO potential. Dash Counter is a double-edged sword, since its added momentum can either greatly help or greatly hinder his recovery.
It should be noted, however, that none of these moves are unarguably better than Little Mac's default special moves.
As such, the best option depends entirely on the player's preference. Ultimately, Little Mac's optimal playstyle requires the player to fight akin to a boxer: keeping constant control of the middle of the stage, effectively reacting to the slightest openings, minimizing any damage taken with his extreme ground mobility, and staying out of the air as much as possible.
Little Mac has just as many strengths as he does weaknesses, though the sheer level of polarization can render his potential as deceptively difficult to use to the fullest in spite of his straightforward fighting style. This is most apparent with a single mistake usually being enough to completely shut down his momentum, which thus forces him to optimize every recovery and opening. Little Mac has received a mix of buffs and nerfs, both direct and indirect, via game updates. Update 1. In comparison, update 1.
However, the changes to shield mechanics brought about in updates 1. Little Mac was further buffed in update 1. While their knockback was compensated, their increased damage outputs make them even more devastating on hit than they already were, as well as safer on shield. In particular, Little Mac's downward angled forward smash now possesses enough shieldstun that, when followed up with his down or forward tilts, can result in a combo that breaks shields even at full health.
Aside from these changes, his up tilt's start-up was decreased by 1 frame while its duration was increased by 1 frame, which effectively removed the blind spot it had near the front of his torso. Overall, Little Mac's ground game has been improved, making his most dominant trait even more imposing.
However, the worsening of his already abysmal recovery has resulted in it becoming even more exploitable. Up : An uppercut. It launches opponents vertically and has the largest hitbox out of all three punch variations, which makes it the easiest to connect. At lower percents, it can combo into Rising Uppercut on heavyweights or fastfallers if their reaction is read. It also grants super armor on frames Forward : A cross.
It has the highest knockback scaling out of all three punch variations, which makes it the most reliable out of the three in regard to KOing. When spaced correctly, it is safe on shield against slower characters. Down : A body hook. It deals the most damage out of all three punch variations and does not possess a sourspot, but its extremely low knockback scaling makes it unusable for KOing.
Its high shieldstun makes it safer on shield than the other two punch variations, and also makes it capable of breaking shields more reliably than any of Little Mac's other attacks. Due to its low knockback scaling, it can set up for a tech chase with an up smash, Jolt Haymaker or KO Uppercut. As of update 1. Little Mac has a unique mechanic called the Power Meter. When fully charged, it replaces his neutral special with the KO Uppercut, an extremely powerful uppercut. Although it was claimed by Masahiro Sakurai to be a one-hit KO attack, this is not true. Nevertheless, it is strong enough to KO opponents at extremely low percents, depending on their weight.
However, when he is attacked, the Power Meter will fill by double to quadruple the amount compared to if he hits an opponent. The uppercut can be canceled by another character's attack, blocked by a perfect shield although it is unblockable or dodged, meaning that it is necessary to catch opponents off-guard to guarantee it hits. If Little Mac's team is victorious but he does not have the most points, Doc Louis will not appear and Mac will perform his second victory pose.
In all of Wireframe Mac 's victory poses, Doc Louis will say one of the following at random:. Since SSB4 's release, Little Mac has been a very contentious character among casual and hardcore players alike. He was very controversial among less experienced players who struggled against him most notably on For Glory , owing to his excellent grounded game, abundance of KOing options, and outstanding frame data. However, he has never been considered a serious threat in competitive play due to his abysmal recovery and nearly useless air game, making his endurance and aerial escape options significantly poor in a highly-skilled environment where flaws were heavily capitalized upon.
Players were quick to note that Mac's vulnerability to juggling and gimping would allow a competent opponent to swiftly KO him from a single opening, and with his inability to move safely between platforms, he was derided as only being able to fight effectively on Final Destination. With a lack of high-level results during SSB4 's early days and the gradually shifting perceptions of the community, Little Mac's popularity diminished immensely, due to him being frequently perceived as a gimmicky character in competitive play, especially after he was nerfed in update 1.
However, the efforts of dedicated Little Mac players like Sol have shown that Little Mac can perform well when played intelligently, even on stages with platforms, and proved that Mac's comeback potential was significant enough to be a considerable mindgame despite his aerial weaknesses. Furthermore, the buffs Little Mac received from game updates made his grounded moves even more rewarding and granted him more reliable combo potential from his grounded game. Improvements in Little Mac's metagame also resulted in newfound techniques for him, which further reinforced his fearsome comeback potential.
While he is still considered too polarized to be truly viable in singles play, Little Mac is considered to fare much better in doubles play, thanks to a teammate covering his weaknesses and assisting him in setting up his powerful attacks. These traits, combined with the expansion to his metagame and better, albeit still rare results, resulted in him being ranked 39th on the second tier list.
He then dropped back to 43rd on the third tier list, as his results continued to be relatively sparse at national tournaments. While he has since dropped slightly to 44th on the fourth and current tier list, he is now ranked as the second lowest mid-tier character due to the expansion of the tiers. As such, to this day, Little Mac's tier placement remains very contentious even within the current metagame.
Little Mac has sixteen alternate costumes, half of which sport a wireframe design based on the original arcade version of Punch-Out!! His wireframe palette swaps have slightly brighter cel-shaded colors compared to his default costumes. Two of Little Mac's alternate costumes. One is his signature hooded sweatsuit , while the other is his attire in Contender Mode when fighting in the World Circuit in the Wii version of Punch-Out!! Using KO Uppercut on Samus. Using the first hit of his neutral attack on Link.
Using Slip Counter against Mario 's up smash. Taunting alongside Pikachu and Olimar. Using Rising Uppercut alongside Diddy Kong 's up smash. Jump to: navigation , search. For the character in other contexts, see Little Mac. Using KO Uppercut on Sonic. Using Rising Uppercut. Little Mac on Smash Ball standby. Using his down smash on Fox. However, he's not the strongest fighter while airborne. Direct 4. Ads keep SmashWiki independent and free :. Navigation Main page Smash Bros. Ultimate Smash Bros. Brawl Smash Bros. Melee Smash Bros. A jab, followed by a hook, followed by an uppercut.
If either of the initial two hits connect with an opponent and the button is held or mashed, Little Mac will perform an extremely fast flurry of punches, followed by an uppercut. Due to it hitting on frame 1, it is tied with Zero Suit Samus ' neutral attack as the fastest neutral attack in the game, and is one of the fastest attacks of any kind, making it extremely useful as an out of shield option or to cover whiffed attacks. In addition to its speed, its anti-rebounding priority enables it to out-prioritize attacks within priority range and go on uninterrupted, such as negating Fox Illusion 's hitbox.
Thanks to its outstanding speed and quick interruptibility, it can be jab canceled for almost guaranteed KOs at high percents, including Rising Uppercut and KO Uppercut , or pressure opponents to keep their shield up, which can lead to shield break combos. A one-two combo.
The world's top competitive players all seem to agree.
Due to it hitting on frame 4, it is the fastest forward tilt in the game. When coupled with its decent range, anti-rebounding priority, and its second hit's very high knockback scaling, it is a safe and very reliable KOing option at high percents. However, the first hit's hitbox on Mac's fist sends opponents at a higher launching angle, making the second hit whiff easily against aerial or falling opponents at high percentages. It is based on the one-two combo he used as an Assist Trophy in Brawl.
An overhead arcing backfist. It covers the entirety of Little Mac's body, which allows him to use it as a quick option to punish overhead attacks or rolls. It can also combo into itself and Rising Uppercut at low percents if the opponent is close to him. It can also function as a somewhat safe approach option when it is pivoted while dashing, thanks to its anti-rebounding priority. A crouching short straight-punch. It can combo into almost all of his attacks, most notably itself, all smash attacks, forward aerial, Jolt Haymaker and KO Uppercut at low to medium percents, and Jolt Haymaker or Rising Uppercut at high percents.
Like forward and up tilts, it has anti-rebounding priority. A lunging overhand. Due to its windbox hitting on frame 1, it is the fastest dash attack in the game.
When coupled with its range and low ending lag, it can be used as a quick punishment option when an opponent is stuck in ending lag, and even combo into itself against heavyweights and fast-fallers. It also possesses KO potential at high percents near the edge. However, it is notoriously risky as an approach option because of it being extremely punishable on shield, especially when considering Little Mac's abysmal offstage endurance.
Due to its windbox hitting on frame 6, it is Little Mac's fastest smash attack, yet it also has respectable ending lag. However, as Little Mac steps forward to perform it, it can miss the opponent if they are touching him. An uppercut. Its first frame has a sweetspot that possesses a flame effect and deals significant shield damage. Its sourspot also makes it useful for aerial protection, thanks to its respectable damage output, high knockback scaling, and hitbox placement.
However, it has the highest amount of ending lag out of his grounded moves 35 frames , and its sourspot lacks super armor. Despite its appearance, it also only hits in front of Little Mac, although it possesses enough vertical range to hit opponents standing on Battlefield 's lower platforms. It is a semi-spike , hits on both sides, and has long range, although it has a blind spot near Little Mac's body. Like his other smash attacks, it grants super armor frames and Unlike most down smashes, both of its hits have the same damage outputs and knockback values.
All of these traits make it very reliable for edge-guarding, and difficult to punish. If an opponent is hit by the hitbox on Mac's upper arm, it is possible to drag them into the second hit at low percents, although this is difficult to do. A downward angled jab. Due to it hitting on frame 2, it is the fastest neutral aerial in the game. When coupled with its very minimal ending lag, it can be used as a combo breaker of sorts when in the air. It is also capable of dragging aerial opponents back to the ground, warding off an opponent standing at the edge when used after an edge jump, and can even start intricate footstool jump combos.
However, it is extremely risky because of its very short range and abysmal damage output. A hook.
Punch Out's Little Mac enters the Super Smash Bros. battle arena. - video dailymotion
It has slight start-up and a low damage output. It is a quick semi-spike, which makes it useful for edge-guarding, especially against characters with poor recoveries. However, its very short range makes this difficult to do so reliably. It can also be used as a follow-up from down tilt, although this can be rather unrewarding. At certain percents, it is possible to chain multiple forward aerials into an offstage Jolt Haymaker as a KO combo, although this will result in a self-destruct regardless of the outcome.
A backfist. Like forward aerial, it is a quick semi-spike that can be used either to edge-guard or fend off opponents. However, its hitbox does not last long, and its awkward hitbox position makes this difficult to do so reliably. An upward arcing hook. Due to it hitting on frame 5, it is tied with Luigi 's up aerial for the second fastest up aerial in the game, which makes it a somewhat useful aerial combo move. If used while near the ground, it can combo into up tilt and Rising Uppercut at high percents. However, its considerable ending lag and high landing lag makes it punishable if missed.
It appears to be based on the jump Little Mac performs during his victory animation in the Wii version of Punch-Out!! A downward palm thrust. Due to it hitting on frame 7, it is tied with Jigglypuff 's down aerial as the fifth fastest down aerial in the game. When coupled with its middle hitbox being capable of meteor smashing , it is also the fastest meteor smash in the game.
However, it is also the weakest meteor smash in the game, and thus extremely ineffective against anyone but fast-fallers unless Little Mac footstool jumps on the opponent immediately after. Experienced players can use it to jab reset opponents by short hopping and then hitting a floored opponent before finishing them with any of Little Mac's strongest attacks.
Clinches the opponent. Due to his grabs' moderate ending lag and his overall grab range being tied with Cloud 's for the third shortest in the game, Little Mac's grabs are among the most ineffective in the game. However, his pivot grab has longer range, which is useful and easy to perform thanks to his outstanding ground speed. Another option to alleviate his grab's poor range is to perform a roll cancel grab, which is a very useful tool to catch the opponent during unexpected combos.
Rears his arm back and throws an overhand.