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Super smash bros wii u 3ds little mac

The meter charges more from getting hit than from dishing out damage. Once it is full, a bell will sound a Little Mac's Neutral Special becomes the fearsome KO Punch, which passes through shields and counters and deals extreme knockback when hit. Getting hit while the meter is flashing will also deplete the meter, while getting KO'd resets it no matter how much charge was built up.

Although powerful, it is rather difficult to land a successful KO Punch, since enemies will try their best to hit you with an attack that causes you to lose your meter. It also has a blind spot point blank which can cause the punch to narrowly miss enemies. Little Mac has many options for KOing other than KO Punch, but you can still use a full meter to intimidate them into playing more cautiously. Since it is both fast and rips through shields, the move can be used as a deadly punish against a failed semi-fast attack or against a shield-happy opponent. The move becomes a lot weaker in the air, so keep in mind never to use it while airborne.

Little Mac grows to a hulking beast of a man, increasing his already excellent speed and strength to absurd levels. Giga Mac gains constant super armor, while Straight Lunge charges at a much faster rate. The Power Meter is also disabled for the duration of the Final Smash.

The strategy with using Giga Mac is simple: The gain in size also increase your range, helping you to pursue enemies trying to evade a lethal beatdown. You are forced to wait a while when transforming back into Little Mac before you regain control. Watch out for any enemies that might use this opportunity to get free hits on you. Namespaces Page Discussion. Views Read Edit View history. From StrategyWiki, the video game walkthrough and strategy guide wiki.

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Hidden category: This page was last edited on 2 January , at This page has been accessed 1, times. In the NES game, players took control of Mac against the taller opponents, where Mac could only dodge in various directions, block, perform stomach punches, uppercuts, and the special "Star Uppercut". Mac can perform the Star Uppercut by collecting stars, which are obtained by attacking opponents in specific ways. Mac has a stamina meter; if it runs out, he turns pink, and must be given time to recover.

If he is knocked down, players must mash the A button to make him stand up.

Little Mac appears to be a quick and nimble fighter. It appears that Little Mac lacks any projectile of any sort, and to make up for this his quick dashes allow him to bypass projectiles to close in on his foes. Little Mac appears to be great fighter on the ground, but in the air he seems to lack dominance. Lastly, the Power Meter is a mechanic unique to Little Mac.

However, it is lost after holding it for 4 seconds and then being tumbled by any move except footstool jumping , which enforces quick and precise use. KO Uppercut also has considerable ending lag, regardless of whether or not it hits. As a result, it is unarguably one of the riskiest, yet most rewarding attacks in the entire series. Despite his impressive strengths, Little Mac is held back by two very easily exploitable weaknesses. The most serious and notorious of the two is his recovery. His special moves also receive drastic downgrades when used in the air, further worsening his air game.

Jolt Haymaker loses half of its momentum and start-up intangibility, Rising Uppercut loses half of its distance, and Slip Counter's counterattack loses its intangibility. These traits result in Mac being unable to grab an edge unless he is directly beside it, and an opponent being able to launch him away before he grabs on, even if his arm pokes above the edge. Despite having an excellent wall jump, it is overwhelmingly dependent on the stage being used, while Mac's sub-par aerial mobility makes it difficult to fully take advantage of it in most cases.

While Straight Lunge and Slip Counter can also be used as recovery options, they are very situational especially the former and require extremely precise timing in order to be properly used for recovering.


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Unsurprisingly, these traits collectively result in Little Mac having the most difficulty with recovering out of any character in the game, which in turn results in him being commonly cited as having the overall worst recovery in the game. Furthermore, Little Mac has an infamously weak air game. However, his air game is overwhelmingly offset by his aerials' relatively high landing lag, very short ranges, and abysmal power, which results in Mac's aerial moveset having the lowest damage output in the game.

These factors make him an easy target in the air, as he has no means of defending himself outside of point-blank range. This is further compounded by the fact that none of his aerials make the opponents reliably flinch until medium to high percents. Additionally, Little Mac's down aerial is unable to reliably meteor smash opponents until around very high percents, while its sweetspot only lasts for 1 frame.

Unsurprisingly, Mac has no way of reliably KOing in the air without Jolt Haymaker, Rising Uppercut or, in extreme cases, Slip Counter, all of which are very likely to result in inevitable sacrificial KOs if used off-stage. Little Mac's low endurance and vulnerability to combos further compound his weak air game.

Little Mac

While his below-average gravity and fast falling speed gives him high vertical endurance for a character of his weight class, they also make him extremely susceptible to combos and juggling. The super armor granted by Little Mac's smash attacks are also a double-edged sword, as tanking an attack nevertheless results in Mac receiving damage. As a result, Little Mac can be very prone to momentum shifts, as his underwhelming aerial presence can allow opponents to combo him very easily, and in some extreme situations, zero-to-death him with a single attack or combo even if he has been dominating the entire match.

These issues are what force Little Mac to almost always stay grounded, as he cannot afford to be trapped within aerial combos and dragged off-stage just for initiating an aerial approach. Little Mac is also the character most adversely affected by stale-move negation and projectiles. As only his grounded moves possess respectable levels of utility, Mac may find his KOing options scoring KOs later than usual compared to other powerhouses. By extension, his dependence on being grounded leaves him comparatively vulnerable to ground-level projectiles when he is not using his fast dodges and Jolt Haymaker to avoid them.

With all of these points taken into account, Little Mac's polarized playstyle makes him the most notoriously affected by stages, with several competitively legal stages being highly campable by opponents, or too risky for him to maneuver simply because of the existence of platforms. Even though Little Mac's ground game is immensely effective, not all areas of it are perfect. Aside from his downward angled forward smash and sweetspotted up smash, none of Little Mac's other moves deal extra shield damage , making it deceptively difficult to get free punishes on opponents who overuse their shield.

Neutral attack, up tilt, and dash attack are particularly prone to this, as they lack hitlag and have just enough ending lag to be punished from out of shield. Characters with counterattacks can also be detrimental to Little Mac, as a countered smash attack is often enough to be fatal because of the high power of his smash attacks. However, the super armor granted by up and down smashes last long enough to endure quicker counterattacks, such as forward-held Vision.

Despite having throws with passable damage outputs and a fairly fast pummel, Little Mac's overall grab range is tied with Cloud 's for the third shortest among the cast.


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The ending lag and knockback values of his throws also render them unreliable for KOing and, under normal circumstances, starting combos. In comparison, forward throw is able to combo into a dash attack or Jolt Haymaker , but only if the opponent misses a tech. As such, Little Mac's throws are generally only used to deal damage, as he cannot add any grab options that can truly give him the upper hand when an opponent is shielding.

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.

Little Mac (Super Smash Bros. for Nintendo 3DS and Wii U) | Smashpedia | FANDOM powered by Wikia

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: 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. 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 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. 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.

Little Mac Punches into ‘Super Smash Bros.’

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.