User blog:Poostanky!/How To: Little Mac Guide

Hello, Smashers.

Today, I will teach you how to play Little Mac.

First off, this is my first guide, I will try my best to teach you as best as possible.

ANYWAY, let us first recognize Mac's games he can play!

Ground Game
Mac's ground game is the best out of all the cast in SSB4. All of his attacks do decent to outstanding damage, and has speed plugged in along with them.

Smashes
All of Mac's smashes have super armor on their frames. They can be used to get through attacks without even flinching at all. Here is some of the frame data/hitboxes of his smashes and his armor.
 * Forward Smash (Angled Upward)/Regular Smash: 14-15 (Armor: 8-15)
 * Forward Smash (Angled Down): 15 (9-15)
 * Down Smash (First Hit): 10-11 (Armor: 7-10)
 * Down Smash (Second Hit): 17-18 (Armor: 15-17)
 * Up Smash: 10 (Armor: 8-11)
 * Up Smash done late has no armor on it.

F-Smash

 * This hard-hitting punch has 3 variations of it.
 * Up Angled F-Smash is an uppercut that will send the opponent upwards when hit.
 * Down Angled F-Smash is a body blow that won't KO until high percent's. Also, an efficient shield damager.
 * F-Smash is a great kill move that will send them flying forward with a punch that kills at mid to high percent.

D-Smash

 * D-Smash is his best edge-guarding move. This can catch rolls, as it hits twice; in front and behind him. This can also kill early.

U-Smash

 * A Great anti-air that is able to kill at mid to high percent's. If you get the sweetspot (which is right under the opponent), then you get a burning punch.

F-Tilt

 * A fabulous combo ender. This devastating tilt has high knockback, and can kill at high percents.

U-Tilt

 * Another great anti-air, with a curve motion just like U-Smash. This can be a combo starter and can kill at a ridiculous percentage.

D-Tilt

 * Another great, and maybe the best combo starter. Used for edge-guarding and kills at no relevant percentage.

Aerials
First off, Little Mac has bad air game, but that doesn't mean crap! His aerials have uses, good ones. Look below to see what lies.

F-air

 * Can combo from attacks that get the opponent into the air. This can be apart of the process called jab locking. That will be down below.
 * This can also be used to gimp people. This move has moderate knockback. Once used to gimp, you can safely get back if you have not used your double jump.

D-air

 * This attack can spike at high percents (worst spike in the game). It can also be used to jab-lock, and set up KO's.

U-air
platforms.
 * Can combo from attacks that get the opponent into the air, such as D-tilt. This can also go through and hit through

Up-B

 * Used as a combo ender, and his primary recovery. For his recovery, you can maneuver it from side to side, but only a bit. This move has intangibility on the first hit on frames 1,2, and 3.

Side-B

 * This move is used as a combo ender as well, specifically D-Tilt at mid percents. Covers range, and can go over some projectiles. This has intangibility partially on frames 5-8, and sometimes 5-14. Side-B also can have a shorter version in the air, but also has one where he is technically still on the ground. Simply immediately do Side-B RIGHT AFTER a very small jump.

Neutral-B

 * This move has armor while charging the straight lunge. You can release it anytime you like. When his fist's aura is blue, it is weaker than full charge, but does decent damage and low ending lag. When red, it does tremendous power to the opponent, but is unsafe when blocked, as it has high cool down.

More to come soon