- This article is about Little Mac's appearance in Super Smash Bros. Ultimate. For other uses, see Little Mac.
|“||As a boxer, Little Mac fights with his fists alone—no kicks! When his Power Meter fills up, he can use a special KO Uppercut, which can really turn a battle around. For his Final Smash, he turns into Giga Mac and pummels the opponent with a furious rush of punches!||”|
|—Description from the Super Smash Blog.|
When unlocked, he is fought at the Punch-Out version of Boxing Ring.
- Incredibly powerful smash attacks that deal high damage and knockback.
- Fully charged Forward Smash is a critical hit and deals flame damage.
- K.O. Punch kills very early.
- Very good at breaking shields.
- Fast dash speed.
- Down aerial is a meteor smash.
- Terrible air game.
- Bad recovery options, with Jolt Haymaker providing poor horizontal recovery and Rising Uppercut being shorter than his second jump. This makes him prone to gimps.
- Straight Lunge has enormous end lag, lasting for almost three seconds. This makes him easily punishable.
- K.O. Uppercut performs far worse in the air than on the ground, severely reducing damage and knockback.
- His weight is very low, meaning he can be killed early by anyone middleweight or above. For such a heavy hitter, he can’t take attacks very well, making him a “glass cannon” of sorts.
- Poor approach options due to relying heavily on close-quarters combat.
Little Mac focuses more on heavy hitting and close range combat than zoning and defense. As a result, he is one of the most powerful characters in the game, with both KO Uppercut and fully charged forward smash being critical hits. His speed also makes him useful to get in and out, quickly overwhelming opponents with quick, sound strikes. Said strikes are extremely easy to break shields with, making Little Mac an easy punisher.
Unfortunately, Little Mac is only this strong on the ground. When forced to jump, Little Mac’s strengths drop exponentially, and reveals his weakness—aerial combat. Little Mac’s aerial game is abysmal, having absolutely dreadful recovery options, with Rising Uppercut gaining height less than his second jump. As a result, he is susceptible to gimping, and can be killed easily once offstage. Moreover, many of his moves possess great end lag, such as Straight Lunge. If missed, Little Mac stands still holding his fist for almost three seconds. Even if it connects, the target can easily return to Mac and hit him with a smash attack. His light weight is also a disadvantage when combined with his aerial capabilities, meaning he can easily be knocked offstage and gimped.
Conclusively, though Little Mac‘s punches are among the most powerful, his poor aerial game, high end lag, and light weight ultimately take away from this small heavy-hitter.
Changes from SSBWU/3DS
- For his Final Smash; Little Mac transforms into Giga Mac, but now traps opponents in front of him with an uppercut and unleashes a barrage of punches before launching them.
- Now has 8 colors at total, with 2 of them as Wireframe Mac.
Grabs and Throws
- Jolt Haymaker no longer puts Little Mac into free fall when used over the ledge.
- Straight Lunge can now be reversed just before launching the attack.
- Straight Lunge can also be cancelled into shield while charging it; this does not, however, store the charge.
- Neutral Attack: jab followed by right hook; can culminate in either a quick punch with uppercut that launches foes away or simply an uppercut
- Forward Tilt: left + right punch that launches foes away
- Up Tilt: overhead right-arm sweep
- Down Tilt: fast, low attack that also dodges body shots and launches foes into the air
- Dash Attack: overhead strike to enemy's head with accompanying launch; cannot pass through foes, however
- Forward Smash: windup followed by strong forward punch, knocking foes across the stage; can be angled
- Up Smash: uppercut that send foes straight up; good anti-air
- Down Smash: low, sweeping punch from back to front
- Floor Attack (Front):
- Floor Attack (Back):
- Floor Attack (Trip):
- Ledge Attack:
- Neutral aerial: downward forward punch with knockback
- Forward aerial: hook punch with knockback
- Back aerial: backhand with knockback
- Up aerial: upward punch that pops foes up, but leaves little room to combo
- Down aerial: quick downward punch with small knockback
Grabs and Throws
- Grab: slow to start
- Forward Throw: standard
- Back Throw: standard
- Up Throw: short-distance throw into the air
- Down Throw: does not have a high pop-up, so easy to combo
|Little Mac's Special Moves|
|Standard Special||Straight Lunge|
|Side Special||Jolt Haymaker|
|Up Special||Rising Uppercut|
|Down Special||Slip Counter|
|Final Smash||Giga Mac|
- Up Taunt:
- Down Taunt:
- Side Taunt:
In competitive play
To be added