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"Show'em Whatcha Got, Baby" - Little Mac Moveset Thread - WIP

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LCC Son-in-Law

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This thread is the official Little Mac Moveset thread. We will update the opening post as more information becomes available. If there are any mistakes in the information below, please let us know.

Edited 1/14/2015


Jab

First Hit:
  • Frame 1
  • 2%
  • Shield on Frame 27
Second Hit:
  • Frame 11
  • 2%
  • Shield on Frame 38
Third Hit:
  • Frame 29
  • 7%
  • Shield on Frame 70
Beat Boxing:
  • Frame 21
  • One hit every 7 Frames
  • Last hit 10 Frames after previous
  • 0.7% Each hit
  • 3% Last hit
  • Shield on Frame 130
  • Minimum of 10 hits

Forward Tilt
  • First hit Frame 4
  • Second hit Frame 17
  • 4% First hit
  • 8% Second hit
  • Shield on Frame 52

Up Tilt
  • Frame 5-10
  • 9%
  • Shield on Frame 38

Down Tilt
  • Frame 3
  • 8%
  • Shield on Frame 30
  • Dtilt combo's really well into K.O. Punch. Here are the percentages that allow this to be a reliable combo:
[collapse=Dtilt to K.O. Punch Combo]
Dtilt -> KO Punch kill percentage / Dtilt -> KO Punch true combo range
Bowser: 21% / 28%-78%
Bowser Jr: 14% / 34%-64%
Captain Falcon: 19% / 22%-84%
Charizard: 18% / 26%-69%
Dark Pit: 15% / 23%-68%
Diddy Kong: 15% / 23%-82%
Donkey Kong: 22% / 27%-81%
Dr. Mario: 15% / 24%-69%
Duck Hunt: 15% / 25%-75%
Falco: 12% / 21%-72%
Fox: 10% / 21%-72%
Ganondorf: 18% / 26%-68%
Greninja: 13% / 23%-69%
Ike: 19% / 25%-79%
Jigglypuff: 3% / 25%-46%
King Dedede: 25% / 27%-80%
Kirby: 7% / 27%-52%
Link: 17% / 25%-75%
Little Mac: 13% / 21%-76%
Lucario: 16% / 24%-84%
Lucina: 14% / 22%-74%
Luigi: 12% / 23%-51%
Mario: 15% / 24%-70%
Marth: 14% / 22%-74%
Mega Man: 19% / 24%-90%
Meta Knight: 11% / 21%-62%
Mr. Game & Watch: 6% / 20%-53%
Ness: 12% / 23%-62%
Olimar: 9% / 21%-64%
Pac-Man: 13% / 23%-70%
Palutena: 11% / 23%-57%
Peach: 10% / 29%-58%
Pikachu: 10% / 21%-56%
Pit: 14% / 23%-68%
R.O.B.: 19% / 25%-90%
Robin: 14% / 23%-74%
Rosalina & Luma: 7% / 27%-61%
Samus: 16% / 33%-80%
Sheik: 11% / 22%-66%
Shulk: 16% / 24%-77%
Sonic: 13% / 23%-64%
Toon Link: 12% / 23%-56%
Villager: 13% / 23%-65%
Wario: 18% / 25%-74%
Wii Fit Trainer: 12% / 23%-51%
Yoshi: 15% / 24%-63%
Zelda: 10% / 23%-59%
Zero Suit Samus: 11% / 21%-72%
[/collapse]

Forward Smash

No Tilt:
  • Frame 15
  • 19%
  • Shield on Frame 62
Tilted Down:
  • Frame 16
  • 23%
  • Shield on Frame 63
Tilted Up:
  • Frame 17
  • 19%
  • Shield on Frame 62

Up Smash

Sweet Spot:
  • Frame 10
  • 20%
  • Shield on Frame 70
Sour Spot:
  • Frame 11
  • 15%
  • Shield on Frame 63

Down Smash
  • Front hit Frame 10
  • Back hit Frame 17
  • 12% each hit
  • Shield on Frame 52

Dash Attack
  • Frame 7
  • 10%
  • Shield on Frame 42

Grab

Standing Grab:
  • Frame 9
  • Shield on Frame 42
Dash Grab:
  • Frame 10
  • Shield on Frame 42
Pivot Grab:
  • Frame 10
  • Shield on Frame 40

Neutral B (Straight Lunge)

No Charge:
  • Frame 44
  • 14%
  • Shield on Frame 99
Full Charge:
  • Frame 123
  • 25%
  • Shield on Frame 252
No Charge (Aerial):
  • Frame 44
  • 10%
  • Shield on Frame 99

K.O. Punch (Star Punch)

[Collapse=K.O. Punch Kill Percentages]
Bowser: 30%
Bowser Jr: 22%
Captain Falcon: 27%
Charizard: 27%
Dark Pit: 23%
Diddy Kong: 23%
Donkey Kong: 31%
Dr. Mario: 24%
Duck Hunt: 24%
Falco: 20%
Fox: 18%
Ganondorf: 27%
Greninja: 21%
Ike: 27%
Jigglypuff: 13%
King Dedede: 34%
Kirby: 16%
Link: 26%
Little Mac: 22%
Lucario: 25%
Lucina: 23%
Luigi: 22%
Mario: 24%
Marth: 23%
Mega Man: 27%
Meta Knight: 19%
Mr. Game & Watch: 15%
Ness: 22%
Olimar: 18%
Pac-Man: 22%
Palutena: 20%
Peach: 19%
Pikachu: 18%
Pit: 23%
R.O.B.: 26%
Robin: 23%
Rosalina & Luma: 17%
Samus: 25%
Sheik: 19%
Shulk: 25%
Sonic: 22%
Toon Link: 21%
Villager: 23%
Wario: 26%
Wii Fit Trainer: 21%
Yoshi: 24%
Zelda: 19%
Zero Suit Samus: 20%
[/collapse]
[Collapse=How K.O. Meter Builds up]
Taking 100% damage is enough damage taken to fill your meter completely.

Regarding dealing damage, it takes dealing 334% damage to fill your meter completely.

For taking damage, every < indicates about 10%, but at the beginning even taking 1% damage will fill one < bar.

Here's an illustration.

<<<<<<<<<<

This one green bar indicates that you've taken 1 to 9% damage toward your goal. Two would indicate you've taken 11-19% toward your goal of a KO punch. Seeing as taking damage fills up the gauge about 3 times faster than dealing damage does, this is a decent guide to being able to tell when you've got a KO punch.

When you have a KO punch stored, you can potentially keep it indefinitely. For a short time after storing a punch(about 6 seconds), you're unable to lose it, but after this grace period is up, any attack that has knockback will cause you to lose the stored KO punch.
[/Collapse]
Ground:
  • Frame 9
  • 35%
  • Shield on Frame 158
  • Shield on Frame 99 on Whiff
  • Whiff has Wind Box
Aerial:
  • Frame 9
  • 13%
  • Shield on Frame 158
  • Shield on Frame 99 on Whiff
  • Whiff has Wind Box

Side B (Jolt Haymaker)

Ground:
  • Earliest hit Frame 10
  • Automatic hit Frame 30
  • 14%
  • Shield on Frame 91
Aerial:
  • Earliest hit Frame 10
  • Automatic hit Frame 30
  • 14%
  • Shield on Frame 33 (after landing Lag)
Up B (Rising Uppercut)
  • First Hit: Frame 3Second Hit: Frame 15Third Hit: Frame 23Fourth Hit: Frame 31Fifth Hit: Frame 36Sixth Hit: Frame 50
  • 3% Each hit, First and Sixth
  • 1% Each hit, Second through Fifth
  • Enter helpless on Frame 95

Down B (Slip Counter)
  • Earliest activation Frame 5
  • Latest activation Frame 24
  • Shield on Frame 76 after activation
  • Shield on Frame 63 when whiffed
  • Damage varies depending on the attack countered

Neutral Air
  • Frame 2
  • Can act again on Frame 21
  • Shield on Frame 17 (After landing lag)
  • 2%

Forward Air
  • Frame 10
  • 5%
  • shield on Frame 22 (After landing lag)

Back Air
  • Frame 11
  • 6%
  • Shield on Frame 28 (After landing lag)

Down Air
  • Frame 7
  • 5%
  • Shield on Frame 30 (After landing lag)
  • Can Meteor Smash

Up Air
  • Frame 5
  • 5%
  • Shield on Frame 23 (After landing lag)

Forward Roll
  • Shield on Frame 28
  • Invincibility ends Frame 17

Back Roll
  • Shield on Frame 28
  • Invincibility ends Frame 17

Spot Dodge
  • Shield on Frame 26
  • Invincibility ends Frame 17

Air Dodge
  • Invincibility begins Frame 2
  • Invincibility ends Frame 23
  • Can act again Frame 30
  • Shield on Frame 20 (After landing lag)
Frame data credited to Croi
K.O. Punch killing percentages & Dtilt to K.O. Punch combo percentages credited to STiCKYBULL3TZ

K.O. Punch Meter data credited to Aerodrome
 
Last edited:

ndayday

stuck on a whole different plaaaanet
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Your images are all broke'd man
 

Opossum

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I uploaded all of Little Mac's custom moves. I hope it helps in the future

Thanks! I hope to be able to fix up the OP at some point early this week. Lots of things IRL going on I'm afraid, so every bit helps. :D
 

Mienaikage

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Little Mac has 3 different forward smashes, angling up and down not only changes the direction of the move, but the behaviour. Aiming upwards gives you an uppercut, which launches your opponent into the sky. Aiming downwards changes the move into a hook, which seems to have significantly reduced knockback, but does more damage, and a whole ton of shield damage.

Down smash seems to have partial invincibility while being charged, but I haven't figured out the specifics. I know Pit's arrows will fly straight past him but I haven't managed to try it out with anything else.
 

ndayday

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super armor is the word you're looking for.
if I'm not mistaken all his smashes have it.
 

Mienaikage

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Nope, Super Armor is not the word I'm looking for. Little Mac does not absorb the attack while charging the Down Smash, instead it passes right by him. Certain areas of his body no longer have a hurtbox.
 

mimgrim

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Nope, Super Armor is not the word I'm looking for. Little Mac does not absorb the attack while charging the Down Smash, instead it passes right by him. Certain areas of his body no longer have a hurtbox.
If that is true then it is called intangibility.
 

Mienaikage

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He also seems to have a walljump, and he can cancel his dash turn animation into either fTilt or fSmash. Disregard that striked-out statement, that seems to be a general thing...
 
Last edited:

STiCKYBULL3TZ

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I have trouble connecting with Dtilt. Especially against someone who heavily rolls. I usually substitute with Dsmash. That way it can catch rolls. It also has super armor and it's fast enough for someone to not punish on reaction. The only time I Dtilt is for K.O. setups or poking at the ledge. Ftilt is awesome tho. Easily his most useful move
 

C_I_N

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Has anybody found any AT Little Mac can make use of to get a bit crisper on his executions?
 

STiCKYBULL3TZ

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This thread here has some stuff that have to do with trotting and pivoting. Seems like some really useful stuff but you may want to wait until the Wii U version releases cuz it might be rough on your circle pad
 

Crven

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I don't know if people have discussed this yet. But Lil Mac can jump cancel all his special moves while staying grounded. His initial dash before he starts into his run you can't use specials. But since you can jump you can jump cancel his specials. I only started using it because I wanted to be able to a quick dash KO punch, and this method allows that. You can also KO punch out of shield with this.
 

Kempatsu

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I don't know if people have discussed this yet. But Lil Mac can jump cancel all his special moves while staying grounded. His initial dash before he starts into his run you can't use specials. But since you can jump you can jump cancel his specials. I only started using it because I wanted to be able to a quick dash KO punch, and this method allows that. You can also KO punch out of shield with this.
think you could post a video showing an example, would that be asking too much?

Thank you!
 
Last edited:

Kempatsu

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I don't know if people have discussed this yet. But Lil Mac can jump cancel all his special moves while staying grounded. His initial dash before he starts into his run you can't use specials. But since you can jump you can jump cancel his specials. I only started using it because I wanted to be able to a quick dash KO punch, and this method allows that. You can also KO punch out of shield with this.
My char hovers ever so slightly but he will unleash the KO punch while running. Are you able to do this with Little Mac still on the ground?
 
Last edited:

Crven

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My char hovers ever so slightly but he will unleash the KO punch while running. Are you able to do this with Little Mac still on the ground?
Looking at it in slow mo he will start his jump animation but goes into grounded KO punch. In regular speed it shouldn't even look like you left the ground, and if it does then you hit it too slow. I just slide from Y to B with my thumb on 3DS. Both Mac's regular neutral B, KO Punch, and counter seem to do it. But looking at side B again I can only get the air version off of jump cancels.

I'm not sure what the mechanics, if it is because he feet are still touching the ground as he starts his jumps, but instead of keeping his upward momentum with his jump it just sticks him back on the ground. Only reason I mention the feet is Side B is the only move he lifts them up with, which might explain why it doesn't work with this method. But that is just a guess.

Also, as a side thing for anyone who isn't doing this. In training you can put down 4 bombs and just down smash them to get your KO punch up right away. The armor will make it so you never go flying no matter the percent you are at.
 

Darrman

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A little tech with Side-B.... I know I'm scrub, but if you press B in the middle of Side-B, Mac will perform the attack early. Useful for a quick attack with it, but you're left with a lot of ending lag at the end. And of course, beware the SD of leaping off the stage!
 

STiCKYBULL3TZ

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If anyone needed assistance on performing the 3 Fsmashes here's a tip:

Do an Fsmash and quartercircle up to do the uppercut. Fsmash and quartercircle down to do the body blow
 

Croi

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A guy wanted me to do the frame data for Little Mac, so here it is.

Every spoiler tag contains a .gif animation, slowed to 10 FPS. Every .gif begins one frame before the animation for his attack/action begins and cuts out one frame after he can shield/do something else, unless otherwise stated.

All shield data refers to the earliest you can shield after the action. If the action is an attack, it assumes the attack hits, so it's including the hitstun from the strike.

If you think I made a mistake somewhere, feel free to tell me I'm dumb and I'll look at it a little harder.

jab:
hits on frame 1(!)
shield on frame 27
does 2%
no kill potential

jab2:
hits on frame 11 (10 frames after jab 1)
shield on frame 38
does 3%
no kill potential

jab3:
hits on frame 29 (18 frames after jab 2)
shield on frame 70
does 8%
low kill potential

multijab:
begins on frame 21
one hit every 7 frames/last hit 10 frames after the previous
earliest shield possible on frame 130
minimum of 10 hits
each hit does 1%/last hit does 3%
low kill potential

ftilt:
first hit on frame 4/second on frame 17
shield on frame 52
does 4%/8%/12% total
medium-high kill potential

utilt:
hits on frame 5/latest hitbox on frame 10
shield on frame 38
does 9%
low kill potential

dtilt:
hits on frame 3
shield on frame 30
does 8%
low kill potential

fsmash (no tilt):
hits on frame 15
shield on frame 62
does 19%
high kill potential

fsmash (tilted down):
hits on frame 16
shield on frame 63
does 23%
low kill potential

fsmash (tilted up):
hits on frame 17
shield on frame 62
does 19%
high kill potential

usmash:
sweetspot hits on frame 10/sourspot hits on frame 11
sweetspot shield on frame 70/sourspot shield on frame 63 (extra hitlag on sweetspot)
sweetspot does 20%/sourspot does 15%
high kill potential

dsmash:
front hit on frame 10/back hit on frame 17
shield on frame 52
super armour starts on frame 6 (unsure when it ends)
both hits do 12%
high kill potential

dash attack:
hits on frame 7
shield on frame 42
does 10%
medium kill potential

grab:
hits on frame 9
no shield/shield on frame 34 if whiffed
variable damage
variable kill potential
dash grab:
grab on frame 10
no shield (shield on frame 42 if whiffed)
variable damage
variable kill potential (generally low)
pivot grab:
hits on frame 10
no shield/shield on frame 40 if whiffed
variable damage
variable kill potential

B (Straight Lunge)(No charge):
hits on frame 44
shield on frame 99
super armour starts on frame 7
does 14%
low kill potential

B (Straight Lunge)(Full charge):
hits on frame 123
shield on frame 252
super armour starts on frame 7
does 25%
high kill potential

B (Star Punch):
hits on frame 9
shield on frame 158/shield on frame 99 on whiff
cannot be shielded
whiff has a windbox
does 35%
maximum kill potential

Aerial B (Straight Lunge)(No charge):
hits on frame 44
shield on frame 99 (not including landing lag since Mac, in this .gif, hits the ground before ending the attack)
super armour starts on frame 7
does 10%
low kill potential

Aerial B (Star Punch):
hits on frame 9
shield on frame 158/shield on frame 99 on whiff
whiff has a windbox
does 13%
low kill potential
Side+B (Jolt Haymaker)("The Superman")
earliest hit on frame 10
hits automatically on frame 30
shield on frame 91
does 14%
medium-high kill potential

Aerial Side+B (Jolt Haymaker):
earliest hit on frame 10
hits automatically on frame 30
shield on frame 33 (after landing lag)
does 14%
medium kill potential
Up+B (Rising Uppercut):
hits on frame 3/second hit on frame 15/third on frame 23/fourth on frame 31/fifth on frame 39/sixth on frame 50
enter helpless on frame 95
does 3%/1%/1%/1%/1%/3%/10% total
medium kill potential

Aerial Up+B (Rising Uppercut):
first hit on frame 3/second on frame 15/third on frame 23/fourth on frame 31/fifth on frame 39/sixth on frame 50
enters helpless on frame 95
does 3%/1%/1%/1%/1%/3%/10% total
medium-low kill potential

Down+B (Slip Counter):
Earliest activation on frame 5/latest on frame 24
shield on frame 76 (after activation)/shield on frame 63 (if not activated)
variable damage (depending on the attack he's countering)
variable kill potential (generally high)

nair:
hits on frame 2/act again on frame 21
shield on frame 17 (after landing lag)
does 2%
no kill potential

fair:
hits on frame 10
shield on frame 22 (after landing lag)
does 5%
low kill potential

bair:
hits on frame 11
shield on frame 28 (after landing lag)
does 6%
low kill potential

dair:
hits on frame 7
shield on frame 30 (after landing lag)
does 5%
low kill potential (can meteor spike)

uair:
hits on frame 5
shield on frame 23 (after landing lag)
does 5%
low kill potential

helpless landing lag:
shield on frame 32 (after landing lag)

forward roll:
shield on frame 28
invincibility ends on frame 17

back roll:
shield on frame 28
invincibility ends on frame 17

spotdodge:
shield on frame 26
invincibility ends on frame 17

airdodge:
invincibility begins on frame 2
invincibility ends on frame 23
can act again on frame 30
shield on frame 20 (after landing lag)

jumpsquat:
in the air on frame 6
 
Last edited:

TheReflexWonder

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Thank you sooooo much.

His frame data is nuts. I feel a lot more comfortable now that I have numbers. <3
 

Nat Goméz

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Haha, the jab comes out in frame one, first hit of ftilt in frame four, and dtilt on frame three, it's crazy. That's why so many people can't react to them.

I though this post itself deserved its own thread, like a "I could barely keep my eyes on ya, son." -Little Mac Frame Data Thread and see on how many characters we have the frame advantage when the game develops.

Really nice work by the way, i love this.
 

JAHCruncher

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Not sure if this is the right thread for this but I saw Little Mac nair>nair into footstool against a Sheik in a tournament this weekend and I wondered if this was a consistent option or just a hard read by the Little Mac.
 

Mienaikage

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The jump cancelled B moves are interesting, it looks like it allows some combos to work at higher percentages, such as dTilt and dThrow into up B, after adding a small dash.
 

Croi

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Reflex asked me to get jumpsquat frame data, so here:

jumpsquat:
in the air on frame 6

The frames are the same for both shorthop and fullhop, and that's the same for every character I've gotten the data on so far.
 

LCC Son-in-Law

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A guy wanted me to do the frame data for Little Mac, so here it is.

Every spoiler tag contains a .gif animation, slowed to 10 FPS. Every .gif begins one frame before the animation for his attack/action begins and cuts out one frame after he can shield/do something else, unless otherwise stated.

All shield data refers to the earliest you can shield after the action. If the action is an attack, it assumes the attack hits, so it's including the hitstun from the strike.

If you think I made a mistake somewhere, feel free to tell me I'm dumb and I'll look at it a little harder.

jab:
hits on frame 1(!)
shield on frame 27
does 2%
no kill potential

jab2:
hits on frame 11 (10 frames after jab 1)
shield on frame 38
does 3%
no kill potential

jab3:
hits on frame 29 (18 frames after jab 2)
shield on frame 70
does 8%
low kill potential

multijab:
begins on frame 21
one hit every 7 frames/last hit 10 frames after the previous
earliest shield possible on frame 130
minimum of 10 hits
each hit does 1%/last hit does 3%
low kill potential

ftilt:
first hit on frame 4/second on frame 17
shield on frame 52
does 4%/8%/12% total
medium-high kill potential

utilt:
hits on frame 5/latest hitbox on frame 10
shield on frame 38
does 9%
low kill potential

dtilt:
hits on frame 3
shield on frame 30
does 8%
low kill potential

fsmash (no tilt):
hits on frame 15
shield on frame 62
does 19%
high kill potential

fsmash (tilted down):
hits on frame 16
shield on frame 63
does 23%
low kill potential

fsmash (tilted up):
hits on frame 17
shield on frame 62
does 19%
high kill potential

usmash:
sweetspot hits on frame 10/sourspot hits on frame 11
sweetspot shield on frame 70/sourspot shield on frame 63 (extra hitlag on sweetspot)
sweetspot does 20%/sourspot does 15%
high kill potential

dsmash:
front hit on frame 10/back hit on frame 17
shield on frame 52
super armour starts on frame 6 (unsure when it ends)
both hits do 12%
high kill potential

dash attack:
hits on frame 7
shield on frame 42
does 10%
medium kill potential

grab:
hits on frame 9
no shield/shield on frame 34 if whiffed
variable damage
variable kill potential
dash grab:
grab on frame 10
no shield (shield on frame 42 if whiffed)
variable damage
variable kill potential (generally low)
pivot grab:
hits on frame 10
no shield/shield on frame 40 if whiffed
variable damage
variable kill potential

B (Straight Lunge)(No charge):
hits on frame 44
shield on frame 99
super armour starts on frame 7
does 14%
low kill potential

B (Straight Lunge)(Full charge):
hits on frame 123
shield on frame 252
super armour starts on frame 7
does 25%
high kill potential

B (Star Punch):
hits on frame 9
shield on frame 158/shield on frame 99 on whiff
cannot be shielded
whiff has a windbox
does 35%
maximum kill potential

Aerial B (Straight Lunge)(No charge):
hits on frame 44
shield on frame 99 (not including landing lag since Mac, in this .gif, hits the ground before ending the attack)
super armour starts on frame 7
does 10%
low kill potential

Aerial B (Star Punch):
hits on frame 9
shield on frame 158/shield on frame 99 on whiff
whiff has a windbox
does 13%
low kill potential
Side+B (Jolt Haymaker)("The Superman")
earliest hit on frame 10
hits automatically on frame 30
shield on frame 91
does 14%
medium-high kill potential

Aerial Side+B (Jolt Haymaker):
earliest hit on frame 10
hits automatically on frame 30
shield on frame 33 (after landing lag)
does 14%
medium kill potential
Up+B (Rising Uppercut):
hits on frame 3/second hit on frame 15/third on frame 23/fourth on frame 31/fifth on frame 39/sixth on frame 50
enter helpless on frame 95
does 3%/1%/1%/1%/1%/3%/10% total
medium kill potential

Aerial Up+B (Rising Uppercut):
first hit on frame 3/second on frame 15/third on frame 23/fourth on frame 31/fifth on frame 39/sixth on frame 50
enters helpless on frame 95
does 3%/1%/1%/1%/1%/3%/10% total
medium-low kill potential

Down+B (Slip Counter):
Earliest activation on frame 5/latest on frame 24
shield on frame 76 (after activation)/shield on frame 63 (if not activated)
variable damage (depending on the attack he's countering)
variable kill potential (generally high)

nair:
hits on frame 2/act again on frame 21
shield on frame 17 (after landing lag)
does 2%
no kill potential

fair:
hits on frame 10
shield on frame 22 (after landing lag)
does 5%
low kill potential

bair:
hits on frame 11
shield on frame 28 (after landing lag)
does 6%
low kill potential

dair:
hits on frame 7
shield on frame 30 (after landing lag)
does 5%
low kill potential (can meteor spike)

uair:
hits on frame 5
shield on frame 23 (after landing lag)
does 5%
low kill potential

helpless landing lag:
shield on frame 32 (after landing lag)

forward roll:
shield on frame 28
invincibility ends on frame 17

back roll:
shield on frame 28
invincibility ends on frame 17

spotdodge:
shield on frame 26
invincibility ends on frame 17

airdodge:
invincibility begins on frame 2
invincibility ends on frame 23
can act again on frame 30
shield on frame 20 (after landing lag)

jumpsquat:
in the air on frame 6
Now idea how I missed this post until now. Thanks Croi!!!
 

Shaya

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I think something very relevant to Mac (or at least it has been to my game play / strategy against Mac) is how long it takes for him to dash to shield.

From the looks of things, he would have one of the worst in the game, likely in the upper echelons of 16+ frames. But either way its possible I'm wrong, but knowing for certain would help a lot of things.

For the most part I believe Mac is a god at CQC but one of the worst at mid-range game play, having a terrible dash to shield, with only one (or two) aggressive options during your dash (when many characters extend into the dozens due to aerial options), any character who can play at mid range and can transition to close range combat fast and effective enough will naturally give Mac significant issues.
Not having a reliable dash to shield, combined with the poor grab OoS limits his traditional punishment tools that other characters rely on. Having both is pretty damning. If he had a fast dash to shield, then holy ****, we'd be dealing with power shield forward tilt punishes all day and Mac would be literally unstoppable. The opposing scenario would at least give Mac a fast OoS option that isn't as committing as Up-B

Dash attack is 7 frames, which is good
Side-B's are minimum 10, would be good to know when the super armor starts.
I wouldn't recommend his dash grab for anything. Roll cancelled grabs are still likely way too much in the slow/reactable range.
Being able to roll at any point during your dash/run is pretty good, especially as it looks like you have 26 frame rolls (pretty amazing, would likely be in the upper echelons of the cast). And it's something that has to be respected, but I don't know if that can be relied upon when the other things to fear just aren't that potent.


Another thing is that I'm assuming your frame data and "multiple hit" points are coming straight from frame counting? Do you remove/not consider hit lag frames when you give those numbers?
If not, then 4 frame ftilt into second hit coming out at 17 is horrendous, like very very bad. Snake in comparison had that second hit of ftilt coming out at 12 frames, and I'd just assume based off eye-balling it that you're including hit lag (giving awkward hit frame numbers on multi hit moves) which on a low damage strike like the first hit is probably around 5 frames of hit lag, which works out to what I'd be expecting.
 
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Shaya

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I guess, why not just do it myself, it's a 5 second thing to do.
Mac's dash to shield is 17 frames.
Meaning it's a 15 frame animation. Frame 16 you could start a pivot Forward Smash.
Entire gif is 19 frames long, at 1/3rd normal speed.

mac.gif
 

deepseadiva

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Ooo frame 2 nair. That's so cute.

And upair is frame 5. Not bad! These might deserve a second look.
 

ndayday

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I honestly don't think aerials besides nair and fair are all the great, fair for style point gimps on bad recoveries and nair for OBVIOUS reasons. little macs trying to do down air and stuff is just like, dude what are you doing
 

TheReflexWonder

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D-Air has just enough knockback at higher percents to be worth it if they try to recover low. It's certainly a bigger hitbox than N-Air (and noticeably further behind him, for whatever reason).
 

shinhed-echi

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Doesn't the Side-Up smash attack have vertical knockback, while the Side-Side Smash sports horizontal knockback?
I'm pretty sure this is the case.

Also, I think Fair and Bair are somewhat useful if your opponent is at high percents. But not abuseable, just as surprise attacks.
 

STiCKYBULL3TZ

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Yes up-angled Fsmash has vertical knockback.

I actually like Fair and Bair. I don't use them much but they work as surprise attacks because no one ever expects you to jump. I even use Uair at times when I'm not feeling risky enough to use Up B. At higher percents Fair and Bair can potentially gimp a character with poor recovery and one that's not too far below the ledge or too far out
 

ChampKing

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Mac's aerials need a re evaluation. I'm not buying that they are completely useless.
Also Mac's second Up+B custom boosts vertical height much more than I though it did. Makes recovery a lot easier, I can totally see this one being used a lot.
 

Blade-Fox

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What are all of his moves with armor on them? I didn't see those really mentioned in depth anywhere. Saw the post in here about a few of them but is there definitive listing somewhere?

Edit: Just saw it in the Q&A thread. Must have skipped over the question while skimming. Oops. Doesn't list anything other than what moves have it though.
 
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Ralph Cecil

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His smashes and neutral b have different kinds of armor. You can hit Mac hard enough to knock him out of neutral b, but his smashes take any hit i'm pretty sure.
 
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