LCC Son-in-Law
Dork-in-Law
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:
Forward Tilt
Up Tilt
Down Tilt
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:
Up Smash
Sweet Spot:
Down Smash
Dash Attack
Grab
Standing Grab:
Neutral B (Straight Lunge)
No Charge:
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:
Side B (Jolt Haymaker)
Ground:
Down B (Slip Counter)
Neutral Air
Forward Air
Back Air
Down Air
Up Air
Forward Roll
Back Roll
Spot Dodge
Air Dodge
K.O. Punch killing percentages & Dtilt to K.O. Punch combo percentages credited to STiCKYBULL3TZ
K.O. Punch Meter data credited to Aerodrome
Edited 1/14/2015
Jab
First Hit:
- Frame 1
- 2%
- Shield on Frame 27
- Frame 11
- 2%
- Shield on Frame 38
- Frame 29
- 7%
- Shield on Frame 70
- 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:
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
- Frame 16
- 23%
- Shield on Frame 63
- Frame 17
- 19%
- Shield on Frame 62
Up Smash
Sweet Spot:
- Frame 10
- 20%
- Shield on Frame 70
- 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
- Frame 10
- Shield on Frame 42
- Frame 10
- Shield on Frame 40
Neutral B (Straight Lunge)
No Charge:
- Frame 44
- 14%
- Shield on Frame 99
- Frame 123
- 25%
- Shield on Frame 252
- 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
- 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
- Earliest hit Frame 10
- Automatic hit Frame 30
- 14%
- Shield on Frame 33 (after landing Lag)
- 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)
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: