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Changes you would like to see for Little Mac

Splash Damage

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Again if you think he's unusable without KO Punch that reflects on you as a player not the character as you become reliant on an unnecessary clutch. I've played this character in tournament, he's my second most played character overall and I've committed many many hours into playing him. He's more than capable without the KO Punch provided you're playing him well.
I can second this, even if Little Mac didn't have the move all of his moves and general playstyle are all excellent(i mean barring aerials), especially with customs. The KO punch is just an extra mixup ability, the moment anyone has it, the opponent becomes scared, making discovering their fear reaction and performing reads incredibly important. It just adds an extra layer to the match, it doesn't make little mac rise up three tiers.
 

deepseadiva

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Again if you think he's unusable without KO Punch that reflects on you as a player not the character as you become reliant on an unnecessary clutch. I've played this character in tournament, he's my second most played character overall and I've committed many many hours into playing him. He's more than capable without the KO Punch provided you're playing him well.
Mac is a very bad bad character.

I know this is the Mac boards, and it pains me to write that since I'm actually a tournament-going Mac main, but it's a fact you have to accept if you're going to be playing him as much as I do. Yes he has very strong qualities, but it is not contestable to say his weaknesses are completely exploitable.

He has certain matchups he simply cannot win. Straight up 0:100s.

He cannot survive a 3-game tournament match because he simply cannot win going on certain stages.

Those are facts.

And so when dealing with a character that is so polarizing that certain character can just throw him off stage, get the stock lead, and then platform camp, I do not agree with calling his meager tools crutches. KO punch has to make up for three full avenues of damage/kills. KO punch has to make up for total lack of real aerials. KO punch has to make up for all edge guarding ability. KO punch has to make up for gimp kills. Every single character in the game can score those.

Mac's only compensation for three whole missing areas of his game is a single move. A move you get to use once a stock. If even.

You call Mac "more than capable", but he's never won a tournament since release of this game? Are there even any notable Mac mains getting consistent top 3s anywhere? Top 5 even? How is that "capable"?
 

Splash Damage

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You call Mac "more than capable", but he's never won a tournament since release of this game? Are there even any notable Mac mains getting consistent top 3s anywhere? Top 5 even? How is that "capable"?
He is the hardest character to master with a very low pickup-skill level(Ex.pre 1.0.6 diddy was very easy to pickup and a fresh new diddy has a very good fighting chance at winning), but a very high skill ceiling, as well as being a very rarely played character. Even ZeRo and M2K have both said that Little Mac is very underplayed and underrated. The game is still very new and especially with new patches and the rise of Customs, so you simply can't expect a character as hard to master as Mac to win tournaments this quickly. Remember ZSS in Brawl? How long it took for her to rise in the tierlists due to low usage?
 
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deepseadiva

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I think the FEAR it causes in the opponent isn't as valued as it much as it should be.

It causes a total behavioral change when you and your opponent hear that bell. Like Lucario's Aura, it dictates a pace.
 

Zodiacx10

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He is the hardest character to master with a very low pickup-skill level(Ex.pre 1.0.6 diddy was very easy to pickup and a fresh new diddy has a very good fighting chance at winning), but a very high skill ceiling, as well as being a very rarely played character. Even ZeRo and M2K have both said that Little Mac is very underplayed and underrated. The game is still very new and especially with new patches and the rise of Customs, so you simply can't expect a character as hard to master as Mac to win tournaments this quickly. Remember ZSS in Brawl? How long it took for her to rise in the tierlists due to low usage?
it's very hard to want to main a character that can be killed with one off stage aerial at any time during the match...i think that makes him look too risky to play and people pick up other characters that are easier to get wins with.
 

Splash Damage

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little mac can succeed without KOP

but he won't

he needs KOP
I strongly disagree. No character that can kill as early and do as much damage with as many safe, hugely damaging and powerful options as Mac will ever rely solely on a one-time attack to win. Indeed, it is a huge help to him that likely makes him rise up a tier against opponents who get scared easily, but it in no way necessitates his playstyle toward it.

I think the FEAR it causes in the opponent isn't as valued as it much as it should be.

It causes a total behavioral change when you and your opponent hear that bell. Like Lucario's Aura, it dictates a pace.
Exactly, it is very useful and powerful and can net you some wins, however it is not a complete essential and is not his only redeeming factor in the slightest. Without it, Mac would still be viable, but would likely be in the center of mid-tier rather than top-of-mid tier where he likely falls right now.
 

Solreth

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Deepsea Diva, I simply disagree with you. The worst matchup mac may have is 30-70. To the people insinuating he isn't playable in competitive, I disagree. I am a growing player, to say the least. I am very inexperienced in tournament settings, the art of reading and dominating the neutral game. I try the silliest ****. I still consistently pull top 5 at our weeklies, and I have pulled top 5 in tampa and elsewhere within Florida. Recently in Gatorlan, an 128 man tournament, I pulled top 10. I could have done better, and my failings were not my characters but my own. That said every set was competitive and close. I decimated my brackets for that matter. Its a cop-out to say that mac has 0-100 matchups, and its simply untrue. The character requires intense dedication, obsession even, to compete. He however does have the tools necessary to win. It boils down to how creative one can get, and how much time they can dedicate to exploiting the notably more niche options of little mac.

High risk, High Reward, Mac Life.
 
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Zodiacx10

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Deepsea Diva, I simply disagree with you. The worst matchup mac may have is 30-70. To the people insinuating he isn't playable in competitive, I disagree. I am a growing player, to say the least. I am very inexperienced in tournament settings, the art of reading and dominating the neutral game. I try the silliest ****. I still consistently pull top 5 at our weeklies, and I have pulled top 5 in tampa and elsewhere within Florida. Recently in Gatorlan, an 128 man tournament, I pulled top 10. I could have done better, and my failings were not my characters but my own. That said every set was competitive and close. I decimated my brackets for that matter. Its a cop-out to say that mac has 0-100 matchups, and its simply untrue. The character requires intense dedication, obsession even, to compete. He however does have the tools necessary to win. It boils down to how creative one can get, and how much time they can dedicated to exploiting the notably more niche options of little mac.

High risk, High Reward, Mac Life.
i like your moxy kid
 

deepseadiva

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High risk, High Reward, Mac Life.
I'm not gonna argue with this much heart.



GO FOR IT GURL. AIN'T NOBODY CAN PUT YOU DOWN except for grabs near the ledge after 50%
 

Zodiacx10

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anyway...this was a discussion on changes you would like to see for little mac...but it turned into a "lets argue about mac's viability" thread...can we perhaps get back on topic? :)
 

deepseadiva

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I don't think it was tangential. KO punch doesn't need changing nor is it a change anyone wants and would just be more bland game design.

Honestly the only really important thing he needs is an uair to combat plaftform camping. I think he's very well designed already. Very interesting and very unique character and probably my favorite design in the Smash series up there with Peach.
 

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I don't think it was tangential. KO punch doesn't need changing nor is it a change anyone wants and would just be more bland game design.

Honestly the only really important thing he needs is an uair to combat plaftform camping. I think he's very well designed already. Very interesting and very unique character and probably my favorite design in the Smash series up there with Peach.
if his uair ended quicker i'd be down with the sickness
 

TheReflexWonder

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His Jabs shouldn't miss low opponents (I'm sick of doing the triple Jab and characters going under the third in their landing animations).

The linking hitboxes for Up-B should be more reliable; it seems like there's a gap between hits that lets people go through it when you try to catch them on their way down, likely because the first hitbox is near your feet and the rest of them are above your head.

His grabs should be faster -or- have more range.

KO Punch should be based on your hits on the opponent, rather than damage to both parties. For example, I'd love for a successful Counter activation to boost the KO meter by 2-3 ticks by itself, and I'm fine with the idea of losing meter for getting put into hitstun. That's much more like the games, and it doesn't reward you for losing (getting rewarded for losing is stupid). I'd also like for the KO Punch to be weaker than it is (KO-ing at 20% before the hit is pretty effing dumb), and for the aerial version to ignore shields to give it a little anti-platform camping property even if it's weak.

I wish N-Air had lower landing lag so it had more approaching potential, and I wish U-Air linked into other moves, either through an animation shortening or an earlier autocancel window.

I also agree that Counters should be un-shield-able.
 
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Solreth

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I current see Mac as High-C tier, I think we could get him to High-B or Low-A if we gave him

1) an actual grab range OR modification for his down angled shield breaker to be more in line with marths

2) Revert the side B nerf from 1.0.4.

He really doesnt need for much, the notable buffs to ko punch were immense in his game, and side B knockback was well welcomed. Those would be my last two quarrels over mac for me at this juncture.
 

Zodiacx10

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i would be cool if mac had more shield breaking moves if his grab were so bad. i mean he does make people dizzy all the time in punch-out...so it makes sense i guess
 
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Splash Damage

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I think he's currently high-mid tier(like at the top of B(I consider A&S to be the tops)), especially witht the KO punch's OoS properties that it gained in the patch. He could use more shield damage on some of his moves I agree, he could have even worse grab range for all I cared if he could do more shield damage in a game where getup attacks break shields. He could use other buffs to get him into top 5, but the extra stuff wouldn't really be needed. More shield damage or a better dash grab would be all he needs.

Also, just gonna make one last point about the KO punch build meter:
Yesterday, I was facing a Pit player as Little Mac, and I was on the absolute top of my game. I nearly 0-death'd him in the first stock; I took his first stock at ~85-90% while I was only at ~30%, and I only got about half my KO punch meter. Rather than being rewarded for doing so much better than my opponent, I was barely given any meter boost at all, like halfway filled. I was outplaying my opponent and didnt get the reward I would have gotten if I had performed worse. Whereas, if I got destroyed first stock and barely took his first stock while I was on my second, I would be heavily rewarded for doing worse with the possibility of getting a 2-hit 0-death combo. The latter scenario actually has happened to me before; I was facing an incredible Diddy player who was much better than me, and he took my first stock with ease and all I had to do was take one stock(Easy with the damage I had already given) then get an f-tilt, then all it took was a d-tilt into KO punch for me to win. I beat someone who was far better than me while I was performing worse. This should never happen under any circumstance, and if I'm outplaying my opponent I should be rewarded for it, not the other way around. Like Silent Doom said, it's like Lucario's Aura, it's a completely backwards and borderline unfair mechanic that I, Doom, and every non-Mac main would love to see changed. Poor play should be punished, not rewarded. If you're losing, it's your fault and
you should have to work to get back, not have a one-button instakill given to you for getting beat.

I don't think it was tangential. KO punch doesn't need changing nor is it a change anyone wants and would just be more bland game design.
It's a change no one wants? I strongly disagree. Doom and I, both Mac players, would love to see this change be made, and I guarantee you everyone whose been hit by a KO punch by a poorly playing Mac would love to see the change too. You've seen our arguements for it and you know that people want it. Trust me, I've heard quite a few johns from KO punch recipients.
Also, a bland design choice? That's pretty irrelavent, and I don't really see how you come to that conclusion either. Seeing a godlike Mac 0-death someone and then swiftly finish them off with an incredibly flashy and disrespectful move to successfully JV3 them would be quite the opposite of bland in my book.
 
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Braydon

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KO punch builds faster as you get hurt so you'll only get one chance per life to use it, they don't want you getting multiple per life. I understand that it doesn't take skill to work, but it's a sort of anti-snowballing mechanic, reversing it would cause matches to either snowball in macs favor or against it.


What I'd like to see is an decrease in run speed but an increase in air speed, jump height, and fall speed. That way he wouldn't rush some characters down so easy but it would help him in the air and recovery, should help make him less situational.

Also to help his air game I'd like to see the ability to use straight lunge in the air. Maybe some more range on aerials, not more damage, it shouldn't really hurt air borne foes because that's not what mac does, it should just help interrupt enemy aerials.
 

deepseadiva

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KO punch builds faster as you get hurt so you'll only get one chance per life to use it, they don't want you getting multiple per life. I understand that it doesn't take skill to work, but it's a sort of anti-snowballing mechanic, reversing it would cause matches to either snowball in macs favor or against it.
Well said. I don't think it can function any other way.
 

Splash Damage

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Well said. I don't think it can function any other way.
A losing Mac shouldnt win, and a Winning mac shouldnt lose. I've already said this; if you're losing you shouldnt be rewarded for it. Reversing the numbers would reward smart, good play and discourage poor play/going on tilt. It would make Mac a more momentum-based, skill-based character. It annoys me to an immesurable degree whenever I'm losing and get a KO punch kill, because I know it's hardly due to my skill, rather a poorly implemented mechanic.
 
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Braydon

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A losing Mac shouldnt win, and a Winning mac shouldnt lose. I've already said this; if you're losing you shouldnt be rewarded for it. Reversing the numbers would reward smart, good play and discourage poor play/going on tilt. It would make Mac a more momentum-based, skill-based character. It annoys me to an immesurable degree whenever I'm losing and get a KO punch kill, because I know it's hardly due to my skill, rather a poorly implemented mechanic.
No reversing the numbers would ruin the character, if you did do good with reversed numbers ko punch would be available at about the same time as your smashes can kill, making it entirely redundant. And if you killed before it kicked in you'd basically get a guaranteed win, snowballing is stupid, you shouldn't get an extra kill if you kill early, why should he get to take two stock at once?


It's supposed to be this way for multiple reasons, you can only get one a life this way, and it works as a comeback mechanic, what is wrong with having a comeback mechanic? You still get rewarded for doing good as is anyway, if you take someone out without a lot of damage you can still get the ko for the second kill...
 

TheReflexWonder

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It's not really a comeback mechanic if you get the same amount of KO Punches regardless of how well you're doing. Unless you get gimped, you get about one per stock. If I'm winning, it's not uncommon for me to get a super-early two-stock as a result of this.
 

Braydon

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It's not really a comeback mechanic if you get the same amount of KO Punches regardless of how well you're doing. Unless you get gimped, you get about one per stock. If I'm winning, it's not uncommon for me to get a super-early two-stock as a result of this.
Well I understand you get it while you're up as well, what I mean by comeback mechanic is, if you're down lets say 35%-80% in the start, it activates and gives you a chance to comeback.

Anyway it doesn't change that it would be a snowball mechanic if the values were reversed. The only possible change I could see would be to change it so that it takes 150%-160% damage and built equally for taking and giving damage, that way it would be very hard for him to get a double and he wouldn't get one without hitting some. Still I prefer current.


I don't see why people think KO punch is his problem, the thing is he's so situational, decreasing his run speed would make him less over powering on flat terrain while increasing jump height, fall speed, and air speed would help him not be so bad in the air. I Also think the ability to use his neutral special mid air would help him a ton.
 

Splash Damage

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No reversing the numbers would ruin the character, if you did do good with reversed numbers ko punch would be available at about the same time as your smashes can kill, making it entirely redundant. And if you killed before it kicked in you'd basically get a guaranteed win, snowballing is stupid, you shouldn't get an extra kill if you kill early, why should he get to take two stock at once?
So, I'm not guaranteed to win if I'm outplaying my opponent? seems kinda entirely backward to me, if I'm better than my opponenet I should be guaranteed to win from the start. I've easily taken stocks from people I'm better than as Mac and i'm not rewarded as heavily as I would have been if I just let myself get beat. I beat my opponents and get no reward for it. Seems to me like that's ruining the character a lot more.
...why should he get to take two stock at once?...snowballing is stupid.
Because he's better than his opponent, THAT'S why. Snowballing is far from "stupid" if it means that the better player wins every time, as it should be in any game.
...you shouldn't get an extra kill if you kill early
Personally i strongly disagree, but that's for another discussion. Aside from that, you seem to forget that reversing the numbers would mean he needs to do 100% damage to fill it. Often, as Little Mac, I get kills prefferably and about ~70-90%, meaning you would have to do more damage to not only fill the meter, but have them at kill percent.
No reversing the numbers would ruin the character, if you did do good with reversed numbers ko punch would be available at about the same time as your smashes can kill, making it entirely redundant.
Redundant? Being able to kill your opponent and then have an immediate way to take their last stock as a reward for playing so well is redundant? Forgive me, but that accusation seems to make very little sense.

TL;DR:Reversing the numbers would make him require skill and effort to get the KO punch and seal his victory, as well as just be abetter character with a higher skill ceiling overall. As it stands now, you can get beaten horribly in a match and still win just from the insta-kill properties, which has happened in my favor countless times when it shouldn't have. I have won far too many matches against better opponents who are outplaying me just from a lucky shot with it, and have also outplayed worse opponents without getting properly rewarded for it with the powerful move, and that is so blatantly and tremendously backwards that it's not even funny.
IMHO, there is no reason for the KO punch's build mechanics to stay the way they are. If you think it would "ruin the character" or that he's "garbage without it the way it is," then you're either getting outplayed or are relying on the KO punch as a comeback mechanic and not your own ability to make comebacks.
 
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TheReflexWonder

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I'd be fine with a full meter just giving him "Deep Breathing" effect, where he does more damage and knockback. There's nothing fun or skillful about dying at 20% to an unblockable attack.
 

Splash Damage

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I'd be fine with a full meter just giving him "Deep Breathing" effect, where he does more damage and knockback.
Hmm...That's not a bad idea either. Still baits out unsafe nervousness from the opponent, still can be used to clutch out matches if you're outplaying the opponent(assuming they evened out the numbers making you have to deal/take 150%). I agree with this. Too bad, though, that Sakurai has stated that they do not plan on changing anything that makes a character unique, like Ros' Luma, Lucario's Aura, Kirby's copy abilities, ect. The KO punch makes him unique, and unfortuantely wont be taken away.

I think the numbers, if not flipped, should be evened, making him have to take 150% damage or deal 150%, so he can still use it both ways, and still can combat Zoners.
 

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I'd be fine with a full meter just giving him "Deep Breathing" effect, where he does more damage and knockback. There's nothing fun or skillful about dying at 20% to an unblockable attack.
have you guys ever played super punch out?
instead of a star punch mac had a power meter where once filled from doing damage and not getting hit he would do way more damage and throw out punches quicker too.

his star punch could be the final smash...but instead it kills at 0% :p
 
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He needs a buff on his rising uppercut. Wings attached to his boxing gloves would suffice. Whose with me?

Like @ Zodiacx10 Zodiacx10 said above, let's keep discussion on topic please. If y'all would like to continue discussing how viable little Mac is, please refer to the Punching Bag.
 
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He needs a buff on his rising uppercut. Wings attached to his boxing gloves would suffice. Whose with me?

Like @ Zodiacx10 Zodiacx10 said above, let's keep discussion on topic please. If y'all would like to continue discussing how viable little Mac is, please refer to the Punching Bag.
he could use a roll of gauze (hand wrap) as a tether.
 
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First things first. He needs better recovery. Increase his side specials ariel distance until its how it was before 1.04. There was no need to nerf his recovery. Also increase the up special height by 5% or 10%. A little increase in height might be nice. And lowering the amount of meter gained for getting hit and increase the amount gained for dealing damage.
 

Splash Damage

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First things first. He needs better recovery. Increase his side specials ariel distance until its how it was before 1.04. There was no need to nerf his recovery. Also increase the up special height by 5% or 10%. A little increase in height might be nice. And lowering the amount of meter gained for getting hit and increase the amount gained for dealing damage.
I second this, it's pretty accurate on what he needs and most Macs would want. There really was no need to nerf the worst recovery in the game and keep everyone else's the same. Slight recovery buff+KO Punch meter change=Profit.
 

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K.O. Punch should be a K.O. punch. instant stock loss. Should do 999% damage and sudden death knock back.

increase up B distance by a little bit and more percent damage.

More Hit Stun with his rapid jabs.

Dtilt should get a buff in hit stun. not much but a little bit

his fsmash liver blow needs to recover quicker after it lands or whiffs with small buff in shield push back. Yes I want this move to be safe on block.

I want his throws to be better then they are now and for his grab range to be faster and his grab to grab further out...

Up throw should have weak knock back so you can follow up with up tilt.

His down throw should also have less knock back so in higher percent he can follow up with up B.

His fthrow should be a tech chase in front.

and his bthrow should be a tech chase behind him.
 

inconspikuous

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all i really want to change is that liver blow break shields more consistently if blocked (i.e. increase the shield damage). that _one_ change would shape his entire metagame. an opponent would have to think twice about shielding and expecting to grab. mac is always one grab away from being messed up, so if he had a reliable tool to discourage the shieldgrab, he'd be very scary.
 

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all i really want to change is that liver blow break shields more consistently if blocked (i.e. increase the shield damage). that _one_ change would shape his entire metagame. an opponent would have to think twice about shielding and expecting to grab. mac is always one grab away from being messed up, so if he had a reliable tool to discourage the shieldgrab, he'd be very scary.
Which is why I wantedd that liver blow to recover faster/do more shield damage. Make it safe on block.

and his grabs to be way better that leads into tech chases, guaranteed follow ups from dthrow, upthrow.
 

Splash Damage

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K.O. Punch should be a K.O. punch. instant stock loss. Should do 999% damage and sudden death knock back.

increase up B distance by a little bit and more percent damage.

More Hit Stun with his rapid jabs.

Dtilt should get a buff in hit stun. not much but a little bit

his fsmash body blow needs to recover quicker after it lands or whiffs with small buff in shield push back. Yes I want this move to be safe on block.

I want his throws to be better then they are now and for his grab range to be faster and his grab to grab further out...

Up throw should have weak knock back so you can follow up with up tilt.

His down throw should also have less knock back so in higher percent he can follow up with up B.

His fthrow should be a tech chase in front.

and his bthrow should be a tech chase behind him.
...While I do want all of these things(very much), I feel it may be a bit excessive/may make him too good. Personally I feel that the KO punch is fine killing at 15% as it makes you have to work for it and enables you to perform more mindgames and see their fear reactions better.
Up-B buffs could be fine.
Rapid Jab. Does it need more hitstun? I haven't noticed this, though seeing as it's likely the best jab in the game coming out on frame 1 with absurd damage output by jab standards, I'd say it's fine.
D-tilt buff isn't too necessary, and I feel the mindgames you can pull off against knowledgeable opponents who know about the hitstun frames are more welcome than a slight buff. Would you rather be able to make your opponent think they have enough time to dodge your up smash only for them to get hit by a fully charged version after you read it, or would you rather be reliably able to get a 25% charged U-Smash? I guess it's preferential.
Body Blow's cooldown I feel is fine, as he already has more than enough safe moves, though I feel it should be heavily buffed. Much more shield pushback and shield damage, to the point where a full charge should break a full shield. Mac needs an anti-shield option, and this one works fine.
Grab range and throw buffs are fine, i'd say. Quick sidenote, if you jump cancel your up b out of a dash, it combos out of D-throw at kill percents. It also combos out of Jab1 and D-tilt. Though, I wonder if him having even more
tech chase options would be excessive, as he already has plenty.

Thinking about it, I think he really just needs a buff in the way of Jab Locks. he needs at least 1 truly reliable setup into it, as now he has none. He could have much more potential with a reliable lock setup, especially when paired with customs.
 
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Braydon

Smash Ace
Joined
Feb 12, 2015
Messages
502
K.O. Punch should be a K.O. punch. instant stock loss. Should do 999% damage and sudden death knock back.

increase up B distance by a little bit and more percent damage.

More Hit Stun with his rapid jabs.

Dtilt should get a buff in hit stun. not much but a little bit

his fsmash liver blow needs to recover quicker after it lands or whiffs with small buff in shield push back. Yes I want this move to be safe on block.

I want his throws to be better then they are now and for his grab range to be faster and his grab to grab further out...

Up throw should have weak knock back so you can follow up with up tilt.

His down throw should also have less knock back so in higher percent he can follow up with up B.

His fthrow should be a tech chase in front.

and his bthrow should be a tech chase behind him.
...

This is why nintendo doesn't listen to fans.

There is a difference between what would balance lil mac and what would allow you to win every game... Little mac doesn't need every buff and power you can think of, that would make him flat out OP.
 

Renegade TX2000

Smash Ace
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Mar 23, 2008
Messages
631
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...

This is why nintendo doesn't listen to fans.

There is a difference between what would balance lil mac and what would allow you to win every game... Little mac doesn't need every buff and power you can think of, that would make him flat out OP.

I'm a Mayweather fan. I live by win at all cost.
 

Braydon

Smash Ace
Joined
Feb 12, 2015
Messages
502
I'm a Mayweather fan. I live by win at all cost.
So then why do you play mac?

But seriously that's absolutely no way to think about balance... Balance is about balancing characters so that you actually have a choice and the game is fun... not whatever will make you win...
 

Renegade TX2000

Smash Ace
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Messages
631
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So then why do you play mac?

But seriously that's absolutely no way to think about balance... Balance is about balancing characters so that you actually have a choice and the game is fun... not whatever will make you win...
It's a healthy way to think about balance. Look at Sheik... Not balanced but she having all the fun in the world.
 

Splash Damage

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Grab_N_Go
It's a healthy way to think about balance. Look at Sheik... Not balanced but she having all the fun in the world.
Shiek is balanced, as she is the best character in the game but can still lose matches. She's the least dominating top tier in smash history. A character shouldn't be winning every single match no matter what, and as I said, Mac doesn't need nearly all those buffs.
 
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