Hi.
Could the Little Mac mains present please inform me on the kill confirms Little Mac has? I know down tilt into K.O. Punch is one. But what other options do you have available. Do you have any kill confirms from throws? What about down tilt to Rising Uppercut? Is that true?
dthrow > KO punch works on fastfallers. most notably bayonetta.
dair > trip > KO punch > Lol
grab release on jigglypuff > uppercut. unless she uses rest. then just kill her anyway
there are quite a few but they mostly consist of dtilt
jab (1/2) -> upB works at really high %s (basically the %s when dtilt becomes less reliable)
i believe jab 1/2 is frame negative. every character can simply jump + airdodge out of it. while it is reliable, i wouldn't list it under kill confirms.
On a different note. I've come to like dtilt/utilt > uair. or just chasing with aerials in general. conditioning opponents to airdodge. when the time is right bait the airdodge as they land -- with an empty jump -- then kill them with an upsmash while theyre suffering for the lag. typically use uair in that % range where dtilt > side b no longer connects.
segue to my next concept. mac as a tech chaser.
dtilt > side b will often cause a tech read situation. as does ftilt, dtilt > fair, down fsmash, fthrow, dtilt/utilt/dthrow > footstool-no jab lock (DI / weight dependent ofc). and probably other moves.
Combined with LM's speed and Perfect pivoting, get good at reacting to techs and you can pull off maybe one or two more tech read situations until their % is too high.
third concept. option selects. i've never seen anyone talk about these kind of techs at all, anywhere. theyre very useful. if you're fond of other fighting games where memorizing button combos is something you're good at - then consider Option Selects as inputs for a move. here's a video of a ZSS option select
https://www.youtube.com/watch?v=CS2suI4RTB4 --that input also works with Little Mac.
here's another example with something i'm sure a lot of done. whiffed dtilt into whiffed KO punch. you whiff the dtilt but you're so tense that you jump the gun and go for the KO punch. by doing dtilt > dash > dash > special button : KO punch will only activate when dtilt connects. with dtilt whiffs, then mac will empty dash. when dtilt connects the hitlag will eat through the dash inputs and go straight to the special button input. when dtilt whiffs the dash inputs will cancel the special button input because you cannot perform a special move while in the initial dash animation. so thinks of the following button combo as a move called " Dtilt into KO punch, but if Dtilt misses then its just a dash "
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here's another example with "Perfect counters" or " If Perfect Shield then counter, but if otherwise just a shield drop then spotdodge "
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gif examples of perfect counters
i don't blame you if you didn't understand my explanation for option selects. these are just ideas i've been implementing into my little mac playstyle. if you're looking to take your playstyle into a different direction then definitely try these out. at least the first two if anything.