We'll agree to disagree then, personally when playing as Little Mac in Smash I simply don't feel I'm playing as the same Little Mac in Punch-Out. Little Mac possessing the elements of a Punch-Out boss are at odds with his character, and they should have focused more on the idea that everyone in Smash is the boss rather than giving Mac elements of his opponents that make little to no sense on him.
With most characters in Smash I feel like Sakurai at least understands fundamentally who that character is and the philosophy behind their inception. Ganondorf wields the Triforce of Power - his moveset is not what it should be, but that raw unadulterated power is still on display. Sonic's moveset may be simple to a fault, but the Genesis titles (which Sakurai pulled most inspiration from) were specifically designed to be played with a D-Pad and a single button. These characters are, at their core, still founded in the same ideas that they were originally built upon. Lots of room for improvement with these characters, but I don't doubt that Sakurai at least knows what they're about.
I just don't feel like Sakurai understands Punch-Out in this same way. I do understand what you mean but for everything that is technically accurate (Mac has to play patient) there's a big asterisk that goes against it (this "patience" is usually just the opponent waiting for you to **** up / get too close to the edge / end up in the air rather than the pressure being on Mac to find that opening). Sure, Mac can punish, but Punch-Out inspired punishing should be rapid fire combo punches, perhaps some sort of stun punch... encouragement to keep your opponent close and rack up damage, not a single powerful punch to push your opponent away like Mac's punishes usually end up being.
I'll Agree and Diagree at the same time
I do agree that Mac should have more comboing ability when it comes to his Actual punishes, as not only would it be more viable and fun to have, it does feel more like Punch out with the Rapid punches and hits. Right now Mac only has like 2-3 hit combos. Of course there are strings and mixups you can do though
If Mac had the ability to use his Weak Aerials to keep the opponents closer when he gets the hit with any of his Combo tools, I think it would add that dimension I think you are talking about. You would be able to Choose whether you want to keep the opponent close for more pressure, or you can go for the powerful, more damaging Punishes that require you to get to your Opponent
I Disagree with the notion that Sakurai doesn't understand the philosophy of Little Mac and Punch out. I do think there could be changes to how it's represented (Like maybe more music tracks for instance), and Elements of Mac's Moveset probably do need changing, but I don't think Sakurai went into with less understanding of Punch out then usual.
Mac still has the movement to threaten Opponents and weave in and out, which is the main thing you do in Punch out to find openings, so you can punish. Mac has fast frame data, which goes along with him using his Quick speed in his punches to Overwhelm the opponent when they do mess up. Mac is still at a disadvantage compared to the rest of the Cast because his Aerial game is much more lackluster than usual.
I think the things like the Super Armor and High power that Mac usually doesn't have (which is more of the boss elements of Punch out) were also things added to make Mac more Balanced, and perhaps more fun, since if he's gonna have the atrocious Air game he has, He's gonna need strength on the ground to balance that.
But yeah, I do think they should be changes to Mac's Moveset to better suit him from viable standpoint, Fun standpoint, and character standpoint. my whole deal is I don't think Mac's moveset needs to be completely overhauled or anything
IfNintendodoesn'tevenletusseeping.jpg
Sakurai likely based Mac on his arcade self, given that the wire frame is the basis for two alternate costumes, KO Punch and so on.
Now I feel like I've said my piece on Mac as someone who leans hard towards "How does X work in the game?" (playstyle feels railroaded especially given the changes that Mac got with Ultimate, his weaknesses are way too exploitable once one starts getting up to and more so past the intermediate level etc.) But I can also add that not only does the moveset not feel like his NES / Wii counterparts... but it also find it kinda baffling that he doesn't have many (almost no) tools to solve platform camping. Up Smash and Up B... that's it. And even then they don't take care of Battlefield-esque highest platforms, where he has to commit a lot just to reach... and if he's knocked back well he has to get back up. Even Mac can camp himself out.
Now it's mostly a competitive issue for Mac (since platform camping happens most often there and money's often on the line so there's more of a reason to do so), but it can also be a casual issue if a casual player gets a lead and decides to troll the Mac player by boarding the platforms.
That's one thing I wanna point out in regards to 7NATOR's moveset here - if his aerials send opponents to the ground, would they not just punch people so they land on the platforms? That... doesn't solve the issue really, since while it would cause a tech chase Mac would have to expend double jump or Up B to get there. Of course, they could pull people through platforms - but I don't know a lot of attacks that do that honestly. And that would be possibly really janky in itself, so... yeah.
It's a reason I lean more towards reworking him in favor of NES / Wii instead. Star Punches could give him some much needed utility, and from there one can perhaps start reducing his raw power and take away the Super Armor, but give Up / Down Tilt back their confirm / combo potential, give aerials some more utility etc.
I forgot about how the Aerials would work against platforms surprisingly.
Though I guess it's also why I said to shave off the Startup and and especially Endlag of his Aerials. If you hit someone below or on the Platform, you would be able to quickly Punish them with Up B or Side B for damage, or you could quickly Double Jump and such. even if you can't get them to the Ground, you can still punish them for trying to Jump
The Aerials themselves would still be very weak and lack range. I might even actually nerf the aerials to they have the Least amount of priority in the game (If they don't already do), so their quick speed can't just always get Mac out of tough situations.
I still think that Mac should be at a disadvantage in the air. It's why In my moveset I didn't allow him to re-use Side B after getting hit. I do agree that his Aerials do need more Utility and to better compliment his ground game
I don't think the Power of Mac's moveset would need to be reduced. the Super Armor yes. Star Punches would be interesting, though I wonder how the actual Star punch would be activated?
While that's true, there's also the fact that as a in-house Nintendo game, we have no idea for how long they have been thinking or making the games, so while the remasters could be way too recent for Ayumi in Smash, it's also possible that Nintendo knew that the remasters would be out before the end of the pass and so decided to put Ayumi in Smash, especialy since Ayumi's games are old.
Even then, I still doubt they give Ayumi the time of day as a DLC Character, for the following reasons
-The Franchise has been dormat for years and years. All the 1st party DLC already had success before they got in (Fire Emblem, ARMS, Xenoblade Chronicles 2).
-Visual Novels are kind of a niche genre, Not to mean they can't have their content in Smash, just that there's more to think about in terms of the audience Smash appealing to on a Casual level and such
-She hasn't shown to have much Demand in terms of inclusion. It's there a little bit, but it isn't something I think is the most noticeable
It's just a little hard to see Nintendo try to use the Falcom Remakes as the Promo character and such. Nintendo likes to have a little reassurance in terms of actual data when it comes to what characters they pick as DLC, especially for a Promo character, and it's unknown how good the Falcom remakes will do