Venks
Smash Journeyman
- Joined
- Dec 3, 2007
- Messages
- 375
- NNID
- VenksUSA
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Originally posted on Berathen.com - Go there for better formatting and pictures.
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Little Mac is a hard hitting character with great speed, tons of super armor, and an insanely poor recovery. His custom moves can either make him a bit safer over all or make him even more powerful at the cost of what little recovery power he has. I really enjoy each of these custom moves and think they'll really help in certain matchups.
Fire Spin Lunge
Deals 6% minimum charge/16% maximum charge. KOs around 135%
The Fire Spin Lunge is oddly more powerful in one way, but weaker in another compared to the default Straight Lunge. The Fire Spin Lunge has much more super armor and thus Little Mac can not be hit out of the attack what so ever once he activates the attack.
The actual lunge of the attack doesn't move half as far as the other Lunge variants, but can still miss opponents if they are standing directly next to Little Mac. This punch deals multiple hits and racks up a lot of damage.
The Fire Spin Lunge is the least safe on block because even when you don't fully charge the attack it has plenty of lag and stops you right in front of your opponent.
I think the best way to utilize this attack is purely for its super armor as it is far more reliable than Straight Lunge. This move is guaranteed to smash its way through your opponent's tilt attacks, smashes, and close range projectiles. If your opponent throws out attacks in order to keep you away, this is what you use to force your way in. Be careful though, if you're too predictable then this move is an easy block and punish.
I think this move is also one of Little Mac's best options in the air. You can't be juggled or knocked away by your opponents aerials while you're bathing in super armor. The quick charge time also makes it easy to use to punish your opponents aerials. Even if you miss your attack this is far less punishable simply due to positioning. Though a patient player can simply wait for you on the ground and punish. A fair trade.
Shock Lunge
Deals 10% minimum charge/20% maximum charge. KOs around 125%
The Shock Lunge is a safer, less powerful version of the Straight Lunge. As far as I can tell this version of the attack has no super armor on it what so ever and thus you can easily be hit out of it. However, this lunge travels much farther then the other two, a fully charged Shock Lunge can go the full length of Final Destination.
This custom lunge attack has less ending lag when using it without fully charging and its ability to move through attackers helps to make it slightly more safe. When you strike someone with the Shock Lunge their body stutters for a bit, while shocked, before flying up into the air. This shocked state is only for about a second, but Little Mac's ending lag is still to long to follow it up.
I have a lot of fun with this attack because of the amazing distance it travels and the neat effect of sending your opponents upwards after a delay. The lack of super armor though makes it rather useless against projectile users.
I couldn't really find a use for this move in 1v1s. The charge takes ages and blocking it at its max distance allows for an easy punish. It's also a poor recovery move due to the long charge time. It's only useful in rare situations.
On the other hand, I found Shock Lunge to be amazing in 2v2. I can literally cover the entire stage with my one attack. And the 'shock effect' that my victims wear allows my team mate to easily follow up if he's near by.
Bury Blow
Deals 9% damage.
This is easily my favorite custom move on Little Mac. In this variation of the Jolt Haymaker our favorite boxer rises higher than normal before descending down with the full force of his fist. If this attack lands on a grounded opponent then it buries them into the ground thus allowing for a follow up attack. An obvious downside being that this move is no longer immune to projectiles. Even worse, if not spaced carefully, you can plummet yourself down to your death faster than a Metal Link.
At first I had a lot of trouble seeing this move as useful because it was tricky to land on a smart opponent. The spacing has to be rather exact and so it's not something you can just throw out.
Now this changes wildly based on variables like character weight and percentage, but I found a pretty solid way to make use of the Bury Blow. Little Mac's down tilt pops his victim ever so slightly forwards and upwards. If you follow up with the Bury Blow you will either hit them in the air for extra damage or connect just as they hit the ground. This is escapable, but it's very fast and hard to react to. An air dodge this close to the ground also means a free bury due to increased landing lag.
If Bury Blow hits in the air, rather than the ground, it has spiking properties when Little Mac reaches the apex of his lunge. So if the enemy is near a ledge you can down tilt them just barely off the stage and spike them for a KO. Though be careful not to fall off the stage yourself.
Because of the spiking properties this move causes a ground bounce if used above the stage. The ground bounce can be teched, but if it isn't then you can follow up with either an up smash or a Rising Uppercut dependent on how high your opponent bounces.
Lastly I'd like to point out that Little Mac heavily reduces his approach and recovery options by choosing this custom move. Body Blow rises slightly and has just a bit of forward movement so in some instances it can actually cause Little Mac to recover better than his Rising Uppercut. But if Little Mac is even two character lengths away from the stage... he can't recover.
Guard Break
Deals 18%. KOs around 110%
This is a very interesting custom move. Little Mac performs a small and slow lunge that has the unique power to go through shields. Despite the name, Guard Break doesn't actually break shields, this attack simply hits opponents even if they are blocking. However, this lunge attack is incredibly slow and can be easily avoided by dodging or plainly walking away.
Thankfully this attack has another attribute. Rather then being immune to projectiles, Guard Break has super armor throughout the animation. Opponents can hit Little Mac as he lunges, but he can not be stopped once he has started.
Still this move is rather difficult to use without getting punished and needs to be used incredibly sparingly. It's a good option in the air and is perfect for landing back onto the stage if your opponent is trying to hit you on the way back.
Guard Break is a very fun move to use against an opponent who knows they are in KO range and is being more defensive. But the severe reduction in horizontal recovery is very tough on Little Mac.
Tornado Blow
Deals 3% damage.
There's not really much to say on this one. It allows Little Mac to travel further vertically and thus helps him recover just a tiny bit more. The move now only deals one weak hit when you collide into an enemy and pushes them away from you.
Overall, I think this is Little Mac's worst custom move as the added ascension is barely noticeable and realistically Little Mac fails to recover more often than not because he doesn't have enough horizontal reach.
Even though it doesn't help too much, extra recovery is still really nice on Little Mac. This is one of the few characters that can be spiked at extremely low percents and fail to return to the stage. Having just a slightly buffed recovery can be the difference of life or death. Aside from that I don't see the point in the added knock back. I guess it's a good 'get off me' attack as it deals significant knock back to opponents even if they are only at 0%... still just doesn't seem that useful. I'd rather have my opponents near by where I can hit them.
Rising Smash
Deals 20% damage. KOs around 65%
The Rising Smash is the exact opposite of the Tornado Blow. This attack deals huge damage and knock back, but it is just a tiny bit slower to activate and has less vertical ascension. This is easily the worst up special for Little Mac if he wants to recover vertically. However, this custom move grants Little Mac the ability to threaten opponents who jump above him with an early vacation to the stars.
This custom special is a lot of fun because of how extremely powerful it is. Unfortunately it's much more difficult to land because it doesn't combo out of down throw like the original Rising Uppercut. And what's even worse is that this attack basically means Little Mac can not recover if he ever gets knocked slightly under the stage.
Rising Smash is high risk, high reward. It's not too difficult to land on an opponent if you predict a jump from the ledge or you read a roll on a platform. It's just this attack is situational while the Rising Uppercut is good as an attack, and a recovery, nearly all of the time.
Compact Counter
Little Mac has some interesting custom counters. This counter attack activates and finishes very quickly. When Little Mac lands this counter he deals extremely low knock back even at high percents. This allows Little Mac to combo into things like up smash or his KO Punch. The only down side to this move is that Little Mac barely moves forward when he retaliates and thus it only works when standing right next your opponent.
Dash Counter
The Dash Counter is an odd looking one. Just like the Compact Counter, this custom move activates and finishes quickly. When Little Mac retaliates with the Dash Counter, he moves extremely far forward as he swings his fist. This move is great for countering projectiles as you can actually punish the long range attackers. The Dash Counter can also be used as a recovery move if someone tries to gimp you.
The only downside to the dash counter is that it completely misses opponents who strike you in close range. And to be fair this counter does not travel the full length of Final Destination. You can't punish projectile users that are standing away at maximum range.
Originally posted on Berathen.com - Go there for better formatting and pictures.
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Little Mac is a hard hitting character with great speed, tons of super armor, and an insanely poor recovery. His custom moves can either make him a bit safer over all or make him even more powerful at the cost of what little recovery power he has. I really enjoy each of these custom moves and think they'll really help in certain matchups.
Fire Spin Lunge
Deals 6% minimum charge/16% maximum charge. KOs around 135%
The Fire Spin Lunge is oddly more powerful in one way, but weaker in another compared to the default Straight Lunge. The Fire Spin Lunge has much more super armor and thus Little Mac can not be hit out of the attack what so ever once he activates the attack.
The actual lunge of the attack doesn't move half as far as the other Lunge variants, but can still miss opponents if they are standing directly next to Little Mac. This punch deals multiple hits and racks up a lot of damage.
The Fire Spin Lunge is the least safe on block because even when you don't fully charge the attack it has plenty of lag and stops you right in front of your opponent.
I think the best way to utilize this attack is purely for its super armor as it is far more reliable than Straight Lunge. This move is guaranteed to smash its way through your opponent's tilt attacks, smashes, and close range projectiles. If your opponent throws out attacks in order to keep you away, this is what you use to force your way in. Be careful though, if you're too predictable then this move is an easy block and punish.
I think this move is also one of Little Mac's best options in the air. You can't be juggled or knocked away by your opponents aerials while you're bathing in super armor. The quick charge time also makes it easy to use to punish your opponents aerials. Even if you miss your attack this is far less punishable simply due to positioning. Though a patient player can simply wait for you on the ground and punish. A fair trade.
Shock Lunge
Deals 10% minimum charge/20% maximum charge. KOs around 125%
The Shock Lunge is a safer, less powerful version of the Straight Lunge. As far as I can tell this version of the attack has no super armor on it what so ever and thus you can easily be hit out of it. However, this lunge travels much farther then the other two, a fully charged Shock Lunge can go the full length of Final Destination.
This custom lunge attack has less ending lag when using it without fully charging and its ability to move through attackers helps to make it slightly more safe. When you strike someone with the Shock Lunge their body stutters for a bit, while shocked, before flying up into the air. This shocked state is only for about a second, but Little Mac's ending lag is still to long to follow it up.
I have a lot of fun with this attack because of the amazing distance it travels and the neat effect of sending your opponents upwards after a delay. The lack of super armor though makes it rather useless against projectile users.
I couldn't really find a use for this move in 1v1s. The charge takes ages and blocking it at its max distance allows for an easy punish. It's also a poor recovery move due to the long charge time. It's only useful in rare situations.
On the other hand, I found Shock Lunge to be amazing in 2v2. I can literally cover the entire stage with my one attack. And the 'shock effect' that my victims wear allows my team mate to easily follow up if he's near by.
Bury Blow
Deals 9% damage.
This is easily my favorite custom move on Little Mac. In this variation of the Jolt Haymaker our favorite boxer rises higher than normal before descending down with the full force of his fist. If this attack lands on a grounded opponent then it buries them into the ground thus allowing for a follow up attack. An obvious downside being that this move is no longer immune to projectiles. Even worse, if not spaced carefully, you can plummet yourself down to your death faster than a Metal Link.
At first I had a lot of trouble seeing this move as useful because it was tricky to land on a smart opponent. The spacing has to be rather exact and so it's not something you can just throw out.
Now this changes wildly based on variables like character weight and percentage, but I found a pretty solid way to make use of the Bury Blow. Little Mac's down tilt pops his victim ever so slightly forwards and upwards. If you follow up with the Bury Blow you will either hit them in the air for extra damage or connect just as they hit the ground. This is escapable, but it's very fast and hard to react to. An air dodge this close to the ground also means a free bury due to increased landing lag.
If Bury Blow hits in the air, rather than the ground, it has spiking properties when Little Mac reaches the apex of his lunge. So if the enemy is near a ledge you can down tilt them just barely off the stage and spike them for a KO. Though be careful not to fall off the stage yourself.
Because of the spiking properties this move causes a ground bounce if used above the stage. The ground bounce can be teched, but if it isn't then you can follow up with either an up smash or a Rising Uppercut dependent on how high your opponent bounces.
Lastly I'd like to point out that Little Mac heavily reduces his approach and recovery options by choosing this custom move. Body Blow rises slightly and has just a bit of forward movement so in some instances it can actually cause Little Mac to recover better than his Rising Uppercut. But if Little Mac is even two character lengths away from the stage... he can't recover.
Guard Break
Deals 18%. KOs around 110%
This is a very interesting custom move. Little Mac performs a small and slow lunge that has the unique power to go through shields. Despite the name, Guard Break doesn't actually break shields, this attack simply hits opponents even if they are blocking. However, this lunge attack is incredibly slow and can be easily avoided by dodging or plainly walking away.
Thankfully this attack has another attribute. Rather then being immune to projectiles, Guard Break has super armor throughout the animation. Opponents can hit Little Mac as he lunges, but he can not be stopped once he has started.
Still this move is rather difficult to use without getting punished and needs to be used incredibly sparingly. It's a good option in the air and is perfect for landing back onto the stage if your opponent is trying to hit you on the way back.
Guard Break is a very fun move to use against an opponent who knows they are in KO range and is being more defensive. But the severe reduction in horizontal recovery is very tough on Little Mac.
Tornado Blow
Deals 3% damage.
There's not really much to say on this one. It allows Little Mac to travel further vertically and thus helps him recover just a tiny bit more. The move now only deals one weak hit when you collide into an enemy and pushes them away from you.
Overall, I think this is Little Mac's worst custom move as the added ascension is barely noticeable and realistically Little Mac fails to recover more often than not because he doesn't have enough horizontal reach.
Even though it doesn't help too much, extra recovery is still really nice on Little Mac. This is one of the few characters that can be spiked at extremely low percents and fail to return to the stage. Having just a slightly buffed recovery can be the difference of life or death. Aside from that I don't see the point in the added knock back. I guess it's a good 'get off me' attack as it deals significant knock back to opponents even if they are only at 0%... still just doesn't seem that useful. I'd rather have my opponents near by where I can hit them.
Rising Smash
Deals 20% damage. KOs around 65%
The Rising Smash is the exact opposite of the Tornado Blow. This attack deals huge damage and knock back, but it is just a tiny bit slower to activate and has less vertical ascension. This is easily the worst up special for Little Mac if he wants to recover vertically. However, this custom move grants Little Mac the ability to threaten opponents who jump above him with an early vacation to the stars.
This custom special is a lot of fun because of how extremely powerful it is. Unfortunately it's much more difficult to land because it doesn't combo out of down throw like the original Rising Uppercut. And what's even worse is that this attack basically means Little Mac can not recover if he ever gets knocked slightly under the stage.
Rising Smash is high risk, high reward. It's not too difficult to land on an opponent if you predict a jump from the ledge or you read a roll on a platform. It's just this attack is situational while the Rising Uppercut is good as an attack, and a recovery, nearly all of the time.
Compact Counter
Little Mac has some interesting custom counters. This counter attack activates and finishes very quickly. When Little Mac lands this counter he deals extremely low knock back even at high percents. This allows Little Mac to combo into things like up smash or his KO Punch. The only down side to this move is that Little Mac barely moves forward when he retaliates and thus it only works when standing right next your opponent.
Dash Counter
The Dash Counter is an odd looking one. Just like the Compact Counter, this custom move activates and finishes quickly. When Little Mac retaliates with the Dash Counter, he moves extremely far forward as he swings his fist. This move is great for countering projectiles as you can actually punish the long range attackers. The Dash Counter can also be used as a recovery move if someone tries to gimp you.
The only downside to the dash counter is that it completely misses opponents who strike you in close range. And to be fair this counter does not travel the full length of Final Destination. You can't punish projectile users that are standing away at maximum range.
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