Disappointed Donger
Smash Rookie
- Joined
- Jun 21, 2016
- Messages
- 14
Hey everyone, a short introduction here since I just recently joined the forum, and am new here. I'm not some great player who goes to tournaments (not that there are any near me anyways) and I don't consistently win Tourney mode online, but I consider myself pretty decent. I main Shulk in Sm4sh, and secondarily play Luigi, DK, Samus and Bowser Jr.
Anyways, on to the issue at hand: Little Mac's design. I was personally very hyped for him and was equally surprised to see him in Smash. I was really excited to use him, but it didn't take long for me to realize he's a pretty cheap character. Little Mac can be great when used well, but for the majority of players he's just a fast, hard-hitting annoyance that doesn't take much effort to use.
This is because Mac suffers from design flaws that give him almost a right angle of a skill curve, most people will only be able to run around with his dash attack and side-b, and throw out smash attacks. Little Mac's absurd ground speed and very fast and powerful attacks on the ground encourage players to just throw out all those same attacks and not try mixing things up. Meanwhile all ariels, bar his n-air are nearly useless because of their terrible frame data, range, and damage/smash power. Not to mention him having super armor on 4 attacks and brief intangibility on his side special. As if his clearly superior offensive options on the ground weren't enough, these attacks allow him to hit hard and safe. Finally we get to his power meter, this mechanic isn't that bad in theory, but it's flawed in execution. The main issue with it is that the meter fills far faster when taking damage than dealing it, this rewards bad play, and the KO punch itself is virtually guaranteed to kill anyone above 20%. Even if he misses the wind box on it makes it harder to punish than it should be for an attack that can kill at such extremely low percents.
We COULD keep him as he is for the next game, but I really don't think we should. His current design makes it hard for newer players to improve with him, and rewards them far too much for sloppy play. I have some ideas about what we could do to change him, so if you're interested keep reading.
The first thing to change is his air game, which at the moment is easily the worst in the game. It doesn't require big changes, just making it better overall. Better range, frame data, damage & smash power, all that. The improvements won't be major, but they're there to make it usable. His ground game will be getting nerfs, however, with slower movement, and slower and less powerful attacks. Again, they will only be slightly worse, the main thing to change here is making them slow enough players can't throw out smash attack so safely. For this purpose super armour will also be removed from his smash attacks, since they are much too fast and strong to deserve super armor. This isn't simply about frame data and numbers, though, this brings us to the important part of this rework: Stars.
For those of you unfamiliar with the mechanics of the Punch-Out games, the power meter comes from the arcade and SNES Punch-Out game, Super Punch-Out. In the original on NES and the Wii Punch-Out there is a different mechanic. If you were able to hit opposing boxers at just the right moments, you would gain a star.
In both versions you could hold up to three, in the NES version you could consume one at a time for a powerful uppercut attack. In the Wii game you would consume them all at once instead, with the punch getting more powerful for every star you had.
We could implement this into Smash in a similar manner, hitting an opponent just before or after they shield, roll, spot dodge, air dodge or while they are charging a smash attack or special would grant a star, which would be displayed above your percent in place of the power meter. Like how you lose them for taking hits in the games though, taking a hit that deals 14% or more, or taking at least 18% damage in under 2 seconds would make you lose a star. However if you have super armour from your neutral special it won't cost you a star.
With stars stored, Little Mac's up special would become the Star Uppercut, increasing both his recovery and KO potential. It would send him up and slightly forward in the direction he is facing, dealing a single strong hit. With one star it goes the same distance as his regular recovery, but faster and with a tiny amount of horizontal movement. With two the move will go a bit higher, and do more damage. With all three stars it will go much higher than normal, around double his normal recovery, get a decent amount of horizontal movement (which can be controlled by inputting left or right) and gain a large increase in smash power along with some more damage. With all three stars it becomes a powerful KO option and can also give Mac some decent recovery at the expense of his stars, but still not a great one. Keep in mind that missing this will leave Mac even more vulnerable than if he misses the KO Punch, since he's put higher in the air the more stars he has, and is put into helpless mode, not to mention there is no windox. A missed Star Uppercut could very well cost Little Mac a stock, but landing it will be devastating to your opponent.
This change is intended to make Mac a more skill-based character, penalising getting hit rather than rewarding it, and rewarding you for reads and smart moves. At the same time it will penalise getting hit, costing you stars and punishing when you just throw out moves more. His core design of being better on the ground then in the air will remain intact, but he will now reward smart play and not taking hits.
Keep in mind this is just my opinion, and how I would change Little Mac. If you think this is unnecessary be sure to tell me, maybe Mac is fine as he is, it's just my opinion that he could use changes. Be sure to let me know what you think, both of the rework and Mac's current condition.
Anyways, on to the issue at hand: Little Mac's design. I was personally very hyped for him and was equally surprised to see him in Smash. I was really excited to use him, but it didn't take long for me to realize he's a pretty cheap character. Little Mac can be great when used well, but for the majority of players he's just a fast, hard-hitting annoyance that doesn't take much effort to use.
This is because Mac suffers from design flaws that give him almost a right angle of a skill curve, most people will only be able to run around with his dash attack and side-b, and throw out smash attacks. Little Mac's absurd ground speed and very fast and powerful attacks on the ground encourage players to just throw out all those same attacks and not try mixing things up. Meanwhile all ariels, bar his n-air are nearly useless because of their terrible frame data, range, and damage/smash power. Not to mention him having super armor on 4 attacks and brief intangibility on his side special. As if his clearly superior offensive options on the ground weren't enough, these attacks allow him to hit hard and safe. Finally we get to his power meter, this mechanic isn't that bad in theory, but it's flawed in execution. The main issue with it is that the meter fills far faster when taking damage than dealing it, this rewards bad play, and the KO punch itself is virtually guaranteed to kill anyone above 20%. Even if he misses the wind box on it makes it harder to punish than it should be for an attack that can kill at such extremely low percents.
We COULD keep him as he is for the next game, but I really don't think we should. His current design makes it hard for newer players to improve with him, and rewards them far too much for sloppy play. I have some ideas about what we could do to change him, so if you're interested keep reading.
The first thing to change is his air game, which at the moment is easily the worst in the game. It doesn't require big changes, just making it better overall. Better range, frame data, damage & smash power, all that. The improvements won't be major, but they're there to make it usable. His ground game will be getting nerfs, however, with slower movement, and slower and less powerful attacks. Again, they will only be slightly worse, the main thing to change here is making them slow enough players can't throw out smash attack so safely. For this purpose super armour will also be removed from his smash attacks, since they are much too fast and strong to deserve super armor. This isn't simply about frame data and numbers, though, this brings us to the important part of this rework: Stars.
For those of you unfamiliar with the mechanics of the Punch-Out games, the power meter comes from the arcade and SNES Punch-Out game, Super Punch-Out. In the original on NES and the Wii Punch-Out there is a different mechanic. If you were able to hit opposing boxers at just the right moments, you would gain a star.
In both versions you could hold up to three, in the NES version you could consume one at a time for a powerful uppercut attack. In the Wii game you would consume them all at once instead, with the punch getting more powerful for every star you had.
We could implement this into Smash in a similar manner, hitting an opponent just before or after they shield, roll, spot dodge, air dodge or while they are charging a smash attack or special would grant a star, which would be displayed above your percent in place of the power meter. Like how you lose them for taking hits in the games though, taking a hit that deals 14% or more, or taking at least 18% damage in under 2 seconds would make you lose a star. However if you have super armour from your neutral special it won't cost you a star.
With stars stored, Little Mac's up special would become the Star Uppercut, increasing both his recovery and KO potential. It would send him up and slightly forward in the direction he is facing, dealing a single strong hit. With one star it goes the same distance as his regular recovery, but faster and with a tiny amount of horizontal movement. With two the move will go a bit higher, and do more damage. With all three stars it will go much higher than normal, around double his normal recovery, get a decent amount of horizontal movement (which can be controlled by inputting left or right) and gain a large increase in smash power along with some more damage. With all three stars it becomes a powerful KO option and can also give Mac some decent recovery at the expense of his stars, but still not a great one. Keep in mind that missing this will leave Mac even more vulnerable than if he misses the KO Punch, since he's put higher in the air the more stars he has, and is put into helpless mode, not to mention there is no windox. A missed Star Uppercut could very well cost Little Mac a stock, but landing it will be devastating to your opponent.
This change is intended to make Mac a more skill-based character, penalising getting hit rather than rewarding it, and rewarding you for reads and smart moves. At the same time it will penalise getting hit, costing you stars and punishing when you just throw out moves more. His core design of being better on the ground then in the air will remain intact, but he will now reward smart play and not taking hits.
Keep in mind this is just my opinion, and how I would change Little Mac. If you think this is unnecessary be sure to tell me, maybe Mac is fine as he is, it's just my opinion that he could use changes. Be sure to let me know what you think, both of the rework and Mac's current condition.
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