I just logged into to debunk some of what Mini Mac was complaining about
3: Mac has some of the best mix ups in the game with movement and he can jump to space himself. Walking, running, dash trotting to confuse opponents.
4:U-tilt B-air and D-tilt f-air still create interesting possibilities, d-air jab resets and u-air fast fall combos as a rare landing mix up as well as pseudo d-tilt n-air footstool jab reset combos.
6: Jump Cancel U-smash at the ledge, pivot f-smash at the ledge, and tilts and jab at the ledge are good at reacting to ledge options. But it is true Mac has to be more accurate then most characters that can gamble with hitbox placement. Regardless Mac at the ledge is a serious threat.
7: You are dead wrong this is one of the biggest illusions about Mac. Mac has amazing confirms, D-tilt TA U-tilt, D-tilt PP u-tilt, into Up B, U-smash, another PP u-tilt, B-air strings baiting airdodges and panic attacks with pivot f-smashes. Mac has like 50% confirms on fast fallers with bad DI and almost 40% no matter what. Mac has alot of combos and very creative too both true and mix ups I can list 100's of them. He only struggles to combo floaties
8: Mac has a very unique when you combine his tilts with perfect pivots or use then in turn arounds as well as having 3 variations of his f-smash and even some aerial strings.
9: He has a good counter and all counters have high end lag. Dont use it much in neutral accept when you think you can land as a mix up. You can purposely jump cancel a running counter if you want to punish someone charging an f-smash at your own risk.
10: Mac can approach by walking, short dashes, perfect pivots and extended perfect pivots via dash dance, cross ups with like AB pivot f-smash or perfect pivots. Roll cancel grab, pivot grab, normal grab Even simple stuff like run shield or rolling, dash attack. just don't get predictable with any of these things