Super Smash Bros. Obliteration/Little Mac

Little Mac is the Main Protagonist/Mascot of the Punch Out series of Games, and a Default/Starter Character in Super Smash Bros. Obliteration. Despite being only around 4'8" in size at the age of 17 Little Mac has consistantly won numerous Boxing titles over the course of the Punch Out Series. His interest in Video game Boxing became most apparent after meeting and coming face to face with Jerome "Doc" Lewis, a former heavyweight champion of his own right who agreed to train Little Mac. Back in the ring to take another swing, Little Mac is once more looking to use his tiny body to punch his way to the top of the Mountain of Smashers. Going by and adhering to the phrase "the size of the fight of the dog, outweighs the size of the dog in the fight" Little Mac is willing to deliver a heavy duty knockout against any opponent who dares to step into the ring against him, in a true fight for the ages.
== Attacks ==
Type 	Name	Damage 	Description
Neutral 	 	(4%, 1% = Loop, 3% = Last, 7% = total). 	A jab, followed by a hook, followed by an uppercut. If button mashed, Little Mac performs an extremely fast flurry of punches followed by an uppercut that deals high knockback, but can only be initiated if first two hits connect with an opponent. Due to coming out on frame 1, it is tied with Zero Suit Samus' neutral attack as both the fastest neutral attack in the game and the fastest attack of any kind, making it extremely useful as an out of shield option or to cover whiffed attacks. In addition to its speed, it can out-prioritize against attacks within priority range and go on uninterrupted, such as negating Fox Illusion's hitbox. Due to its outstanding speed and quick interruptibility, it can be jab canceled for almost guaranteed KOs at high percents, including Rising Uppercut and KO Uppercut, or pressure opponents to keep their shield up, which can lead to shield break combos.
Forward Tilt 	 	(8% = Hit 1, 4% = Hit 2, 12% = Total). 	A one-two combo. It has the best range out of Little Mac's tilt attacks and is the fastest forward tilt in the game, due to coming out on frame 4. Its knockback is also comparable to a smash attack, and when coupled with its fast speed, it is a reliable KOing option at high percents. Based on the two alternating jabs Mac used as an Assist Trophy in Brawl.
Up Tilt 	 	(9%) 	An overhead arcing backfist. Covers all of Little Mac's body, which allows him to use it as a quick option to cover his attacks. Can combo into itself at low percents if the opponent is close to him. It is also useful for catching rolls and can be pivotted while dashing as a somewhat safe approach option, especially since it cannot be interrupted midway through its duration. It resembles Don Flamenco's Twirling Backhand used during Title Defense Mode in the Wii version of Punch-Out!!, albeit performed vertically rather than horizontally,
Down Tilt 	 	(8%) 	A crouching short straight-punch. Comes out on frame 3, tying it with Lucas, Ness, Meta Knight and R.O.B.'s down tilts as the fastest down tilt in the game. This move slightly launches opponents up into the air and is often considered one of the best down tilts in the game due to its speed and excellent combo ability, being able to lead into almost all his attacks, most notably itself, forward smash, forward aerial, Jolt Haymaker and KO Uppercut at low to medium percents, and Jolt Haymaker or Rising Uppercut at high percents. Its combo into forward smash can also be useful for edge-guarding.
Forward Smash	 	(Up: 20% = Hand, 18% = Arm), (Forward: (20% = Hand, 18% = Arm), (Down = 22%)	Steps forward and throws one of three punch variations depending on the angle of the attack. Extremely fast start-up for its strength and respectable ending lag. However, this move can miss if the opponent is touching Little Mac due to him stepping forward to perform it.
Up: An uppercut. Launches opponents vertically and has the largest hitbox out of all three punch variations, which makes it the easiest to connect. Grants super armor on frames 8-15. It resembles Little Mac's Star Punch and One-Star Punch in the NES and Wii versions of Punch-Out!!, respectively.
Forward: A cross. Deals high knockback, with its sweetspot dealing higher knockback and slightly higher damage than his arm, KOing around 90% center stage against middleweights. When spaced correctly, it is safe on shield against slower characters. Useful overall, but loses power quickly if used repeatedly. Grants super armor on frames 8-15. It resembles the cross Little Mac hits King Hippo with during the cutscene in which he defeats Hippo in the Wii version of Punch-Out!!.
Down A body hook. Deals more damage and shield damage, but less knockback. It is safer on shield due to its high shieldstun and breaks shields more reliably than any of Little Mac's other attacks, to the point that it can almost break a full shield when fully charged. As of update 1.1.4, its deals enough damage and shieldstun to break full shields if a forward tilt is used immediately after it. Grants super armor on frames 9-15
Up Smash 	 	(21% = Clean, 16% = Late). 	An uppercut. Its first frame has a sweetspot that deals flame damage and significant shield damage. Great for aerial protection or chasing down an opponent, as grounded opponents are likely to be hit by the sweetspot. Has noticeable ending lag, having the highest ending lag of all his grounded moves (35 frames), making it punishable if shielded. Despite its appearance, it can only hit in front of Mac, although its sourspot can reach an opponent standing on Battlefield's low platforms. It also slightly moves Little Mac backward when used. Grants super armor on frames 8-11.
Down Smash 	 	(13%) 	Spins 180° to perform a quick, downward angled hook that hits quickly in both directions. While it deals noticeably less damage compared to his other smash attacks, it is his fastest one, due to coming out on frame 10 and having low ending lag. It also hits on both sides and has long range, making it difficult to punish and even capable of hitting opponents attempting to grab the edge. If an opponent is caught by the hitbox of Mac's upper arm, it is possible to drag them into the second hit at low percentages, though this is difficult. Due to being a semi-spike, it is also one of Little Mac's only reliable edge-guarding moves, as it can hit off-stage opponents who exhaust their edge invincibility. Grants super armor on frames 7-10 and 15-17.
== Aerial Attacks ==
Type 	Name	Damage 	Description
Neutral	 	(4%) 	A downward angled jab. It is the fastest neutral aerial in the game, as it comes out on frame 2, but it has limited use due to its short range and abysmal damage output. However, its incredible speed allows it be used as a combo breaker of sorts when in the air. It is also useful for dragging aerial opponents back onto the ground with its quick speed or starting intricate footstool jump combos. It can also be used after an edge jump to stop an opponent standing at the edge from reacting while Little Mac returns onto the stage.
Forward	 	(5% = Hand, 5% = Arm, 10% = Total).	A hook. It has slight start-up and a low damage output. Can combo after a down tilt, although this can be difficult to perform. Its speed and semi-spike angle can make it useful for edge-guarding, especially against characters with poor recoveries, but it is limited at doing so due to its point-blank range,
Back 	 	(6% = Hand, 4% = Arm, 10% = total).	A backfist. Slightly stronger than forward aerial and less start-up than it, but has more ending and landing lag compared to it. Like forward aerial, the move's quick speed and semi-spike angle can be used either to edge-guard or as a way to fend off opponents, although its minuscule hitbox makes this difficult to do so reliably.
Up 	 	(7% = Hand, 5% = Arm, 12% = Total).	An upward arcing hook. Its tied for the second fastest up aerial in the game, as it comes out on frame 5, making it a somewhat useful aerial combo move. However, its considerable ending lag and high landing lag makes it punishable if missed. If used while near the ground, it can combo into up tilt and Rising Uppercut at high percents. It resembles the jump Little Mac performs during his victory animation in the Wii version of Punch-Out!!.
Down 	 	(8% = Hand, 6% = Arm, 14% = Total).	A downward palm thrust. Its middle hitbox can meteor smash and it is the fastest meteor smash in the game, as well as the second fastest down aerial, coming out on frame 7. However, it is also the weakest meteor smash in the game and hence extremely ineffective against anyone but fast-fallers unless Little Mac footstool jumps on the opponent immediately after. Experienced players can use it to jab reset opponents by short hopping and then hitting a floored opponent before finishing them with any of Little Mac's attacks.
== Other Attacks ==
Type 	Name	Damage	Description
Floor Attack (Front)	 	(7%) 	Punches In Both Forward/Back Directions. While Getting Up, Very fast for a get-up attack,
Floor Attack (Back) 	 	(6%) 	Same As Front Attack, Just With Less Power.
Floor Attack (Trip) 	 	(7%) 	Punches In Both Forward/Back Directions, Near The Ground.
Ledge Attack 	 	(8%) 	Throws A Lunging Punch While Climbing Up.
Dash Attack 	 	(10%) 	A lunging overhand. Its sheer speed, wide range and low ending lag allows it to combo into itself against heavier characters and fast-fallers, and it can be used as a quick punishment option when an opponent is stuck in ending lag. However, it is notoriously risky as an approach option due to its ending lag making it extremely punishable on shield, especially when near an edge due to Little Mac's inability to recover well if he is grabbed and thrown off-stage even at 0%,
== Grabs/Throws ==
Type 	Name	Damage 	Description
Grab 	 	(N/A) 	Grabs An Opponent.
Pummel 	 	(2.1%) 	A Punch, A Fairly Fast Pummel
Forward	 	(3% - hit 1, 2% = throw, 5% = total) 	Rears his arm back and throws an overhand. Has low knockback scaling, which can allow it to combo into Jolt Haymaker or dash attack at low percents if the opponent misses a tech. It can also reliably set up edge-guards,
Back 	 	(4% = hit 1, 2% = throw, 6% = total) 	Spins the opponent around and throws an uppercut. Has the highest knockback scaling out of all of his throws, which allows it to KO near the edge. However, it only begins KOing at very high percents.
Up 	 	(4% = hit 1, 4% = throw, 8% = total) 	An uppercut. Has very minimal use compared to Little Mac's other throws, as its base knockback and ending lag render it unusable for combos, while its knockback scaling renders it impractical for KOing. It can lead into an aerial attack if the player reads the opponent's reaction correctly, although this is largely unrewarding due to Mac's abysmal air game.
Down 	 	(7% = hit 1, 3% = total, 10% = total)	A double axe handle. A decent combo starter, as it can be followed up with a short-hopped Jolt Haymaker at 0%, or Rising Uppercut up to as high as 200%, the latter of which is a KO combo. It can also combo into a forward aerial at medium percents, which can extend to a down tilt for additional combos or a down aerial lock if an opponent misses the tech. However, these combos are effective only if the opponent does not DI away. It resembles King Hippo's Hippo Squeeze 'n Squash used during Title Defense Mode in the Wii version of Punch-Out!!.
== Taunts ==
Up Taunt = Turns his back to the screen, bends down, then raises his fist triumphantly. Doc Louis may say "Hit 'em, baby"!
Side Taunt = Pulls the string of his right boxing glove tight with his teeth, then resumes his boxing stance while scoffing. Doc Louis may say "Let 'em have it, Mac!" (ぶちかませ！マック！, Hit them hard! Mac!).
Down Taunt = Performs a series of punches while facing the screen. Doc Louis may say "Show 'em what you've got, Mac baby!" (お前のパンチを見せてやれ！, Let them see your punch!).
== Special Moves ==
Type 	Name 	Damage 	Description
Neutral Special	Straight Lunge 	(9%-14% = Uncharged Grounded, 20%-25% = Fully Charged Grounded, 7%-10% = Uncharged Aerial, 15% = Fully Charged Aerial, 35% = Grounded KO Uppercut, 13% = Aerial KO Uppercut).	Rears his arm back and throws a cross. It is chargeable, grants minimal heavy armor while charging, and moves Little Mac forward. Although it covers more distance the longer it is charged, its damage output does not increase unless it is fully charged. When fully charged, it is one of the strongest moves in the game, making it optimal to use after a shield break. However, the fully charged version requires crucial positioning, due to having a blind spot at its beginning and high ending lag. If the Power Meter is fully charged, it becomes the KO Uppercut, an extremely fast and powerful uppercut. Despite its name, is not a true one-hit KO, but instead KOs at roughly 30% while also granting super armor on frames 8-9. However, KO Uppercut possesses a considerable amount of ending lag, making it punishable regardless if it hits or not.
Side Special 	Jolt Haymaker 	(16%) 	An overhand version of the Superman punch. It can be used almost instantly by pressing the special button immediately after first pressing it. It propels Little Mac quite a distance, and the grounded version grants intangibility during frames 5-8/5-14 (if used early/late). It is advised not to use this attack around the edge of a stage, since it renders him helpless. However, it can be one of Mac's more useful recovery options off-stage, since it will quickly snap the edge. It is noticeably worse when used in the air, as it grants less distance, especially if the punch is thrown early, and loses its intangibility.
Up Special 	Rising Uppercut	(1% = Loop, 3% = Last, 4% = total). 	A right-handed, jumping corkscrew uppercut followed immediately by a left-handed uppercut. The first uppercut hits multiple times while the second uppercut hits once and deals respectable knockback. Goes higher with more maneuverability if used on the ground, while it only grants half the distance and maneuverability if used in the air. Grants 3 frames of intangibility on start-up. Deceptively powerful, to the point that it can reliably KO at high percents and is one of Little Mac's only reliable aerial finishers (along with Jolt Haymaker). Conversely, it is extremely ineffective as a recovery, as it grants some of the lowest distance and horizontal maneuverability of any recovery move, and it only snaps to the edge if it starts or ends right next to one. It resembles Little Mac's Three-Star Punch in the Wii version of Punch-Out!!.
Down Special 	Slip Counter 	(1.3x = Min 10). 	Assumes a full crouch stance and, if hit, immediately counterattacks by slipping inside to throw an uppercut. Due to coming out on frame 5, it is tied with Double Team and Witch Time as the fastest counterattack in the entire game. In the air, it can be used for horizontal recovery due to Mac being propelled forward during the slip, although this can be risky. It resembles Glass Joe's Delayed Right Hook used during Title Defense Mode in the Wii version of Punch-Out!!.
== Final Smash ==
Type 	Name 	Damage 	Description
Final Smash	Giga Mac	(Varies)	Transforms Little Mac into Giga Mac, which is even more powerful than his normal form, Some attacks with Giga Mac can One-Hit KO opponents at full charge, (Namely his fully charged forward smash angled up.
Category:Characters
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