nyuuzyou/wikis huggingface dataset:
List of updates (SSBU)/4.0.0 changelog

This is a list of known changes in version 4.0.0 of Super Smash Bros. Ultimate.
==Universal==
==Items==
==Stages==
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
==References==
Category:Lists
Category:Free downloadable content
List of updates (SSBU)/7.0.0 changelog

This is the list of known changes in version 7.0.0 of Super Smash Bros. Ultimate.
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
==References==
Category:Lists
Category:Free downloadable content
List of updates (SSBU)/8.0.0 changelog

This is the list of known changes in version 8.0.0 of Super Smash Bros. Ultimate.
==Stages==
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
Category:Lists
Category:Free downloadable content
List of updates (SSBU)/9.0.0 changelog

This is the list of known changes in version 9.0.0 of Super Smash Bros. Ultimate.
==Universal==
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
====
*While the update claims that Rapid jab finisher now has transcendent priority, testing has shown that to not be the case. A change existing at all is still being investigated.
====
====
====
====
====
====
Category:Lists
Category:Free downloadable content
List of victory poses (SSBB)

The following is a list of victory poses of characters in Super Smash Bros. Brawl. In Brawl, one can select a victory pose by holding up, left, or right on the D-pad (or the , , buttons) as the match ends.
====
====
====
====
====
====
====
====
====
====
====
====
Note: All of Kirby's animations are variations of the Kirby dance.
====
====
====
====
====
Note: Mario performs the strong-man pose alongside Sonic in the "Sonic Joins The Brawl" video, despite it not being one of Mario's taunts.
====
====
====
====
====
====
====
====
====
======
======
======
====
====
====
====
====
====
====
====
====
====
====
==External links==
*Super Smash Bros Brawl - All Victory Pose Animations
==See also==
*List of victory poses (SSB)
*List of victory poses (SSBM)
*List of victory poses (SSB4)
*List of victory poses (SSBU)
Category:Multiplayer modes
Category:Lists
Category:Victory poses (SSBB)
Little Mac (SSB4)/Down smash

==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	5-6
First hit 	10-11
Second hit 	17-18
Super armor 	7-10, 15-17
Interruptible 	43
Animation length	54
|Hitboxes 
|-
|Armor 
Category:Little Mac (SSB4)
Category:Down smashes (SSB4)
Little Mac (SSB4)/Forward smash

Little Mac forward smash hitbox visualization	Little Mac forward smash hitbox visualization
↗ 	
→ 	
↘ 	
==Hitboxes==
===Angled up===
|}
===Angled forward===
|}
===Angled down===
|}
==Timing==
===Angled Up===
Charges between 	4-5
Super Armor 	8-15
Windbox 	6-12
Hitboxes 	14-15
Interruptible 	44
Animation length	61
|-
===Unangled===
Charges between 	4-5
Super Armor 	8-15
Windbox 	6-12
Hitboxes 	14-15
Interruptible 	44
Animation length	51
|-
===Angled Down===
Charges between 	4-5
Super Armor 	9-15
Windbox 	7-13
Hitboxes 	15
Interruptible 	44
Animation length	44
|-
Category:Little Mac (SSB4)
Category:Forward smashes (SSB4)
Little Mac (SSB4)/Grab

==Overview==
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	9-10
Interruptible 	33
Animation length	54
===Dash grab===
Grab 	10-11
Interruptible 	41
Animation length	55
===Pivot grab===
Grab 	11-12
Interruptible 	39
Animation length	58
Category:Little Mac (SSB4)
Category:Grabs (SSB4)
Little Mac (SSB4)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	 	
Neutral attack 2 	 	
Neutral attack 3 	 	
Neutral attack infinite 	 	
Neutral attack infinite finisher 	 	
Forward tilt 	 	
Up tilt 	 	
Down tilt 	 	
Dash attack 	 	
Forward smash 	 	
Forward smash (angled up) 	 	
Forward smash (angled down) 	 	
Up smash 	 	
Down smash 	 	
Neutral aerial 	 	
Forward aerial 	 	
Back aerial 	 	
Up aerial 	 	
Down aerial 	 	
KO Punch 	 	
Neutral special (uncharged grounded) 	Straight Lunge 	
Neutral special (full charge grounded)	Straight Lunge 	
Neutral special (uncharged aerial) 	Straight Lunge 	
Neutral special (full charge aerial) 	Straight Lunge 	
Side special 	Jolt Haymaker 	
Up special 	Rising Uppercut	
Down special 	Slip Counter 	
Down special (hit) 	Slip Counter 	
Grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	 	
Forward throw (collateral) 	 	
Back throw (collateral) 	 	
Up throw (collateral) 	 	
Down throw (collateral) 	 	
Category:Little Mac (SSB4)
Category:Hitboxes (SSB4)
Little Mac (SSB4)/Neutral attack

==Overview==
For the technical data of each individual hit, see:
*Little Mac (SSB4)/Neutral attack/Hit 1
*Little Mac (SSB4)/Neutral attack/Hit 2
*Little Mac (SSB4)/Neutral attack/Hit 3
*Little Mac (SSB4)/Neutral attack/Infinite
Category:Little Mac (SSB4)
Category:Neutral attacks (SSB4)
Little Mac (SSB4)/Neutral attack/Infinite

==Overview==
==Hitboxes==
|}
==Timing==
Interruptibility and animation length are only for the finisher. 
Rapid jabs 	5, 8, 10, 14, 17, 20, 23, 27...
Finisher 	5
Interruptible 	35
Animation length	37
Category:Little Mac (SSB4)
Category:Neutral attacks (SSB4)
Little Mac (SSB4)/Neutral special/Default

==Overview==
===Straight Lunge===
Little Mac's neutral special move is called Straight Lunge. True to its name, it involves Little Mac charging a punch and unleashing it forwards. Unlike other chargeable moves, its power stays the same regardless of charge; instead, the distance granted increases. The entire move has minimal heavy armor, meaning that Little Mac cannot be hit out of it if a move deals less than 8%. The clean hit from a fully charged move is Little Mac's strongest attack, as well as one of the strongest moves in the game, KOing any character at 55% from the center of and dealing heavy damage to shields. However, the move has very low speed in general, with the earliest hit starting at frame 40. Its fully charged variant also has 75 frames of ending lag. As such, this move is never used in competitive play unless the opponent is vulnerable (for instance, after a shield break).
===KO Uppercut===
If Little Mac's Power Meter is full, the move is converted into the KO Uppercut, an unblockable uppercut with enough power to reliably KO any character at 35%. It has very quick startup as well, hitting on frame 9. It is generally considered one of the (if not the) most powerful comeback moves in the game. However, it has 86 frames of ending lag, making it extremely easy to punish if it misses. Little Mac is also unable to keep it indefinitely, as the Power Meter can be emptied by any move that causes tumbling (with the exception of footstool jumps). Its usage in competitive play revolves around mindgames, since opponents will be forced to play cautiously if they wish to not get knocked out. What makes it even more threatening is Little Mac's ability to combo into the move. If the opponent is at 25-35%, down tilt will lead into an inevitable KO Uppercut. Alternatively, Little Mac can jab cancel his neutral attack. This works at percentages as high as 110%, at the cost of its increased difficulty in doing so. Little Mac can also jab reset his opponent with a down aerial, but since the opponent has to miss a tech first, it is not seen as commonly. Finally, the move can be used immediately after a dash, if the button is pressed within a few frames of the dash ending. If mistimed, Little Mac will have to endure the dash's ending lag before he can punch.
==Hitboxes==
===Straight Lunge===
===KO Uppercut===
====Ground====
|}
====Aerial====
|}
==Timing==
===Straight Lunge===
Clean hit 	40-41 (uncharged), 123-125 (fully charged)
Middle hit 	42-45 (uncharged), 126-132 (fully charged)
Late hit 	46-53 (uncharged), 133-157 (fully charged)
Interruptible 	? (uncharged), 232 (fully charged)
Animation length	?
===KO Uppercut===
Armor 	8-9 (grounded), N/A (aerial)
Hitboxes 	9-11 (grounded), 9-12 (aerial)
Interruptible 	97 (grounded), 76 (aerial)
Animation length	?
Category:Little Mac (SSB4)
Category:Special moves (SSB4)
Category:Neutral special moves (SSB4)
Little Mac (SSB4)/Up smash

==Overview==
Little Mac performs a circling uppercut. This is Little Mac's overall slowest non-special move, but also his most powerful if hit clean. It can tank any hit during startup, making it a great anti-air and KO move in general.
==Hitboxes==
|}
==Timing==
Charges between 	6-7
Clean hit 	10
Late hit 	11-14
Super armor 	8-11
Interruptible 	48
Animation length	52
|Hitboxes 
|-
|Armor 
Category:Little Mac (SSB4)
Category:Up smashes (SSB4)
Little Mac (SSBU)/Back aerial

==Overview==
Little Mac throws a backhand. This move is his strongest aerial attack, KO'ing middleweights at around 245% in the center of Battlefield, KO'ing at an even lower 190% at ledge of the aforementioned stage. The move's power is made up for with a 2-frame hitbox duration and short range, making the attack hard to actually connect, and lacking any form of utility whatsoever with it’s 11 frame start up. There is overall absolutely no reason to ever use back air, making it widely considered to be one of if not the worst move in Little Mac's kit.
==Hitboxes==
|}
==Timing==
===Attack===
Hitboxes 	11-12
Ending autocancel	36-
Interruptible 	38
Animation length 	59
|-
===Landing lag===
Interruptible 	17
Animation length	28
Category:Little Mac (SSBU)
Category:Back aerials (SSBU)
Little Mac (SSBU)/Back throw

Little Mac back throw hurtbox and hitbox visualization	Little Mac back throw hurtbox and hitbox visualization	Little Mac back throw hurtbox and hitbox visualization	Little Mac back throw hurtbox and hitbox visualization	Little Mac back throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-19
Hitbox 	17-18
Turnaround 	19
Throw release 	19
Interruptible 	48
Animation length	54
|-
Category:Little Mac (SSBU)
Category:Back throws (SSBU)
Little Mac (SSBU)/Down aerial

==Overview==
Little Mac throws a weak palm thrust downwards. Like all of little macs aerials, it's inept in almost every typical offensive use for a down air. While it has a meteor smash hitbox, the hitbox is pitifully weak and acts as a sour-spot, with the meteor spike almost never landing KO's unless the opponent is footstooled immediately after or has a poor recovery. It can lock floor opponents in niche situations however.
Despite this, the move has a solid place in Mac's kit due to it being able to help little mac's recovery, if down air is interrupted with Rising Uppercut, Little Mac gains slightly more horizontal distance, giving Mac a tiny boost to his horizontal recovery. This is reasonably easy to do, as the moves interruptible window is fairly long. However, this only applies if Little Mac is facing towards the ledge. While the distance Little Mac gains may seem negligible and pointless, Little Mac has a notoriously bad recovery, and even just a little distance can be the difference between recovering and failing to do so. Despite the move being niche and ineffective as an actual attack, this move is crucial to makes recovery, giving it a solid place in Mac's arsenal.
==Hitboxes==
|}
==Timing==
===Attack===
Hitboxes 	7-10
Ending autocancel	25-
Interruptible 	28
Animation length 	49
|-
===Landing lag===
Interruptible 	19
Animation length	25
Category:Little Mac (SSBU)
Category:Down aerials (SSBU)
Little Mac (SSBU)/Down smash

==Overview==
==Hitboxes==
Landing any hitbox after armoring through an attack triggers a Special Zoom.
|}
==Timing==
The move disables jostling during frames 7-12 and 15-21.
Charges between 	5-6
Super armor 	7-10, 15-17
Hit 1 	10-11
Hit 2 	17-18
Interruptible 	43
Animation length	54
|-
==Special Zoom parameters==
These parameters are shared between Little Mac's smash attacks.
Duration 	25 frames
Slowdown magnitude 	4
Zoom rate 	4
Time before zoom 	3 frames
Background duration (non-1v1)	30 frames
Category:Little Mac (SSBU)
Category:Down smashes (SSBU)
Little Mac (SSBU)/Down special

==Overview==
==Update History==
 
*
 
*
==Hitboxes==
|}
==Timing==
===Counter===
Intangibility 	4-5
Counter 	5-27
Interruptible 	57
Animation length	62
|-
===Hit===
Intangibility 	1-20
Hitboxes (early, late)	16-18, 19-21
Interruptible 	48
Animation length 	61
|-
Category:Little Mac (SSBU)
Category:Down special moves (SSBU)
Category:Counterattacks (SSBU)
Little Mac (SSBU)/Down throw

Little Mac down throw hurtbox and hitbox visualization	Little Mac down throw hurtbox and hitbox visualization	Little Mac down throw hurtbox and hitbox visualization	Little Mac down throw hurtbox and hitbox visualization	Little Mac down throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-16
Hitbox 	14-15
Throw Release 	16
Interruptible 	45
Animation length	44
|-
Category:Little Mac (SSBU)
Category:Down throws (SSBU)
Little Mac (SSBU)/Down tilt

==Overview==
Little Mac moves slightly forward when crouching and punches downwards in front of him. It's tied with Ness, Lucas, R.O.B and Meta Knight for the fastest startup of any down tilt, coming out on frame 3, and has low ending lag. It has a slightly disjointed hitbox at the fist and impressive range, even in comparison to swordfighters, and has a vertical angle that makes it one of his most reliable combo starters. At high percents, it can combo into Jolt Haymaker or Rising Uppercut for a KO confirm, especially when 2-framing. However, down tilt's combos are harder and less reliable because of its higher ending lag, although it's still a good combo starter. This makes it one of Mac's most important options for its metagame.
==Update History==
 
*
==Hitboxes==
|}
==Timing==
The move disables jostling during frames 1-5.
Hitboxes 	3-4
Interruptible 	26
Animation length	36
==Trivia==
*The move has a 20% trip chance that can never actually happen, due to its vertical launch angle.
Category:Little Mac (SSBU)
Category:Down tilts (SSBU)
Little Mac (SSBU)/Edge attack

==Overview==
==Hitboxes==
|}
==Timing==
For each ledge grab without touching the ground or being hit, intangibility is reduced on subsequent ledge grabs, until it is lost entirely from the fourth grab onward. The hitbox visualization only shows intangibility for the first ledge grab.
Intangibility (1st grab)	1-25
Intangibility (2nd grab)	1-20
Intangibility (3rd grab)	1-12
Hitbox 	23-25
Interruptible 	56
Animation length 	63
!Hitboxes 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
Category:Little Mac (SSBU)
Category:Edge attacks (SSBU)
Little Mac (SSBU)/Floor attack (trip)

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Intangibility 	1-7
Hit 1 	18-19
Hit 2 	22-23
Interruptible 	50
Animation length	49
|-
Category:Little Mac (SSBU)
Category:Floor attacks (SSBU)
Little Mac (SSBU)/Forward aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Hitboxes 	10-12
Ending autocancel	35-
Interruptible 	37
Animation length 	41
|-
===Landing lag===
Interruptible 	14
Animation length	20
Category:Little Mac (SSBU)
Category:Forward aerials (SSBU)
Little Mac (SSBU)/Forward smash

Little Mac forward smash hitbox visualizations	Little Mac forward smash hitbox visualizations	Little Mac forward smash hitbox visualizations	Little Mac forward smash hitbox visualizations	Little Mac forward smash hitbox visualizations
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
==Update History==
 
*
==Hitboxes==
Landing any hitbox after armoring through an attack triggers a Special Zoom.
|}
==Timing==
===Angled up===
Charges between 	4-5
Super armor 	8-15
Hitboxes 	14-15
Interruptible 	44
Animation length	61
|-
===Angled forward===
Charges between 	4-5
Super armor 	8-15
Hitboxes 	14-15
Interruptible 	44
Animation length	51
|-
===Angled down===
Charges between 	4-5
Super armor 	9-15
Hitboxes 	15
Interruptible 	44
Animation length	51
|-
==Special Zoom parameters==
These parameters are shared between Little Mac's smash attacks.
Duration 	25 frames
Slowdown magnitude 	4
Zoom rate 	4
Time before zoom 	3 frames
Background duration (non-1v1)	30 frames
Category:Little Mac (SSBU)
Category:Forward smashes (SSBU)
Little Mac (SSBU)/Forward throw

Little Mac forward throw hurtbox and hitbox visualization	Little Mac forward throw hurtbox and hitbox visualization	Little Mac forward throw hurtbox and hitbox visualization	Little Mac forward throw hurtbox and hitbox visualization	Little Mac forward throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-17
Hitbox 	15-16
Throw Release 	17
Interruptible 	45
Animation length	44
|-
Category:Little Mac (SSBU)
Category:Forward throws (SSBU)
Little Mac (SSBU)/Grab

==Overview==
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	9-10
Interruptible 	39
Animation length	52
===Dash grab===
Grab 	13-14
Interruptible 	47
Animation length	57
===Pivot grab===
Grab 	14-15
Interruptible 	42
Animation length	60
Category:Little Mac (SSBU)
Category:Grabs (SSBU)
Little Mac (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Left Jab 	
Neutral attack 2 	Right Hook 	
Neutral attack 3 	Uppercut 	
Neutral attack rapid jab 	Rush 	
Neutral attack finisher 	Right Uppercut 	
Forward tilt 	One-Two Punch 	
Up tilt 	Anti-Air Knuckle 	
Down tilt 	Leg Blow 	
Dash attack 	Hammer Punch 	
Forward smash 	Straight Smash 	
Forward smash up 	Smash Uppercut 	
Forward smash down 	Smash Body Hook 	
Up smash 	Dynamite Uppercut 	
Down smash 	Swing Punch 	
Neutral aerial 	Weak Jab 	
Forward aerial 	Weak Uppercut 	
Back aerial 	Weak Back Knuckle 	
Up aerial 	Weak Jumping Punch	
Down aerial 	Weak Open Blow 	
Neutral special grounded 	Straight Lunge 	
Neutral special grounded turned 	Straight Lunge 	
Neutral special aerial 	Straight Lunge 	
Neutral special aerial turned 	Straight Lunge 	
Neutral special fully charged grounded 	Straight Lunge 	
Neutral special fully charged grounded turned	Straight Lunge 	
Neutral special fully charged aerial 	Straight Lunge 	
Neutral special fully charged aerial turned 	Straight Lunge 	
Neutral special k.o punch grounded 	KO Uppercut 	
Neutral special k.o punch aerial 	KO Uppercut 	
Side special grounded 	Jolt Haymaker 	
Side special aerial 	Jolt Haymaker 	
Up special 	Rising Uppercut 	
Down special 	Slip Counter 	
Down special counter attack grounded 	Slip Counter 	
Down special counter attack aerial 	Slip Counter 	
Standing grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	Grab Body Blow 	
Forward throw 	Head Blow 	
Back throw 	Thrusting Uppercut	
Up throw 	Short Uppercut 	
Down throw 	Hammer Knuckle 	
Getup front 	 	
Getup back 	 	
Getup trip 	 	
Ledge attack 	 	
Category:Little Mac (SSBU)
Category:Hitboxes (SSBU)
Little Mac (SSBU)/Neutral aerial

==Overview==
==Update History==
 
*
**
==Hitboxes==
|}
==Timing==
===Attack===
The move enables ledge grabs from both sides starting on frame 40.
Hitboxes 	2
Ending autocancel	16-
Interruptible 	16
Animation length 	44
|-
===Landing lag===
Interruptible 	11
Animation length	20
Category:Little Mac (SSBU)
Category:Neutral aerials (SSBU)
Little Mac (SSBU)/Neutral attack

==Overview==
Little Mac's neutral attack consists of multiple punches that finish in uppercuts.
For the technical data of each individual hit, see:
*Little Mac (SSBU)/Neutral attack/Hit 1
*Little Mac (SSBU)/Neutral attack/Hit 2
*Little Mac (SSBU)/Neutral attack/Hit 3
*Little Mac (SSBU)/Neutral attack/Infinite
==Quickest loop==
The third jab and rapid jab have different continuability windows, with the latter being shorter and taking priority. The move transitions into the rapid jab if, since the start of the first jab and before the end of the rapid jab window, the attack button has been pressed at least 3 times and released at least 2 times. Otherwise, it transitions into the third jab. 
Jab 1 	1
Consecutive jab 	7
Jab 2 	7
Jab 3 	15-16
Rapid jab 	14, 16, 18, 20, 22, 24, 26, 28, 30, 32
Rapid jab finisher	37
Interruptible 	17, 23, 41, 67
Animation lengths 	25, 38, 45, 71
|-
|-
|-
Category:Little Mac (SSBU)
Category:Neutral attacks (SSBU)
Little Mac (SSBU)/Neutral attack/Hit 1

==Overview==
Can combo into his KO punch, if available.
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Hitboxes 	1
Continuability window	5-30
Consecutive jab frame	7
Interruptible 	17
Animation length 	25
|-
Category:Little Mac (SSBU)
Category:Neutral attacks (SSBU)
Little Mac (SSBU)/Neutral attack/Hit 2

==Overview==
==Update History==
 
*
==Hitboxes==
! Hitstun
|+2 frames
|+2 frames
|+2 frames
|}
==Timing==
The third jab and rapid jab have different continuability windows, with the latter being shorter and taking priority. The move transitions into the rapid jab if, since the start of the first jab and before the end of the rapid jab window, the attack button has been pressed at least 3 times and released at least 2 times. Otherwise, it transitions into the third jab.
Hitboxes 	Hitboxes 	1
Continuability 	Rapid jab 	5-8
Continuability 	Jab 3 	6-30
Interruptible 	Interruptible 	17
Animation length	Animation length	32
!Hitboxes 
|-
!Rapid jab 
|-
!Jab 3 
Category:Little Mac (SSBU)
Category:Neutral attacks (SSBU)
Little Mac (SSBU)/Neutral attack/Hit 3

==Overview==
==Update History==
 
*
*
 
*
==Hitboxes==
|}
==Timing==
Hitboxes 	4-5
Interruptible 	30
Animation length	34
==Trivia==
*In version 3.1.0 of the game only, inputting Little Mac's jab 3 out of frames 9-15 of his jab 2 could drastically reduce jab 3's ending lag, causing it to be interruptible on frame 19 (down from 30), or 16 if followed up from jab 2's frame 15. This was caused by jab 2 having a frame speed multiplier of 0.6× (0.5× during the in-game frame 15) added to reduce its ending lag, which was not cleared when transitioning to jab 3. Update 4.0.0 fixed this oddity by properly setting the frame speed multiplier back to 1× on jab 3's first frame.
Category:Little Mac (SSBU)
Category:Neutral attacks (SSBU)
Little Mac (SSBU)/Neutral attack/Infinite

==Overview==
==Hitboxes==
|}
==Timing==
After one full loop, releasing the attack button at any point causes the infinite to transition into the finisher. Interruptibility and animation length are for the finisher only.
Loop points 	2-3, 22-23
Rapid jab 	4, 6, 8, 10, 12, 14, 16, 18, 20, 22
Finisher 	5
Interruptible 	35
Animation length	39
Category:Little Mac (SSBU)
Category:Neutral attacks (SSBU)
Little Mac (SSBU)/Side special

==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Grounded===
Windbox and Hitboxes are respective to their own animations as the move is split in two.
Full body intangible 	1-3
Lower body intangible 	1-17
Windbox 	7-17
Earliest continuable 	8
Startup animation length	24
Hitboxes (early, late) 	1, 2-7
Interruptible 	54
Punch animation length 	54
====Startup====
|Lag 
|-
|Full body 
|-
|Lower body 
====Punch====
===Aerial===
Hitboxes is respective to its own animation as the move is split in two.
Earliest continuable 	8
Startup animation length	24
Hitboxes (early, late) 	1, 2-7
Interruptible 	47
Punch animation length 	47
====Startup====
====Punch====
Category:Little Mac (SSBU)
Category:Special moves (SSBU)
Category:Side special moves (SSBU)
Little Mac (SSBU)/Up aerial

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
The move enables ledge grabs from both sides starting on frame 66.
Hitboxes 	5-8
Ending autocancel	40-
Interruptible 	42
Animation length 	71
|-
===Landing lag===
Interruptible 	14
Animation length	21
Category:Little Mac (SSBU)
Category:Up aerials (SSBU)