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Macdown freeze
Macdown freeze





macdown freeze

Finally, down smash is a semi-spike with a fairly long range, allowing it to tech chase as well as edge-guard easily against careless or vulnerable recoveries. Up smash's coverage allows it to serve as an effective anti-air, and its sweet spot also deals a lot of shield damage. Forward smash can be angled, with the downward variant dealing immense shield damage and the upward variant being one of Mac's most effective vertical KO options on the ground.

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Despite his somewhat light weight, Little Mac boasts superb KO potential: his forward tilt, dash attack and smash attacks boast high damage outputs and knockback scaling, yet are also fairly fast. Game & Watch's neutral attack the only ones in Ultimate that are capable of jab canceling reliably. His neutral attack, in particular, is tied with Zero Suit Samus' for the fastest in the game, activating on frame 1 and its minimal ending lag and angles allow it to not only jab lock but also make it and Mr.

macdown freeze

Only five non-special moves (forward smash, back air, up smash, down smash and forward air) become active after frame 9, and only the former two after frame 10.

macdown freeze

None of his grounded moves have more than 15 frames of start-up, whereas only his up smash has more than 30 frames of ending lag. Little Mac's greatest strength is his potent ground game. These attributes effectively force Mac to stay on the ground as often as possible to make the use of his excellent ground mobility. Aside from his great air speed (tied with Mario, Donkey Kong, Sonic and Inkling's for 13th fastest) and his wall jump, which is the 4th highest, the rest of Little Mac's aerial attributes are notoriously poor: his jump is tied with Ryu and Ken's for the 5th lowest, his double jump is the 3rd lowest, his air acceleration is tied with Ganondorf for the 6th lowest, and his directional air dodge travels the least amount of distance. He also has fast falling speed (tied with King Dedede for the 2nd fastest) and below-average gravity, which collectively give him good vertical endurance in spite of his status as a lightweight. His sidestep and rolls are tied with Fox, Sheik and Zero Suit Samus' for the fastest in the game, with his rolls giving the third longest distance in the game behind Samus and Dark Samus, making it easy for Little Mac to punish grounded attacks and giving him excellent defensive options. He also has the 3rd fastest initial dash, which has a long duration of 15 frames, giving him a long pivot and an excellent dash dance that is surpassed only by Zero Suit Samus'. Little Mac is a lightweight with the 8th fastest walking speed, the 3rd fastest dashing speed, and above-average traction, granting him effective out of shield options. This can make him somewhat difficult to hit, but also means that most of his moves have short range, which makes spacing crucial for avoiding punishment. While Mac is rather small in relation to the majority of realistically proportioned characters, he is of average size among the entire cast. Little Mac offers a simple yet polarized fighting style, performing well on the ground, but poorly in the air. Little Mac must then be defeated on Boxing Ring (the Ω form is used in World of Light). Have Little Mac join the player's party in World of Light.

macdown freeze

Clear Classic Mode with Mario or any character in his unlock tree, being the 3rd character unlocked after Bayonetta.matches, with Little Mac being the 20th character to be unlocked. 6.1 Most historically significant players.







Macdown freeze