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- After a bit over one and a half years, I have managed to find the applications of all of Mac's moves. I've been struggling to genuinely find something new, and am making this in order to document everything that's been found so people can review each move. It's good to save time by not letting people obsess over things that have been known for a long time, and that it's already been found.
- If you happen to find something new, it'll be noted here with credits, but for now this is absolutely every single thing all of Mac's moves are capable of doing. There's nothing new I can think of or find, so:
- BASIC FRAME DATA, SHIELD ADVANTAGE, AND FAF
- https://ultimateframedata.com/little_mac.php
- JAB
- -This move is fairly useful in neutral due to how quick it comes out at Frame 1. It's better for testing a reaction here and there or being used to beat out another slower move. In some scenarios this move can allow Mac to move through his opponent (With Gentleman,) but with how negative the move is on shield (-12,-12,-19, for Jab 1, 2, 3) your best bet is to use Jab 1,2, with mixed timings to trick your opponent into dropping shield, or transitioning into grab to punish their idling/fear. At 0% it's better to just use rapidjab, since it'll put the opponent at a minimum of 14% instead of 10% for Gentleman Jab. The difference here is 14% is the lower end of the D-tilt F-tilt window, while 10% will still let many characters jump out.
- -At low% can be used to set up a scenario in which you can punish the person with Dash Attack if they jump late, throw out an offensive option, or do anything besides a jump after Jab 3.
- -At low%, rapid-jab can set people up onto top platforms, which on Yoshi's can be used to create a situation where the other person has been forced into a tech chase on the top platform. Missing this tech (at a Tech Set-up Window of around 25-45% from lightest to heaviest weights roughly) will give Mac enough time to reach the top platform, Waveland, and use u-tilt IDJ up-b and kill off the top. This also works on battlefield, but I suggest using a double jump into a side special to punish them on the platform. Can work on Phase 1 TNC's top platforms at a slightly later window than Yoshi's.
- -Near the U-tilt Jab 1,2,3 window (Which is MU dependent, since people can fall out of the full gentleman Jab, which opens up mix-ups.) Jab 123 will begin setting people up for tech chases on BF and PS2 plats, which is around the 25-35% window. A landed or missed tech can always be punished with side-b. What's more significant is that by the time Jab 3 sets people up on a Kalos platform you're able to kill them with the side-b since you can't DI while you're in a tech situation. On Kalos the window is around 65-85% depending on character.
- -Rapidjab can be used to keep Sonic from Spindashing into you, which is the main reason that on paper the Sonic MU is only partially Sonic favored, but realistically it's much worse since without mashing jabs the MU is terrible.
- -A concept I call the "Rope-a-Dope" can be used by Mac and others with a rapidjab. By setting people up by a ledge, you can run inward, initiate a rapid jab, and more often than not get 28-35% as a punish off of it. This can be off of a platform set-up (only on missed tech, otherwise the person has time to shield. Depending on MU if they jump away you could possibly catch them with side-b.), a neutral getup with a wake-up aggressive option, or you can roll in towards a ledge as someone goes to get off of it and do the rapidjab, which will catch their roll in and also make it so they have a chance to be hit even if they roll away while in shield.
- -Aerial Jabbing is more useful with Mac than most other characters due to his quick framedata. By landing jab on a person who's in the air, whether it be just Jab 1 or Jab 2, you can use this to test the other person's ability to react, or to find their panic option. It's especially good at ledge or out of u-tilt where the Jab 2 stuns people for just long enough to where at higher percentages you can follow-up into an f-tilt, or force squat frames if they're still onstage.
- -On larger characters, it's possible to use Jab 1,2,3 to combo into side-b, but this requires you to be inside them (which means you need to do this by a ledge.) Another thing you can also do, which has currently only been seen on DK and K. Rool, is positioning a rapidjab very deep within their hurtboxes so that the inner portion of Mac's hitboxes keep pushing them back into his own. Even with SDI these characters will take a LOT of damage, and sometimes can be stuck inside Mac's rapidjab for over ten seconds.
- -Out of a Dempsey D-tilt (shoulder hitbox Dtilt) it's possible to combo into jab at low percentages. D-throw is also capable of leading into Jab, and has ranges where it can steal jumps, or completely catch someone's jump from 0 (Like Bowser.) A pivot-cancel U-tilt (In MUs where a running PC U-tilt makes Mac end up behind people after they've been launched upward) can lead into the jab.
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