little mac

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Ground Attacks

Jab 1
1
16
--
Transitions to jab 2 as early as frame 5. Meter filled: 0.045 arrows.
1.5
8
3
--
-12
1
Jab 2
1
16
--
Transitions to jab 3 as early as frame 5. Meter filled: 0.045 arrows.
1.5
5
3
--
-12
1
Jab 3
4
29
--
Meter filled: 0.15 arrows.
5.0
12
6
--
-19
4—5
Rapid Jab
4/6/8...
--
--
Meter filled: 0.015 arrows.
0.5
4
2
--
--
**
Rapid Jab Finisher
5
34
--
Meter filled: 0.09 arrows.
3.0
13
4
--
-25
5
Forward Tilt
4/12
37
--
Meter filled: 0.12/0.24 arrows.
4.0/8.0
5/9
5/8
--
-17
4—5/12—13
Up Tilt
4
29
--
Meter filled: 0.195 arrows.
6.5
6
7
--
-18
4—10
Down Tilt
3
25
--
Meter filled: 0.24 arrows.
8.0
7
8
--
-14
3—4
Dash Attack
7
33
--
Wind box on frames 1-4. Meter filled: 0.3 arrows.
10.0
8
10
--
-16
7—9
Forward Smash
14/14/15
43/43/43
--
Super armor on frame 8-15 (9-15 for down angled version). Charge hold is frame 4. Meter filled: 0.6/0.84(up or mid min/max), 0.72/1.008(down min/max) arrows.
20.0/20.0/24.0
15/15/16
13/13/15
Normal/Up/Down
-16/-16/-13
14—15/14—15/15
Up Smash
10
47
--
Super armor on frame 8-13. Charge hold is frame 6. Meter filled: (early min/max) 0.63/0.882, (late min/max) 0.48/0.672 arrows.
21.0/15.0
17/14
14/11
Early/Late
-23
10(11—13)
Down Smash
10/17
42
--
Super armor on frame 7-10 and 15-17. Charge hold is frame 5. Meter filled: (min/max) 0.39/0.546 arrows.
13.0
9
9
--
-23/-16
10—11/17—18

Aerial Attacks

Neutral Air
2
15
10
Autocancels on frame 16 onward. Meter filled: (full/short) 0.06/0.051 arrows.
2.0
4
2
--
-8
2
Forward Air
10
36
13
Autocancels on frame 35 onward. Meter filled: (full/short) 0.15/0.1275 arrows.
5.0
6
3
--
-10
10—12
Back Air
11
37
16
Autocancels on frame 36 onward. Meter filled: (full/short) 0.18/0.153 arrows.
6.0
6
3
--
-13
11—12
Up Air
5
41
13
Autocancels on frame 40 onward. Meter filled: (full/short) 0.15/0.1275 arrows.
5.0
6/5
3/3
Strong/Weak
-10
5—8
Down Air
7
27
18
Autocancels on frame 25 onward. Meter filled: (full/short) 0.12/0.102 arrows.
5.0/4.0
6/5
3/3
Strong/Weak
-15/-15
7—10

Special Attacks

Grounded Aerial
Neutral B, Partial Charge (Straight Lunge, Partial Charge)
4(+32)
49
--
Must charge for 32 frames minimum before you are allowed to punch. Damage-based armor begins on frame 1 of charge and lasts until the punch begins, starts at 8% (9.6% in 1v1) and builds to 14% (16.8% in 1v1) on max charge release. Meter filled: (uncharge, sweet) 0.036, (early uncharged) 0.3, (late uncharged) 0.24 arrows.
12.0—28.6
9—17
11—26
Uncharged—Charged
-34 to -19
**
Grounded Aerial
Neutral B, Full Charge (Straight Lunge, Full Charge)
123
231
--
30.0
17
26
Meter filled: (fully charged) 0.9, (fully charged, reversed) 0.84 arrows.
-82
**
Grounded Aerial
K.O. Punch
9
76/75
--
75 total frames in the air. Super armor on frame 8-9 but only on the ground. Unblockable on the ground. Mac is guaranteed KO Uppercut if he takes 100%. Mac is guaranteed KO Uppercut if he deals 333.33*%, as he has a 0.3x unit filling multiplier. Mac is given 4 seconds before he can lose KO Uppercut. Mac loses KO Uppercut if he is sent into tumble, which requires 80 KB Points to do (this can also be taken as "when you have to tech" in layman's terms). For more information on Mac's meter, check Plague von Karma's document. Meter filled: 1.05 arrows.
35.0/13.0
-/14
-/12
Ground/Air
Unblockable/-54
9—11
Side B (Jolt Haymaker)
8/25
60/74
--
Total frames assumes level ground. Going over an edge applies air total frames. Invulnerable on frame 1-3. Leg intangibility on frame 4-17, or until punch. Meter filled: 0.42 arrows.
14.00
12
13
Earliest/Latest
-39 to -36
8—17/25—31
Side B, Air (Jolt Haymaker, Air)
8/25
53/69
--
If you land, the lag corresponds to the remaining total frames of the ground version. Meter filled: 0.42 arrows.
14.00
12
13
Earliest/Latest
-32 to -31
8—17/25—31
Up B (Rising Uppercut)
3/7/11/15/19/27
--
30
Invulnerable on frame 1-3. Meter filled: 0.09/0.03/0.09 arrows.
3.0/1.0/3.0
7/4/13
4/2/4
--
**
3/7/11/15/19/27
Down B (Slip Counter)
5 (Start of Counter)
56
--
Invulnerable on frames 4-5. Counters on frame 5-27.
--
--
--
--
--
5—27 (counter)
Grounded Aerial
Slip Counter, Counterattack
16
47
--
Invulnerable on frame 1-18. Meter filled: (min/max) 0.3/1.26 arrows.
--
--
--
--
--
16—21

Grabs / Throws

Grab
9
38
--
--
--
9—10
Dash Grab
13
46
--
--
--
13—14
Pivot Grab
14
41
--
--
--
14—15
Pummel
1
15
--
Total frames includes 10 frames of hitlag
1.0
Forward Throw
15/17
44
--
Meter filled: 0.12/0.12 arrows.
4.0/4.0
Backward Throw
17/19
47
--
Meter filled: 0.12/0.15 arrows.
4.0/5.0
Up Throw
10/12
40
--
Meter filled: 0.12/0.09 arrows.
4.0/3.0
Down Throw
14/16
44
--
Meter filled: 0.12/0.09 arrows.
4.0/3.0

Dodges / Rolls

Spot Dodge
18/23
--
Invulnerable on frame 3-14
Forward Roll
26
--
Invulnerable on frame 4-12
Backward Roll
32
--
Invulnerable on frame 4-14
Neutral Air Dodge
49
10
Invulnerable on frame 2-26
Air Dodge, Down
62
11-19
Invulnerable on frame 2-18
Air Dodge, Diagonally Down
64
11-19
Invulnerable on frame 2-18
Air Dodge, Left/Right
72
11-19
Invulnerable on frame 2-18
Air Dodge, Diagonally Up
81
11-19
Invulnerable on frame 2-18
Air Dodge, Up
89
11-19
Invulnerable on frame 2-18

Misc Info

Weight — 87
Gravity — 0.090
Walk Speed — 1.386
Run Speed — 2.464
Initial Dash — 2.365
Air Speed — 1.208
Total Air Acceleration — 0.04
SH / FH / SHFF / FHFF Frames — 33 / 44 / 21 / 29
Fall Speed / Fast Fall Speed — 1.95 / 3.12
Out of Shield, Up B — 3 frames
Out of Shield, Neutral Air — 5 frames
Out of Shield, Up Air — 8 frames
Shield Grab (Grab, post-Shieldstun) — 13 frames
Shield Drop — 11 frames (universal)
Jump Squat (pre-Jump frames) — 3 frames (universal)
Ledge Grab
Normal