How to train a Little Mac amiibo in Super Smash Bros. Ultimate

A complete summary of Little Mac’s performance in Super Smash Bros. Ultimate can be found on the character’s information page. It includes strengths and weaknesses, AI quirks, and an archive of tournament representation and results.

Stats & Spirit Effects

When it comes to Spirit spreads, there is no specific setup that works perfectly on Little Mac; instead, he is a rather versatile character that can make just about any combination work. If you aren’t sure what to set him up with, try a balanced setup (2100 / 2100).

Armor Knight and Move Speed ↑ bolsters Little Mac’s strong ground game, but worsens his recovery to the point where he gains barely any vertical height. Instadrop is another option that goes against the character’s grounded playstyle; however, it does make landing easier for him and the attack true combos into KO Uppercut at any percentage. Other options include Impact Run, Fist Attack ↑, Physical Attack ↑, and Hyper Smash Attacks; these three bonuses can be used interchangeably for a powerful juggernaut setup.

Recommended Training

An amiibo becomes strongest if it is mirror matched all the way to Level 50 with its Learn button switched on. Playing a best-of-five match (configurable via the rules menu) will cause it to level up much faster.

It is fairly obvious, but Little Mac benefits most from an aggressive grounded playstyle. Since his smash attacks have super armor, they are safe to use as long as Little Mac is not within grab range. His off-stage play is nonexistent, so do not attempt to gimp opponents with his weak aerials. Here is a complete breakdown of Little Mac’s moveset and which attacks to focus on during training:

  • Neutral attack: A string of punches that can be extended into a flurry attack. One of the fastest attacks in the game and comes out almost instantly.
  • Forward tilt: A two-hit combos that kills at about 100% depending on the opponent’s weight. It’s a solid neutral option.
  • Up tilt: It can juggle, combo out of a down throw at low percentages, and punish rolls or air dodges. Good to use frequently.
  • Down tilt: A crouching punch that doesn’t combo into anything. Not very useful.
  • Dash attack: One of the fastest dash attacks in the game with decent range and KO potential. It should be used frequently, as few opponents will be able to react to it in time.
  • Forward smash (Straight Smash): Definitely your best move. Spam it anytime you’re in range; just make sure you are far enough away that you cannot be grabbed out of it.
  • Up smash: Equally useful, especially on lighter characters or underneath platforms. Don’t use it more often than forward smash, but switch to it from time to time.
  • Down smash: Use it to punish rolls or edgeguard. It’s great for both of these purposes but doesn’t have much use otherwise.
  • Neutral aerial (Weak Jab): Short range, but very fast. Its short ending lag can help break Little Mac out of combos. When knocked into the air, throw out a neutral aerial to avoid being juggled.
  • Forward aerial: Useless. It’s slow and deals a pitiful 5%. Avoid it at all costs.
  • Back aerial: Also useless. Deals a terrible 6% and accomplishes nothing.
  • Up aerial: Very fast, but horribly weak and should be avoided.
  • Down aerial: A weak meteor smash with poor range and knockback. It isn’t worth using.
  • Forward throw: Not very useful aside from tossing opponents off-stage. Focus more on down throw.
  • Back throw: In terms of knockback, back throw is Little Mac’s strongest throw. Use it sparingly.
  • Up throw: Doesn’t combo and doesn’t kill. Mostly useless.
  • Down throw: Little Mac’s main throw to focus on. It can combo into an up tilt or up smash.
  • Neutral special (Straight Lunge / KO Uppercut): Straight Lunge has immense ending lag and should be avoided. When your KO Meter has become full, unleash a KO Uppercut. The AI will pick up on this very quickly.
  • Side special (Jolt Haymaker): Best used for recovery purposes only, as using it on-stage leaves too much potential for a self-destruct.
  • Up special (Rising Uppercut): Recovery purposes only. Don’t use it to attack, don’t use it out of shield — just don’t use it at all except to recover.
  • Down special (Slip Counter): It’s best to avoid this move altogether, as Figure Players don’t time counters properly and get punished heavily as a result.

If you would like to read more guides, follow this link to return to the master list.



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