Super Smash Bros Brawl (USA) WII ISO Download for the Nintendo Wii. Game description, information and WAD/WBFS/ISO download page. Super Smash Bros. U for Nintendo Wii U using Cemu 1.10.0 f Emulator on Windows 10 www.freeemulator.com/cemu-emulator/ More info on the emulator Hey guys today i be showing you guys how to download super smash bros wii u for pc/desktop/laptop/mac and any other pc.
Kōsuke Toriumi Little Mac is a playable fighter in. He was announced on February 13, the same day as Punch-Out!!!' S 30th anniversary. He currently ranks 44th on the. He has a wide range of powerful attacks, many of which give him, and has a fair number of approach options. However, he has the worst air game, severely limiting his attack options, as well as a very short-ranged that is made worse due to his light weight allowing him to be launched easier.
He also has no, requiring him to fight up close. Contents Attributes Strengths. Can, which is the second highest in the game, after 's. Unmatched speed on ground for both movement and attack. His very low dashing stance allows him to duck some projectiles and attacks. Has Super armor frames on many moves, most notably all Smash Attacks and Straight Lunge.
Fastest Jab, Rapid Jab and Tilts in the game. Most of his attacks have low startup and ending lags. High knockback and speed on almost all ground attacks. Short stature gives him small hurtboxes. Third fastest dash speed in the game, after Sonic and almost tied with Captain Falcon.
Additionally, his initial dash makes use of dash dancing and fox trotting to be one of the most usefuls in the game. Fastest side dodge in the game, with very little startup and ending lag. Has the third highest traction in the game, after Lucario and Jigglypuff. Has a Meteor Smash: Down Aerial. Very fast Counter that has high range and long hitbox. Forward Smash has three variations depending on the direction held when launching it.
His KO Punch can dispose of opponents with very little percentage. Although it is not a guaranteed instant KO move, it is very powerful and grant him invincibility frames through most of it. KO bar is filled by causing and taking damage (the bar fills faster when Little Mac gets hit compared to attacking). Can use moves like down tilt to combo into KO Punch. KO punch can attack through shields as the move has grab boxes; as such, it also cannot be countered or armored through. Weaknesses. Has the worst recovery in the game; an aerial gives very little horizontal movement, while his aerial merely launches him upwards, being lower than his second jump.
Lightweight, being among the ten lightest characters in the game, being tied with Falco. Extremely weak aerial attacks, with very small hitboxes.
Very poor grab game, lacking combo throws and kill throws. None of his ground attacks deal reliable shield damage, except for the first frame of Up Smash and Forward Smash tilted down. One of the lowest jumping heights in the game, alongside Ganondorf and Megaman, and also the lowest double jump. Lacks projectiles and long range options. Can't deal with ranged opponents very well.
Jolt Haymaker can easily result into self-destructs, as it propels him forward and into a helpless state, causing him to fall off the stage if used incorrectly. In addition, his can also result in self-destructs if used in the air, since Little Mac can move too far to recover if he goes off the stage. Rising Uppercut only has KO power if used on the ground; its aerial version is very weak, only KO'ing opponents above 150%. Even though a normal Straight Lunge fully charged can cause high damage, it has very high ending lag, making him vulnerable for punishment. Straight Lunge's KO Punch can be lost if Little Mac is hit by an attack with high enough knockback to send him into a tumbling state, if he is KO'ed, or if he is hit right before using it. Struggles against the majority of the cast, especially those with powerful gimping potential, such as. His Meteor Smash is very weak like the rest of his aerial attacks.
If KO Punch is used in the air, it is significantly weaker and can be blocked or countered. Summary Little Mac's stats. Little Mac is a Footsie, notable for having a very powerful ground game, but very weak airborne, as well having very poor recovery moves. However, he has plenty moves with and in his attacks. Little Mac's ground game is nearly unmatched, boasting speed and power.
His Rapid Jab is amazingly fast, capable of racking up lots of damage and having decent launch with the finisher; he can also cancel the first two hits easily, allowing to plenty follow ups and fake outs. His Tilts are good for combo strings, with his Down Tilt setting up for all kinds of combo opportunities, especially if he has the K.O. Forward Tilt is his strongest Tilt, being specially powerful to surprise opponents and break combos. Up Tilt can set for semi-juggling setups and covers a wide area all around Little Mac, being a good anti-air move.
Finally, his Dash Attack, while having considerable ending lag, has good knockback and covers a good range. His Smash Attacks are some of the strongest in the game, and notable for having Super Armor during the attack frames; while he doesn't have it while charging, players can release it sooner to punish opponents trying to interrupt his Smash Attacks. Little Mac's Forward Smash can be angled, and it is unique as each angle boasts from different properties: if not angled, it is a straight punch with great damage and knockback; if angled up, it is an uppercut that deals slightly less damage, but deals higher knockback and launches opponents upwards; if angled down, it inflicts high damage and shield damage, but deals less knockback.
Little Mac's Up Smash is very powerful if sweetspotted, at the base of his fist as soon the move is launched, having a fiery effect. Down Smash is a powerful sweeping move, covering lots of ground and great for edge-guarding. Aside Rapid Jabs and Forward Tilt for racking up damage, his Forward Smash is very powerful if angled down, as it is one of his strongest attacks, being able to deal over 25% if fully charged, being useful to punish opponents who side dodge a lot. A good way to approach with Little Mac is by doing dash-dances, fox trots, Forward Tilt or Rapid Jab, or even moving slowly and countering every move, in order to intimidate and pressure the opponent.
While Little Mac's aerials are atrocious in attack power and range, they can be good for setting up small combo strings, especially his Forward and Neutral Aerials, as their low knockback often sends opponents slightly downwards, which can lead into his powerful ground attacks. His Up Aerial can be useful after launching an opponent into the air from the ground, although it has no utility at all for juggling, being only useful for damage racking. Back Aerial functions similarly to Forward Aerial, but has less range and slightly higher knockback. His Down Aerial has absolutely no Meteor Smash power behind it, being very weak in both launch and damage; however, it can be useful for footstool locks or for gimping opponents just enough that they cannot get back.
His throws are not very powerful, lacking in both damage or knockback, and none of them can guarantee combos. However, they can be used for creating small setups such as baiting air dodges.
Little Mac using pummel tends to be more rewarding than throwing. Little Mac's Neutral Special, Straight Lunge, is a great move that has super armor frames during the whole move; when charging and after releasing. If an opponent is going for a grab, launch the attack immediately. Don't fully charge the move either; if an opponent is able to predict when the attack will be launched (at full charge) they can easily dodge, run up behind Little Mac, and punish, which is easy to do because the move can leave him wide open if he misses.
In addition, fully charging Straight Lunge greatly increases the ending lag, leaving Little Mac very vulnerable. Once Little Mac deals and/or takes enough damage, his Straight Lunge becomes the K.O. This move can KO opponents below 50%, and is another great finisher for combos; a good way to trap opponents just long enough for Little Mac to throw it out on them is to use Down Tilt, Neutral Aerial, and Down Aerial. It can also be used as a recovery if used correctly because it can give Mac just enough forward momentum to get him to the edge. Little Mac's Side Special, Jolt Haymaker, is very powerful on both ground and air (although its aerial version covers much less range). If Little Mac finds himself cornered at the edge by an opponent, Jolt Haymaker towards the center of the stage to get back to the middle of the ring and damage the opponent while doing it. Additionally, if used correctly, this move can lead to stage spikes, although it is risky to do.
Jolt Haymaker is infamous for being very easy to suicide with, leading to many offtstages leaps. Jolt Haymaker can also be useful on the stage; the jump Little Mac performs combined with the Super Armor frames of the move can dodge low-flying or small projectiles and even tank some larger projectiles and then hit the opponent that launched them. The leap can also dodge some lower attacks such as down tilts and down smashes; this is especially useful for combating Shulk's down smash, which has tremendous range that Little Mac could not otherwise get past without Jolt Haymaker.
Rising Uppercut is a great combo finisher when started on the ground and is also useful out of shield when an opponent is right next to Little Mac. The move can combo out of the first two hits of jab and it can kill off the ceiling if the opponent has enough damage. In the air it is rather weak in terms of recovery. Slip Counter is an extremely useful move both in the center and at the ledge. If an opponent cornered Little Mac at the ledge and is going for a launching smash attack, Slip Counter is the way to go; just be sure not to let it loose too early and don't use it too often-throwing out counters all day will get him grabbed time and time again.
If one is playing as Little Mac on a stage with lots of platforms, they should stay on the safest platform to ensure he has the smallest amount of risk of falling off the edge. Make the opponent come to Little Mac and fight on his terms.
If it is a travelling stage that forces him to move off a safe platform, make sure he has minimal air time when moving from platform to platform. It is key to stay on the ground where Little Mac is the powerhouse. To main Little Mac, traversing the stage is a very important factor to ensure Little Mac doesn't fall short of the ledge. However, his most blatantly and exploitable flaw is the polarity of his gameplay: being an outstandingly dominant force on the ground but reduced to a flailing and ineffective fighter in the air; his jumps are short and sluggish and his recovery is the worst in the game. If he is sent flying off the stage at a high percentage, specially if the knockback is horizontal, there is a high chance he won't come back. Little Mac also has few tools for edge-guarding, and if done it should always be executed from the edge and not the air.
Unless players are 100% certain they'll be able to guard the edge, they shouldn't do it in the first place. The opponent will find a way to read their attack, dodge accordingly, and then reverse the roles, putting Mac in a bad position. Putting it into boxing terms, since Little Mac is a boxer; in boxing, the boxer doesn't want to get stuck in the corner or the opponent will be able to beat on them relentlessly.
Boxers want to stay in the center; the same goes for Little Mac in Smash. Stay centered on the stage and away from the edge for the most part. Rely on his smash attacks to launch the opponents away from the center of the stage rather than risk getting K.O.' D at the ledge. Overall, Little Mac is a very good fighter, however he must stay at low percentages and on the ground to survive. Because of his poor recovery, rushing recklessly with Little Mac is usually not a good idea, even with his all powerful attacks. While a powerhouse, Little Mac's gameplay reflects a bit of his Punch-Out!!
Games; he is powerful, but must time his attacks to avoid retaliation, countering opponents and punishing when they miss. Moveset Little Mac can use the Power Meter to grant him a powerful KO option. The Power Meter, consisting of ten arrows, is located above Little Mac's damage meter, and fills up whenever Little Mac deals or takes damage, with each charge indicated by its color. Little Mac must take 100% damage, deal 333% damage, or a combination of the two to fill up the Power Meter. Upon being filled, the Power Meter will flash a KO sign, and Straight Lunge is replaced with KO Uppercut, which is automatically used when the Special Button is pressed.
KO Uppercut will deal high damage and high vertical knockback, though its ability to KO is dependent on the character's weight. KO Uppercut has fast startup and possesses Super Armor frames and is completely unblockable, making it an effective finisher.
However, it can only be held for four seconds; afterwards Little Mac will lose it if he is hit by an attack that causes him to tumble, or if he is KO'd. In addition, it possesses a very short range and high ending lag, requiring precision to use. Ground Attacks. Neutral Attack: Little Mac jabs once, does a right hook, and then a left hook, with the final hit having smash power.
If the button is tapped quickly it'll turn into quick jabs that end in a left hook with smashing power. Careful doing this on the edge because the move pushes you back slightly.
Does 13% with the 3 hit combo, and 17% for a single set of quick jabs with the finisher, if all hit. Side Tilt: Little Mac does two straight jabs with smashing power, good for launching at high%. Does 12% if both connect. Down Tilt: Little Mac hits the opponent's legs, with slight upward smash power.
Useful for comboing into Up Tilt and Smashes. It is also useful for edge-guarding, being able to hit opponents grabbing the ledge. Up Tilt: Little Mac does a quick arc punch over his head, with very little smash power. Useful for comboing into Up Smash or Up Special. Dash Attack: Little Mac gives an overhead downward punch, similar to his up-tilted Side Smash, and is very close range to where he's standing.
Does 10% damage. Good for smashing at high% and can KO around 150%. Smash Attacks. Side Smash: Little Mac is unique as his Side Smash changes depending on which direction the player tilts before launching the attack - Straight Right Punch if no direction is tilted; Uppercut if tilted diagonally upwards; Body Hook if tilted diagonally downwards. The uppercut has more launch power but less damage. Body hook does more damage but has less launch power.
Down Smash: Little Mac sweeps the ground with a punch, in front first before rotating to attack behind him. Very fast smash. Causes medium horizontal knockback. Damage: Uncharged: Front & Back 12. Fully Charged: Front 16, Back 17. Up Smash: A strong uppercut that hits in front of him, and has a wide arc above him that does not reach behind him.
Very high knockback. Adds a fire effect and more damage & knockback if the enemy is hit with the very start of the move.
Uncharged: Start 20, rest of the move 15. Fully Charged: Start 28, rest of the move 21.
More to be added Other attacks. Ledge Attack: Little Mac rises, lifting his legs and rushing forward for a painful leg blow. Does 7% and has slight smashing, but is unable to KO even at max%.
Ground Attack: Coming Soon. KO Punch: Once Little Mac's bar is filled, it will be replaced with the abbreviation 'KO!' This is activated using the Smash Attack button, and a blue burst will appear from his glove as he does an uppercut.
If any targets are caught, the time is slowed and zoomed to the person(s) that got hit by it. Despite its name the KO punch will not instantly KO a person at low percentages but has extremely high smash power and can effectively KO opponents at as little as 20%. The KO bar is filled as Little Mac attacks (safe, but slow gain) and takes damage (dangerous, but fast gain) Aerial Attacks. Neutral Air: Little Mac punches diagonally downwards very quickly. Very close range, no knock back, 2% damage. Forward Air: Little Mac throws a quick uppercut, does 5%, has slight smashing power and can kill at extremely high percentages.
Its launching trajectory tends to send opponents slightly downwards, being a useful tool to start combos. Back Air: Little Mac throws a quick punch behind him, has around the same smashing power as his forward air, but does 6% damage. Down Air: Little Mac throws a punch straight down, does 4%, with slight smashing power.
Can cause at high percentages. Although weak for a Meteor Smash, it is quite fast and doesn't have a sourspot, meaning it will always send opponents downwards. It has the highest knockback scaling of all his aerials. Up Air: Little Mac throws a punch similar to that of his up tilt, does 5%, slight smashing power and can KO at extreme percentages. Grabs and Throws.
Grab: Grab has little to no range, you have to be right next to the target to grab. Pummel: Little Mac punches target in the stomach, 2% per hit. Down Throw: Little Mac lets go of the target and hammers them downwards with both hands, sending them up and doing 9% damage. Can't easily kill on its own, but can combo with Rising Uppercut for a devastating attack. Forward Throw: Little Mac punches the target forward, doing 8% but not sending them far, can combo with Jolt Haymaker for a decent attack. Back Throw: Little Mac turns, and punches the target in the gut, sending them backwards slightly, does 9% and can also combo with Jolt Haymaker because he turns the same direction. Up Throw: Little Mac throws an uppercut into the target, sending them slightly forward and upwards.
Does 7% and is harder to combine with Rising Uppercut unless they get thrown high enough for you to move closer. Special Moves 's Custom 1 Custom 2.
Up: Throws left arm up in the air in triumph. Doc Louis may say 'Hit 'em baby!' . Side: Pulls on the string of his right glove with his mouth to tighten it (easier to see if zoomed in), then bumps both gloves together.
Doc Louis may say 'Let 'em have it Mac!' .
Down: Throws several punches, as though he is warming up. Doc Louis may say 'Show 'em what ya got, Mac baby!' . At random times, Doc Louis, Mac's Trainer, will speak something while Mac is taunting. Other features To be added In competitive play To be added List of Combos Ground Combos Down Tilt to KO Punch Little Mac, being the monster on the ground he is, has a lot bigger combo potential on the ground rather than the air. Mac's deadliest combo is his Down Tilt to KO Punch (Obviously only able to be done with a KO punch ready). This combo will not work on most characters that are at a very high percent (Which varies depending on the characters weight).
![Super smash bro Super smash bro](https://www.romulation.net/media/img/screenshots/Wii/19242/s7a3aa23e.jpg)
![Emulator Emulator](https://i.ytimg.com/vi/m7bNqHeWBjo/maxresdefault.jpg)
This combo is best used when the character you're fighting is around 40-70 percent, as it will kill most of the characters in that frame. It's simply used by ha.
Well technically you can play online, but it is HIGHLY RECOMMENDED you only play with close friends, with a screen sharing program called 'Parsec' you can share your screen and they can send their controller input with minimal input lag (albeit you need to have incredible internet, if you are the one sharing the screen, about 10mbps+ upload and if you are the connector 10mbps+ download) they can control your computer as well but you can immediately kick them with crtl+f2 iirc, if you don't trust them, which is why I say to use it with close friends you know won't mess around on your computer. I don't want to be that guy, but that has nothing to do with performance in terms of lag. Performance in smash online on the Wii u or performance in what you are talking about (input lag over internet) would depend solely on your latency over said connection. You could have a 3meg connection and it run just as good as a 300meg connection if the time from point a to point b is the same.
What really matters is how stable your connection is (Hard wired 1ms response time from computer to your gateway, both sides) and then a solid routing path between the two players. The bandwidth thing is a huge common misinformation when it comes to online gaming. I used to play smash 4 on my phones tether connection and it would run surprisingly good. The reason was that my ping times were not far off from a lot of ISPs. I tracked the bandwidth usage and it was very low.to understand that you'd have to understand how the online portion works (is it only sending inputs? That's not going to use much data) Online gaming that would depend on heavy bandwidth connections would be the services where you are streaming an entire game over the cloud. That essentially takes the burden off your PC and puts it on your connection.
You definitely need fast speeds for good performance. Multiple things need to be good for it to be enjoyable, when one is underperforming it's called a bottleneck. You need enough speed that you can send all the data fast and without having to queue anything up.
On top of that you need low latency. Obviously there's points of diminishing return, which is pretty much as soon as it stops becoming a bottleneck, but 10mbps is a very low estimate for what is required. Keep in mind when you say mbps, you have to divide it by 8 to get the speed in megabytes per second. Not sure what point you are trying to prove here. Smash uses barely any bandwidth at all. Online gaming in general uses little bandwidth until you start streaming(upload).
Games like smash 4 are only sending inputs and position data and renders it locally. You are not streaming video data, meaning bandwidth usage is minimal. Ive personally monitored bandwidth usage after playing for hours and it was not even worth mentioning how little i used. When you say 'Send the data fast and without queuing' again, that is latency. When you say fast in terms of online gaming, its strictly 100% your ping.
Now the only time your argument of more bandwidth is valid is simply if there is more demand on the network besides the online gaming. But that is irrelevant to this discussion. And as someone who works in the field of networking, I know the difference between bits and bytes. Thanks =).