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Blue Alloy (SSBB)

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Revision as of 11:27, August 22, 2023 by Plague von Karma (talk | contribs) (It isn't great, but at least these can be put behind me now. This character is...very hard to evaluate, just in general. Maybe SuperSqank can have a look.)
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This article is about Blue Alloy's debug-playable appearance in Brawl. For the character in other contexts, see Fighting Alloy Team.
Blue Alloy
in Super Smash Bros. Brawl
BlueAlloySSBB.png
SmashBrosSymbol.svg
Universe Super Smash Bros.
A boss in Brawl
Availability Hacking
Tier Banned

Blue Alloy Blue Alloy (ザコブルー Zakoburū, Blue Small Fry), is an unplayable character in Super Smash Bros. Brawl and only playable via hacking. She is a clone of Zelda.

When playable, much like many Multi-Man Brawl characters, Blue Alloy is worse than a good portion of the Brawl roster. Without access to Zelda's trademark special moves or Lightning Kicks, and largely worse moves across the board, there is very little for Blue Alloy to actually do. She has little KO potential, lacks the ability to shield, and has little to no combo ability with 40 frames of landing lag on all her aerial attacks. The two things Blue Alloy has over Zelda are having movement stats akin to Mario, and a slightly better forward tilt. Regardless, all things considered, when played as through hacking, Blue Alloy is one of the worst characters in the game, arguably in the entire franchise.

If a player wins with Blue Alloy, the game will crash without further modifications. When losing, the game will continue, with Blue Alloy being in a pratfall state.

Codes

Blue Alloy can be played as using the following Gecko codes and choosing any character on the Character select screen. These codes are for the NTSC release.

Player Slot Code
1 4A000000 90180F20
10000098 0000002F
E0000000 80008000
2 4A000000 90180F7C
10000098 0000002F
E0000000 80008000
3 4A000000 90180FD8
10000098 0000002F
E0000000 80008000
4 4A000000 90181034
10000098 0000002F
E0000000 80008000

Attributes

An icon for denoting incomplete things.

Blue Alloy can be seen as a successor to Female Wire Frame, being a Zelda-like character with much of her standout traits removed, including the ability to change into a Sheik-like character. Like the Female Wire Frame of old, Blue Alloy also lacks much of Zelda's magical abilities: She has no special moves and much of her aerials have their strengths removed, including the properties of her Lightning Kicks and up aerial, depleting much of her KO potential. Factoring this in, without Farore's Wind or any aerials that conceivably defend her, Blue Alloy has a very linear and predictable recovery, easily swatted away with the slightest hit; the inability to grab the ledge only adds insult to injury. It gets worse: Blue Alloy can't shield either, which removes her access to air dodge, hitstun cancelling, rolls, and spotdodges. This, coupled with her increased size, makes her far more vulnerable to offensive pushes than Zelda, being easier to approach and combo. With little defensive or offensive capabilities, and all of Zelda's initial flaws to compound this, there is very little reason to use Blue Alloy.

Differences from Zelda

Blue Alloy is a faster, heavier Zelda, with significantly worse attacks across the board.

Aesthetics

  • Change Blue Alloy has a slightly larger model, giving him more reach, but making her much easier to combo.
  • Change Blue Alloy is unvoiced.

Attributes

  • Nerf Blue Alloy has no special moves.
  • Nerf Blue Alloy can't shield and thus cannot roll or spotdodge.
  • Nerf Blue Alloy can't airdodge and thus cannot perform hitstun cancelling, making her uniquely susceptible to combos.
  • Nerf Blue Alloy can't grab the ledge and can't use any ledge options by extension.
  • Buff Blue Alloy's walk speed is higher (0.8× → 1.1×).
  • Buff Blue Alloy's initial dash speed is faster (1.25× → 1.5×).
  • Buff Blue Alloy's dash speed is improved (1.224× → 1.5×).
  • Change Blue Alloy's traction is slightly higher (0.054× → 0.06×), making it easier to stop short when dashing, but reducing the effectiveness of sliding-based techniques like DACUS.
  • Change Blue Alloy's weight is increased (85 → 98), improving survivability, but making her easier to combo.
  • Change Blue Alloy's gravity is increased (0.067× → 0.075×), improving vertical survivability, but making autocancelling aerials slightly harder.
  • Change Blue Alloy's fall speed is increased (1.13× → 1.28×), helping Blue Alloy hit the ground, but making it harder to escape combos.
  • Buff Blue Alloy's fast fall speed is much higher (1.582× → 1.792×).
  • Nerf Blue Alloy's air acceleration is slightly lower (0.1× → 0.09×).
  • Nerf Blue Alloy's air speed is lower (0.987× → 0.94×).
  • Nerf Blue Alloy has a significantly worse meteor cancel window, tied with Wolf for the worst in the game (25f → 60f).

Ground attacks

  • Buff Jab is now a single-hitting move with the properties of its final hit, dealing 4% instead of two 2% hits, similar to Female Wire Frame's.
    • Nerf However, it has significantly worse endlag (FAF: 24 → 40).
  • Change Dash attack no longer has weak hitboxes, but consistently launches at a worse angle (90°/361° → 70°).
  • Buff Forward tilt comes out a frame earlier, being consistent with the animation (f13-14 → f12-13).
    • Nerf However, it has its range-based hitboxes removed, consistently dealing 12%, has higher endlag (FAF: 40 → 50), and launches at a worse angle (110°/361° → 70°).
  • Nerf Up tilt comes out 2 frames later and ends 2 frames earlier (f10-24 → f12-22), deals less damage (11% → 9%), and has higher endlag (FAF: 48 → 55).
  • Nerf Down tilt consistently deals 8% and launches at a different angle (270°/80° → 361°), but has less hitbox activity (f5-11 → f5-8) and has dramatically higher endlag (FAF: 25 → 50), making it almost useless.
    • Nerf Due to the different knockback angle, the move now cannot meteor smash grounded opponents.
  • Buff Forward smash is now a single-hitting attack, no longer being susceptible to SDI and dealing 15%.
    • Buff With the new hitbox, it has overall higher activity compared to Zelda's forward smash's final hitbox, being frame 16-19 compared to just frame 24.
    • Nerf Overall, it deals 1% less total damage, which compounds with charged smash attack multipliers, and has 5 less knockback growth (KBG: 105 → 100).
    • Nerf Additionally, it has 10 more frames of endlag (FAF: 40 → 50), making it less compelling as a defensive tool in neutral.
  • Buff Up smash is a 2-hit attack like Female Wire Frame's, being less susceptible to SDI.
    • Buff Overall, it deals much more damage, being two hits of 12%, totalling 24%, compared to Zelda's totalling 15%.
    • Nerf However, it launches at a worse angle that is much easier to DI (90° → 80°) and has significantly less knockback growth compared to Zelda's (KBG: 210 → 100).
  • Buff Down smash's first and second hitboxes last a frame longer (f4-6, f11-13 → f4-7, f12-15), improving overall coverage.
    • Buff It also launches at a much lower angle (361° → 20°), improving KO capabilities at the ledge.
    • Buff Furthermore, it has higher knockback growth (KBG: 95/85 → 100).
    • Nerf However, it lacks intangibility on the leg.

Aerial attacks

  • Nerf Blue Alloy cannot air dodge and thus cannot hitstun cancel.
  • Nerf All of Blue Alloy's aerial attacks have 40 frames of landing lag, making them terrible on shield and reducing follow-up potential.
  • Buff Neutral aerial is now a single-hitting attack.
    • Nerf However, it has less hitbox activity overall (f6-23 → f6-20), deals less overall damage (13% → 8%), and has pathetic knockback statistics compared to the final hit of Zelda's (BKB: 30 → 20, KBG: 130/120 → 100/90).
  • Nerf Forward aerial no longer has its trademark Lightning Kick hitbox.
    • Nerf Overall deals less damage (20%/4% → 13%), and has worse knockback statistics (BKB: 34 → 30, KBG: 95 → 100) when contextualised with damage.
    • Nerf It also has higher endlag in the air (FAF: 40 → 50).
  • Nerf Back aerial no longer has its trademark Lightning Kick hitbox.
    • Buff It has overall improved hitbox activity (f5 + f5-8 → f5-9).
    • Nerf Overall deals less damage (20%/4% → 13%), and has worse knockback statistics (BKB: 40 → 30, KBG: 96 → 100) when contextualised with damage.
    • Nerf It also has higher endlag in the air (FAF: 36 → 50).
  • Nerf Up aerial loses its explosion hitbox, now being a disjointed upwards-pointing move, like Female Wire Frame's.
    • Buff Unlike Zelda's, it is capable of autocancelling, with a window of 41+ instead of 56+, now being within the animation's window.
    • Nerf Up aerial ends a frame earlier (f14-16 → f14-15) and deals less damage (15% → 13%.
  • Nerf Down aerial loses its sourspot, leaving it only with its meteor smash hitbox that only hits aerial opponents.
    • Nerf It has overall worse hitbox activity (f14 clean, f15-24 late → f14-18) and deals less damage (16% clean → 8%).
    • Nerf Overall knockback statistics are worse (BKB: 50 → 15, KBG: 90 → 100).

Moveset

For a gallery of Blue Alloy's hitboxes, see here.

  Name Damage Description
Neutral attack   4% Blue Alloy thrusts her arm forward for a single hit. Whiffs against short opponents. Similar to Female Wire Frame's Jab.
Forward tilt   12% Steps forward and slashes one arm in front of her. Has fair knockback and can be angled.
Up tilt   9% Blue Alloy waves her arm above her head. Deals decent knockback.
Down tilt   8% Crouches and kicks her foot in front of her, hitting opponents low. Has incredibly high endlag and lacks convincing offensive potential.
Dash attack   12% (clean), 8% (late) Pushes forwards, arms outstretched. Deals decent knockback.
Forward smash   15% Winds up her arms and pushes forward. Has fairly decent hitbox activity, is decently disjointed, and thus has some utility in neutral. Reminiscent of Female Wire Frame's version of forward smash.
Up smash   12% (2 hits) Blue Alloy waves her arm upwards, dealing two hits with decent knockback, totalling an impressive 24%. Similar to Female Wire Frame's up smash.
Down smash   12% (hit 1), 10% (hit 2) Blue Alloy quickly kicks on both sides of herself, knocking opponents away. It is the fastest down smash in the game (tied with R.O.B) and launches at a brutal angle.
Neutral aerial   8% Spins in the air, dealing mediocre damage and knockback. Due to the 40 frames of landing lag, it's frequently unsafe on hit and largely useless.
Forward aerial   13% A forward-facing kick. Deals middling knockback, but can be useful for gimping the opponent off-stage.
Back aerial   13% A simple backwards-facing kick, largely identical to forward aerial in use and statistics.
Up aerial   13% Blue Alloy points upwards to deal damage. Similar to Female Wire Frame's up aerial.
Down aerial   8% Blue Alloy stomps down. Contrary to the appearance, this move can only hit aerial opponents.
Grab   Restrains her opponent in front of her with magical energy.
Pummel   3% Waves her arms quickly in front of the opponent, dealing small magic damage.
Forward throw   12% Spins her opponent in front of her and throws her opponent away. Deals a good amount of damage.
Back throw   11% Spins her opponent, circles them around herself and throws them behind herself. Deals good damage.
Up throw   11% Telekinetically throws her opponent above her.
Down throw   2% (hits 1-4), 2% (throw) Blue Alloy forces her opponent under her and shoots magic from her hands at them, before knocking them behind herself.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  6% (hit 1), 8% (hit 2 leg), 6% (hit 2 body) A grounded spinning kick. Unusually high damage on the second hit.
Floor attack (back)
Floor getups (back)
  6% Largely the same as the front floor attack.
Floor attack (trip)
Floor getups (trip)
  5% A sweep kick from the sitting position.

Announcer call

The Fighting Alloy Team has an unused announcer call intended for Classic Mode, which can be accessed if an Alloy is made selectable on the Character select screen. It is present in all versions.

In competitive play

Due to Blue Alloy only being playable via hacking, she has been banned since the game's release. While the Wii, and Brawl in particular, have an extremely accessible modding scene, likely due to the logistical issues involved with ensuring all consoles are running the mods to make her playable, Blue Alloy and the other Fighting Alloy Team members have never been legalised. Because of how inferior Blue Alloy is compared to Zelda, there is little interest in experimenting with her competitively as well, with no documented tournament sets.

In 1-P Mode

In Multi-Man Brawl

The Fighting Alloys fighting Mario and Sonic in Co-op 3-Minute Brawl.

Blue Alloy, as part of the Fighting Alloy Team, is a central figure in Multi-Man Brawl, where he spawns alongside the other Alloys to attack the player. She appears in all modes, including Cruel Brawl, where she becomes more threatening. Additionally, in each mode, Blue Alloy will fight with a handicap, changing her properties by quite a bit.

Trophies

The Blue Alloy trophy is unlocked by clearing 100-Man Brawl with all characters.

Blue Alloy's trophy in Brawl
Blue Alloy
A beautiful, cobalt blue member of the Alloys. This dainty female-form Alloy relies on a less rough-and-tumble style of fighting. The core at the center of her body provides power for the whole group of Alloys and plays a key role in holding body parts together. However, this is not necessarily a weak point, and attacking this core will not result in greater damage.
Wii: Super Smash Bros. Brawl

Trivia

The Fighting Alloy Team on the victory screen, with the Green, Red, and Blue Alloys in their tripped state, while Yellow Alloy is in its standing pose.
  • When winning, if the game is forced to not crash, in lieu of a victory pose, all Alloys will use their default standing pose instead.

References