Editing Blue Alloy (SSBB)

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===Aerial attacks===
===Aerial attacks===
* {{nerf|All of Blue Alloy's aerials have much more landing lag (12 frames (neutral), 22 frames (forward/back/up), 21 frames (down)) → 40 (all)). This drastically hinders their safety in addition to completely removing any follow-up potential they previously had (especially neutral aerial).}}
* {{nerf|Blue Alloy cannot [[air dodge]] and thus cannot [[hitstun cancel]].}}
*Neutral aerial:
* {{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. This makes it more consistent compared to Zelda's neutral aerial.}}
* {{buff|Neutral aerial is now a single-hitting attack.}}
***{{nerf|However, this does mean that the move lacks the followup potential Zelda's multi-hits had.}}
** {{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).}}
**{{buff|It retains the normal effect from Zelda's multi-hits rather than the electric effect from the final hit.}}
* {{nerf|Forward aerial no longer has its trademark [[Lightning Kick]] hitbox.}}
**{{buff|The side hitboxes are larger compared to Zelda's final hit (4u → 4.5u).}}
** {{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 has a shorter overall (frames 6-7, 10-11, 14-15, 18-19, 22-23 → 6-20).}}
** {{nerf|It also has higher endlag in the air (FAF: 40 → 50).}}
***{{nerf|When combined with the move's single hitting nature, this also increases the move's ending lag as its total duration was unchanged.}}
* {{nerf|Back aerial no longer has its trademark [[Lightning Kick]] hitbox.}}
**{{nerf|It deals less overall damage (2% (hits 1-4, 5% (hit 5), 13% (total) → 8%).}}
** {{buff|It has overall improved hitbox activity (f5 + f5-8 f5-9).}}
**{{nerf|While the move deals more damage compared to Zelda's final hit (5% 8%), it deals less knockback overall (30 (base) 130/120 (scaling) 20/(100/90)), hindering its KO potential.}}
** {{nerf|Overall deals less damage (20%/4% → 13%), and has worse knockback statistics (BKB: 40 → 30, KBG: 96 → 100) when contextualised with damage.}}
**{{nerf|Its near hitboxes are smaller compared to Zelda's final hit (6u → 4.5u).}}
** {{nerf|It also has higher endlag in the air (FAF: 36 → 50).}}
***{{nerf|Additionally, the near hitboxes are now attached to Blue Alloy's arms rather than her head and body. This notably gives the move much less range below Blue Alloy compared to Zelda's neutral aerial.}}
* {{nerf|Up aerial loses its explosion hitbox, now being a [[disjoint]]ed upwards-pointing move, like {{SSBM|Female Wire Frame}}'s.}}
*Forward aerial:
** {{buff|Unlike Zelda's, it is capable of [[autocancel]]ling, with a window of 41+ instead of 56+, now being within the animation's window.}}
**{{change|Forward aerial now has a consistent set of hitboxes rather than having an extremely powerful sweetspot and extremely weak sweetspots.}}
** {{nerf|Up aerial ends a frame earlier (f14-16 → f14-15) and deals less damage (15% → 13%.}}
***{{buff|Compared to Zelda's sourspots, it has drastically higher damage (4% → 13%) and knockback (5 (base), 80 (scaling) → 30/100), immensely improving its KO potential.}}
* {{nerf|Down aerial loses its sourspot, leaving it only with its [[meteor smash]] hitbox that only hits aerial opponents.}}
***{{nerf|Compared to Zelda's sweetspot however, it deals much less damage (20% → 13%) with only a miniscule increase to its knockback values (34 (base), 95 (scaling) 30/100), greatly hindering its KO potential.}}
** {{nerf|It has overall worse hitbox activity (f14 clean, f15-24 late → f14-18) and deals less damage (16% clean → 8%).}}
**{{buff|The near hitboxes are larger (4u/4.5u → 5u).}}
** {{nerf|Overall knockback statistics are worse (BKB: 50 → 15, KBG: 90 100).}}
**{{nerf|It has more ending lag (FAF 40 → 50).}}
*Back aerial:
**{{change|Back aerial now has a consistent set of hitboxes rather than having an extremely powerful sweetspot and extremely weak sweetspots.}}
***{{buff|Compared to Zelda's sourspots, it has drastically higher damage (4% 13%) and knockback (5 (base), 80 (scaling) → 30/100), immensely improving its KO potential.}}
***{{nerf|Compared to Zelda's sweetspot however, it deals much less damage (20% → 13%) and knockback (40 (base), 96 (scaling) 30/100), greatly hindering its KO potential.}}
**{{buff|It has a longer duration (frames 5-8 → 5-9).}}
**{{buff|The near hitboxes are larger (4u/4.5u → 5u).}}
**{{nerf|It has more ending lag (FAF 36 → 50).}}
*Up aerial:
**{{nerf|Up aerial lacks an explosion with its highest hitbox being much smaller (8.2u → 5u) and reaching much lower (y offset: 23 → 17), similar to Female Wire Frame's. This not only gives the move significantly less vertical range compared to Zelda's but when combined with Blue Alloy's larger size, this also means that the move completely lacks the vertical disjoint Zelda's version of the move has.}}
**{{buff|It [[auto-cancel]]s earlier (frame 55 → 41), now doing so in a short hop.}}
**{{buff|It has two lower hitboxes Zelda's version lacks, giving it much more range below Blue Alloy compared to Zelda.}}
**{{nerf|It has a shorter duration (frames 14-16 → 14-15).}}
**{{nerf|It deals less damage (15% → 13%), hindering its KO potential.}}
*Down aerial:
**{{nerf|Down aerial now has a consistent hitbox rather than a clean hit and a late hit. Compared to Zelda's sweetspot, it deals drastically less damage (16% → 8%) and knockback (50 (base), 90 (scaling) → 15/100), in addition to sending opponents at a more horizontal angle (270° → 275°), immensely hindering its KO potential.}}
***{{buff|However, it is significantly stronger than Zelda's late hit (especially the far hit), dealing more damage (5% (near)/4% (far) → 8%) and knockback (5/0 (near/far base), 90/70 (near/far scaling) → 15/100).}}
**{{buff|Its hitboxes are positioned lower (y offset: 0 → -3). When combined with Blue Alloy's larger size, this significantly increases their range below Blue Alloy.}}
**{{buff|Due to the move having a consistent hitbox, the move has much bigger hitboxes during its first active frame (2.5u → 6u/6u).}}
**{{nerf|It has a shorter duration (frame 14 (clean), 15-24 (late) 14-18).}}
***{{buff|However, the move has less startup lag against grounded opponents (frame 15 → 14) due to now having a consistent hitbox, rather than a sweetspot which only works against aerial opponents.}}


===Throws/other attacks===
===Throws/other attacks===

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