Editing Green Alloy (SSBB)

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'''Green Alloy''' ({{ja|ザコグリーン}} ''Zakogurīn'', '''Green Small Fry'''), is an [[unplayable character]] in ''[[Super Smash Bros. Brawl]]'' and only playable via [[hacking]]. He's a [[clone]] of {{SSBB|Kirby}}, albeit with some [[throw]]s from {{SSBB|Jigglypuff}}.
'''Green Alloy''' ({{ja|ザコグリーン}} ''Zakogurīn'', '''Green Small Fry'''), is an [[unplayable character]] in ''[[Super Smash Bros. Brawl]]'' and only playable via [[hacking]]. He's a [[clone]] of {{SSBB|Kirby}}, albeit with some [[throw]]s from {{SSBB|Jigglypuff}}.


When playable, much like many [[Multi-Man Brawl]] characters, Green Alloy is worse than a good portion of the ''Brawl'' roster. With a lack of [[special moves]], no [[shield]], a larger frame, higher [[weight]], 40 frames of landing lag on all aerial attacks, and the inability to grab the [[ledge]], it is very difficult for Green Alloy to mount an offence or defend himself. However, because of Green Alloy being built from Kirby, as well as having extra weight and higher ground speed, he's able to survive for much longer than his counterpart while being a bit harder to contest directly. Additionally, Jigglypuff's throws prove to be rather beneficial, with the [[up throw]]'s changes being made a [[KO]] move of sorts. Green Alloy also has slightly larger hitboxes, in part because of his increased size, giving him slightly more reach, helping it get in; however, this does fail to solve issues such as a terrible {{SSBB|Falco}} matchup, especially due to the lack of a shield. In general, Green Alloy does appear to have a niche over {{SSBB|Kirby}}, in spite of such horrendous weaknesses, but is seemingly outclassed by {{SSBB|King Dedede}} and {{SSBB|Meta Knight}} in most respects.
When playable, much like many [[Multi-Man Brawl]] characters, Green Alloy is worse than a good portion of the ''Brawl'' roster. With a lack of [[special moves]], no [[shield]], a larger frame, higher [[weight]], 40 frames of landing lag on all aerial attacks, and the inability to grab the [[ledge]], it is very difficult for Green Alloy to mount an offence or defend himself. However, because of Green Alloy being built from Kirby, as well as having extra weight and higher ground speed, he's able to survive for much longer than his counterpart while being a bit harder to contest directly. Additionally, Jigglypuff's throws prove to be rather beneficial, with the [[up throw]]'s changes being made a [[KO]] move of sorts. Green Alloy also has slightly larger hitboxes, in part because of his increased size, giving him slightly more reach, helping it get in; however, this does fail to solve issues such as a terrible {{SSBB|Falco}} matchup, especially due to the lack of a shield. In general, should he ever become legal, Green Alloy does appear to have a niche over {{SSBB|Kirby}}, in spite of such horrendous weaknesses, but is seemingly outclassed by {{SSBB|King Dedede}} and {{SSBB|Meta Knight}} in most respects.


If a player wins with Green Alloy, the game will crash without further modifications. When losing, the game will continue, with Green Alloy being in a [[pratfall]] state.
If a player wins with Green Alloy, the game will crash without further modifications. When losing, the game will continue, with Green Alloy being in a [[pratfall]] state.
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==Attributes==
==Attributes==
{{stub}}
{{stub}}
Green Alloy is a midweight, floaty character with a larger frame and 5 [[double jump]]s. This comes with the upside of having slightly more reach and better [[edge guarding]] capabilities compared to {{SSBB|Kirby}} and {{SSBB|Jigglypuff}}, but comes with the vicious downside of struggling mightily at a disadvantage.
Green Alloy is a midweight, floaty character with a larger frame and 5 [[double jump]]s. This comes with the upside of having slightly more reach and better [[edge guarding]] capabilities compared to {{SSBB|Kirby}} and {{SSBB|Jigglypuff}}, but comes with the vicious downside of struggling mightily at a disadvantage. However, Green Alloy's increased size comes with multiple notable benefits to his ground game that should not be ignored. His up tilt can hit through platforms with relative ease and connect into itself decently, forward tilt is a strong midrange poke, and down tilt's 35% trip chance can allow for good follow-ups into his strong throws. These all end decently quickly and have large hitboxes, assisting greatly in a [[neutral game]]. However, this is brought down by Green Alloy's inability to [[shield]], forcing him to play with these moves aggressively, rather than focus on spacing, lest he get overwhelmed with projectiles and long-ranged attacks like {{SSBB|Meta Knight}} and {{SSBB|Marth}}'s strong aerials. Being unable to [[airdodge]] also makes them incapable of [[hitstun canceling]], which makes them uniquely easy to combo, especially given that their aerials are not ideal combo breakers.


Green Alloy has an increased size comes with multiple notable benefits to his ground game, in contrast to Jigglypuff and more similarly to Kirby. His up tilt can hit through platforms with relative ease and connect into itself decently, forward tilt is a strong midrange poke, and down tilt's 35% trip chance can allow for good follow-ups into his strong throws. These all end decently quickly and have large hitboxes, assisting greatly in a [[neutral game]]. However, this is brought down by Green Alloy's inability to [[shield]], forcing him to play with these moves aggressively, rather than focus on spacing, lest he get overwhelmed with projectiles and long-ranged attacks like {{SSBB|Meta Knight}} and {{SSBB|Marth}}'s strong aerials. Being unable to [[airdodge]] also makes him incapable of [[hitstun canceling]], which makes him uniquely easy to combo, especially given that his aerials are not ideal combo breakers.
==Differences from {{SSBM|Kirby}}==
 
Green Alloy is, on a surface level, a heavier, larger Kirby, with slightly different attacks and higher speed when grounded; in general, his ground game is much more effective.
==Differences from {{SSBB|Kirby}}==
Green Alloy is, on a surface level, a heavier, larger Kirby, with slightly different attacks and higher speed when grounded; in general, his ground game is much more effective. Uniquely compared to the other Fighting Alloys, Green Alloy has a few moves taken from a second character, with his forward and up throws being borrowed from {{SSBB|Jigglypuff}}.


===Aesthetics===
===Aesthetics===
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* {{nerf|Green Alloy has no special moves.}}
* {{nerf|Green Alloy has no special moves.}}
* {{nerf|Green Alloy can't [[shield]] and thus cannot [[roll]] or [[spotdodge]].}}
* {{nerf|Green Alloy can't [[shield]] and thus cannot [[roll]] or [[spotdodge]].}}
* {{nerf|Green Alloy can't [[airdodge]] and thus cannot perform airdodge [[hitstun cancelling]], making him uniquely susceptible to combos, though he can still hitstun cancel with aerials for a potential combo break, or to [[momentum cancel]].}}
* {{nerf|Green Alloy can't [[airdodge]] and thus cannot perform [[hitstun cancelling]], making them uniquely susceptible to combos.}}
* {{nerf|Green Alloy can't grab the [[ledge]] and can't use any ledge options by extension.}}
* {{nerf|Green Alloy can't grab the [[ledge]] and can't use any ledge options by extension.}}
* {{buff|Green Alloy's [[walk speed]] is higher (0.95 → 1.1).}}
* {{buff|Green Alloy's [[walk speed]] is higher (0.95× → 1.).}}
* {{buff|Green Alloy's [[initial dash]] speed is higher (1.4 → 1.5).}}
* {{buff|Green Alloy's [[initial dash]] speed is higher (1.→ 1.).}}
* {{buff|Green Alloy's [[dash]] speed is much higher (1.371 → 1.5).}}
* {{buff|Green Alloy's [[dash]] speed is much higher (1.371× → 1.).}}
* {{change|Green Alloy's traction is much higher (0.0493 → 0.06), making it easier to stop short when dashing, but reducing the effectiveness of sliding-based techniques like [[DACUS]].}}
* {{change|Green Alloy's traction is much higher (0.0493× → 0.06×), making it easier to stop short when dashing, but reducing the effectiveness of sliding-based techniques like [[DACUS]].}}
* {{change|Green Alloy's [[weight]] is much higher (78 → 98), adding significant survivability, but making Green Alloy more vulnerable to [[chain grab]]s and [[combo]]s.}}
* {{change|Green Alloy's [[weight]] is much higher (78 → 98), adding significant survivability, but making Green Alloy more vulnerable to [[chain grab]]s and [[combo]]s.}}
* {{nerf|Green Alloy's [[jumpsquat]] is worse by 1 frame (4f → 5f).}}
* {{nerf|Green Alloy's [[jumpsquat]] is worse by 1 frame (4f → 5f).}}
* {{buff|Green Alloy's [[gravity]] is higher (0.061 → 0.075), helping Green Alloy land quicker and increasing vertical mobility overall.}}
* {{buff|Green Alloy's [[gravity]] is higher (0.061× → 0.075×), helping Green Alloy land quicker and increasing vertical survivability. Helps in tandem with fall speed.}}
* {{buff|Green Alloy's [[fall speed]] is slightly higher (1.2 → 1.28).}}
* {{buff|Green Alloy's [[fall speed]] is slightly higher (1.→ 1.28×).}}
* {{nerf|Green Alloy's [[fast fall]] speed is much lower (1.9 → 1.792).}}
* {{nerf|Green Alloy's [[fast fall]] speed is much lower (1.→ 1.792×).}}
* {{nerf|Green Alloy's [[air acceleration]] is lower (0.11 → 0.09).}}
* {{nerf|Green Alloy's [[air acceleration]] is lower (0.11× → 0.09×).}}
* {{buff|Green Alloy's [[air speed]] is higher (0.85 → 0.94).}}
* {{buff|Green Alloy's [[air speed]] is higher (0.85× → 0.94×).}}
* {{nerf|Green Alloy has a significantly worse [[meteor cancel]] window, tied with {{SSBB|Wolf}} for the worst in the game (25f → 60f).}}
* {{nerf|Green Alloy has a significantly worse [[meteor cancel]] window, tied with {{SSBB|Wolf}} for the worst in the game (25f → 60f).}}


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* {{buff|Jab 2 does 1% more damage (3% → 4%).}}
* {{buff|Jab 2 does 1% more damage (3% → 4%).}}
* {{nerf|Jab 2 has increased endlag (FAF: 16f → 21f) and knockback growth (30 → 50), making it easier for opponents to fall out. The endlag makes it much worse on shield (-12 → -16).}}
* {{nerf|Jab 2 has increased endlag (FAF: 16f → 21f) and knockback growth (30 → 50), making it easier for opponents to fall out. The endlag makes it much worse on shield (-12 → -16).}}
* {{nerf|Rapid Jab has increased set knockback (4 → 8), making it easier for opponents to fall out.}}
* {{nerf|Rapid Jab has increased weight-based knockback (4 → 8), making it easier for opponents to fall out.}}
*{{nerf|Rapid jab lacks the disjoint that Kirby's version has.}}
*{{buff|Rapid jab deals consistent damage (2%/1% → 2%).}}
*{{change|Rapid jab doesn't use the [[Sakurai Angle]] like Kirby's does.}}
* {{change|Dash attack is functionally a different move, being a single-hit attack instead of using multiple hits.}}
* {{change|Dash attack is functionally a different move, being a single-hit attack instead of using multiple hits.}}
** {{buff|This makes it considerably less vulnerable to [[SDI]], a big weakness of {{SSBB|Kirby}}'s.}}
** {{buff|This makes it considerably less vulnerable to [[SDI]], a big weakness of {{SSBB|Kirby}}'s.}}
** {{buff|This single hit does more damage compared to the final hit (4% → 6%).}}
** {{buff|This single hit does more damage compared to the final hit (4% → 6%).}}
** {{buff|It sends at a much steeper angle compared to Kirby's final hit (65° → 35°), giving more favourable situations thereafter.}}
** {{buff|It sends at a much steeper angle compared to Kirby's final hit (65° → 35°), giving more favourable situations thereafter.}}
**{{buff|It travels much further than Kirby's due to Green Alloy's increased size.}}
** {{nerf|It has much worse base knockback compared to Kirby's final hit (90/70 → 30), but consistent knockback growth (70/100 → 100).}}
** {{nerf|It has much less base knockback compared to Kirby's final hit (90/70 → 30), but consistent knockback growth (70/100 → 100). The reduced base knockback makes it unsafe on hit at low percents.}}
** {{nerf|The lack of multiple hits makes it much worse on shield (-13f → -40f to -20f depending on when it hits).}}
** {{nerf|The lack of multiple hits makes it much worse on shield (-13f → -40f to -20f depending on when it hits).}}
** {{nerf|The move, overall, has worse endlag (FAF: 50f → 55f).}}
** {{nerf|The move, overall, has worse endlag (FAF: 50f → 55f).}}
* {{buff|Forward tilt has a single hitbox and does more damage (8/7% → 9%).}}
* {{buff|Forward tilt has a single hitbox and does more damage (8/7% → 9%).}}
* {{nerf|Forward tilt has higher endlag (FAF: 28f → 33f), making it worse on shield by proxy (-20f → -24f).}}
* {{nerf|Forward tilt has higher endlag (FAF: 28f → 33f), making it worse on shield by proxy (-20f → -24f.}}
* {{buff|Green Alloy's increased size allows up tilt to hit through platforms on stages like [[Battlefield]], and it has increased knockback growth (102 → 105). This makes it strong platform pressure.}}
* {{buff|Green Alloy's increased size allows up tilt to hit through platforms on stages like [[Battlefield]], and it has increased knockback growth (102 → 105). This makes it strong platform pressure.}}
** {{nerf|However, it has slightly worse endlag (FAF: 21f → 24f), making it worse on shield (-14f/-13f → -17f/16f).}}
** {{nerf|However, it has slightly worse endlag (FAF: 21f → 24f), making it worse on shield (-14f/-13f → -17f/16f).}}
* {{nerf|Down tilt now only deals 5%, without a 6% hitbox. However, the 35%/30% trip chance hitboxes remain. The reduced damage makes it lose access to the -14f on shield hitbox as well.}}
* {{nerf|Down tilt now only deals 5%, without a 6% hitbox. However, the 35%/30% trip chance hitboxes remain. The reduced damage makes it lose access to the -14f on shield hitbox as well.}}
* {{nerf|Forward smash comes out a frame slower with a frame less hitbox activity (12-16 → 13-15), with a frame gap between the initial hit and late hit (both being 17-21), causing it to have a frame perfect situation where it can miss.}}
* {{nerf|Forward smash comes out a frame slower with a frame less hitbox activity (12-16 → 13-15), with a frame gap between the initial hit and late hit (both being 17-21), causing it to have a frame perfect situation where it can miss.}}
** {{change|Forward smash's clean hit deals consistent damage regardless of angle (15%/14%/16% → 15%), and has consistent knockback scaling (100/98/96 → 98).}}
** {{nerf|Additionally, it always deals {{ChargedSmashDmgSSBB|15}}/{{ChargedSmashDmgSSBB|13}} (early/late), and has consistent knockback growth (98/96 KBG) compared to Kirby's variable hitboxes with a sweetspot.}}
** {{buff|Forward smash's clean hit has higher base knockback (38 → 45), improving the move's safety on hit at low percents, and its KO potential.}}
** {{buff|Forward smash has higher base knockback on the early hit (38 → 45), which makes it a frame safer on shield (-31f compared to -32f/-33f).}}
** {{change|Forward smash has consistent launch angles (~40°/~73° spanning 3 hitboxes → 361°/75°), with the clean hit using the Sakurai Angle.}}
** {{change|Forward smash has different and consistent launch angles (~40°/~73° spanning 3 hitboxes → 361°/75°), giving [[Sakurai angle]] access, making it launch at more favourable angles at lower percentages. However, it will, generally, [[KO]] later.}}
* {{nerf|Up smash lacks foot [[intangibility]], making it a worse anti-air.}}
* {{nerf|Up smash lacks foot [[intangibility]], making it a worse anti-air.}}
* {{nerf|Up smash's clean sourspot deals 1% less damage ({{ChargedSmashDmgSSBB|14}} → {{ChargedSmashDmgSSBB|13}}).}}
* {{nerf|Up smash's weaker clean hitbox deals 1% less damage ({{ChargedSmashDmgSSBB|14}} → {{ChargedSmashDmgSSBB|13}}.}}
* {{nerf|Up smash's clean sweetspot has less base knockback (34 → 30).}}
* {{nerf|Up smash's entire clean hitbox has consistent base knockback, but is overall lower (34/30 → 30). It's also consistently worse on shield.}}
*{{nerf|Up smash is much more vulnerable to low-profiling.}}
* {{buff|Up smash's late hit deals more damage (12%/11% → 13%/12%).}}
* {{buff|Up smash's late hit deals more damage (12%/11% → 13%/12%).}}
* {{nerf|Down smash lacks foot [[intangibility]].}}
* {{nerf|Down smash lacks foot [[intangibility]].}}
* {{nerf|Down smash's clean hit deals less damage ({{ChargedSmashDmgSSBB|14}} → {{ChargedSmashDmgSSBB|13}}).}}
* {{nerf|Down smash's clean hit deals less damage ({{ChargedSmashDmgSSBB|14}} → {{ChargedSmashDmgSSBB|15}}).}}
* {{buff|Down smash's late hit lasts 2 frames longer (15-22 → 15-24), making it better on the ledge.}}
* {{buff|Down smash's late hit lasts 2 frames longer (15-22 → 15-24), making it better on the ledge.}}
* {{nerf|Down smash has less knockback growth on the sourspot hitboxes (85 → 80).}}
* {{nerf|Down smash has less knockback growth on the sourspot hitboxes (85 → 80).}}
* {{change|Green Alloy has a clone of {{SSBB|Jigglypuff}}'s forward throw.}}
** {{nerf|It deals 2% less damage in the pre-throw state (5% → 3%).}}
* {{change|Green Alloy has a clone of {{SSBB|Jigglypuff}}'s up throw.}}
** {{change|It's [[weight]] independent, having consistent endlag as a result, with a FAF of 42.}}
** {{buff|It throws on an earlier frame (9f → 11f).}}
** {{buff|It has decreased base knockback, but much more knockback growth (BKB: 110 → 70, KBG: 30 → 70).}}


===Aerial attacks===
===Aerial attacks===
* {{nerf|Green Alloy cannot [[air dodge]].}}
* {{nerf|All of Green Alloy's aerial attacks have 40 frames of landing lag, making them terrible on shield and reducing follow-up potential.}}
* {{nerf|All of Green Alloy's aerial attacks have 40 frames of landing lag, making them terrible on shield and reducing follow-up potential.}}
* {{nerf|All of Green Alloy's aerial attacks have worse FAFs (NAir: 73 → 80, FAir: 44 → 50, BAir: 41 → 44, UAir: 40 → 48, DAir: 55 → 60).}}
* {{nerf|All of Green Alloy's aerial attacks have worse FAFs (NAir: 73 → 80, FAir: 44 → 50, BAir: 41 → 44, UAir: 40 → 48, DAir: 55 → 60).}}
** {{buff|However, forward aerial and back aerial autocancel sooner (41+ → 38+, 22+ → 21+).}}
** {{buff|However, forward aerial and back aerial autocancel sooner (41+ → 38+, 22+ → 21+).}}
* {{buff|Forward aerial does more damage (4%/3%/5% → 5%/3%/6%, 12% (total) → 14%), though with knockback mostly compensated on the final hit (scaling: 138 → 130).}}
* {{change|Forward aerial does more damage (4%/3%/5% → 5%/3%/6%), but the last hit has worse knockback growth (138 → 130).}}
* {{nerf|Back aerial has slightly less knockback growth (105 (clean)/110 (late) → 103/100).}}
* {{nerf|Back aerial has slightly less knockback growth on the early and late hits (105/110 → 103/100).}}
* {{change|Up aerial now sends at the [[Sakurai angle]] (70° → 361°).}}
* {{buff|Up aerial now sends at the [[Sakurai angle]] (70° → 361°), making it much stronger off-stage.}}
* {{buff|Up aerial deals 1% more damage (10% → 11%) and has increased base knockback and knockback growth (BKB: 20 → 30, KBG: 98 → 105), making it a much more potent [[KO]] move.}}
* {{buff|Up aerial deals 1% more damage (10% → 11%) and has increased base knockback and knockback growth (BKB: 20 → 30, KBG: 98 → 105), making it a [[KO]] move.}}
* {{nerf|Up aerial has a frame less hitbox activity (10-15 → 10-14), causing it to not hit below or behind Green Alloy.}}
* {{nerf|Up aerial has a frame less hitbox activity (10-15 → 10-14), causing it to not hit below or behind Green Alloy.}}
* {{nerf|Down aerial has slightly worse knockback growth on the multi-hits (107 → 100).}}
* {{nerf|Down aerial has slightly worse knockback growth on the multi-hits (107 → 100).}}
===Grab attacks===
* {{change|Green Alloy uses {{SSBB|Jigglypuff}}'s forward throw animation, but with damage adjusted to match Kirby's.}}
* {{change|Green Alloy uses Jigglypuff's up throw animation, but with Kirby's knockback values.}}
* {{buff|Green Alloy's up throw launches at 90˚, like Kirby's did in ''Melee''. Additionally, due to the new animation, it releases opponents higher up. These changes grant it improved KO potential without platforms.}}
*{{nerf|However, Green Alloy cannot use the throw below platforms to land on top of the platform and launch opponents from higher up.}}
*{{change|Green Alloy uses Jigglypuff's back throw animation, but with the damage and knockback of Kirby's back throw.}}


==Moveset==
==Moveset==
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|dsdesc=none
|dsdesc=none
|fsdesc=none
|fsdesc=none
}}
===Stats===
{{technical data|Needs full hop, short hop and double jump heights, as well as air friction.}}
{{Attributes
|cast      = 39
|weight    = 98
|rweight    = 17
|dash      = 1.5
|rdash      = 14-21
|run        = 1.5
|rrun      = 17-20
|walk      = 1.1
|rwalk      = 17-19
|trac      = 0.06
|rtrac      = 11-16
|airfric    = ?
|rairfric  = ?
|air        = 0.94
|rair      = 19-21
|baseaccel  = 0.01
|rbaseaccel = 7-36
|addaccel  = 0.08
|raddaccel  = 10-17
|gravity    = 0.075
|rgravity  = 24-25
|fall      = 1.28
|rfall      = 28-29
|ff        = 1.792
|rff        = 30
|jumpsquat  = 5
|rjumpsquat = 11-26
|jumpheight = ?
|rjumpheight= ?
|shorthop  = ?
|rshorthop  = ?
|djump      = ?
|rdjump    = ?
|ellag      = 3
|rellag    = 1-29
}}
}}


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==In [[competitive play]]==
==In [[competitive play]]==
Green Alloy is universally banned in competitive play due to only being playable via [[hacking]]. While the accessibility of Wii modding makes it relatively easy to add the Fighting Alloys to the character select screen, and they don't crash the game unlike the [[Fighting Wire Frames]] upon winning, the entry barrier still exists. This barrier also causes logistical issues that tournament organisers have to work around, such as the potential for installing further mods to cheat, consoles not having the appropriate mods installed that can cause setup disputes, and more. Due to the [[Fighting Alloy Team]] as a whole being largely inferior versions of their base characters, there is also little interest in changing that status quo. Ergo, the entire Fighting Alloy Team group has not seen much competitive experimentation, with no documented tournament matches. Should they ever be made legal, however, their influence on the metagame would likely be minimal.
Due to Green Alloy only being playable via [[hacking]], he's been banned in competitive play since ''Brawl's'' release. While the accessibility of Wii modding makes it relatively easy to add the Fighting Alloys to the character select screen, and they don't crash the game unlike the [[Fighting Wire Frames]] upon winning, the entry barrier still exists. This barrier also causes logistical issues that tournament organisers have to work around, such as the potential for installing further mods to [[cheat]], consoles not having the appropriate mods installed that can cause setup disputes, and more. Due to the [[Fighting Alloy Team]] as a whole being largely inferior versions of their base characters, there is also little interest in changing that status quo. Ergo, the entire Fighting Alloy Team group has not seen much competitive experimentation, with no documented tournament matches. Should they ever be made legal, however, their influence on the metagame would likely be minimal.


==In 1-P Mode==
==In 1-P Mode==
===In [[Multi-Man Brawl]]===
===In [[Multi-Man Brawl]]===
[[File:Fightingalloyteam.jpg|200px|thumb|The Fighting Alloys fighting {{SSBB|Mario}} and {{SSBB|Sonic}} in Co-op 3-Minute [[Brawl]].]]
[[File:Fightingalloyteam.jpg|200px|thumb|The Fighting Alloys fighting {{SSBB|Mario}} and {{SSBB|Sonic}} in Co-op 3-Minute [[Brawl]].]]
Green 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. He appears in all modes. In [[Cruel Brawl]], his survivability makes him difficult to KO using simple tricks and exploits, creating a formidable challenge to players. Additionally, in each mode, Green Alloy will fight with a [[handicap]], changing his properties by quite a bit.
Green 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. He appears in all modes, including [[Cruel Brawl]], where he's quite overwhelming. Additionally, in each mode, Green Alloy will fight with a [[handicap]], changing his properties by quite a bit.
{{clr}}
{{clr}}


==[[Trophy]]==
==[[Trophies]]==
The Green Alloy trophy is unlocked by clearing a [[15-Minute Brawl]].
The Green Alloy trophy is unlocked by clearing a [[15-Minute Brawl]].
{{Trophy
{{Trophy
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{{reflist}}
{{reflist}}


{{Bosses}}
{{SSBBCharacters}}
{{Smash universe}}
{{Smash universe}}
[[Category:Green Alloy]]
[[Category:Green Alloy]]
[[Category:Green Alloy (SSBB)]]
[[Category:Green Alloy (SSBB)]]
[[Category:Fighting Alloy Team]]
[[Category:Fighting Alloy Team]]
[[Category:Unplayable characters (SSBB)]]
[[Category:Characters]]
[[Category:Characters (SSBB)]]
[[Category:Unplayable characters]]

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