Editing Red Alloy (SSBB)

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'''Red Alloy''' ({{ja|ザコレッド}} ''Zakoreddo'', '''Red Small Fry'''), is an [[unplayable character]] in ''[[Super Smash Bros. Brawl]]'' and only playable via [[hacking]]. He is a [[clone]] of {{SSBB|Captain Falcon}}.
'''Red Alloy''' ({{ja|ザコレッド}} ''Zakoreddo'', '''Red Small Fry'''), is an [[unplayable character]] in ''[[Super Smash Bros. Brawl]]'' and only playable via [[hacking]]. It's a [[clone]] of {{SSBB|Captain Falcon}}.


When playable, much like many [[Multi-Man Brawl]] characters, Red Alloy is worse than a good portion of the ''Brawl'' roster. {{SSBB|Captain Falcon}} already struggled with landing [[combo]]s and [[KO]]s, mainly due to ''Brawl's'' substantial mechanics changes from ''Melee'', and Red Alloy suffers from this even more due to what more is removed; Red Alloy cannot [[shield]], grab the [[ledge]], and lacks all of Captain Falcon's trademark [[special move]]s. What really hurts Red Alloy, however, is the 40 frames of [[landing lag]] across all of Red Alloy's attacks: This makes utilising [[up aerial]] extremely difficult, and with a weaker [[Knee Smash]] as insult to injury, there is very little that Red Alloy can offer. The one thing Red Alloy has over Captain Falcon is generally stronger hitboxes, such as on [[up smash]], [[down aerial]], and [[dash attack]], but this does little to make up for the extreme nerfs otherwise received to movement and endlag.
When playable, much like many [[Multi-Man Brawl]] characters, Red Alloy is worse than a good portion of the ''Brawl'' roster. {{SSBB|Captain Falcon}} already struggled with landing [[combo]]s and [[KO]]s, mainly due to ''Brawl's'' substantial mechanics changes from ''Melee'', and Red Alloy suffers from this even more due to what more is removed; Red Alloy cannot [[shield]], grab the [[ledge]], and lacks all of Captain Falcon's trademark [[special move]]s. What really hurts Red Alloy, however, is the 40 frames of [[landing lag]] across all of Red Alloy's attacks: This makes utilising [[up aerial]] extremely difficult, and with a weaker [[Knee Smash]] as insult to injury, there is very little that Red Alloy can offer. The one thing Red Alloy has over Captain Falcon is generally stronger hitboxes, such as on [[up smash]], [[down aerial]], and [[dash attack]], but this does little to make up for the extreme nerfs otherwise received to movement and endlag.
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==Attributes==
==Attributes==
Red Alloy is a slower, lighter version of {{SSBB|Captain Falcon}}, similar to the functionality of {{SSBM|Male Wire Frame}} in ''Melee''. However, whereas Male Wire Frame has unusually large hitboxes and access to techniques like [[L-canceling]], Red Alloy doesn't necessarily make up for the reduced movement, aside from [[trip]]ping less.
Red Alloy is a slower, lighter version of {{SSBB|Captain Falcon}}, similar to the functionality of {{SSBM|Male Wire Frame}} in ''Melee''. However, whereas Male Wire Frame has unusually large hitboxes and access to techniques like [[l-canceling]], Red Alloy doesn't necessarily make up for the reduced movement, aside from [[trip]]ping less.


Red Alloy's attacks are largely the same as Captain Falcon's, but with a lack of [[special move]]s, Red Alloy has an extreme lack of burst options to close distance, relying primarily on dash attack in this respect. This, coupled with worsened movement and the same lack of disjoint as Captain Falcon, makes approaching with Red Alloy extremely difficult. While his aerials are somewhat improved — forward aerial doesn't have a sourspot on its early hit in exchange for some power, back aerial lasts longer, and down aerial has the [[nipple spike]] from ''Melee'' — the 40 frames of landing lag make them virtually unusable if not swinging for a stock. Ergo, Red Alloy can't approach reliably on the ground or in the air, easily being suffocated by characters like {{SSBB|King Dedede}} and {{SSBB|Falco}} in neutral, unable to [[shield]] against their overwhelming tools. However, Red Alloy can find [[stock]]s more consistently, with down aerial always landing a meteor smash and having an incredibly strong up smash, but with so many issues getting in to do meaningful damage, finding opportunities to use them is difficult.
Red Alloy's attacks are largely the same as Captain Falcon's, but with a lack of [[special move]]s, Red Alloy has an extreme lack of burst options to close distance, relying primarily on dash attack in this respect. This, coupled with worsened movement and the same lack of disjoint as Captain Falcon, makes approaching with Red Alloy extremely difficult. While its aerials are somewhat improved — forward aerial doesn't have a sourspot on its early hit in exchange for some power, back aerial lasts longer, and down aerial has the [[nipple spike]] from ''Melee'' — the 40 frames of landing lag make them virtually unusable if not swinging for a stock. Ergo, Red Alloy can't approach reliably on the ground or in the air, easily being suffocated by characters like {{SSBB|King Dedede}} and {{SSBB|Falco}} in neutral, unable to [[shield]] against their overwhelming tools. However, Red Alloy can find [[stock]]s more consistently, with down aerial always landing a meteor smash and having an incredibly strong up smash, but with so many issues getting in to do meaningful damage, finding opportunities to use them is difficult.


Whereas {{SSBB|Green Alloy}} has 5 jumps to make for a vaguely respectable recovery, Red Alloy has just one [[double jump]] to try and make it back to the stage. With an inability to grab the ledge and no [[Falcon Dive]], this makes his recovery extremely easy to [[gimp]], not even being able to recover if sent at even a [[Sakurai angle]]. With only average weight, it isn't hard to send Red Alloy off-stage either, especially given that being unable to [[airdodge]] also makes him incapable of [[hitstun canceling]], which makes him uniquely easy to combo.
Whereas {{SSBB|Green Alloy}} has 5 jumps to make for a vaguely respectable recovery, Red Alloy has just one [[double jump]] to try and make it back to the stage. With an inability to grab the ledge and no [[Falcon Dive]], this makes its recovery extremely easy to [[gimp]], not even being able to recover if sent at even a [[Sakurai angle]]. With only average weight, it isn't hard to send Red Alloy off-stage either.


==Differences from {{SSBB|Captain Falcon}}==
==Differences from {{SSBB|Captain Falcon}}==
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===Aesthetics===
===Aesthetics===
* {{change|Red Alloy has a slightly larger model, giving him more reach, but making him much easier to [[combo]].}}
* {{change|Red Alloy has a slightly larger model, giving it more reach, but making it much easier to [[combo]].}}
* {{change|Red Alloy is unvoiced.}}
* {{change|Red Alloy is unvoiced.}}


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* {{nerf|Red Alloy has no special moves.}}
* {{nerf|Red Alloy has no special moves.}}
* {{nerf|Red Alloy can't [[shield]] and thus cannot [[roll]] or [[spotdodge]].}}
* {{nerf|Red Alloy can't [[shield]] and thus cannot [[roll]] or [[spotdodge]].}}
* {{nerf|Red Alloy can't [[airdodge]] and thus cannot perform [[hitstun cancelling]], making him uniquely susceptible to combos.}}
* {{nerf|Red Alloy can't grab the [[ledge]] and can't use any ledge options by extension.}}
* {{nerf|Red Alloy can't grab the [[ledge]] and can't use any ledge options by extension.}}
* {{buff|Red Alloy's [[walk speed]] is higher (0.85× → 1.1×).}}
* {{buff|Red Alloy's [[walk speed]] is higher (0.85× → 1.1×).}}
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** {{nerf|However, it has much worse base knockback (80/65 BKB clean/late → 30/10) in exchange for knockback growth (40/40 KBG → 70/40). This makes it overall worse on shield.}}
** {{nerf|However, it has much worse base knockback (80/65 BKB clean/late → 30/10) in exchange for knockback growth (40/40 KBG → 70/40). This makes it overall worse on shield.}}
* {{nerf|Angled forward tilts don't have lower FAFs (32f angled up/down → 37f), making it consistently -24 on shield.}}
* {{nerf|Angled forward tilts don't have lower FAFs (32f angled up/down → 37f), making it consistently -24 on shield.}}
* {{nerf|Up tilt has more endlag (FAF: 40f → 46f), and has lower base knockback (BKB: 50 → 40).}}
* {{nerf|Up tilt has more endlag (FAF: 40f → 47f), and has lower base knockback (BKB: 50 → 40).}}
* {{buff|Forward smash has an extra frame of hitbox activity (18-20 → 18-21) and has higher knockback growth (85 → 100).}}
* {{buff|Forward smash has an extra frame of hitbox activity (18-20 → 18-21) and has higher knockback growth (85 → 100.}}
* {{nerf|Forward smash's damage no longer varies with angle, instead always dealing less damage than any variation of Captain Falcon's ({{ChargedSmashDmgSSBB|20}}/{{ChargedSmashDmgSSBB|19}}/{{ChargedSmashDmgSSBB|18}} {{ChargedSmashDmgSSBB|17}}).}}
* {{nerf|Forward smash has no sweetspots or sourspots, instead having one consistent hitbox dealing less damage than any of Captain Falcon's (20%/19%/18% → 17%).}}
* {{nerf|Forward smash sends at a [[Sakurai angle]] (45°/43°/40° → 361°), which becomes less favourable than Captain Falcon's at higher [[percentage]]s.}}
* {{nerf|Forward smash sends at a [[Sakurai angle]] (45°/43°/40° → 361°), which becomes less favourable than Captain Falcon's at higher [[percentage]]s.}}
* {{buff|Up smash has drastically higher knockback growth (Hit 1: 90 → 100/110, Hit 2: 102/103/110 → 128/126/110, KOing much sooner than Captain Falcon's.}}
* {{buff|Up smash has drastically higher knockback growth (Hit 1: 90 → 100/110, Hit 2: 102/103/110 → 128/126/110, KOing much sooner than Captain Falcon's.}}
* {{buff|Down smash has higher knockback growth (85 (Hit 1) / 90 (Hit 2) → 100 (Both hits).}}
* {{buff|Down smash has higher knockback growth (85 (Hit 1) / 90 (Hit 2) → 100 (Both hits).}}
* {{nerf|The first hit of down smash's sweetspot does less damage ({{ChargedSmashDmgSSBB|18}} {{ChargedSmashDmgSSBB|16}}).}}
* {{nerf|The first hit of down smash's sweetspot does less damage (18% → 16%).}}


===Aerial attacks===
===Aerial attacks===
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==Moveset==
==Moveset==
* Unlike regular fighters, Red Alloy lacks [[special move]]s, can't [[shield]], and cannot grab the [[ledge]]. He also lacks [[idle pose]]s and [[taunt]]s.
* Unlike regular fighters, Red Alloy lacks [[special move]]s, can't [[shield]], and cannot grab the [[ledge]]. They also lack [[idle pose]]s and [[taunt]]s.


''For a gallery of Red Alloy's hitboxes, see [[Red Alloy (SSBB)/Hitboxes|here]].''
''For a gallery of Green Alloy's hitboxes, see [[Green Alloy (SSBB)/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=SSBB
|game=SSBB
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|utiltname= 
|utiltname= 
|utiltdmg=13%
|utiltdmg=13%
|utiltdesc=An axe kick with fair horizontal knockback. This move's hitbox stretches from above Red Alloy, making it one of his few anti-air options.
|utiltdesc=An axe kick with fair horizontal knockback. This move's hitbox stretches from above Red Alloy, making it one of its few anti-air options.
|dtiltname= 
|dtiltname= 
|dtiltdmg=10%
|dtiltdmg=10%
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|dashdesc=A shoulder bash; does way more damage than Captain Falcon's.
|dashdesc=A shoulder bash; does way more damage than Captain Falcon's.
|fsmashname= 
|fsmashname= 
|fsmashangles=1
|fsmashangles=3
|fsmashdmg={{ChargedSmashDmgSSBB|17}}
|fsmashdmg={{ChargedSmashDmgSSBB|17}}
|fsmashdesc=Red Alloy strikes the opponent with his elbow. Lacks any sweetspot or sourspots unlike Captain Falcon's, making it consistent, albeit weaker overall.
|fsmashdesc=Red Alloy strikes the opponent with its elbow. Lacks any sweetspot or sourspots unlike Captain Falcon's, making it consistent, albeit weaker overall.
|usmashname= 
|usmashname= 
|usmashdmg={{ChargedSmashDmgSSBB|11}}/{{ChargedSmashDmgSSBB|8}} (hit 1), {{ChargedSmashDmgSSBB|13}}/{{ChargedSmashDmgSSBB|12}} (hit 2)
|usmashdmg={{ChargedSmashDmgSSBB|11}}/{{ChargedSmashDmgSSBB|8}} (hit 1), {{ChargedSmashDmgSSBB|13}}/{{ChargedSmashDmgSSBB|12}} (hit 2)
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==In [[competitive play]]==
==In [[competitive play]]==
Due to Red Alloy only being playable via [[hacking]], he has 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, especially in the case of Red Alloy, 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 Red Alloy only being playable via [[hacking]], it'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, especially in the case of Red Alloy, 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]].]]
Red 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 becomes quite overwhelming. Additionally, in each mode, Red Alloy will fight with a [[handicap]], changing its properties by quite a bit.
Red Alloy, as part of the [[Fighting Alloy Team]], is a central figure in Multi-Man Brawl, where it spawns alongside the other Alloys to attack the player. It appears in all modes, including [[Cruel Brawl]], where it's quite overwhelming. Additionally, in each mode, Red Alloy will fight with a [[handicap]], changing its properties by quite a bit.
{{clr}}
{{clr}}


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{{reflist}}
{{reflist}}


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

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