Editing Red Alloy (SSBB)

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 8: Line 8:
|game        = SSBB
|game        = SSBB
}}
}}
'''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.
Line 46: Line 46:


==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}}==
Line 56: Line 56:


===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.}}


Line 62: Line 62:
* {{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 airdodge [[hitstun cancelling]] to escape combos, making him uniquely susceptible to combos, though he can still hitstun cancel with aerials as a potential combo breaker, or to [[momentum cancel]].}}
* {{nerf|Green Alloy can't [[airdodge]] and thus cannot perform [[hitstun cancelling]], making them 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.}}
* {{nerf|Red Alloy gets no [[respawn]] invincibility.}}
* {{buff|Red Alloy's [[walk speed]] is higher (0.85× → 1.).}}
* {{buff|Red Alloy's [[walk speed]] is higher (0.85 → 1.1).}}
* {{nerf|Red Alloy's [[initial dash]] speed is much worse (2.05× → 1.).}}
* {{nerf|Red Alloy's [[initial dash]] speed is much worse (2.05 → 1.5).}}
* {{nerf|Red Alloy's [[dash]] speed is much worse (2.18× → 1.).}}
* {{nerf|Red Alloy's [[dash]] speed is much worse (2.18 → 1.5).}}
* {{change|Red Alloy's traction is slightly higher (0.05× → 0.06×), making it easier to stop short when dashing, but reducing the effectiveness of sliding-based techniques like [[DACUS]].}}
* {{change|Red Alloy's traction is slightly higher (0.05 → 0.06), making it easier to stop short when dashing, but reducing the effectiveness of sliding-based techniques like [[DACUS]].}}
* {{change|Red Alloy's [[weight]] is worse (104 → 98), reducing survivability but making it slightly easier to escape combos.}}
* {{nerf|Red Alloy's [[weight]] is worse (104 → 98), reducing survivability.}}
* {{change|Red Alloy's [[gravity]] is worse by around half (0.1027× → 0.075×), reducing vertical survivability, but making [[autocancel]]ling aerials slightly easier to get around their [[landing lag]].}}
* {{change|Red Alloy's [[gravity]] is considerably lower (0.1027 → 0.075), reducing vertical mobility, but allowing for increased air time from jumps, and improving vertical survivability, due to ''Brawl'' introducing a new mechanic which increases vertical launch speed for characters with higher gravity stats.}}
* {{buff|Red Alloy's [[fall speed]] is worse (1.837× → 1.28×).}}
* {{change|Red Alloy's [[fall speed]] is worse (1.837 → 1.28). This again reduces vertical mobility, and worsens vertical survivability, but again improves air time, and improves Red Alloy's recovery somewhat, as well as making him less susceptible to combos.}}
* {{nerf|Red Alloy's [[fast fall]] speed is much lower (2.5718× → 1.792×).}}
* {{nerf|Red Alloy's [[fast fall]] speed is much lower (2.5718 → 1.792).}}
* {{buff|Red Alloy's [[air acceleration]] is higher (0.06× → 0.09×).}}
* {{buff|Red Alloy's [[air acceleration]] is higher (0.06 → 0.09).}}
* {{nerf|Red Alloy's [[air speed]] is lower (1.18× → 0.94×).}}
* {{nerf|Red Alloy's [[air speed]] is lower (1.18 → 0.94).}}
* {{nerf|Red Alloy has a significantly worse [[meteor cancel]] window, tied with {{SSBB|Wolf}} for the worst in the game (25f → 60f).}}
* {{nerf|Red Alloy has a significantly worse [[meteor cancel]] window, tied with {{SSBB|Wolf}} for the worst in the game (25f → 60f).}}
* {{buff|Red Alloy's [[double jump]] goes much higher, allowing him to pursue opponents into the air better, and somewhat offsetting the worsened recovery caused by lacking special moves or the ability to grab ledges.}}


===Ground attacks===
===Ground attacks===
* {{buff|Jab 3's ([[Gentleman]]) sweetspot does more damage (6% → 7%).}}
* {{buff|Jab 3's ([[Gentleman]]) sweetspot does more damage (6% → 7%).}}
* {{nerf|Red Alloy's rapid jab input window functions like Captain Falcon's does in ''Melee'', making it much more difficult to just perform the 3-hit combo without the rapid jab.}}
* {{nerf|Rapid Jab has more endlag (FAF: 10f → 15f).}}
* {{nerf|Rapid Jab has more endlag (FAF: 10f → 15f).}}
* {{buff|Dash attack does overall more damage (8%/6% clean/late → 10%/7%) and launches at a [[Sakurai angle]] (65°/40° → 361° universal).}}
* {{buff|Dash attack does overall more damage (8%/6% clean/late → 10%/7%) and launches at a [[Sakurai angle]] (65°/40° → 361° universal).}}
** {{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 unsafe on hit at low percents.}}
** {{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 earlier FAFs compared to the unangled version like they do with Falcon (32f angled up/down → 37f), preventing Red Allow from making the move safer on shield by angling it.}}
* {{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%).}}
* {{change|Forward smash sends at the [[Sakurai angle]] (45°/43°/40° → 361°), launching at a lower and more favourable angle against grounded opponents at high percents, but a less favourable angle overall against aerial opponents.}}
* {{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===
* {{nerf|Red Alloy cannot [[air dodge]].}}
* {{nerf|Red Alloy cannot [[air dodge]].}}
* {{nerf|All of Red Alloy's aerial attacks have 40 frames of landing lag, making them terrible on shield and reducing follow-up potential.}}
* {{nerf|All of Red Alloy's aerial attacks have 40 frames of landing lag, making them terrible on shield and reducing follow-up potential.}}
* {{buff|Down aerial autocancels sooner (39+ → 36+).}}
* {{nerf|Neutral aerial and back aerial autocancel later (NAir: 32+ → 34+).}}
* {{nerf|Neutral aerial and back aerial autocancel later (NAir: 32+ → 34+).}}
* {{buff|Down aerial autocancels sooner (39+ → 36+).}}
* {{buff|Neutral aerial has more hitbox activity (Hit 1: 7-8 → 7-12, Hit 2: 20-21 → 20-29).}}
* {{buff|Neutral aerial has more hitbox activity (Hit 1: 7-8 → 7-12, Hit 2: 20-21 → 20-29).}}
* {{buff|Neutral aerial overall does more damage (Hit 1: 4% → 6%/5%/6%, Hit 2: 6% → 7%).}}
* {{buff|Neutral aerial overall does more damage (Hit 1: 4% → 6%/5%/6%, Hit 2: 6% → 7%).}}
* {{nerf|Neutral aerial's second hit deals much less knockback (40 (base)/100 (scaling) 45/125), KOing later despite the increased damage.}}
* {{buff|Neutral aerial's second hit has much more [[knockback growth]] (100 → 125), but less base knockback (45 40); overall, it [[KO]]es much earlier.}}
* {{change|Neutral aerial's first hit does less [[set knockback]] (55 → 40).}}
* {{change|Neutral aerial does less [[weight]]-based [[knockback]] (55 → 40).}}
* {{change|Forward aerial's early hit deals consistent damage, rather than having a sweetspot and sourspot (19%/6% sweet/sour → 13%), and consistent knockback values (base: 30/35 20, scaling: 93/80 → 100). This consistent hit is much weaker than the regular version's sweetspot, but much stronger than its sourspot.}}
* {{buff|Forward aerial's early hit is consistent with no sourspot, but does much less damage (Early: 19%/6% sweet/sour → 13%, Late: 3% 10%).}}
* {{buff|Forward aerial's late hit deals much more damage (3% 10%), and has altered knockback (35 (base)/80 (scaling) 20/100), dealing much more knockback overall.}}
* {{nerf|Forward aerial has less base knockback (Early: 30/35 → 20, Late: 35 20), but a bit more knockback growth (Early: 93/80 → 100, Late: 80 → 100). Overall, it KOes much later.}}
* {{buff|Back aerial has more hitbox activity, notably having 2 extra active frames on the early hit (Early: 10-11 → 10-13, Late: 12-15 → 14-17).}}
* {{buff|Back aerial has more hitbox activity, notably having 2 extra active frames on the early hit (Early: 10-11 → 10-13, Late: 12-15 → 14-17).}}
* {{nerf|Back aerial does less damage (Early/Late: 14%/8% → 12%/7%).}}
* {{nerf|Back aerial does less damage (Early/Late: 14%/8% → 12%/7%).}}
* {{buff|Down aerial has more hitbox activity (16-18 → 16-20).}}
* {{buff|Down aerial has more hitbox activity (16-18 → 16-20).}}
* {{buff|Down aerial has the [[nipple spike]] hitbox from ''Melee'', dealing 13% with a knockback angle of 290°, although due to changes to meteor cancelling in ''Brawl'', it is no longer a true [[spike]]. However, this means Red Alloy's down aerial will always meteor smash, rather than launching opponents away like Falcon's does if landing the upper hitbox.}}
* {{buff|Down aerial has the [[nipple spike]] hitbox from ''Melee'', dealing 13% with a knockback angle of 290°.}}
* {{buff|Down aerial has consistent 40 base knockback, instead of a 10 base knockback hitbox.}}
* {{buff|Down aerial has consistent 40 base knockback, instead of a 10 base knockback hitbox.}}
* {{buff|Down aerial no longer has a sourspot, always landing a [[meteor smash]] of some kind.}}


==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 Red Alloy's hitboxes, see [[Green Alloy (SSBB)/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=SSBB
|game=SSBB
Line 132: Line 130:
|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%
Line 142: Line 140:
|fsmashangles=1
|fsmashangles=1
|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)
Line 197: Line 195:
|dsdesc=none
|dsdesc=none
|fsdesc=none
|fsdesc=none
}}
===Stats===
{{technical data|Needs short hop and double jump heights}}
{{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
}}
}}


Line 245: Line 203:


==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}}


==[[Trophy]]==
==[[Trophies]]==
The Red Alloy trophy is unlocked by defeating five Alloys in [[Cruel Brawl]].
The Red Alloy trophy is unlocked by defeating five Alloys in [[Cruel Brawl]].
{{Trophy
{{Trophy
Line 271: Line 229:
{{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]]

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Templates used on this page:

This page is a member of 1 meta category: