Editing Red Alloy (SSBB)
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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]] | * {{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. | * {{nerf|Red Alloy's [[initial dash]] speed is much worse (2.05× → 1.5×).}} | ||
* {{nerf|Red Alloy's [[initial dash]] speed is much worse (2. | * {{nerf|Red Alloy's [[dash]] speed is much worse (2.18× → 1.5×).}} | ||
* {{nerf|Red Alloy's [[dash]] speed is much worse (2. | * {{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. | * {{change|Red Alloy's [[weight]] is worse (104 → 98), reducing survivability but making it slightly easier to escape combos.}} | ||
* {{ | * {{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 | * {{buff|Red Alloy's [[fall speed]] is worse (1.837× → 1.28×).}} | ||
* {{ | * {{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. | * {{buff|Red Alloy's [[air acceleration]] is higher (0.06× → 0.09×).}} | ||
* {{buff|Red Alloy's [[air acceleration]] is higher (0. | * {{nerf|Red Alloy's [[air speed]] is lower (1.18× → 0.94×).}} | ||
* {{nerf|Red Alloy's [[air speed]] is lower (1. | |||
* {{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).}} | ||
===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|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 | ** {{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 | * {{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 → 46f), 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'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 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).}} | ||
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* {{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|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%).}} | ||
* {{ | * {{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 | * {{change|Neutral aerial does less [[weight]]-based [[knockback]] (55 → 40).}} | ||
* {{ | * {{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%).}} | ||
* {{ | * {{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° | * {{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== |