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]], 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|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.}}
* {{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 → 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}}).}}
* {{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).}}
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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|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==

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