Editing User:Alex the weeb/Alloy changelog

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*{{nerf|Alloy cannot shield or dodge}}
*{{nerf|Alloy cannot shield or dodge}}
*{{nerf|Alloy cannot grab ledges}}
*{{nerf|Alloy cannot grab ledges}}
*{{nerf|Alloy gains no respawn invincibility, and cannot interact with most items.}}
*{{change|Alloy is larger than Kirby, making it easier to hit, however some of its attacks have more range.}}
*{{change|Alloy is larger than Kirby, making it easier to hit, however some of its attacks have more range.}}
*{{buff|Alloy is considerably heavier (78 → 98).}}
*{{buff|Alloy is considerably heavier (78 → 98).}}
Line 25: Line 24:
**{{change|Rapid Jab has a different angle, which lifts opponents off the ground}}
**{{change|Rapid Jab has a different angle, which lifts opponents off the ground}}
*Forward tilt:
*Forward tilt:
**{{buff|Forward tilt deals more damage (8% → 9%). As such, it has some KO potential near the ledge.}}
**{{buff|Forward tilt deals more damage (8% → 9%).}}
**{{nerf|It has noticeably more ending lag (FAF 28 → 33).}}
**{{nerf|It has noticeably more ending lag (FAF 28 → 33).}}
*Up tilt:
*Up tilt:
**{{nerf|Due to Alloy's altered size, its up tilt is much less effective at hitting opponents in front of it.}}
**{{nerf|Due to Alloy's altered size, its up tilt is much less effective at hitting opponents in front of it.}}
**{{nerf|Up tilt has more ending lag (FAF 21 → 24).}}
**{{nerf|Up tilt has more ending lag (FAF 21 → 24).}}
**{{change|The clean hit deals slightly more knockback.}}
*Down tilt:
*Down tilt:
**{{nerf|Down tilt lacks the increased damage on its outer hitbox, making it weaker overall (5%/6% → 5%).}}
**{{nerf|Down tilt lacks the increased damage on its outer hitbox, making it weaker overall (5%/6% → 5%).}}
*Dash attack:
*Dash attack:
**{{change|Dash attack only hits once, rather than multiple times. This lowers its maximum damage output (14% → 6%), but makes its damage more consistent.}}
**{{change|Dash attack only hits once, rather than multiple times. This lowers its maximum damage output (14% → 6%), but makes its damage more consistent.}}
**{{nerf|This hit has much less base knockback, reducing the move's safety.}}
**{{nerf|This hit deals much less knockback, especially at low percents.}}
**{{change|It has more knockback growth, but not enough to grant it KO potential.}}
**{{change|It also launches at a lower angle.}}
**{{change|It also launches at a lower angle.}}
*Forward smash:
*Forward smash:
**{{buff|Forward smash benefits the most from Alloy's increased size, having noticeably more range.}}
**{{buff|Forward smash benefits the most from Alloy's increased size, having noticeably more range.}}
**{{buff|It deals slightly more knockback.}}
*Up smash:
*Up smash:
**{{nerf|Alloy's up smash is much more susceptible to low-profiling.}}
**{{nerf|Alloy's up smash is much more susceptible to low-profiling.}}
**{{nerf|The sweetspot is harder to land, and deals slightly less knockback.}}
**{{nerf|The sweetspot is harder to land.}}
*Down smash:
*Down smash:
**{{nerf|Down smash deals less damage (14% → 13%) and KO later. The semi-spike's KO potential has been crippled as a result.}}
**{{nerf|Down smash deals less damage (14% → 13%).}}
**{{nerf|The hitboxes appear to have been made smaller to compensate for Alloy's increased size.}}
**{{nerf|The hitboxes appear to have been made smaller to compensate for Alloy's increased size.}}


Line 53: Line 49:
**{{nerf|It has much more landing lag (10 → 40).}}
**{{nerf|It has much more landing lag (10 → 40).}}
*Fair:
*Fair:
**{{buff|Fair deals more damage (4% (hit 1)/3% (hit 2)/5% (hit 3) → 5%/3%/6%, total 12% → 14%), and has improved KO potential.}}
**{{buff|Fair deals more damage (4% (hit 1)/3% (hit 2)/5% (hit 3) → 5%/3%/6%, total 12% → 14%).}}
**{{nerf|It has more ending lag (FAF 44 → 50).}}
**{{nerf|It has more ending lag (FAF 44 → 50).}}
**{{nerf|It has much more landing lag (15 → 40).}}
**{{nerf|It has much more landing lag (15 → 40).}}
Line 64: Line 60:
*Bair:
*Bair:
**{{nerf|Bair has more ending lag (FAF 41 → 44).}}
**{{nerf|Bair has more ending lag (FAF 41 → 44).}}
**{{nerf|It deals slightly less knockback.}}
**{{nerf|It has much more landing lag (9 → 40).}}
**{{nerf|It has much more landing lag (9 → 40).}}
*Dair:
*Dair:
Line 73: Line 68:
*{{change|Alloy uses Jigglypuff's forward throw, but it deals 8% damage like Kirby's.}}
*{{change|Alloy uses Jigglypuff's forward throw, but it deals 8% damage like Kirby's.}}
*{{change|Alloy uses Jigglypuff's up throw, but it deals more knockback, being similar in strength to Kirby's.}}
*{{change|Alloy uses Jigglypuff's up throw, but it deals more knockback, being similar in strength to Kirby's.}}
**{{buff|The altered animation causes opponents to be released higher up. Combined with the throw now launching at 90˚, its KO potential has improved.}}
*{{change|Alloy uses Jigglypuff's back throw, but it deals 8% damage like Kirby's, and its knockback is like Kirby's as well.}}
*{{change|Alloy uses Jigglypuff's back throw, but it deals 8% damage like Kirby's, and its knockback is like Kirby's as well.}}


Line 88: Line 82:
*{{nerf|Alloy cannot shield or dodge.}}
*{{nerf|Alloy cannot shield or dodge.}}
*{{nerf|Alloy cannot grab ledges.}}
*{{nerf|Alloy cannot grab ledges.}}
*{{nerf|Alloy gains no respawn invincibility, and cannot interact with most items.}}
*{{change|Alloy is larger than Captain Falcon, making it easier to hit, however some of its attacks have more range.}}
*{{change|Alloy is larger than Captain Falcon, making it easier to hit, however some of its attacks have more range.}}
*{{nerf|Alloy is lighter (104 → 98).}}
*{{nerf|Alloy is lighter (104 → 98).}}
Line 105: Line 98:
**{{nerf|Jab 3 takes an additional 3 frames to transition to rapid jab.}}
**{{nerf|Jab 3 takes an additional 3 frames to transition to rapid jab.}}
**{{nerf|The sourspot on rapid jab uses the Sakurai angle, rather than a mostly vertical angle, making it push opponents out of range sooner.}}
**{{nerf|The sourspot on rapid jab uses the Sakurai angle, rather than a mostly vertical angle, making it push opponents out of range sooner.}}
*Up tilt:
*{{nerf|Up tilt has more ending lag (FAF 40 → 46).}}
**{{nerf|Up tilt has more ending lag (FAF 40 → 46).}}
**{{nerf|Up tilt deals less knockback.}}
*Dash attack:
*Dash attack:
**{{nerf|Dash attack has more ending lag (38 → 40).}}
**{{nerf|Dash attack has more ending lag (38 → 40).}}
Line 113: Line 104:
**{{change|It uses the Sakurai angle, rather than sending opponents upward.}}
**{{change|It uses the Sakurai angle, rather than sending opponents upward.}}
**{{nerf|It has much less base knockback, especially on the clean hit, and is unsafe on hit until high percents.}}
**{{nerf|It has much less base knockback, especially on the clean hit, and is unsafe on hit until high percents.}}
**{{buff|It has more knockback growth, and can work as a niche kill option at high percents near the ledge.}}
*Forward smash:
*Forward smash:
**{{nerf|It has more ending lag (FAF 60 → 65).}}
**{{nerf|It has more ending lag (FAF 60 → 65).}}
**{{nerf|It deals less damage (19%/18%/20% → 17%).}}
**{{nerf|It deals less damage (19% → 17%).}}
**{{buff|It deals more knockback, despite the damage reduction, and as such can KO earlier.}}
*{{nerf|Up smash doesn't connect as well against grounded opponents due to Alloy's size.}}
*Up smash:
*{{nerf|Down smash's first hit deals less damage (18% → 16%).}}
**{{nerf|Up smash doesn't connect as well against grounded opponents due to Alloy's size.}}
**{{buff|Up smash deals noticeably more knockback.}}
*Down smash:
**{{nerf|Down smash's first hit deals less damage (18% → 16%).}}
**{{buff|It also deals slightly more knockback, despite the damage reduction. The second hit deals more knockback as well.}}


===Aerials===
===Aerials===
Line 129: Line 114:
*Nair:
*Nair:
**{{buff|Nair deals more damage (4% (hit 1)/6% (hit 2) → 6%/7%).}}
**{{buff|Nair deals more damage (4% (hit 1)/6% (hit 2) → 6%/7%).}}
**{{nerf|The second hit deals noticeably less knockback.}}
**{{nerf|It has much more landing lag (9 → 40).}}
**{{nerf|It has much more landing lag (9 → 40).}}
*Fair:
*Fair:
**{{change|The clean hit deals consistent damage (19%/6% → 13%). It therefore lacks the tremendous power that Falcon's has, but also will always deal decent damage and knockback. It also doesn't ever deal electric damage.}}
**{{change|The clean hit deals consistent damage (19% (sweetspot)/6% → 13%). It therefore lacks the tremendous power that Falcon's has, but also will always deal decent damage and knockback. It also doesn't ever deal electric damage.}}
**{{buff|The late hit is significantly stronger (3% → 10%).}}
**{{buff|The late hit is significantly stronger (3% → 10%).}}
**{{nerf|It has much more landing lag (22 → 40).}}
**{{nerf|It has much more landing lag (22 → 40).}}
*{{nerf|Uair has much more landing lag (9 → 40).}}
*{{nerf|Uair has much more landing lag (9 → 40).}}
*Bair:
*Bair:
**{{nerf|Bair deals less damage (14% (clean)/8% (late) → 12%/7%). It is subsequently significantly worse at KOing}}
**{{nerf|Bair deals less damage (14% (clean)/8% (late) → 12%/7%).}}
**{{nerf|It has much more landing lag (12 → 40).}}
**{{nerf|It has much more landing lag (12 → 40).}}
*Dair:
*Dair:
Line 156: Line 140:
*{{nerf|Alloy cannot shield or dodge.}}
*{{nerf|Alloy cannot shield or dodge.}}
*{{nerf|Alloy cannot grab ledges.}}
*{{nerf|Alloy cannot grab ledges.}}
*{{nerf|Alloy gains no respawn invincibility, and cannot interact with most items.}}
*{{change|Alloy is larger than Zelda, making it easier to hit, however some of its attacks have more range.}}
*{{change|Alloy is larger than Zelda, making it easier to hit, however some of its attacks have more range.}}
*{{buff|Alloy is considerably heavier than Zelda (85 → 98).}}
*{{buff|Alloy is considerably heavier than Zelda (85 → 98).}}
Line 179: Line 162:
*Up tilt:
*Up tilt:
**{{nerf|Alloy's up tilt appears to have smaller hitboxes. It is also more susceptible to low-profiling, and has a shorter hitbox duration, not becoming active until frame 12, rather than frame 10.}}
**{{nerf|Alloy's up tilt appears to have smaller hitboxes. It is also more susceptible to low-profiling, and has a shorter hitbox duration, not becoming active until frame 12, rather than frame 10.}}
**{{nerf|It deals less damage (11% → 9%), with knockback not compensated, weakening its KO potential.}}
**{{nerf|It deals less damage (11% → 9%), with knockback not fully compensated, weakening its KO potential.}}
**{{nerf|It has more ending lag (FAF 48 → 55).}}
**{{nerf|It has more ending lag (FAF 48 → 55).}}
*Down tilt:
*Down tilt:
Line 201: Line 184:
*Down smash:
*Down smash:
**{{nerf|The move doesn't semi-spike, instead launching at the Sakurai angle.}}
**{{nerf|The move doesn't semi-spike, instead launching at the Sakurai angle.}}
***{{buff|Although it deals more knockback to compensate. The first hit KOs later overall, but the second hit KOs earlier.}}
***{{buff|Although it appears to deal more knockback to partially compensate.}}
**{{change|The move has an altered animation, being much smoother and more graceful. This is presumably due to Alloy's lack of a dress making the old animation unsuitable.}}
**{{change|The move has an altered animation, being much smoother and more graceful. This is presumably due to Alloy's lack of a dress making the old animation unsuitable.}}


Line 232: Line 215:
*{{nerf|Alloy cannot use up special.}}
*{{nerf|Alloy cannot use up special.}}
*{{nerf|Alloy cannot use down special. As such, it completely lacks access to Sheik's moveset.}}
*{{nerf|Alloy cannot use down special. As such, it completely lacks access to Sheik's moveset.}}
*{{nerf|Alloy cannot use Final Smash. Attempting to do so will freeze it in place on the ground or lock it into an inactionable airborne state in the air until it is hit.}}
==Yellow Alloy==
===Attributes===
*{{nerf|Alloy cannot shield or dodge}}
*{{nerf|Alloy cannot grab ledges}}
*{{nerf|Alloy gains no respawn invincibility, and cannot interact with most items.}}
*{{change|Alloy is larger than Mario, making it easier to hit, however some of its attacks have more range.}}
*{{nerf|Alloy's horns appear to be damageable, making it easier to hit overall.}}
*{{buff|Alloy's initial dash is slightly faster.}}
*{{buff|Alloy's double jump is much higher.}}
===Ground moves===
*Jab:
**{{nerf|The outer hitbox of Alloy's jab 1 and 2 don't send opponents up rather than away, reducing the jab's reliability.}}
**{{buff|Jab 3 has 1 less frame of startup (5 frames → 4).}}
**{{nerf|Jab 3 has more ending lag (FAF 30 → 40).}}
**{{nerf|Jab 3 deals slightly less knockback.}}
*Forward tilt:
**{{buff|Forward tilt deals more damage (8% → 10%), which also grants it KO potential.}}
**{{nerf|It has more ending lag (FAF 25 → 33).}}
*{{nerf|Up tilt has slightly more ending lag (FAF 30 → 31).}}
*{{buff|The sourspot on Alloy's down tilt still does 7% damage, instead of 5%.}}
*Dash attack:
**{{buff|Dash attack has noticeably more range, due to Alloy's increased size making it slide further.}}
**{{nerf|It has considerably more ending lag (FAF 38 → 54).}}
*Forward smash:
**{{change|It deals consistent damage and knockback, regardless of hitbox or angle (14%/13%/15%/17%/16%/18% → 15%).}}
**{{nerf|It lacks the outermost hitbox, removing its disjoint and shortening its range, though it still has similar range overall due to Alloy's increased size making it move further forwards.}}
**{{nerf|It has more ending lag (FAF 48 → 57).}}
*{{buff|Up smash deals more knockback.}}
*Down smash:
**{{nerf|Down smash's hitboxes have been reduced in size relative to Alloy, to the point where the move actually has less range than Mario's, and the hitboxes no longer fully cover its legs, as opposed to Mario's which is disjointed.}}
**{{buff|Alloy's down smash does more knockback on both hits, and the second hit deals more damage (12% → 13%).}}
===Aerials===
*Nair:
**{{buff|It deals more damage (10% (clean)/5% (late) → 12%/6%), with the clean hit having improved KO potential.}}
**{{nerf|It has much more landing lag (10 → 40).}}
*Fair:
**{{nerf|Fair cannot meteor smash.}}
**{{buff|However, it has consistent damage (13%/12%/10% → 13%).}}
**{{nerf|It has more startup (15 frames → 16).}}
**{{nerf|It has even more ending lag (FAF 60 → 76).}}
**{{nerf|It has much more landing lag (26 → 40).}}
*Uair:
**{{nerf|Uair's hitboxes are smaller relative to Alloy, removing the disjoint.}}
**{{nerf|Uair deals less knockback, and launches at a higher angle that is worse for getting opponents offstage, but not high enough to allow reliable KOs off the top, especially given the reduced knockback. This also does not grant it increased combo potential, because...}}
**{{nerf|Uair has more ending lag (FAF 30 → 34).}}
**{{nerf|Uair has much more landing lag (10 → 40).}}
*Bair:
**{{nerf|Bair's hitboxes are smaller relative to Alloy, removing the disjoint.}}
**{{nerf|It deals less damage (12% → 11%), with knockback only partly compensated.}}
**{{buff|The hitbox remains clean throughout its duration.}}
**{{nerf|It has considerably more ending lag (FAF 34 → 46).}}
**{{nerf|It has much more landing lag (10 → 40).}}
*Dair:
**{{nerf|Dair's hitboxes are smaller relative to Alloy.}}
**{{nerf|The landing hitbox has been removed.}}
**{{nerf|It has more ending lag (FAF 38 → 45).}}
**{{nerf|It has much more landing lag (19 → 40).}}
===Grab attacks===
*{{nerf|All of Alloy's grabs appear to have reduced hitbox sizes.}}
*{{buff|Back throw deals slightly more knockback.}}
*{{nerf|Down throw has more ending lag (FAF 40 → 48). It also deals 7 frames of hitlag, reducing the effective extra ending lag to 1 frame, but giving the opponent more time to react and DI.}}
*{{change|Down throw has much less knockback growth.}}
===Specials===
*{{nerf|Alloy cannot use neutral special.}}
*{{nerf|Alloy cannot use side special.}}
*{{nerf|Alloy cannot use up special.}}
*{{nerf|Alloy cannot use down special.}}
*{{nerf|Alloy cannot use Final Smash. Attempting to do so will freeze it in place on the ground or lock it into an inactionable airborne state in the air until it is hit.}}
*{{nerf|Alloy cannot use Final Smash. Attempting to do so will freeze it in place on the ground or lock it into an inactionable airborne state in the air until it is hit.}}

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