User:Alex the weeb/Alloy changelog: Difference between revisions

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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 24: Line 25:
**{{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%).}}
**{{buff|Forward tilt deals more damage (8% → 9%). As such, it has some KO potential near the ledge.}}
**{{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 deals much less knockback, especially at low percents.}}
**{{nerf|This hit has much less base knockback, reducing the move's safety.}}
**{{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.}}
**{{nerf|The sweetspot is harder to land, and deals slightly less knockback.}}
*Down smash:
*Down smash:
**{{nerf|Down smash deals less damage (14% → 13%).}}
**{{nerf|Down smash deals less damage (14% → 13%) and KO later. The semi-spike's KO potential has been crippled as a result.}}
**{{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 49: Line 53:
**{{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%).}}
**{{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.}}
**{{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 60: Line 64:
*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 68: Line 73:
*{{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.}}


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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 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 98: Line 105:
**{{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.}}
*{{nerf|Up tilt has more ending lag (FAF 40 → 46).}}
*Up tilt:
**{{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 104: Line 113:
**{{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% → 17%).}}
**{{nerf|It deals less damage (19%/18%/20% → 17%).}}
*{{nerf|Up smash doesn't connect as well against grounded opponents due to Alloy's size.}}
**{{buff|It deals more knockback, despite the damage reduction, and as such can KO earlier.}}
*{{nerf|Down smash's first hit deals less damage (18% → 16%).}}
*Up smash:
**{{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 114: Line 129:
*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% (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.}}
**{{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.}}
**{{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%).}}
**{{nerf|Bair deals less damage (14% (clean)/8% (late) → 12%/7%). It is subsequently significantly worse at KOing}}
**{{nerf|It has much more landing lag (12 → 40).}}
**{{nerf|It has much more landing lag (12 → 40).}}
*Dair:
*Dair:
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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 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 162: Line 179:
*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 fully compensated, weakening its KO potential.}}
**{{nerf|It deals less damage (11% → 9%), with knockback not 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:
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*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 appears to deal more knockback to partially compensate.}}
***{{buff|Although it deals more knockback to compensate. The first hit KOs later overall, but the second hit KOs earlier.}}
**{{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.}}


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*{{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.}}

Latest revision as of 14:30, August 21, 2021

Green Alloy[edit]

Attributes[edit]

  • 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 Kirby, making it easier to hit, however some of its attacks have more range.
  • Buff Alloy is considerably heavier (78 → 98).
  • Buff Alloy walks faster
  • Buff Alloy runs slightly faster
  • Nerf Alloy has 1 extra frame of jumpsquat (4 → 5).
  • Buff All of Alloy's jumps go higher, especially its midair jumps. They also do not decay in height with each successive jump.
    • Nerf The higher short hop can make it harder to hit certain opponents with short hop aerials.
  • Nerf Alloy's crouch is much less effective at low-profiling attacks.
  • Change Alloy's fall speed is higher.
  • Change Alloy's gravity is higher.
  • Buff Alloy's air speed is slightly higher.

Ground attacks[edit]

  • Jab:
    • Nerf Jab 1 has 2 additional frames of ending lag (FAF 16 → 18).
    • Buff Jab 2 deals more damage (3% → 4%).
    • Nerf Rapid Jab lacks the disjoint that Kirby's has, reducing its range considerably, and making it less reliable.
      • Buff Although, this means it has no sourspot.
    • Change Rapid Jab has a different angle, which lifts opponents off the ground
  • Forward tilt:
    • Buff Forward tilt deals more damage (8% → 9%). As such, it has some KO potential near the ledge.
    • Nerf It has noticeably more ending lag (FAF 28 → 33).
  • Up tilt:
    • 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).
    • Change The clean hit deals slightly more knockback.
  • Down tilt:
    • Nerf Down tilt lacks the increased damage on its outer hitbox, making it weaker overall (5%/6% → 5%).
  • 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.
    • Nerf This hit has much less base knockback, reducing the move's safety.
    • Change It has more knockback growth, but not enough to grant it KO potential.
    • Change It also launches at a lower angle.
  • Forward smash:
    • Buff Forward smash benefits the most from Alloy's increased size, having noticeably more range.
    • Buff It deals slightly more knockback.
  • Up smash:
    • Nerf Alloy's up smash is much more susceptible to low-profiling.
    • Nerf The sweetspot is harder to land, and deals slightly less knockback.
  • 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 The hitboxes appear to have been made smaller to compensate for Alloy's increased size.

Aerials[edit]

  • Nair:
    • Nerf Nair has more ending lag (FAF 73 → 80).
    • Nerf It has much more landing lag (10 → 40).
  • 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.
    • Nerf It has more ending lag (FAF 44 → 50).
    • Nerf It has much more landing lag (15 → 40).
  • Uair:
    • Buff Uair deals more damage (10% → 11%).
    • Buff Uair deals noticeably more knockback.
    • Change It launches at the Sakurai angle rather than launching upwards, weakening its combo potential, but allowing it to be used to edgeguard.
    • Nerf It has more ending lag (FAF 40 → 48).
    • Nerf It has much more landing lag (10 → 40).
  • Bair:
    • Nerf Bair has more ending lag (FAF 41 → 44).
    • Nerf It deals slightly less knockback.
    • Nerf It has much more landing lag (9 → 40).
  • Dair:
    • Nerf Dair has more ending lag (FAF 55 → 60).
    • Nerf It has much more landing lag (15 → 40).

Grab attacks[edit]

  • 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.
    • 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.

Specials[edit]

  • 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.

Red Alloy[edit]

Attributes[edit]

  • 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 Captain Falcon, making it easier to hit, however some of its attacks have more range.
  • Nerf Alloy is lighter (104 → 98).
  • Buff Alloy walks faster.
  • Nerf Alloy runs much slower.
  • Nerf Alloy's ground jumps are lower.
  • Buff Alloy's double jump is noticeably higher.
  • Nerf Alloy's air speed is lower.
  • Change Alloy falls slower.
  • Change Alloy's gravity is lower.
  • Nerf Alloy can't walljump.

Ground moves[edit]

  • Jab:
    • Buff Jab 3 deals more damage (6% → 7%).
    • 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.
  • Up tilt:
    • Nerf Up tilt has more ending lag (FAF 40 → 46).
    • Nerf Up tilt deals less knockback.
  • Dash attack:
    • Nerf Dash attack has more ending lag (38 → 40).
    • Buff It deals more damage (8% → 10% (clean), 6% → 7% (late)).
    • 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.
    • Buff It has more knockback growth, and can work as a niche kill option at high percents near the ledge.
  • Forward smash:
    • Nerf It has more ending lag (FAF 60 → 65).
    • Nerf It deals less damage (19%/18%/20% → 17%).
    • Buff It deals more knockback, despite the damage reduction, and as such can KO earlier.
  • Up smash:
    • 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[edit]

  • Nair:
    • 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).
  • 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.
    • Buff The late hit is significantly stronger (3% → 10%).
    • Nerf It has much more landing lag (22 → 40).
  • Nerf Uair has much more landing lag (9 → 40).
  • Bair:
    • Nerf Bair deals less damage (14% (clean)/8% (late) → 12%/7%). It is subsequently significantly worse at KOing
    • Nerf It has much more landing lag (12 → 40).
  • Dair:
    • Buff Dair deals more knockback.
    • Buff Dair retains the nipple spike from Melee, while Falcon's sourspot now launches opponents up and away. However, due to the changes to meteor cancelling, it is not a true spike anymore.
    • Nerf It has much more landing lag (21 → 40).

Specials[edit]

  • 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.

Blue Alloy[edit]

Attributes[edit]

  • 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 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 walks faster.
  • Buff Alloy runs faster.
  • Buff Alloy has less jumpsquat frames (6 → 5).
  • Buff Alloy's midair jump is much higher.
  • Change Alloy falls faster.
  • Change Alloy's gravity is higher.
  • Change None of Alloy's moves use magic, and thus usually lack the electric attack effect.

Ground moves[edit]

  • Jab:
    • Nerf Jab only hits once, for a mere 4% damage, compared to Zelda's 3 hit jab which deals 6% damage.
    • Nerf Jab lacks any horizontal disjoint, and has less horizontal range overall.
    • Buff Jab has more vertical range.
    • Nerf Jab has much more ending lag (FAF 24 → 40).
  • Forward tilt:
    • Change Forward tilt deals consistent damage (13%/11% → 12%), and knockback, always launching up and away.
    • Nerf Alloy does not move forward as much when using the move, preventing it from reaching further despite Alloy's increased size.
    • Nerf It has more ending lag (FAF 40 → 50).
  • 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 It deals less damage (11% → 9%), with knockback not compensated, weakening its KO potential.
    • Nerf It has more ending lag (FAF 48 → 55).
  • Down tilt:
    • Buff It deals more damage (7% → 8%).
    • Nerf It has drastically increased ending lag, taking more than double the amount of time to complete (FAF 25 → 55).
    • Nerf It launches opponents away instead of downwards. Combined with the increased ending lag, this makes followups impossible.
  • Dash attack
    • Nerf The late hit deals less damage (9% → 8%), and launches opponents up instead of away with less base knockback, making the move unsafe at low percents.
    • Nerf The move lacks the disjoint that Zelda's has, reducing its safety and lowering the range increase.
    • Nerf The clean hit deals slightly less knockback, and launches at a lower angle, hindering the move's KO potential.
  • Forward smash:
    • Change It hits once for 15% damage, rather than hitting multiple times for 17% damage. However this improves its consistency, as Zelda's can sometimes fail to connect, especially if the opponent SDIs.
    • Nerf The move completely lacks a disjoint, giving it shorter range overall despite Alloy's increased size.
    • Buff The move launches at a lower angle, and deals slightly more knockback, improving its KO potential.
    • Nerf The move has more ending lag (FAF 40 → 50).
  • Up smash:
    • Nerf Up smash only hits once, for 12% damage, rather than hitting multiple times for 15%. While this does make the move more consistent, it is usually weaker overall regardless.
      • Buff At very low percents, the move may connect twice, dealing 24%.
    • Nerf The move is less disjointed, and is worse at hitting grounded opponents.
    • Nerf The move deals noticeably less knockback. It also launches at a lower angle.
  • Down smash:
    • 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.
    • 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.

Aerials[edit]

  • Nair:
    • Nerf Nair only hits once, for 8%, rather than hitting multiple times for 13%. Although it is more consistent, it has much less potential damage.
    • Nerf The move is less disjointed.
    • Nerf The move deals less knockback.
    • Nerf It has much more landing lag (12 → 40).
  • Fair:
    • Change It deals consistent damage (4%/20% → 13%) and knockback.
    • Nerf It has noticeably more ending lag (FAF 40 → 50).
    • Nerf It has much more landing lag (22 → 40).
  • Uair:
    • Nerf It has much less range, due to lacking the explosion that Zelda's has.
    • Nerf It deals less damage (15% → 13%), and KOs later, despite having increased base knockback.
    • Nerf It has much more landing lag (22 → 40).
  • Bair:
    • Change It deals consistent damage (4%/20% → 13%) and knockback.
    • Nerf It has noticeably more ending lag (FAF 36 → 50).
    • Nerf It has much more landing lag (22 → 40).
  • Dair:
    • Nerf It deals consistent damage and knockback, but is much weaker overall (5%/16% → 8%).
    • Nerf The late hit has been removed, although the clean hit appears to last marginally longer.
    • Nerf It has much more landing lag (21 → 40).

Specials[edit]

  • Nerf Alloy cannot use neutral special.
  • Nerf Alloy cannot use side 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 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[edit]

Attributes[edit]

  • 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[edit]

  • 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[edit]

  • 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[edit]

  • 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[edit]

  • 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.