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'''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 | '''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}}. | ||
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. | ||
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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 [[hitstun cancelling]], making him uniquely susceptible to combos.}} | * {{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 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. | * {{nerf|Red Alloy gets no [[respawn]] invincibility.}} | ||
* {{nerf|Red Alloy's [[initial dash]] speed is much worse (2. | * {{buff|Red Alloy's [[walk speed]] is higher (0.85 → 1.1).}} | ||
* {{nerf|Red Alloy's [[dash]] speed is much worse (2. | * {{nerf|Red Alloy's [[initial dash]] speed is much worse (2.05 → 1.5).}} | ||
* {{change|Red Alloy's traction is slightly higher (0. | * {{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 [[gravity]] is | * {{nerf|Red Alloy's [[weight]] is worse (104 → 98), reducing survivability.}} | ||
* {{ | * {{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.}} | ||
* {{nerf|Red Alloy's [[fast fall]] speed is much lower (2. | * {{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.}} | ||
* {{buff|Red Alloy's [[air acceleration]] is higher (0. | * {{nerf|Red Alloy's [[fast fall]] speed is much lower (2.5718 → 1.792).}} | ||
* {{nerf|Red Alloy's [[air speed]] is lower (1. | * {{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 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 | ** {{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|Angled forward tilts don't have | * {{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|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 | * {{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.}} | ||
* {{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 (18 | * {{nerf|The first hit of down smash's sweetspot does less damage ({{ChargedSmashDmgSSBB|18}} → {{ChargedSmashDmgSSBB|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.}} | ||
* {{nerf|Neutral aerial and back aerial autocancel later (NAir: 32+ → 34+).}} | |||
* {{buff|Down aerial autocancels sooner (39+ → 36+).}} | * {{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.}} | ||
* {{change|Neutral aerial does less [[ | * {{change|Neutral aerial's first hit does less [[set 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 late hit deals much more damage (3% → 10%), and has altered knockback (35 (base)/80 (scaling) → 20/100), dealing much more knockback overall.}} | ||
* {{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°, 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 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.}} | ||
==Moveset== | ==Moveset== | ||
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|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 | |||
}} | }} | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
Due to Red Alloy only being playable via [[hacking]], he | 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. | ||
==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 | 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. | ||
{{clr}} | {{clr}} | ||
==[[ | ==[[Trophy]]== | ||
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 | ||
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{{reflist}} | {{reflist}} | ||
{{ | {{Bosses}} | ||
{{Smash universe}} | {{Smash universe}} | ||
[[Category: | [[Category:Unplayable characters (SSBB)]] | ||
[[Category:Red Alloy (SSBB)]] | [[Category:Red Alloy (SSBB)]] | ||
[[Category: | [[Category:Trophies (SSBB)]] | ||