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

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*{{nerf|Alloy cannot use up special.}}
*{{nerf|Alloy cannot use up special.}}
*{{nerf|Alloy cannot use down 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==
===Attributes===
*{{nerf|Alloy cannot shield or dodge.}}
*{{nerf|Alloy cannot grab ledges.}}
*{{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===
*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 fully 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 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.}}
===Aerials===
*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===
*{{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.}}
*{{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.}}

Revision as of 16:16, August 15, 2021

Green Alloy

Attributes

  • Nerf Alloy cannot shield or dodge
  • Nerf Alloy cannot grab ledges
  • 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

  • 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%).
    • 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).
  • 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 deals much less knockback, especially at low percents.
    • 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.
  • Up smash:
    • Nerf Alloy's up smash is much more susceptible to low-profiling.
    • Nerf The sweetspot is harder to land.
  • Down smash:
    • Nerf Down smash deals less damage (14% → 13%).
    • Nerf The hitboxes appear to have been made smaller to compensate for Alloy's increased size.

Aerials

  • 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%).
    • 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 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

  • 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 back throw, but it deals 8% damage like Kirby's, and its knockback is like Kirby's as well.

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.

Red Alloy

Attributes

  • Nerf Alloy cannot shield or dodge.
  • Nerf Alloy cannot grab ledges.
  • 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

  • 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.
  • Nerf Up tilt has more ending lag (FAF 40 → 46).
  • 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.
  • Forward smash:
    • Nerf It has more ending lag (FAF 60 → 65).
    • Nerf It deals less damage (19% → 17%).
  • Nerf Up smash doesn't connect as well against grounded opponents due to Alloy's size.
  • Nerf Down smash's first hit deals less damage (18% → 16%).

Aerials

  • Nair:
    • Buff Nair deals more damage (4% (hit 1)/6% (hit 2) → 6%/7%).
    • Nerf It has much more landing lag (9 → 40).
  • 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.
    • 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%).
    • 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

  • 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

Attributes

  • Nerf Alloy cannot shield or dodge.
  • Nerf Alloy cannot grab ledges.
  • 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

  • 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 fully 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 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.

Aerials

  • 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

  • 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.