Super Smash Bros. Brawl

Green Alloy (SSBB): Difference between revisions

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==Attributes==
==Attributes==
{{stub}}
{{stub}}
Green Alloy is a midweight, floaty character with a larger frame and 5 [[double jump]]s. This comes with the upside of having slightly more reach and better [[edge guarding]] capabilities compared to {{SSBB|Kirby}} and {{SSBB|Jigglypuff}}, but comes with the vicious downside of struggling mightily at a disadvantage. However, Green Alloy's increased size comes with multiple notable benefits to his ground game that should not be ignored. His up tilt can hit through platforms with relative ease and connect into itself decently, forward tilt is a strong midrange poke, and down tilt's 35% trip chance can allow for good follow-ups into his strong throws. These all end decently quickly and have large hitboxes, assisting greatly in a [[neutral game]]. However, this is brought down by Green Alloy's inability to [[shield]], forcing him to play with these moves aggressively, rather than focus on spacing, lest he get overwhelmed with projectiles and long-ranged attacks like {{SSBB|Meta Knight}} and {{SSBB|Marth}}'s strong aerials.  
Green Alloy is a midweight, floaty character with a larger frame and 5 [[double jump]]s. This comes with the upside of having slightly more reach and better [[edge guarding]] capabilities compared to {{SSBB|Kirby}} and {{SSBB|Jigglypuff}}, but comes with the vicious downside of struggling mightily at a disadvantage. However, Green Alloy's increased size comes with multiple notable benefits to his ground game that should not be ignored. His up tilt can hit through platforms with relative ease and connect into itself decently, forward tilt is a strong midrange poke, and down tilt's 35% trip chance can allow for good follow-ups into his strong throws. These all end decently quickly and have large hitboxes, assisting greatly in a [[neutral game]]. However, this is brought down by Green Alloy's inability to [[shield]], forcing him to play with these moves aggressively, rather than focus on spacing, lest he get overwhelmed with projectiles and long-ranged attacks like {{SSBB|Meta Knight}} and {{SSBB|Marth}}'s strong aerials. Being unable to [[airdodge]] also makes them incapable of [[hitstun canceling]], which makes them uniquely easy to combo, especially given that their aerials are not ideal combo breakers.


==Differences from {{SSBM|Kirby}}==
==Differences from {{SSBM|Kirby}}==

Revision as of 14:04, July 27, 2023

This article is about Green Alloy's debug-playable appearance in Brawl. For the character in other contexts, see Fighting Alloy Team.
Green Alloy
in Super Smash Bros. Brawl
GreenAlloySSBB.png
SmashBrosSymbol.svg
Universe Super Smash Bros.
A boss in Brawl
Availability Hacking
Tier Banned

Green Alloy (ザコグリーン Zakogurīn, Green Small Fry), is an unplayable character in Super Smash Bros. Brawl and only playable via hacking. He's a clone of Kirby, albeit with some throws from Jigglypuff.

When playable, much like many Multi-Man Brawl characters, Green Alloy is worse than a good portion of the Brawl roster. With a lack of special moves, no shield, a larger frame, higher weight, 40 frames of landing lag on all aerial attacks, and the inability to grab the ledge, it is very difficult for Green Alloy to mount an offence or defend himself. However, because of Green Alloy being built from Kirby, as well as having extra weight and higher ground speed, he's able to survive for much longer than his counterpart while being a bit harder to contest directly. Additionally, Jigglypuff's throws prove to be rather beneficial, with the up throw's changes being made a KO move of sorts. Green Alloy also has slightly larger hitboxes, in part because of his increased size, giving him slightly more reach, helping it get in; however, this does fail to solve issues such as a terrible Falco matchup, especially due to the lack of a shield. In general, should he ever become legal, Green Alloy does appear to have a niche over Kirby, in spite of such horrendous weaknesses, but is seemingly outclassed by King Dedede and Meta Knight in most respects.

If a player wins with Green Alloy, the game will crash without further modifications. When losing, the game will continue, with Green Alloy being in a pratfall state.

Codes

Green Alloy can be played as using the following Gecko codes and choosing any character on the Character select screen. These codes are for the NTSC release.

Player Slot Code
1 4A000000 90180F20
10000098 00000031
E0000000 80008000
2 4A000000 90180F7C
10000098 00000031
E0000000 80008000
3 4A000000 90180FD8
10000098 00000031
E0000000 80008000
4 4A000000 90181034
10000098 00000031
E0000000 80008000

Attributes

Stub.png

Green Alloy is a midweight, floaty character with a larger frame and 5 double jumps. This comes with the upside of having slightly more reach and better edge guarding capabilities compared to Kirby and Jigglypuff, but comes with the vicious downside of struggling mightily at a disadvantage. However, Green Alloy's increased size comes with multiple notable benefits to his ground game that should not be ignored. His up tilt can hit through platforms with relative ease and connect into itself decently, forward tilt is a strong midrange poke, and down tilt's 35% trip chance can allow for good follow-ups into his strong throws. These all end decently quickly and have large hitboxes, assisting greatly in a neutral game. However, this is brought down by Green Alloy's inability to shield, forcing him to play with these moves aggressively, rather than focus on spacing, lest he get overwhelmed with projectiles and long-ranged attacks like Meta Knight and Marth's strong aerials. Being unable to airdodge also makes them incapable of hitstun canceling, which makes them uniquely easy to combo, especially given that their aerials are not ideal combo breakers.

Differences from Kirby

Green Alloy is, on a surface level, a heavier, larger Kirby, with slightly different attacks and higher speed when grounded; in general, his ground game is much more effective.

Aesthetics

  • Change Green Alloy has a larger model, giving him more reach, but making him much easier to combo.
  • Change Green Alloy is unvoiced.

Attributes

  • Nerf Green Alloy has no special moves.
  • Nerf Green Alloy can't shield and thus cannot roll or spotdodge.
  • Nerf Green Alloy can't airdodge and thus cannot perform hitstun cancelling, making them uniquely susceptible to combos.
  • Nerf Green Alloy can't grab the ledge and can't use any ledge options by extension.
  • Buff Green Alloy's walk speed is higher (0.95× → 1.1×).
  • Buff Green Alloy's initial dash speed is higher (1.4× → 1.5×).
  • Buff Green Alloy's dash speed is much higher (1.371× → 1.5×).
  • Change Green Alloy's traction is much higher (0.0493× → 0.06×), making it easier to stop short when dashing, but reducing the effectiveness of sliding-based techniques like DACUS.
  • Change Green Alloy's weight is much higher (78 → 98), adding significant survivability, but making Green Alloy more vulnerable to chain grabs and combos.
  • Nerf Green Alloy's jumpsquat is worse by 1 frame (4f → 5f).
  • Buff Green Alloy's gravity is higher (0.061× → 0.075×), helping Green Alloy land quicker and increasing vertical survivability. Helps in tandem with fall speed.
  • Buff Green Alloy's fall speed is slightly higher (1.2× → 1.28×).
  • Nerf Green Alloy's fast fall speed is much lower (1.9× → 1.792×).
  • Nerf Green Alloy's air acceleration is lower (0.11× → 0.09×).
  • Buff Green Alloy's air speed is higher (0.85× → 0.94×).
  • Nerf Green Alloy has a significantly worse meteor cancel window, tied with Wolf for the worst in the game (25f → 60f).

Ground attacks

  • Nerf Jab 1 has increased endlag (FAF: 16f → 18f) and knockback growth (30 → 50), while also transitioning to jab 2 a frame later (4/6 → 5/6), making it slightly more likely for opponents to fall out and 2 frames worse on shield (-12f → -14f).
  • Buff Jab 2 does 1% more damage (3% → 4%).
  • Nerf Jab 2 has increased endlag (FAF: 16f → 21f) and knockback growth (30 → 50), making it easier for opponents to fall out. The endlag makes it much worse on shield (-12 → -16).
  • Nerf Rapid Jab has increased weight-based knockback (4 → 8), making it easier for opponents to fall out.
  • Change Dash attack is functionally a different move, being a single-hit attack instead of using multiple hits.
    • Buff This makes it considerably less vulnerable to SDI, a big weakness of Kirby's.
    • Buff This single hit does more damage compared to the final hit (4% → 6%).
    • Buff It sends at a much steeper angle compared to Kirby's final hit (65° → 35°), giving more favourable situations thereafter.
    • Nerf It has much worse base knockback compared to Kirby's final hit (90/70 → 30), but consistent knockback growth (70/100 → 100).
    • Nerf The lack of multiple hits makes it much worse on shield (-13f → -40f to -20f depending on when it hits).
    • Nerf The move, overall, has worse endlag (FAF: 50f → 55f).
  • Buff Forward tilt has a single hitbox and does more damage (8/7% → 9%).
  • Nerf Forward tilt has higher endlag (FAF: 28f → 33f), making it worse on shield by proxy (-20f → -24f.
  • Buff Green Alloy's increased size allows up tilt to hit through platforms on stages like Battlefield, and it has increased knockback growth (102 → 105). This makes it strong platform pressure.
    • Nerf However, it has slightly worse endlag (FAF: 21f → 24f), making it worse on shield (-14f/-13f → -17f/16f).
  • Nerf Down tilt now only deals 5%, without a 6% hitbox. However, the 35%/30% trip chance hitboxes remain. The reduced damage makes it lose access to the -14f on shield hitbox as well.
  • Nerf Forward smash comes out a frame slower with a frame less hitbox activity (12-16 → 13-15), with a frame gap between the initial hit and late hit (both being 17-21), causing it to have a frame perfect situation where it can miss.
    • Nerf Additionally, it always deals 15%/13% (early/late), and has consistent knockback growth (98/96 KBG) compared to Kirby's variable hitboxes with a sweetspot.
    • Buff Forward smash has higher base knockback on the early hit (38 → 45), which makes it a frame safer on shield (-31f compared to -32f/-33f).
    • Change Forward smash has different and consistent launch angles (~40°/~73° spanning 3 hitboxes → 361°/75°), giving Sakurai angle access, making it launch at more favourable angles at lower percentages. However, it will, generally, KO later.
  • Nerf Up smash lacks foot intangibility, making it a worse anti-air.
  • Nerf Up smash's weaker clean hitbox deals 1% less damage (14%13%.
  • Nerf Up smash's entire clean hitbox has consistent base knockback, but is overall lower (34/30 → 30). It's also consistently worse on shield.
  • Buff Up smash's late hit deals more damage (12%/11% → 13%/12%).
  • Nerf Down smash lacks foot intangibility.
  • Nerf Down smash's clean hit deals less damage (14%15%).
  • Buff Down smash's late hit lasts 2 frames longer (15-22 → 15-24), making it better on the ledge.
  • Nerf Down smash has less knockback growth on the sourspot hitboxes (85 → 80).
  • Change Green Alloy has a clone of Jigglypuff's forward throw.
    • Nerf It deals 2% less damage in the pre-throw state (5% → 3%).
  • Change Green Alloy has a clone of Jigglypuff's up throw.
    • Change It's weight independent, having consistent endlag as a result, with a FAF of 42.
    • Buff It throws on an earlier frame (9f → 11f).
    • Buff It has decreased base knockback, but much more knockback growth (BKB: 110 → 70, KBG: 30 → 70).

Aerial attacks

  • Nerf Green Alloy cannot air dodge.
  • Nerf All of Green Alloy's aerial attacks have 40 frames of landing lag, making them terrible on shield and reducing follow-up potential.
  • Nerf All of Green Alloy's aerial attacks have worse FAFs (NAir: 73 → 80, FAir: 44 → 50, BAir: 41 → 44, UAir: 40 → 48, DAir: 55 → 60).
    • Buff However, forward aerial and back aerial autocancel sooner (41+ → 38+, 22+ → 21+).
  • Change Forward aerial does more damage (4%/3%/5% → 5%/3%/6%), but the last hit has worse knockback growth (138 → 130).
  • Nerf Back aerial has slightly less knockback growth on the early and late hits (105/110 → 103/100).
  • Buff Up aerial now sends at the Sakurai angle (70° → 361°), making it much stronger off-stage.
  • Buff Up aerial deals 1% more damage (10% → 11%) and has increased base knockback and knockback growth (BKB: 20 → 30, KBG: 98 → 105), making it a KO move.
  • Nerf Up aerial has a frame less hitbox activity (10-15 → 10-14), causing it to not hit below or behind Green Alloy.
  • Nerf Down aerial has slightly worse knockback growth on the multi-hits (107 → 100).

Moveset

For a gallery of Green Alloy's hitboxes, see here.

  Name Damage Description
Neutral attack   2% Green Alloy throws out a series of quick punches. Neutral infinite loops on frame 25.
4%
1-2%
Forward tilt   9% A quick, angle-able roundhouse kick.
Up tilt   7% (clean), 5% (late) A wide-reaching scorpion kick. Can hit through platforms such as those on Battlefield, making it extremely strong platform pressure. Has some follow-up potential, namely up aerial to send the opponent off-stage.
Down tilt   5% Performs a legsweep with a 30/35% chance to trip[1] depending on the hitbox that lands. With a successful trip, a grab is near enough guaranteed.
Dash attack   6% Green Alloy spins forwards, almost like a break-dance. Has a single hit, but the knockback is weak, so it only becomes useful when tumble is possible.
Forward smash   15% (clean), 13% (late) Green Alloy lunges forward with a kick. Can be angled, but will always deal the same amount of damage. Hits on frame 8 from charge release.
Up smash   15%/13% (clean), 14%/12% (mid), 13%/12% (late) Green Alloy does a backflip whilst kicking upwards. Hits on frame 8 from charge release.
Down smash   13% (clean), 11%/9% (late) Green Alloy spins whilst kicking both sides. Lasts a noticeably long time, making it decent on the ledge. Hits on frame 8 from charge release.
Neutral aerial   12% (clean), 10% (mid), 8% (mid-late), 6% (late) Green Alloy spins in the air. Extremely weak, but has a decently long hitbox duration for gimps. However, it is generally outclassed by other moves in this role. Extremely high landing lag makes it unusable in neutral.
Forward aerial   5% (hit 1), 3% (hit 2), 6% (hit 3) Green Alloy kicks thrice, each hit leading into the other. Deals slightly more damage compared to Kirby's, but the massive endlag in the air or on the ground makes it hard to utilise.
Back aerial   12% (clean), 9% (late) A backwards sex kick. Has large, quick, disjointed hitboxes, and just enough wiggle room to perform techniques like the Wall of Pain off-stage.
Up aerial   11% A bicycle kick. Because of the Sakurai angle, this attack will send opponents in front of Green Alloy, making it largely akin to a forward aerial in use-cases. Thus, it can be effective for edge guarding or even merely getting opponents off-stage.
Down aerial   2% (hits 1-6), 2% (landing) A downwards drill kick. Due to the enormous landing lag, it is useless for combos on-stage, and off-stage it's extremely weak, only working against characters with equally poor recoveries.
Grab    
Pummel   1% Punches the grabbed opponent with fair speed.
Forward throw   8% Jigglypuff's forward throw. Has noticeable base knockback and launches the opponent at a fair angle, giving good opportunity for follow-up attacks.
Back throw   8% Identical to Kirby's, giving similar follow-up opportunities to forward throw, albeit with more opportunities to react by comparison.
Up throw 10% Jigglypuff's up throw. It's weight independent and has more KO potential at higher percentages by comparison. At lower percentages, it has minor follow-up potential in up aerial.
Down throw   1% (hits 1-10), 2% (throw) Green Alloy throws the opponent to the ground and tramples them. Can deal collateral damage in Team Battle.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  6% Green Alloy gets up and does a spin kick.
Floor attack (back)
Floor getups (back)
  6% Green Alloy gets up, then kicks on one side, then the other.
Floor attack (trip)
Floor getups (trip)
  5% Green Alloy gets up then spins around, kicking.

Announcer call

The Fighting Alloy Team has an unused announcer call intended for Classic Mode, which can be accessed if an Alloy is made selectable on the Character select screen. It is present in all versions.

In competitive play

Due to Green Alloy only being playable via hacking, he's 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, 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 Multi-Man Brawl

The Fighting Alloys fighting Mario and Sonic in Co-op 3-Minute Brawl.

Green 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's quite overwhelming. Additionally, in each mode, Green Alloy will fight with a handicap, changing his properties by quite a bit.

Trophies

The Green Alloy trophy is unlocked by clearing a 15-Minute Brawl.

Green Alloy's trophy in Brawl
Green Alloy
The guy who clearly has the biggest head of all the Alloys. In fact, he's all head! When you face him in the 100-Man Brawl, he'll come at you in a group with other Alloys. While kicking around herds of these bad boys can be good fun, the highest-difficulty Brawl challenge is brutal--the Green Alloys will come at you like merciless demons!
Wii: Super Smash Bros. Brawl

Trivia

The Fighting Alloy Team on the victory screen, with the Green, Red, and Blue Alloys in their tripped state, while Yellow Alloy is in its standing pose.
  • When winning, if the game is forced to not crash, in lieu of a victory pose, all Alloys will use their default standing pose instead.

References