Red Alloy (SSBB): Difference between revisions

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Red Alloy's attacks are largely the same as Captain Falcon's, but with a lack of [[special move]]s, Red Alloy has an extreme lack of burst options to close distance, relying primarily on dash attack in this respect. This, coupled with worsened movement and the same lack of disjoint as Captain Falcon, makes approaching with Red Alloy extremely difficult. While its aerials are somewhat improved — forward aerial doesn't have a sourspot on its early hit in exchange for some power, back aerial lasts longer, and down aerial has the [[nipple spike]] from ''Melee'' — the 40 frames of landing lag make them virtually unusable if not swinging for a stock. Ergo, Red Alloy can't approach reliably on the ground or in the air, easily being suffocated by characters like {{SSBB|King Dedede}} and {{SSBB|Falco}} in neutral, unable to [[shield]] against their overwhelming tools. However, Red Alloy can find [[stock]]s more consistently, with down aerial always landing a meteor smash and having an incredibly strong up smash, but with so many issues getting in to do meaningful damage, finding opportunities to use them is difficult.
Red Alloy's attacks are largely the same as Captain Falcon's, but with a lack of [[special move]]s, Red Alloy has an extreme lack of burst options to close distance, relying primarily on dash attack in this respect. This, coupled with worsened movement and the same lack of disjoint as Captain Falcon, makes approaching with Red Alloy extremely difficult. While its aerials are somewhat improved — forward aerial doesn't have a sourspot on its early hit in exchange for some power, back aerial lasts longer, and down aerial has the [[nipple spike]] from ''Melee'' — the 40 frames of landing lag make them virtually unusable if not swinging for a stock. Ergo, Red Alloy can't approach reliably on the ground or in the air, easily being suffocated by characters like {{SSBB|King Dedede}} and {{SSBB|Falco}} in neutral, unable to [[shield]] against their overwhelming tools. However, Red Alloy can find [[stock]]s more consistently, with down aerial always landing a meteor smash and having an incredibly strong up smash, but with so many issues getting in to do meaningful damage, finding opportunities to use them is difficult.


Whereas {{SSBB|Green Alloy}} has 5 jumps to make for a vaguely respectable recovery, Red Alloy has just one [[double jump]] to try and make it back to the stage. With an inability to grab the ledge and no [[Falcon Dive]], this makes its recovery extremely easy to [[gimp]], not even being able to recover if sent at even a [[Sakurai angle]]. With only average weight, it isn't hard to send Red Alloy off-stage either.
Whereas {{SSBB|Green Alloy}} has 5 jumps to make for a vaguely respectable recovery, Red Alloy has just one [[double jump]] to try and make it back to the stage. With an inability to grab the ledge and no [[Falcon Dive]], this makes its recovery extremely easy to [[gimp]], not even being able to recover if sent at even a [[Sakurai angle]]. With only average weight, it isn't hard to send Red Alloy off-stage either, especially given that being unable to [[airdodge]] also makes them incapable of [[hitstun canceling]], which makes them uniquely easy to combo.


==Differences from {{SSBB|Captain Falcon}}==
==Differences from {{SSBB|Captain Falcon}}==
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