User:Alex the weeb/Alloy changelog
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Green Alloy
Attributes
- Alloy cannot shield or dodge
- Alloy cannot grab ledges
- Alloy is larger than Kirby, making it easier to hit, however some of its attacks have more range.
- Alloy is considerably heavier (78 → 98).
- Alloy walks faster
- Alloy runs slightly faster
- Alloy has 1 extra frame of jumpsquat (4 → 5).
- All of Alloy's jumps go higher, especially its midair jumps. They also do not decay in height with each successive jump.
- The higher short hop can make it harder to hit certain opponents with short hop aerials.
- Alloy's crouch is much less effective at low-profiling attacks.
- Alloy's fall speed is higher.
- Alloy's gravity is higher.
- Alloy's air speed is slightly higher.
Ground attacks
- Jab:
- Jab 1 has 2 additional frames of ending lag (FAF 16 → 18).
- Jab 2 deals more damage (3% → 4%).
- Rapid Jab lacks the disjoint that Kirby's has, reducing its range considerably, and making it less reliable.
- Although, this means it has no sourspot.
- Rapid Jab has a different angle, which lifts opponents off the ground
- Forward tilt:
- Forward tilt deals more damage (8% → 9%).
- It has noticeably more ending lag (FAF 28 → 33).
- Up tilt:
- Due to Alloy's altered size, its up tilt is much less effective at hitting opponents in front of it.
- Up tilt has more ending lag (FAF 21 → 24).
- Down tilt:
- Down tilt lacks the increased damage on its outer hitbox, making it weaker overall (5%/6% → 5%).
- Dash attack:
- Dash attack only hits once, rather than multiple times. This lowers its maximum damage output (14% → 6%), but makes its damage more consistent.
- This hit deals much less knockback, especially at low percents.
- It also launches at a lower angle.
- Forward smash:
- Forward smash benefits the most from Alloy's increased size, having noticeably more range.
- Up smash:
- Alloy's up smash is much more susceptible to low-profiling.
- The sweetspot is harder to land.
- Down smash:
- Down smash deals less damage (14% → 13%).
- The hitboxes appear to have been made smaller to compensate for Alloy's increased size.
Aerials
- Nair:
- Nair has more ending lag (FAF 73 → 80).
- It has much more landing lag (10 → 40).
- Fair:
- Fair deals more damage (4% (hit 1)/3% (hit 2)/5% (hit 3) → 5%/3%/6%, total 12% → 14%).
- It has more ending lag (FAF 44 → 50).
- It has much more landing lag (15 → 40).
- Uair:
- Uair deals more damage (10% → 11%).
- Uair deals noticeably more knockback.
- It launches at the Sakurai angle rather than launching upwards, weakening its combo potential, but allowing it to be used to edgeguard.
- It has more ending lag (FAF 40 → 48).
- It has much more landing lag (10 → 40).
- Bair:
- Bair has more ending lag (FAF 41 → 44).
- It has much more landing lag (9 → 40).
- Dair:
- Dair has more ending lag (FAF 55 → 60).
- It has much more landing lag (15 → 40).
Grab attacks
- Alloy uses Jigglypuff's forward throw, but it deals 8% damage like Kirby's.
- Alloy uses Jigglypuff's up throw, but it deals more knockback, being similar in strength to Kirby's.
- Alloy uses Jigglypuff's back throw, but it deals 8% damage like Kirby's, and its knockback is like Kirby's as well.
Specials
- Alloy cannot use neutral special.
- Alloy cannot use side special.
- Alloy cannot use up special.
- Alloy cannot use down special.
- 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
- Alloy cannot shield or dodge.
- Alloy cannot grab ledges.
- Alloy is larger than Captain Falcon, making it easier to hit, however some of its attacks have more range.
- Alloy is lighter (104 → 98).
- Alloy walks faster.
- Alloy runs much slower.
- Alloy's ground jumps are lower.
- Alloy's double jump is noticeably higher.
- Alloy's air speed is lower.
- Alloy falls slower.
- Alloy's gravity is lower.
- Alloy can't walljump.
Ground moves
- Jab:
- Jab 3 deals more damage (6% → 7%).
- Jab 3 takes an additional 3 frames to transition to rapid jab.
- 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 has more ending lag (FAF 40 → 46).
- Dash attack:
- Dash attack has more ending lag (38 → 40).
- It deals more damage (8% → 10% (clean), 6% → 7% (late)).
- It uses the Sakurai angle, rather than sending opponents upward.
- It has much less base knockback, especially on the clean hit, and is unsafe on hit until high percents.
- Forward smash:
- It has more ending lag (FAF 60 → 65).
- It deals less damage (19% → 17%).
- Up smash doesn't connect as well against grounded opponents due to Alloy's size.
- Down smash's first hit deals less damage (18% → 16%).
Aerials
- Nair:
- Nair deals more damage (4% (hit 1)/6% (hit 2) → 6%/7%).
- It has much more landing lag (9 → 40).
- Fair:
- 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.
- The late hit is significantly stronger (3% → 10%).
- It has much more landing lag (22 → 40).
- Uair has much more landing lag (9 → 40).
- Bair:
- Bair deals less damage (14% (clean)/8% (late) → 12%/7%).
- It has much more landing lag (12 → 40).
- Dair:
- Dair deals more knockback.
- 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.
- It has much more landing lag (21 → 40).
Specials
- Alloy cannot use neutral special.
- Alloy cannot use side special.
- Alloy cannot use up special.
- Alloy cannot use down special.
- 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
- Alloy cannot shield or dodge.
- Alloy cannot grab ledges.
- Alloy is larger than Zelda, making it easier to hit, however some of its attacks have more range.
- Alloy is considerably heavier than Zelda (85 → 98).
- Alloy walks faster.
- Alloy runs faster.
- Alloy has less jumpsquat frames (6 → 5).
- Alloy's midair jump is much higher.
- Alloy falls faster.
- Alloy's gravity is higher.
- None of Alloy's moves use magic, and thus usually lack the electric attack effect.
Ground moves
- Jab:
- Jab only hits once, for a mere 4% damage, compared to Zelda's 3 hit jab which deals 6% damage.
- Jab lacks any horizontal disjoint, and has less horizontal range overall.
- Jab has more vertical range.
- Jab has much more ending lag (FAF 24 → 40).
- Forward tilt:
- Forward tilt deals consistent damage (13%/11% → 12%), and knockback, always launching up and away.
- Alloy does not move forward as much when using the move, preventing it from reaching further despite Alloy's increased size.
- It has more ending lag (FAF 40 → 50).
- Up tilt:
- 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.
- It deals less damage (11% → 9%), with knockback not fully compensated, weakening its KO potential.
- It has more ending lag (FAF 48 → 55).
- Down tilt:
- It deals more damage (7% → 8%).
- It has drastically increased ending lag, taking more than double the amount of time to complete (FAF 25 → 55).
- It launches opponents away instead of downwards. Combined with the increased ending lag, this makes followups impossible.
- Dash attack
- 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.
- The move lacks the disjoint that Zelda's has, reducing its safety and lowering the range increase.
- The clean hit deals slightly less knockback, and launches at a lower angle, hindering the move's KO potential.
- Forward smash:
- 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.
- The move completely lacks a disjoint, giving it shorter range overall despite Alloy's increased size.
- The move launches at a lower angle, and deals slightly more knockback, improving its KO potential.
- The move has more ending lag (FAF 40 → 50).
- Up smash:
- 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.
- At very low percents, the move may connect twice, dealing 24%.
- The move is less disjointed, and is worse at hitting grounded opponents.
- The move deals noticeably less knockback. It also launches at a lower angle.
- 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.
- Down smash:
- The move doesn't semi-spike, instead launching at the Sakurai angle.
- Although it appears to deal more knockback to partially compensate.
- 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.
- The move doesn't semi-spike, instead launching at the Sakurai angle.
Aerials
- Nair:
- Nair only hits once, for 8%, rather than hitting multiple times for 13%. Although it is more consistent, it has much less potential damage.
- The move is less disjointed.
- The move deals less knockback.
- It has much more landing lag (12 → 40).
- Fair:
- It deals consistent damage (4%/20% → 13%) and knockback.
- It has noticeably more ending lag (FAF 40 → 50).
- It has much more landing lag (22 → 40).
- Uair:
- It has much less range, due to lacking the explosion that Zelda's has.
- It deals less damage (15% → 13%), and KOs later, despite having increased base knockback.
- It has much more landing lag (22 → 40).
- Bair:
- It deals consistent damage (4%/20% → 13%) and knockback.
- It has noticeably more ending lag (FAF 36 → 50).
- It has much more landing lag (22 → 40).
- Dair:
- It deals consistent damage and knockback, but is much weaker overall (5%/16% → 8%).
- The late hit has been removed, although the clean hit appears to last marginally longer.
- It has much more landing lag (21 → 40).
Specials
- Alloy cannot use neutral special.
- Alloy cannot use side special.
- Alloy cannot use up special.
- Alloy cannot use down special. As such, it completely lacks access to Sheik's moveset.
- 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.