Blue Alloy (SSBB)
Blue Alloy in Super Smash Bros. Brawl | |
---|---|
Universe | Super Smash Bros. |
A boss in | Brawl |
Availability | Hacking |
Tier | Banned |
Blue Alloy Blue Alloy (ザコブルー Zakoburū, Blue Small Fry), is an unplayable character in Super Smash Bros. Brawl and only playable via hacking. She is a clone of Zelda.
When playable, much like many Multi-Man Brawl characters, Blue Alloy is worse than a good portion of the Brawl roster. Without access to Zelda's trademark special moves or Lightning Kicks, and largely worse moves across the board, there is very little for Blue Alloy to actually do. She has little KO potential, lacks the ability to shield, and has little to no combo ability with 40 frames of landing lag on all her aerial attacks. The two things Blue Alloy has over Zelda are having movement stats akin to Mario, and a slightly better forward tilt. Regardless, all things considered, when played as through hacking, Blue Alloy is one of the worst characters in the game, arguably in the entire franchise.
If a player wins with Blue Alloy, the game will crash without further modifications. When losing, the game will continue, with Blue Alloy being in a pratfall state.
Codes
Blue 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 | 0000002F | |
E0000000 | 80008000 | |
2 | 4A000000 | 90180F7C |
10000098 | 0000002F | |
E0000000 | 80008000 | |
3 | 4A000000 | 90180FD8 |
10000098 | 0000002F | |
E0000000 | 80008000 | |
4 | 4A000000 | 90181034 |
10000098 | 0000002F | |
E0000000 | 80008000 |
Attributes
Blue Alloy can be seen as a successor to Female Wire Frame, being a Zelda-like character with much of her standout traits removed, including the ability to change into a Sheik-like character. Like the Female Wire Frame of old, Blue Alloy also lacks much of Zelda's magical abilities: She has no special moves and much of her aerials have their strengths removed, including the properties of her Lightning Kicks and up aerial, depleting much of her KO potential. Factoring this in, without Farore's Wind or any aerials that conceivably defend her, Blue Alloy has a very linear and predictable recovery, easily swatted away with the slightest hit; the inability to grab the ledge only adds insult to injury. It gets worse: Blue Alloy can't shield either, which removes her access to air dodge, hitstun cancelling, rolls, and spotdodges. This, coupled with her increased size, makes her far more vulnerable to offensive pushes than Zelda, being easier to approach and combo. With little defensive or offensive capabilities, and all of Zelda's initial flaws to compound this, there is very little reason to use Blue Alloy.
Differences from Zelda
Blue Alloy is a faster, heavier Zelda, with significantly worse attacks across the board.
Aesthetics
- Blue Alloy has a slightly larger model, giving him more reach, but making her much easier to combo.
- Blue Alloy is unvoiced.
Attributes
- Blue Alloy has no special moves.
- Blue Alloy can't shield and thus cannot roll or spotdodge.
- Blue Alloy can't airdodge and thus cannot perform hitstun cancelling, making her uniquely susceptible to combos.
- Blue Alloy can't grab the ledge and can't use any ledge options by extension.
- Blue Alloy's walk speed is higher (0.8× → 1.1×).
- Blue Alloy's initial dash speed is faster (1.25× → 1.5×).
- Blue Alloy's dash speed is improved (1.224× → 1.5×).
- Blue Alloy's traction is slightly higher (0.054× → 0.06×), making it easier to stop short when dashing, but reducing the effectiveness of sliding-based techniques like DACUS.
- Blue Alloy's weight is increased (85 → 98), improving survivability, but making her easier to combo.
- Blue Alloy's gravity is increased (0.067× → 0.075×), improving vertical survivability, but making autocancelling aerials slightly harder.
- Blue Alloy's fall speed is increased (1.13× → 1.28×), helping Blue Alloy hit the ground, but making it harder to escape combos.
- Blue Alloy's fast fall speed is much higher (1.582× → 1.792×).
- Blue Alloy's air acceleration is slightly lower (0.1× → 0.09×).
- Blue Alloy's air speed is lower (0.987× → 0.94×).
- Blue Alloy has a significantly worse meteor cancel window, tied with Wolf for the worst in the game (25f → 60f).
Ground attacks
- Jab is now a single-hitting move with the properties of its final hit, dealing 4% instead of two 2% hits, similar to Female Wire Frame's.
- However, it has significantly worse endlag (FAF: 24 → 40).
- Dash attack no longer has weak hitboxes, but consistently launches at a worse angle (90°/361° → 70°).
- Forward tilt comes out a frame earlier, being consistent with the animation (f13-14 → f12-13).
- However, it has its range-based hitboxes removed, consistently dealing 12%, has higher endlag (FAF: 40 → 50), and launches at a worse angle (110°/361° → 70°).
- Up tilt comes out 2 frames later and ends 2 frames earlier (f10-24 → f12-22), deals less damage (11% → 9%), and has higher endlag (FAF: 48 → 55).
- Down tilt consistently deals 8% and launches at a different angle (270°/80° → 361°), but has less hitbox activity (f5-11 → f5-8) and has dramatically higher endlag (FAF: 25 → 50), making it almost useless.
- Due to the different knockback angle, the move now cannot meteor smash grounded opponents.
- Forward smash is now a single-hitting attack, no longer being susceptible to SDI and dealing 15%.
- With the new hitbox, it has overall higher activity compared to Zelda's forward smash's final hitbox, being frame 16-19 compared to just frame 24.
- Overall, it deals 1% less total damage, which compounds with charged smash attack multipliers, and has 5 less knockback growth (KBG: 105 → 100).
- Additionally, it has 10 more frames of endlag (FAF: 40 → 50), making it less compelling as a defensive tool in neutral.
- Up smash is a 2-hit attack like Female Wire Frame's, being less susceptible to SDI.
- Overall, it deals much more damage, being two hits of 12%, totalling 24%, compared to Zelda's totalling 15%.
- However, it launches at a worse angle that is much easier to DI (90° → 80°) and has significantly less knockback growth compared to Zelda's (KBG: 210 → 100).
- Down smash's first and second hitboxes last a frame longer (f4-6, f11-13 → f4-7, f12-15), improving overall coverage.
- It also launches at a much lower angle (361° → 20°), improving KO capabilities at the ledge.
- Furthermore, it has higher knockback growth (KBG: 95/85 → 100).
- However, it lacks intangibility on the leg.
Aerial attacks
- Blue Alloy cannot air dodge and thus cannot hitstun cancel.
- All of Blue Alloy's aerial attacks have 40 frames of landing lag, making them terrible on shield and reducing follow-up potential.
- Neutral aerial is now a single-hitting attack.
- However, it has less hitbox activity overall (f6-23 → f6-20), deals less overall damage (13% → 8%), and has pathetic knockback statistics compared to the final hit of Zelda's (BKB: 30 → 20, KBG: 130/120 → 100/90).
- Forward aerial no longer has its trademark Lightning Kick hitbox.
- Overall deals less damage (20%/4% → 13%), and has worse knockback statistics (BKB: 34 → 30, KBG: 95 → 100) when contextualised with damage.
- It also has higher endlag in the air (FAF: 40 → 50).
- Back aerial no longer has its trademark Lightning Kick hitbox.
- It has overall improved hitbox activity (f5 + f5-8 → f5-9).
- Overall deals less damage (20%/4% → 13%), and has worse knockback statistics (BKB: 40 → 30, KBG: 96 → 100) when contextualised with damage.
- It also has higher endlag in the air (FAF: 36 → 50).
- Up aerial loses its explosion hitbox, now being a disjointed upwards-pointing move, like Female Wire Frame's.
- Unlike Zelda's, it is capable of autocancelling, with a window of 41+ instead of 56+, now being within the animation's window.
- Up aerial ends a frame earlier (f14-16 → f14-15) and deals less damage (15% → 13%.
- Down aerial loses its sourspot, leaving it only with its meteor smash hitbox that only hits aerial opponents.
- It has overall worse hitbox activity (f14 clean, f15-24 late → f14-18) and deals less damage (16% clean → 8%).
- Overall knockback statistics are worse (BKB: 50 → 15, KBG: 90 → 100).
Moveset
- Unlike regular fighters, Blue Alloy lacks special moves, can't shield, and cannot grab the ledge. He also lacks idle poses and taunts.
For a gallery of Blue Alloy's hitboxes, see here.
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | 4% | Blue Alloy thrusts her arm forward for a single hit. Whiffs against short opponents. Similar to Female Wire Frame's Jab. | ||
Forward tilt | 12% | Steps forward and slashes one arm in front of her. Has fair knockback and can be angled. | ||
Up tilt | 9% | Blue Alloy waves her arm above her head. Deals decent knockback. | ||
Down tilt | 8% | Crouches and kicks her foot in front of her, hitting opponents low. Has incredibly high endlag and lacks convincing offensive potential. | ||
Dash attack | 12% (clean), 8% (late) | Pushes forwards, arms outstretched. Deals decent knockback. | ||
Forward smash | 15% | Winds up her arms and pushes forward. Has fairly decent hitbox activity, is decently disjointed, and thus has some utility in neutral. Reminiscent of Female Wire Frame's version of forward smash. | ||
Up smash | 12% (2 hits) | Blue Alloy waves her arm upwards, dealing two hits with decent knockback, totalling an impressive 24%. Similar to Female Wire Frame's up smash. | ||
Down smash | 12% (hit 1), 10% (hit 2) | Blue Alloy quickly kicks on both sides of herself, knocking opponents away. It is the fastest down smash in the game (tied with R.O.B) and launches at a brutal angle. | ||
Neutral aerial | 8% | Spins in the air, dealing mediocre damage and knockback. Due to the 40 frames of landing lag, it's frequently unsafe on hit and largely useless. | ||
Forward aerial | 13% | A forward-facing kick. Deals middling knockback, but can be useful for gimping the opponent off-stage. | ||
Back aerial | 13% | A simple backwards-facing kick, largely identical to forward aerial in use and statistics. | ||
Up aerial | 13% | Blue Alloy points upwards to deal damage. Similar to Female Wire Frame's up aerial. | ||
Down aerial | 8% | Blue Alloy stomps down. Contrary to the appearance, this move can only hit aerial opponents. | ||
Grab | — | Restrains her opponent in front of her with magical energy. | ||
Pummel | 3% | Waves her arms quickly in front of the opponent, dealing small magic damage. | ||
Forward throw | 12% | Spins her opponent in front of her and throws her opponent away. Deals a good amount of damage. | ||
Back throw | 11% | Spins her opponent, circles them around herself and throws them behind herself. Deals good damage. | ||
Up throw | 11% | Telekinetically throws her opponent above her. | ||
Down throw | 2% (hits 1-4), 2% (throw) | Blue Alloy forces her opponent under her and shoots magic from her hands at them, before knocking them behind herself. | ||
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
6% (hit 1), 8% (hit 2 leg), 6% (hit 2 body) | A grounded spinning kick. Unusually high damage on the second hit. | ||
Floor attack (back) Floor getups (back) |
6% | Largely the same as the front floor attack. | ||
Floor attack (trip) Floor getups (trip) |
5% | A sweep kick from the sitting position. |
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 Blue Alloy only being playable via hacking, she has been banned since the game's release. While the Wii, and Brawl in particular, have an extremely accessible modding scene, likely due to the logistical issues involved with ensuring all consoles are running the mods to make her playable, Blue Alloy and the other Fighting Alloy Team members have never been legalised. Because of how inferior Blue Alloy is compared to Zelda, there is little interest in experimenting with her competitively as well, with no documented tournament sets.
In 1-P Mode
In Multi-Man Brawl
Blue 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. She appears in all modes, including Cruel Brawl, where she becomes more threatening. Additionally, in each mode, Blue Alloy will fight with a handicap, changing her properties by quite a bit.
Trophies
The Blue Alloy trophy is unlocked by clearing 100-Man Brawl with all characters.
- Blue Alloy
- A beautiful, cobalt blue member of the Alloys. This dainty female-form Alloy relies on a less rough-and-tumble style of fighting. The core at the center of her body provides power for the whole group of Alloys and plays a key role in holding body parts together. However, this is not necessarily a weak point, and attacking this core will not result in greater damage.
- : Super Smash Bros. Brawl
Trivia
- 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
Bosses | |
---|---|
Super Smash Bros. | Master Hand · Metal Mario · Giant Donkey Kong · Fighting Polygon Team |
Melee | Master Hand · Crazy Hand · Giga Bowser · Fighting Wire Frames (Male · Female) |
Brawl | Master Hand · Crazy Hand · Petey Piranha · Rayquaza · Porky · Galleom · Ridley · Duon · Meta Ridley · Tabuu · Fighting Alloy Team (Red · Blue · Yellow · Green) · False characters |
Smash 4 | Master Hand · Crazy Hand · Master Core · Fighting Mii Team |
Ultimate | Master Hand · Crazy Hand · Rathalos · Galleom · Giga Bowser · Galeem · Dharkon · Dracula · Ganon · Marx · Fighting Mii Team · False characters |