Super Smash Bros. Brawl

Blue Alloy (SSBB)

Revision as of 22:35, December 19, 2024 by Mariogeek2 (talk | contribs) (→‎Moveset: Stats from https://docs.google.com/spreadsheets/d/1_5NFTe3dvxxC6MMlsI49mnC5m7D3_y5UoGZ7mxPje1I/edit?gid=1343744086#gid=1343744086 & ELL from Big Yellow's YT vid.)
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This article is about Blue Alloy's debug-playable appearance in Brawl. For the character in other contexts, see Fighting Alloy Team.
Blue Alloy
in Super Smash Bros. Brawl
BlueAlloySSBB.png
SmashBrosSymbol.svg
Universe Super Smash Bros.
A boss in Brawl
Availability Hacking
Tier Banned

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.

CodesEdit

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

AttributesEdit

 

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 ZeldaEdit

Blue Alloy is a faster, heavier Zelda, with significantly worse attacks across the board.

AestheticsEdit

  •   Blue Alloy has a significantly larger model (model size multiplier: 1x → 1.5x), giving her more reach, but making her much easier to combo.
  •   Blue Alloy is unvoiced.

AttributesEdit

  •   Blue Alloy has no special moves.
  •   Blue Alloy can't shield and subsequently cannot roll or spotdodge.
  •   Blue Alloy can't airdodge and subsequently cannot perform hitstun cancelling with air dodge, 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 walks significantly faster (0.8 → 1.1).
  •   Blue Alloy's dashes speed signficantly faster (1.224 (initial dash) 1.25 (dash speed) → 1.5 (both)).
  •   Blue Alloy's air speed is lower (0.987 → 0.94).
  •   Blue Alloy's air acceleration is lower (0.1 → 0.09).
  •   Blue Alloy's traction is slightly higher (0.054 → 0.06).
  •   Blue Alloy's weight is significantly higher (85 → 98), significantly improving her endurance.
  •   Blue Alloy's fall speed is higher (1.13 → 1.28), improving her vertical endurance but making her more susceptible to comboes.
  •   Blue Alloy's gravity is higher (0.067 → 0.075), improving her vertical endurance but making her more susceptible to comboes.
  •   Blue Alloy's fast fall speed is higher (1.582 → 1.792).
  •   Blue Alloy has a significantly worse meteor cancel window, tied with Wolf for the worst in the game (25 frames → 60).

Ground attacksEdit

  • Neutral attack:
    •   Neutral attack is now a single-hitting move with similar properties of the final hit of Zelda's neutral attack, similar to Female Wire Frame's. This makes Blue Alloy's neutral attack more reliable than Zelda's.
      •   With the move's altered functionality, its hitbox duration has been altered (frame 11, 13, 15 → 11-13).
    •   It lacks an electric effect, giving it less hitlag and allowing it to damage Olimar's yellow Pikmin.
    •   Its far hitbox reaches lower than Zelda's (y offset: 12.5 → 11) and its near hitboxes are larger (3u/2.5u/3.5u → 4u/4u). As the hitboxes are static, this improves the move's ability to hit lower opponents.
    •   It attack has significantly higher ending lag (FAF 24 → 40). This not only greatly hinders its safety but this also means that the move lacks followup potential at lower percents unlike Zelda's.
    •   It deals less damage overall (2% (hits 1-3)/6% (total) → 4%). The move has lower knockback scaling compared to Zelda's final hit (160 → 100), hindering the move's KO potential despite its higher damage.
    •   The far hitbox does not extend as far away from Blue Alloy (z offset: 13 → 10). This not only gives the move significantly less horizontal range compared to Zelda's but when combined with Blue Alloy's larger size, this also means that the move completely lacks the horizontal disjoint Zelda's version of the move has.
  • Dash attack:
    •   Dash attack now has a consistent launch angle (90°/361° → 70°). For the far hitbox, this improves its vertical KO potential but hinders its horizontal KO potential, effectively removing its ability to set up edeguards.
      •   For the near hitbox, this flat out hinders the move's KO potential.
    •   The far hitbox deals more damage (9% (clean)/7% (late) → 12%/8%), improving its KO potential.
    •   The late far hitbox is larger (4.8u → 5u).
    •   It lacks an electric effect, giving it less hitlag and allowing it to damage Olimar's yellow Pikmin.
    •   The clean hit's hitboxes have swapped priority, with the far hitbox now being stronger than the near hitbox. Considering that the far hitbox is stronger in Blue Alloy's case, this benefits the move overall.
    •   It has smaller hitboxes (4.8u (clean near)/7u (clean far)/3.4u (late far) → 4u/6u/3u) and the clean far hitbox has been moved closer to Zelda (z offset: 12 → 10). This not only gives the move less horizontal range compared to Zelda's but when combined with Blue Alloy's larger size, this also means that the move completely lacks the horizontal disjoint Zelda's version of the move has.
  • Forward tilt:
    •   Forward tilt has less startup lag (frame 12 → 11), being more consistent with the animation.
    •   The body hitbox deals more damage (11% → 12%).
    •   It has larger hitboxes (4u/3u/3.5u/4u → 4.5u).
    •   The far hitboxes now launch opponents away from Blue Alloy rather than towards them (110° → 70°).
    •   The near hitboxes now launch opponents vertically (361° → 70°). This improves their vertical KO potential but hinders their horizontal KO potential.
    •   It has more ending lag (FAF 40 → 50).
    •   The far hitboxes deal less damage (13% → 12%), hindering their KO potential.
  • Up tilt:
    •   Up tilt lacks an electric effect.
    •   The near hitbox is larger (4u → 4.5u).
    •   It has more startup lag with a shorter duration (frames 10-24 → 12-22).
    •   It has more ending lag (FAF 48 → 55).
    •   It deals less damage (11% → 9%), hindering its KO potential.
    •   The far hitbox is smaller (5u → 4.5u).
  • Down tilt:
    •   Down tilt's foot hitbox deals more damage (7% → 8%).
    •   It has a shorter duration (frames 5-11 → 5-8).
    •   It has drastically higher ending lag (FAF 25 → 55). This not only immensely hinders the move's safety on shield and on whiff but this also means that the move is now extremely punishable on hit for a fairly wide percent range (with the move losing all of the followup potential it previously had, even on trip).
    •   Down tilt now always launches opponents horizontally (270°/80° (aerial foot) → 361°). When combined with the move's higher ending lag, this removes any followup potential Zelda's version of the move has, in addition to hindering its edgeguarding potential and reducing the percent window where the move can trip.
      •   However, when considering the move's extreme ending lag, the move's horizontal launch angle overall helps to make the move less punishable on hit, as the opponent is launched away, rather than staying right in front of Blue Alloy.
    •   The foot hitbox is positioned closer to Blue Alloy (y offset: 5.5 → 6.5) reducing its range relative to Blue Alloy, despite the hitbox being larger against aerial opponents (4.5u → 5u).
      •   However, due to Blue Alloy's larger size, the move overall has significantly more range compared to Zelda's, as the hitboxes are attached to Blue Alloy's leg.
  • Forward smash:
    •   Forward smash is now a single-hitting attack, meaning that unlike Zelda's, the move cannot be avoided with SDI, making it much more reliable.
    •   Compared to the final hit of Zelda' forward smash, the move deals more damage (13% → 15%) without full compensation on its knockback scaling (105 → 100), improving its KO potential.
      •   Additionally, as Zelda's version was a multi-hit, this meant that if Zelda hit a grounded opponent with any of the multi hits, it would force the opponent in the air, meaning that the final hit would connect against an aerial opponent, launching them at the higher aerial Sakurai angle. As Blue Alloy's forward smash is only a single hit, this means that if it lands against a grounded opponent, it will launch them at the lower grounded Sakurai angle. This further boosts the move's KO potential as the final hit of Zelda's forward smash will almost always connect against an aerial opponent due to its multi hits.
    •   Compared to the final hit of Zelda's forward smash, the move has a longer duration (frame 24 → 16-19).
      •   However, it has a shorter overall duration (frame 16, 18, 20, 22, 24 → 16-19).
    •   It retains the 0.5x SDI multiplier and the normal hit effect of Zelda's multi hits, rather than the 1x multiplier and electric hit effect from her final hit. This makes the move significantly harder to DI/SDI compared to Zelda's final hit despite its higher damage, further aiding its KO potential.
    •   It has significantly more ending lag (FAF 40 → 50), compounded further with the move's single hitting nature.
    •   It deals less damage overall (1% (hits 1-4)/13% (hit 5)/17% (total) → 15%).
    •   It has smaller hitboxes compared to Zelda's final hit (6.7u/5.7u/4.5u → 5u/4.5u/4u) with the move not extending as far away from Blue Alloy (z offset: 16 (far)/3 (near) → 13/4). This not only gives the move significantly less horizontal range compared to Zelda's but when combined with Blue Alloy's larger size, this also means that the move completely lacks the horizontal disjoint Zelda's version of the move has.
  • Up smash:
    •   Up smash is a 2-hit attack like Female Wire Frame's.
    •   Due to its altered functionality, up smash has the potential to deal much more damage, (1% (hits 1-10)/5% (hit 11)/15% (total) → 12% (hits 1-2)/24% (total)).
    •   Up smash has more startup lag with an overall shorter duration (frame 6, 8, 10, 12, 14, 16, 23, 25, 27, 29, 31 → frames 10-17, 24-29).
      •   This also gives the move more ending lag, as its total duration was unchanged.
    •   While each hit of the move deals much more damage compared to the final hit of Zelda's up smash (5% → 12%), it has lower knockback scaling (210 → 100) and it launches opponents at a lower angle (90° → 80°), considerably hindering its KO potential.
    •   Up smash has smaller hitboxes, even compared to Zelda's multi hits (5u/5.5u → 4.5u).
      •   Additionally, the hitboxes are attached to Blue Alloy's arm, rather than being static. This means that they do not reach anywhere near as low as Zelda's, with the move flat out whiffing against shorter characters on the ground, in addition to having less consistent range overall.
    •   The move retains the 1x hitlag and SDI multiplier from Zelda's final hit, rather than the 0.5x hitlag and 0.1x SDI multiplier from Zelda's multi hits. When combined with the much stronger first hit and the long gap between hits, this makes the move lead much less reliably into the second hit. This is in stark contrast to Zelda's version, which connects quite reliably, in addition to being borderline impossible to escape with SDI.
      •   Additionally, the higher hitlag notably hinders the move's safety on shield, especially since the move retains its electric effect.
  • Down smash:
    •   Down smash has a longer duration (frames 4-6 (hit 1), 12-14 → 4-7, 12-15).
    •   It has higher knockback scaling (95 (front), 85 (back) → 100 (both)), improving the back hit's KO potential.
    •   It launches opponents at a much higher angle (361° → 20°). This significantly hinders the move's edgeguarding potential as well as hindering the front hit's overall KO potential despite its higher knockback scaling (especially against aerial opponents).
    •   It lacks intangibility on Blue Alloy's attacking leg.

Aerial attacksEdit

  •   All of Blue Alloy's aerials have much more landing lag (12 frames (neutral), 22 frames (forward/back/up), 21 frames (down)) → 40 (all)). This drastically hinders their safety in addition to completely removing any follow-up potential they previously had (especially neutral aerial).
  • Neutral aerial:
    •   Neutral aerial is now a single hitting attack. This makes it more consistent compared to Zelda's neutral aerial.
      •   However, this does mean that the move lacks the followup potential Zelda's multi-hits had.
    •   It retains the normal effect from Zelda's multi-hits rather than the electric effect from the final hit.
    •   The side hitboxes are larger compared to Zelda's final hit (4u → 4.5u).
    •   It has a shorter overall (frames 6-7, 10-11, 14-15, 18-19, 22-23 → 6-20).
      •   When combined with the move's single hitting nature, this also increases the move's ending lag as its total duration was unchanged.
    •   It deals less overall damage (2% (hits 1-4, 5% (hit 5), 13% (total) → 8%).
    •   While the move deals more damage compared to Zelda's final hit (5% → 8%), it deals less knockback overall (30 (base) 130/120 (scaling) → 20/(100/90)), hindering its KO potential.
    •   Its near hitboxes are smaller compared to Zelda's final hit (6u → 4.5u).
      •   Additionally, the near hitboxes are now attached to Blue Alloy's arms rather than her head and body. This notably gives the move much less range below Blue Alloy compared to Zelda's neutral aerial.
  • Forward aerial:
    •   Forward aerial now has a consistent set of hitboxes rather than having an extremely powerful sweetspot and extremely weak sweetspots.
      •   Compared to Zelda's sourspots, it has drastically higher damage (4% → 13%) and knockback (5 (base), 80 (scaling) → 30/100), immensely improving its KO potential.
      •   Compared to Zelda's sweetspot however, it deals much less damage (20% → 13%) with only a miniscule increase to its knockback values (34 (base), 95 (scaling) → 30/100), greatly hindering its KO potential.
    •   The near hitboxes are larger (4u/4.5u → 5u).
    •   It has more ending lag (FAF 40 → 50).
  • Back aerial:
    •   Back aerial now has a consistent set of hitboxes rather than having an extremely powerful sweetspot and extremely weak sweetspots.
      •   Compared to Zelda's sourspots, it has drastically higher damage (4% → 13%) and knockback (5 (base), 80 (scaling) → 30/100), immensely improving its KO potential.
      •   Compared to Zelda's sweetspot however, it deals much less damage (20% → 13%) and knockback (40 (base), 96 (scaling) → 30/100), greatly hindering its KO potential.
    •   It has a longer duration (frames 5-8 → 5-9).
    •   The near hitboxes are larger (4u/4.5u → 5u).
    •   It has more ending lag (FAF 36 → 50).
  • Up aerial:
    •   Up aerial lacks an explosion with its highest hitbox being much smaller (8.2u → 5u) and reaching much lower (y offset: 23 → 17), similar to Female Wire Frame's. This not only gives the move significantly less vertical range compared to Zelda's but when combined with Blue Alloy's larger size, this also means that the move completely lacks the vertical disjoint Zelda's version of the move has.
    •   It auto-cancels earlier (frame 55 → 41), now doing so in a short hop.
    •   It has two lower hitboxes Zelda's version lacks, giving it much more range below Blue Alloy compared to Zelda.
    •   It has a shorter duration (frames 14-16 → 14-15).
    •   It deals less damage (15% → 13%), hindering its KO potential.
  • Down aerial:
    •   Down aerial now has a consistent hitbox rather than a clean hit and a late hit. Compared to Zelda's sweetspot, it deals drastically less damage (16% → 8%) and knockback (50 (base), 90 (scaling) → 15/100), in addition to sending opponents at a more horizontal angle (270° → 275°), immensely hindering its KO potential.
      •   However, it is significantly stronger than Zelda's late hit (especially the far hit), dealing more damage (5% (near)/4% (far) → 8%) and knockback (5/0 (near/far base), 90/70 (near/far scaling) → 15/100).
    •   Its hitboxes are positioned lower (y offset: 0 → -3). When combined with Blue Alloy's larger size, this significantly increases their range below Blue Alloy.
    •   Due to the move having a consistent hitbox, the move has much bigger hitboxes during its first active frame (2.5u → 6u/6u).
    •   It has a shorter duration (frame 14 (clean), 15-24 (late) → 14-18).
      •   However, the move has less startup lag against grounded opponents (frame 15 → 14) due to now having a consistent hitbox, rather than a sweetspot which only works against aerial opponents.

Throws/other attacksEdit

  • Grabs:
    •   All grabs do not extend as far away from Blue Alloy (z offset: 10 (standing)/9 (dash)/-13 (pivot)) → 7.2/8/-11). This not only gives grabs significantly less horizontal range compared to Zelda's (especially standing grab) but when combined with Blue Alloy's larger size, this also means that grabs completely lack the horizontal disjoint Zelda's grabs have.
    •   Standing grab extends further inside Blue Alloy (z offset: 4 → 1.6).
    •   Pivot grab does not extend as far inside Blue Alloy (z offset: -1 → 0).
  • Throws:
    •   All throws have more ending lag (FAF 50 (forward/back/up), 70 (down) → 60 (forward/back/up), 75 (down)).

MovesetEdit

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.

StatsEdit

  This article or section may require additional technical data.
The editor who added this tag elaborates: Needs full hop, short hop and double jump heights, as well as air friction.
You can discuss this issue on the talk page or edit this page to improve it.
Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump height Double jump height Empty landing Lag
Value 98 1.5 – Initial dash
1.5 – Run
1.1 0.06 ? 0.94 0.01 – Base
0.08 – Additional
0.075 1.28 – Base
1.792Fast-fall
5 ? - Base
? - Short hop
? 3

Announcer callEdit

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 playEdit

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 ModeEdit

In Multi-Man BrawlEdit

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

TrophyEdit

The Blue Alloy trophy is unlocked by clearing 100-Man Brawl with all characters.

 
Blue Alloy's trophy in Brawl
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

TriviaEdit

 
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.

ReferencesEdit