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

Yellow Alloy (ザコイエロー Zakoierō, Yellow Small Fry), is an unplayable character in Super Smash Bros. Brawl and only playable via hacking. He's a clone of Mario.

When playable, much like many Multi-Man Brawl characters, Yellow Alloy is worse than a good portion of the Brawl roster. Mario notably benefits from his improved special moves in Brawl, and with these removed, it exposes a very meagre toolkit. He inherits Mario's poor attack range, causing him to struggle mightily against disjointed attacks, and these don't have fantastic KO potential. This is all while suffering from the standard weaknesses of the Fighting Alloys: Yellow Alloy cannot shield, cannot air dodge and thus can't hitstun cancel, his aerials all have 40 frames of landing lag, and he has a horrible meteor cancel window. However, there are some silver linings; Yellow Alloy has a forward aerial reminiscent of Dr. Mario's; an up smash with higher KO potential, albeit with less head intangibility; and damage is slightly increased across the board. This doesn't do much to improve from the negatives, though, making Yellow Alloy one of the worst characters in the game.

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

CodesEdit

Yellow 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 00000030
E0000000 80008000
2 4A000000 90180F7C
10000098 00000030
E0000000 80008000
3 4A000000 90180FD8
10000098 00000030
E0000000 80008000
4 4A000000 90181034
10000098 00000030
E0000000 80008000

AttributesEdit

 

Yellow Alloy is largely the same as Mario on a surface level, having his quick startup frames, a dash attack that stage spikes consistently, and a strong back throw. However, without special moves and aerials with extremely high endlag, it is difficult for Yellow Alloy to achieve much of what Mario seeks to achieve, having trouble mounting any aerial offence to speak of and lacking a projectile to form a neutral game around.

Differences from MarioEdit

Yellow Alloy has the exact same movement statistics as Mario, but has some minor differences on various moves reminiscent of Dr. Mario; most notably, he has a single-hitbox, strong forward aerial, and a down aerial without a landing hitbox.

AestheticsEdit

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

AttributesEdit

  •   Yellow Alloy has no special moves.
  •   Yellow Alloy can't shield and thus cannot roll or spotdodge.
  •   Yellow Alloy can't airdodge and thus cannot perform airdodge hitstun cancelling, making him uniquely susceptible to combos, though he can still hitstun cancel with aerials for a potential combo break, and to momentum cancel.
  •   Yellow Alloy can't grab the ledge and can't use any ledge options by extension.
  •   Yellow Alloy's double jump goes much higher, allowing him to pursue enemies in the air more effectively, and partially offsetting the reduced recovery potential from lacking an up special or the ability to grab ledges.
  •   Yellow Alloy has a significantly worse meteor cancel window, tied with Wolf for the worst in the game (25f → 60f).

Ground attacksEdit

  •   Jab 1 has less set knockback, with a single hitbox (15/10 → 11).
  •   Jab 2 has less set knockback, with a single hitbox (18/15/25 → 10). Notably, this makes it no longer a true combo into jab 3, allowing the opponent to perfect shield the third hit by buffering a shield.
  •   Jab 1 and 2 lacks their 80° angle hitbox, making them connect slightly worse.
  •   Jab 3 comes out a frame sooner (Startup: f7 → f6), giving it overall better hitbox activity.
  •   Jab 3 has drastically higher endlag (FAF: 30 → 40). Combined with the fact that it can be shielded, this makes Yellow Alloy's jab combo much less safe to use.
  •   Jab 3 has less knockback growth (KBG: 95 → 90).
  •   Dash attack has a larger hitbox, making it drastically better at stage spiking with the late hit. Yellow Alloy also slides further, increasing the move's range.
  •   Dash attack has its 80°/70° hitboxes removed, with the latter being inconsequential due to it being fully covered for Mario anyway.
  •   Dash attack has much more ending lag (FAF: 38 → 54).
  •   Forward tilt deals more damage (8% → 10%). This considerably improves its KO potential.
  •   Forward tilt has higher endlag (FAF: 25 → 33).
  •   Forward tilt has lower base knockback, standardised across all versions (BKB: 8/13 → 6); largely made up for by the damage buff.
  •   Up tilt has a frame of extra endlag (FAF: 30 → 31).
  •   Down tilt has a single hitbox with the higher damage range (5%/7% → 7%), but still remains unsafe on hit.
  •   Forward smash has more hitbox activity (15-17 → 15-19).
  •   Forward smash lacks its fire hitbox, despite what the animation would suggest, shortening its range.
  •   Forward smash deals consistent damage, regardless of angle or hitbox, rather than having a sourspot and sweetspot, and getting weaker/stronger with angle (damage: 14%/13%/15% (sourspot)/17%/16%/18% (sweetspot) → 15% (all angles and hitboxes)).
  •   Forward smash has higher endlag (FAF: 48 → 57).
  •   Up smash has higher knockback growth (KBG: 90 → 97), making it KO sooner.
  •   Up smash has no head intangibility.
  •   Down smash has lower base knockback (BKB: 40/35 → 30), but much higher knockback growth (KBG: 73/75 → 90/80), making it KO sooner.
  •   Down smash's back hit deals more damage (12% → 13%), further boosting its knockback, though it is still weaker than the front hit.
  •   Down smash has less range, lacking hitboxes on the feet.

Aerial attacksEdit

  •   All of Yellow Alloy's aerial attacks have 40 frames of landing lag, making them terrible on shield and reducing follow-up potential.
  •   Neutral aerial autocancels later (34+ → 36+).
  •   Neutral aerial deals more damage (10% (clean)/5% (late) → 12%/6%). The clean hit KOs earlier as a result.
  •   Neutral aerial's late hit has an extra frame of hitbox activity (6-29 → 6-30).
  •   Forward aerial has overall higher hitbox activity (16-21 → 16-23).
  •   Forward aerial has much higher endlag (FAF: 60 → 76).
  •   Forward aerial is changed to be a single hitbox, dealing 13% with a 60° angle, 20 base knockback, and 100 knockback growth; akin to Dr. Mario's.
  •   Forward aerial no longer meteor smashes.
  •   Back aerial has its late hit removed, just being the strong early hit, with near enough the same overall hitbox activity (6-13 → 6-12).
  •   Back aerial does less damage compared to Mario's early hit (12% → 11%), with knockback only partly compensated (scaling: 95 → 100), KOing later.
  •   Back aerial has higher endlag (FAF: 34 → 46).
  •   Up aerial launches at a slightly higher angle (45° → 55°).
  •   Up aerial has less base knockback (BKB: 9 → 0).
  •   Up aerial has more endlag (FAF: 30 → 34).
  •   Down aerial lacks its landing hitbox.
  •   Down aerial has more ending lag (FAF 38 → 45).

Grab attacksEdit

  •   Yellow Alloy's grabs have less range.
  •   Back throw has higher base knockback (70 → 80), improving its KO potential.
  •   Down throw has more ending lag (FAF 40 → 48). However, it also inflicts 7 frames of hitlag on the opponent, effectively only giving it 1 extra frame of ending lag relative to the opponent.
  •   The extra hitlag makes down throw easier to DI.
  •   Down throw has much less knockback scaling.

MovesetEdit

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

  Name Damage Description
Neutral attack   3% Mario's regular attack combo from Super Mario 64. The first hit on frame 2 and easily jab locks characters if they miss their tech. However, it is terrible at linking into itself, being very easy to shield.
2%
4%
Forward tilt   10% A roundhouse kick with meagre damage. Unsafe on hit at lower percentages.
Up tilt   7% A spinning uppercut. It has low startup and ending lag, being the same as Mario's, average damage and above-average knockback. An excellent juggler that can be combo'd into itself at low percents. It can also KO at higher percents, being his strongest tilt.
Down tilt   7% (leg) Performs a legsweep. Though it has low startup lag and surprisingly decent range, it deals low damage, has high ending lag and low vertical knockback. Punishable on hit all the way up to mid percents or even high percents. While improved compared to Mario's, it remains one of the worst moves in the game
Dash attack   9% (clean), 7% (late) Performs a sliding kick from Super Mario 64. Has low diagonal knockback behind Yellow Alloy that is difficult to follow up on. Low profiles various moves and has a large enough hitbox to perform unusual stage spikes.
Forward smash   15% (arm) Steps back and then forward, causing a blast of fire out of his hand; however, the fire animation lacks a hitbox compared to Mario's. Can be pivoted to cover some distance, which can make up for this issue. Much weaker than Mario's.
15% (arm)
15% (arm)
Up smash   14% An upper-reaching headbutt. Lacks the head intangibility of Mario's, but is overall stronger.
Down smash   15% (front), 12% (back) Performs a flare kick. Comes out quickly, but has poor range, leaving it outclassed by dash attack for edgeguarding purposes. In all other cases, it's strong for resetting neutral or getting the opponent off-stage.
Neutral aerial   12% (clean), 5% (late) Performs a sex kick in the air. Comes out very quickly on frame 3, which makes it useful to escape combos but it has short reach; this trait is worsened by Yellow Alloy's inability to hitstun cancel. Has overall unspectacular power and is largely hampered by the 40 frames of landing lag.
Forward aerial   13% Performs a delayed overhand. Seemingly derived from Dr. Mario's forward aerial from Melee, instead of being a meteor smash, it deals general meaty knockback. It isn't very strong and has high ending and landing lag, making it difficult to utilise if a KO isn't outright confirmed.
Back aerial   11% A backward-reaching dropkick. Because it lacks the late hit of Mario's, it's more consistent, but is severely held back by its high ending and landing lag.
Up aerial   11% Performs a bicycle kick.
Down aerial   1% (hits 1-5), 7% (hit 6) Performs several discus spinning clotheslines followed by a backfist body stretch. Due to the lack of a landing hitbox, Yellow Alloy is extremely vulnerable to opponents SDIing out of the move.
Grab   A clinch grab. Meagre grab range.
Pummel   3% Slowly headbutts opponent.
Forward throw   9% Spins around once then throws his opponent in front of him. It has below average knockback scaling for a throw, KOing Mario at around 167% at the ledge, and completely lacking KO power from further away. It is mostly only used to set up an edgeguard.
Back throw   12% (throw), 8% (collateral) Spins around three times then throws his opponent backwards. Slow and easy to DI, but stronger than Mario's back throw, which was already powerful in the first place.
Up throw   8% Throws his opponent high into the air. High base knockback but it has low knockback scaling. KOs at 189%. Arguably his least useful throw.
Down throw   6% Slams his opponent into the ground. Yellow Alloy's weakest throw. Its vertical trajectory allows it to set up an up aerial juggle with a successful read, but the opponent is put into tumble at 0%, which allows them to air dodge any potential followups.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  6% Gets up then kicks behind him, then in front of him.
Floor attack (back)
Floor getups (back)
  6% Gets up then punches behind him, then in front of him.
Floor attack (trip)
Floor getups (trip)
  5% Kicks behind him, then in front of him while getting up. punches them upwards.

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 Yellow 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, especially in the case of Yellow Alloy, 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 ModeEdit

In Multi-Man BrawlEdit

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

Yellow 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, Yellow Alloy will fight with a handicap, changing its properties by quite a bit.

TrophyEdit

The Yellow Allow trophy is unlocked by defeating 100 Alloys in Endless Brawl.

 
Yellow Alloy's trophy in Brawl
Yellow Alloy
A member of the Alloys who stands out from the bunch with a sharp yellow body and horns. He moves like Mario but is bigger and has a longer reach. He can't, however, use items or special moves. Also remember that he is not controlled by a human player, so this is your big chance--show him who's boss!
 : 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.
  • Yellow Alloy curiously has some traits only seen with Dr. Mario in Melee, namely a single-hitbox, strong forward aerial, and a down aerial without a landing hitbox.

ReferencesEdit