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Galleom (SSBB)

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This article is about Galleom's debug-playable appearance in Super Smash Bros. Brawl. For the character in other contexts, see Galleom.
Galleom
in Super Smash Bros. Brawl
Galleom
SubspaceSymbol.svg
Universe Super Smash Bros.
A boss in Brawl
Availability Hacking
Tier Banned

Galleom (ガレオム, Galleom), is an unplayable character in Brawl and only playable in Boss Battles via hacking. It has no specific voice actor, roaring and bellowing in animalistic fashion.

When playable, Galleom's power level scales with the difficulty setting chosen for Boss Battles. It has some of the most damaging moves of the Brawl bosses, featuring huge hitboxes with decently fast start-up frames and extreme knockback. He is also uniquely one of the few bosses capable of occupying centre-stage, allowing for Galleom to close out stocks much quicker and reducing the opponent's potential positioning with its large model. Thus, it is among the most effective Brawl bosses.

Attributes[edit]

Galleom is distinguished by its massive model and extremely strong, and decently fast, physical attacks. On Intense, it has several one-hit KO attacks like Collapse and Double Lariat, the former of which is decently fast and possible to spam against inexperienced players. Galleom's Trample and Uppercut have large hitboxes that can cover a wide amount of aerial space, covering jump-in attacks; the latter is particularly notable for having a deceptive amount of reach, factoring in the wind-up animation. Hammer Knuckle is exceptional for its shockwave, which can deal well over 60% on Intense and set an opponent up for a Rush. All in all, Galleom's standout traits are its powerful brawling capabilities.

However, Galleom has some flaws, namely moves with extremely high lag, even for Brawl bosses, which can arguably lose it the game. While Galleom can occupy centre-stage, it requires the use of Rush and Slam, which has around 3 seconds of end-lag and allows for extreme damage to be piled on. Its Missile-based attacks are quite slow and lack the hitboxes of bosses like Duon, being arguably useless, although they cannot be reflected.

Health values[edit]

HP Values Lowest difficulty Below-middle difficulty Middle difficulty Above-middle difficulty Highest difficulty
Round 1-3 4-6 7-9 1-3 4-6 7-9 1-3 4-6 7-9 1-3 4-6 7-9 1-3 4-6 7-9
Boss Battles 114.8 120.4 132 126 134 146 138 146.5 160 150 160 177 182 196 215
Multiplied by 0.6× when a second player is present.
  EffectIcon(Normal).png EffectIcon(Slash).png EffectIcon(Electric).png EffectIcon(Freezing).png EffectIcon(Flame).png The icon for the grass effect. EffectIcon(Water).png EffectIcon(Darkness).png EffectIcon(Aura).png Specials: Direct Specials: Indirect
Damage taken ×1.0 ×1.0 ×1.0 ×1.3 ×0.75 ×1.0 ×1.3 ×1.0 ×1.0 ×1.0 ×0.95

Moveset[edit]

Galleom's Tank Form.

Like all bosses, Galleom's moves are inputted using a set of commands with a GameCube controller, chiefly with the D-Pad. Move names are taken from the Japanese strategy guide for Brawl. Damage varies by difficulty, the following being taken from the game's files. Samus's Grapple Beam restores AI control. Unlike its boss appearance, Galleom can't use its Stomping Jump attack.

Image Move Damage Input Description
GalleomStomp.jpg
Trample
(踏みつぶし)
16% A Galleom stomps forward with one foot. This is Galleom's fastest and least telegraphed attack, but it is also one of his least powerful (though still strong enough to KO at 60% on Intense and around 100% on Easy).
GalleomShockwave.jpg
Hammer Knuckle
(ハンマーナックル)
16%, 22% (Hammer Knuckle)

7%, 12% (Shockwave, multiple hits)
A+D-Pad Galleom spins, then punches the ground with both fists to create a shockwave. The fists hit has extreme power, inflicting up to 55%. The shockwave deals decent damage (up to 25%) and hit with completely horizontal knockback. On higher difficulties, the shockwave can send the player very far, potentially past the blast lines. The shockwave covers the length of the entire stage.
GalleomDsmash.jpg
Double Arm Press
(ダブルアームプレス)
14%, 16% A+D-Pad Galleom slams his fists on both sides of him, similar to Donkey Kong's down smash. This is one of Galleom's fastest attacks, though it can be avoided by just being right near Galleom. If the player hits the lower part of Galleom's arms, they could potentially be meteor smashed.
Galleom performing an uppercut.
Uppercut
(アッパーカット)
16% (Sourspot), 25% (Fist) A+D-Pad/D-Pad Galleom does a huge, jet-propelled uppercut. Noticeable windup, but the uppercut travels fast when unleashed. The fist is a sweetspot with extreme knockback, OHKOing on Intense when Galleom is at low health, but not when it's at full health. In Boss Battles this attack is curiously made much faster, unlike all the others. If Galleom is fought as one of the last three bosses before Tabuu, it is even swifter and more unpredictable. However, it is also his most nerfed move, with the sweetspot KOing at 35% on Intense.
Galleom's pose after the spinning is complete.
Double Lariat
(ダブルラリアット)
1.7 / 1.9% (Multihits)

12% (Later hits & Final hit)
B Galleom charges up, then spins around. It creates a very powerful vacuum to suck players in, though its range is very short and it lasts briefly; furthermore, any character can just walk away to not get sucked in even on Intense difficulty. If players get sucked in near the beginning of the attack and multiple hits chain, they will sustain an extreme amount of damage (quite over 150%) with guaranteed OHKO power on Intense. The last KOing hit deals perfectly vertical knockback. This move is somewhat similar to Spinning Kong.
Galleom upon landing from a large jump.
Giant Jump
(大ジャンプ)
10% (Leap), 16% (Landing), 3% (Shockwave) B+D-Pad Galleom jumps high, and then lands with a big stomp. Regardless of where he lands, he will slide to the side opposite of where he jumped. It deals up to 61%, OHKOing on Intense when Galleom is at low health, but not when at full health.
GalleomTankMissile.jpg
Shooting
(射撃)
12%, 13% B+D-Pad Galleom transforms into a tank, then shoots four missiles. On the higher difficulties, every missile can inflict up to 30% damage, KOing slightly under 60%.
GalleomMissile.jpg
Missile
(ミサイル)
12%, 13% (Missiles)

10% (Mask)
B+D-Pad/D-Pad Galleom shoots two missiles two times. During this time, his "mask" has a hitbox and can still damage on contact. The missiles have roughly the same power of their Tank version, but are easier to avoid.
Galleom beginning to fall after stiffening.
Collapse
(倒れこみ)
24%, 26%, 22%, 16% X Galleom stiffens, and tries to fall on the player. Huge knockback, being an invariable one-hit KO on Intense difficulty. It's similar to Luigi's side taunt but as an actual attack. Damage can reach 62%, while knockback is very horizontal. If the player touches Galleom's back, they will only take minor knockback and less than 20%, being the only possibility to survive on the higher difficulties.
GalleomTankDash.jpg
Rush
(突進)
16% R Galleom transforms into a tank, then rushes forward, dealing vertical knockback. Has extremely long start-up frames.
Galleom landing on the ground in Tank form.
Rush and Slam 16% (Charge)

26% (Drop)
L Used at low health, Galleom uses Rush then also tries to fall on the player from above - which deals enormous spiked or horizontal knockback, and will OHKO on Intense, much like Collapse. Damage can reach a huge 70%. Afterwards, he will stay vulnerable on the ground for a long time (up to three seconds). It is easy for him to be KO'd during this down time, as he must be at low HP already to initiate the fall (usually 25% or lower). Because this move doesn't track when manually used and Galleom doesn't have to reposition himself, he can use this move to occupy centre-stage and continue using his attacks. However, due to the extreme lag, this strategy is extremely risky, and can result in Galleom taking too much damage to make up for the lost time.

Codes[edit]

Like all Brawl bosses, Galleom can be accessed using a Gecko code that enables debug mode controls for Player 3 in Boss Battles. It is encountered randomly without additional external modifications, meaning other bosses need to be defeated or forced to self-destruct with their own codes to reach Galleom's stage. The following codes are for the NTSC-U version of Brawl and both codes must be on.

Enable Boss Control
4A000000 810F1F3C
D2000000 00000002
901F058C 5400843E
90020070 00000000
C277F780 00000010
7CDFF050 2C06414C
4082006C 2C1C0002
40810064 39820074
809E0038 A0EC0000
7C043800 41810050
A0EC0002 7C1C3800
41820044 3CC0804E
A0C6E4C0 A8EC0004
2C070000 41820030
A8EC0004 7C063800
4082000C A38C0006
4800001C 2C07FFFF
4082000C AB8C0006
4800000C 398C0004
4BFFFFD8 939E0038
60000000 00000000
4A000000 805A9320
14000078 00000000
E0000000 80008000
Galleom control for Player 3
4A000000 805A9320
30000070 00005C04
66000001 00000000
30000071 00005C03
16000074 00000040
0013002D 1080002D
01800014 01810015
01820015 02810016
02820016 02800017
0288001A 00A0001E
00C00023 01840027
01880028 02840029
0480002C FFFFFFFF
E0000000 80008000

In competitive play[edit]

Because Galleom is only playable through hacking, it's banned by default in all competitive Brawl tournaments. While some boss characters have arguments to be legalised, Brawl's bosses have unique challenges that make them particularly unlikely cases. They do not conform to the usual ruleset, are exclusive to Boss Battles and thus their specific stage, are subject to Boss Battles's random boss selection without further modifications, and have varying difficulty levels that would require rulings to decide on them properly. This boils down to a very clunky experience that would likely end up delaying tournaments due to the length of time it takes for them to be set up. Furthermore, Samus's Grapple Beam can reset the controls of Brawl bosses, which could cause further ruling issues. Galleom's extremely powerful and fast one-hit KO attacks are also concerning from a competitive perspective and could arguably be considered uncompetitive. Ergo, Galleom has seen little to no competitive experimentation outside of casual matches.

In The Subspace Emissary[edit]

Galleom's Subspace Bomb in the Subspace Emissary
Galleom detonating its Subspace Bomb.

Galleom appears as a boss thrice in The Subspace Emissary. It first appears as the fourth boss against Marth, Ike, and Meta Knight in The Wilds, before the ground crumbles beneath it and sends it to The Ruined Hall. Later, in that same location, it fights Lucas and Pokémon Trainer. After being weakened, in a desperate attempt to defeat them, it grabs them and tries to detonate its Subspace Bomb, but Lucas's PK Thunder destroys its arm. As the ground crumbles beneath Galleom, Lucas, and Pokémon Trainer, Meta Knight rescues the latter two and escapes, causing Galleom to explode without taking any lives in the process. Galleom is later revived to battle once again in The Great Maze.

Gallery[edit]