Editing Yellow Alloy (SSBB)
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==Differences from {{SSBB|Mario}}== | ==Differences from {{SSBB|Mario}}== | ||
Yellow Alloy has the exact same movement statistics as {{SSBB|Mario}}, but has some minor differences on various moves reminiscent of {{SSBM|Dr. Mario}}; most notably, he has a single-hitbox, strong [[forward aerial]], and a [[down aerial]] without a landing hitbox | Yellow Alloy has the exact same movement statistics as {{SSBB|Mario}}, but has some minor differences on various moves reminiscent of {{SSBM|Dr. Mario}}; most notably, he has a single-hitbox, strong [[forward aerial]], and a [[down aerial]] without a landing hitbox. | ||
===Aesthetics=== | ===Aesthetics=== | ||
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* {{nerf|Yellow Alloy has no special moves.}} | * {{nerf|Yellow Alloy has no special moves.}} | ||
* {{nerf|Yellow Alloy can't [[shield]] and thus cannot [[roll]] or [[spotdodge]].}} | * {{nerf|Yellow Alloy can't [[shield]] and thus cannot [[roll]] or [[spotdodge]].}} | ||
* {{nerf|Yellow Alloy can't [[airdodge]] and thus cannot perform | * {{nerf|Yellow Alloy can't [[airdodge]] and thus cannot perform [[hitstun cancelling]], making him uniquely susceptible to combos.}} | ||
* {{nerf|Yellow Alloy can't grab the [[ledge]] and can't use any ledge options by extension.}} | * {{nerf|Yellow Alloy can't grab the [[ledge]] and can't use any ledge options by extension.}} | ||
* {{nerf|Yellow Alloy has a significantly worse [[meteor cancel]] window, tied with {{SSBB|Wolf}} for the worst in the game (25f → 60f).}} | * {{nerf|Yellow Alloy has a significantly worse [[meteor cancel]] window, tied with {{SSBB|Wolf}} for the worst in the game (25f → 60f).}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
* {{ | * {{nerf|Jab 1 has worse [[weight]]-based [[knockback]], with a single hitbox (WKB: 15/10 → 11).}} | ||
* {{nerf|Jab 2 has | * {{nerf|Jab 2 has worse [[weight]]-based [[knockback]], with a single hitbox (WKB: 18/15/25 → 10), causing opponents to be able to [[shield]] Jab 3.}} | ||
* {{nerf|Jab 1 and 2 lacks their 80° angle hitbox, making them connect slightly worse.}} | * {{nerf|Jab 1 and 2 lacks their 80° angle hitbox, making them connect slightly worse.}} | ||
* {{buff|Jab 3 comes out a frame sooner (Startup: f7 → f6), giving it overall better hitbox activity.}} | * {{buff|Jab 3 comes out a frame sooner (Startup: f7 → f6), giving it overall better hitbox activity.}} | ||
* {{nerf|Jab 3 has drastically higher endlag (FAF: 30 → 40) | * {{nerf|Jab 3 has drastically higher endlag (FAF: 30 → 40).}} | ||
* {{nerf|Jab 3 has less knockback growth (KBG: 95 → 90).}} | * {{nerf|Jab 3 has less knockback growth (KBG: 95 → 90).}} | ||
* {{buff|Dash attack has a larger hitbox, making it drastically better at [[stage spiking]] with the late hit | * {{buff|Dash attack has a larger hitbox, making it drastically better at [[stage spiking]] with the late hit.}} | ||
* {{change|Dash | * {{change|Dash Attack has its 80°/70° hitboxes removed, with the latter being inconsequential due to it being fully covered for {{SSBB|Mario}} anyway.}} | ||
* {{buff|Forward tilt deals more damage (8% → 10%).}} | |||
* {{buff|Forward tilt deals more damage (8% → 10%) | |||
* {{nerf|Forward tilt has higher endlag (FAF: 25 → 33).}} | * {{nerf|Forward tilt has higher endlag (FAF: 25 → 33).}} | ||
* {{nerf|Forward tilt has lower base knockback, standardised across all versions (BKB: 8/13 → 6); largely made up for by the damage buff.}} | * {{nerf|Forward tilt has lower base knockback, standardised across all versions (BKB: 8/13 → 6); largely made up for by the damage buff, but still worse on [[shield]].}} | ||
* {{nerf|Up tilt has a frame of extra endlag (FAF: 30 → 31).}} | * {{nerf|Up tilt has a frame of extra endlag (FAF: 30 → 31).}} | ||
* {{buff|Down tilt has a single hitbox with the higher damage range (5%/7% → 7%), but still remains unsafe on hit.}} | * {{buff|Down tilt has a single hitbox with the higher damage range (5%/7% → 7%), but still remains unsafe on hit.}} | ||
* {{buff|Forward smash has more hitbox activity (15-17 → 15-19).}} | * {{buff|Forward smash has more hitbox activity (15-17 → 15-19).}} | ||
* {{nerf|Forward smash lacks its fire hitbox, | * {{nerf|Forward smash lacks its sweetspot fire hitbox, making the animation not only misleading, but also causing it to only deal 15%.}} | ||
* {{nerf|Forward smash has higher endlag (FAF: 48 → 57).}} | * {{nerf|Forward smash has higher endlag (FAF: 48 → 57).}} | ||
* {{buff|Up smash has higher [[knockback growth]] (KBG: 90 → 97), making it KO sooner.}} | * {{buff|Up smash has higher [[knockback growth]] (KBG: 90 → 97), making it KO sooner.}} | ||
* {{nerf|Up smash has no head [[intangibility]].}} | * {{nerf|Up smash has no head [[intangibility]].}} | ||
* {{buff|Down smash has lower base knockback (BKB: 40/35 → 30), but much higher knockback growth (KBG: 73/75 → 90/80), making it KO sooner.}} | * {{buff|Down smash has lower base knockback (BKB: 40/35 → 30), but much higher knockback growth (KBG: 73/75 → 90/80), making it KO sooner.}} | ||
* {{nerf|Down smash has less range, lacking hitboxes on the feet.}} | * {{nerf|Down smash has less range, lacking hitboxes on the feet.}} | ||
* {{buff|Back throw has higher base knockback (70 → 80).}} | |||
===Aerial attacks=== | ===Aerial attacks=== | ||
* {{nerf|Yellow Alloy cannot [[air dodge]].}} | |||
* {{nerf|All of Yellow Alloy's aerial attacks have 40 frames of landing lag, making them terrible on shield and reducing follow-up potential.}} | * {{nerf|All of Yellow Alloy's aerial attacks have 40 frames of landing lag, making them terrible on shield and reducing follow-up potential.}} | ||
* {{nerf|Neutral aerial autocancels later (34+ → 36+).}} | * {{nerf|Neutral aerial autocancels later (34+ → 36+).}} | ||
* {{buff|Neutral aerial | * {{buff|Neutral aerial's early hit does more damage (10% → 12%).}} | ||
* {{buff|Neutral aerial's late hit has an extra frame of hitbox activity (6-29 → 6-30).}} | * {{buff|Neutral aerial's late hit has an extra frame of hitbox activity (6-29 → 6-30).}} | ||
* {{buff|Forward aerial has overall higher hitbox activity (16-21 → 16-23).}} | * {{buff|Forward aerial has overall higher hitbox activity (16-21 → 16-23).}} | ||
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* {{change|Forward aerial no longer [[meteor smash]]es.}} | * {{change|Forward aerial no longer [[meteor smash]]es.}} | ||
* {{buff|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).}} | * {{buff|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).}} | ||
* {{nerf|Back aerial does less damage compared to Mario's early hit (12% → 11%) | * {{buff|Back aerial has higher knockback growth (95 → 100).}} | ||
* {{nerf|Back aerial does less damage compared to Mario's early hit (12% → 11%).}} | |||
* {{nerf|Back aerial has higher endlag (FAF: 34 → 46).}} | * {{nerf|Back aerial has higher endlag (FAF: 34 → 46).}} | ||
* {{buff|Up aerial has much higher base knockback (BKB: 9 → 90).}} | |||
* {{nerf|Up aerial has more endlag (FAF: 30 → 34).}} | |||
* {{change|Up aerial launches at a slightly higher angle (45° → 55°).}} | * {{change|Up aerial launches at a slightly higher angle (45° → 55°).}} | ||
* {{nerf|Down aerial lacks its landing hitbox.}} | * {{nerf|Down aerial lacks its landing hitbox.}} | ||
==Moveset== | ==Moveset== | ||
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|dsdesc=none | |dsdesc=none | ||
|fsdesc=none | |fsdesc=none | ||
}} | }} | ||
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{{clr}} | {{clr}} | ||
==[[ | ==[[Trophies]]== | ||
The Yellow Allow trophy is unlocked by defeating 100 Alloys in [[Endless Brawl]]. | The Yellow Allow trophy is unlocked by defeating 100 Alloys in [[Endless Brawl]]. | ||
{{Trophy | {{Trophy | ||
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{{reflist}} | {{reflist}} | ||
{{SSBBCharacters}} | |||
{{Bosses}} | {{Bosses}} | ||
{{Smash universe}} | {{Smash universe}} | ||