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. He appears to have been based on an early version of Mario, as he lacks a lot of the balance changes Mario received in ''Brawl'' from ''Melee''.
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 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]].}}
* {{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.}}
*{{buff|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.}}
* {{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===
* {{change|Jab 1 has less [[set knockback]], with a single hitbox (15/10 → 11).}}
* {{nerf|Jab 1 has worse [[weight]]-based [[knockback]], with a single hitbox (WKB: 15/10 → 11).}}
* {{nerf|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.}}
* {{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). Combined with the fact that it can be shielded, this makes Yellow Alloy's jab combo much less safe to use.}}
* {{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. Yellow Alloy also slides further, increasing the move's range.}}
* {{buff|Dash attack has a larger hitbox, making it drastically better at [[stage spiking]] with the late hit.}}
* {{change|Dash attack has its 80°/70° hitboxes removed, with the latter being inconsequential due to it being fully covered for {{SSBB|Mario}} anyway.}}
* {{change|Dash Attack has its 80°/70° hitboxes removed, with the latter being inconsequential due to it being fully covered for {{SSBB|Mario}} anyway.}}
*{{nerf|Dash attack has much more ending lag (FAF: 38 → 54).}}
* {{buff|Forward tilt deals more damage (8% → 10%).}}
* {{buff|Forward tilt deals more damage (8% → 10%). This considerably improves its KO potential.}}
* {{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, despite what the animation would suggest, shortening its range.}}
* {{nerf|Forward smash lacks its sweetspot fire hitbox, making the animation not only misleading, but also causing it to only deal 15%.}}
*{{change|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)).}}
* {{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.}}
*{{buff|Down smash's back hit deals more damage (12% → 13%), further boosting its knockback, though it is still weaker than the front hit.}}
* {{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 deals more damage (10% (clean)/5% (late) → 12%/6%). The clean hit KOs earlier as a result.}}
* {{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%), with knockback only partly compensated (scaling: 95 → 100), KOing later.}}
* {{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|Up aerial has less base knockback (BKB: 9 → 0).}}
* {{nerf|Up aerial has more endlag (FAF: 30 → 34).}}
* {{nerf|Down aerial lacks its landing hitbox.}}
* {{nerf|Down aerial lacks its landing hitbox.}}
*{{nerf|Down aerial has more ending lag (FAF 38 → 45).}}
===Grab attacks===
*{{nerf|Yellow Alloy's grabs have less range.}}
* {{buff|Back throw has higher base knockback (70 → 80), improving its KO potential.}}
*{{nerf|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.}}
*{{nerf|The extra hitlag makes down throw easier to DI.}}
*{{change|Down throw has much less knockback scaling.}}


==Moveset==
==Moveset==
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|dsdesc=none
|dsdesc=none
|fsdesc=none
|fsdesc=none
}}
===Stats===
{{technical data|Needs full hop, short hop and double jump heights, as well as air friction.}}
{{Attributes
|cast      = 39
|weight    = 98
|rweight    = 17
|dash      = 1.5
|rdash      = 14-21
|run        = 1.5
|rrun      = 17-20
|walk      = 1.1
|rwalk      = 17-19
|trac      = 0.06
|rtrac      = 11-16
|airfric    = ?
|rairfric  = ?
|air        = 0.94
|rair      = 19-21
|baseaccel  = 0.01
|rbaseaccel = 7-36
|addaccel  = 0.08
|raddaccel  = 10-17
|gravity    = 0.075
|rgravity  = 24-25
|fall      = 1.28
|rfall      = 28-29
|ff        = 1.792
|rff        = 30
|jumpsquat  = 5
|rjumpsquat = 11-26
|jumpheight = ?
|rjumpheight= ?
|shorthop  = ?
|rshorthop  = ?
|djump      = ?
|rdjump    = ?
|ellag      = 3
|rellag    = 1-29
}}
}}


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{{clr}}
{{clr}}


==[[Trophy]]==
==[[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}}

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