Alloy cannot use Final Smash. Attempting to do so will freeze it in place on the ground or lock it into an inactionable airborne state in the air until it is hit.
The clean hit deals consistent damage (19%/6% → 13%). It therefore lacks the tremendous power that Falcon's has, but also will always deal decent damage and knockback. It also doesn't ever deal electric damage.
The late hit is significantly stronger (3% → 10%).
It has much more landing lag (22 → 40).
Uair has much more landing lag (9 → 40).
Bair:
Bair deals less damage (14% (clean)/8% (late) → 12%/7%). It is subsequently significantly worse at KOing
It has much more landing lag (12 → 40).
Dair:
Dair deals more knockback.
Dair retains the nipple spike from Melee, while Falcon's sourspot now launches opponents up and away. However, due to the changes to meteor cancelling, it is not a true spike anymore.
Alloy cannot use Final Smash. Attempting to do so will freeze it in place on the ground or lock it into an inactionable airborne state in the air until it is hit.
Jab only hits once, for a mere 4% damage, compared to Zelda's 3 hit jab which deals 6% damage.
Jab lacks any horizontal disjoint, and has less horizontal range overall.
Jab has more vertical range.
Jab has much more ending lag (FAF 24 → 40).
Forward tilt:
Forward tilt deals consistent damage (13%/11% → 12%), and knockback, always launching up and away.
Alloy does not move forward as much when using the move, preventing it from reaching further despite Alloy's increased size.
It has more ending lag (FAF 40 → 50).
Up tilt:
Alloy's up tilt appears to have smaller hitboxes. It is also more susceptible to low-profiling, and has a shorter hitbox duration, not becoming active until frame 12, rather than frame 10.
It deals less damage (11% → 9%), with knockback not compensated, weakening its KO potential.
It has more ending lag (FAF 48 → 55).
Down tilt:
It deals more damage (7% → 8%).
It has drastically increased ending lag, taking more than double the amount of time to complete (FAF 25 → 55).
It launches opponents away instead of downwards. Combined with the increased ending lag, this makes followups impossible.
Dash attack
The late hit deals less damage (9% → 8%), and launches opponents up instead of away with less base knockback, making the move unsafe at low percents.
The move lacks the disjoint that Zelda's has, reducing its safety and lowering the range increase.
The clean hit deals slightly less knockback, and launches at a lower angle, hindering the move's KO potential.
Forward smash:
It hits once for 15% damage, rather than hitting multiple times for 17% damage. However this improves its consistency, as Zelda's can sometimes fail to connect, especially if the opponent SDIs.
The move completely lacks a disjoint, giving it shorter range overall despite Alloy's increased size.
The move launches at a lower angle, and deals slightly more knockback, improving its KO potential.
The move has more ending lag (FAF 40 → 50).
Up smash:
Up smash only hits once, for 12% damage, rather than hitting multiple times for 15%. While this does make the move more consistent, it is usually weaker overall regardless.
At very low percents, the move may connect twice, dealing 24%.
The move is less disjointed, and is worse at hitting grounded opponents.
The move deals noticeably less knockback. It also launches at a lower angle.
Down smash:
The move doesn't semi-spike, instead launching at the Sakurai angle.
Although it deals more knockback to compensate. The first hit KOs later overall, but the second hit KOs earlier.
The move has an altered animation, being much smoother and more graceful. This is presumably due to Alloy's lack of a dress making the old animation unsuitable.
Alloy cannot use down special. As such, it completely lacks access to Sheik's moveset.
Alloy cannot use Final Smash. Attempting to do so will freeze it in place on the ground or lock it into an inactionable airborne state in the air until it is hit.
The outer hitbox of Alloy's jab 1 and 2 don't send opponents up rather than away, reducing the jab's reliability.
Jab 3 has 1 less frame of startup (5 frames → 4).
Jab 3 has more ending lag (FAF 30 → 40).
Jab 3 deals slightly less knockback.
Forward tilt:
Forward tilt deals more damage (8% → 10%), which also grants it KO potential.
It has more ending lag (FAF 25 → 33).
Up tilt has slightly more ending lag (FAF 30 → 31).
The sourspot on Alloy's down tilt still does 7% damage, instead of 5%.
Dash attack:
Dash attack has noticeably more range, due to Alloy's increased size making it slide further.
It has considerably more ending lag (FAF 38 → 54).
Forward smash:
It deals consistent damage and knockback, regardless of hitbox or angle (14%/13%/15%/17%/16%/18% → 15%).
It lacks the outermost hitbox, removing its disjoint and shortening its range, though it still has similar range overall due to Alloy's increased size making it move further forwards.
It has more ending lag (FAF 48 → 57).
Up smash deals more knockback.
Down smash:
Down smash's hitboxes have been reduced in size relative to Alloy, to the point where the move actually has less range than Mario's, and the hitboxes no longer fully cover its legs, as opposed to Mario's which is disjointed.
Alloy's down smash does more knockback on both hits, and the second hit deals more damage (12% → 13%).
It deals more damage (10% (clean)/5% (late) → 12%/6%), with the clean hit having improved KO potential.
It has much more landing lag (10 → 40).
Fair:
Fair cannot meteor smash.
However, it has consistent damage (13%/12%/10% → 13%).
It has more startup (15 frames → 16).
It has even more ending lag (FAF 60 → 76).
It has much more landing lag (26 → 40).
Uair:
Uair's hitboxes are smaller relative to Alloy, removing the disjoint.
Uair deals less knockback, and launches at a higher angle that is worse for getting opponents offstage, but not high enough to allow reliable KOs off the top, especially given the reduced knockback. This also does not grant it increased combo potential, because...
Uair has more ending lag (FAF 30 → 34).
Uair has much more landing lag (10 → 40).
Bair:
Bair's hitboxes are smaller relative to Alloy, removing the disjoint.
It deals less damage (12% → 11%), with knockback only partly compensated.
The hitbox remains clean throughout its duration.
It has considerably more ending lag (FAF 34 → 46).
All of Alloy's grabs appear to have reduced hitbox sizes.
Back throw deals slightly more knockback.
Down throw has more ending lag (FAF 40 → 48). It also deals 7 frames of hitlag, reducing the effective extra ending lag to 1 frame, but giving the opponent more time to react and DI.
Alloy cannot use Final Smash. Attempting to do so will freeze it in place on the ground or lock it into an inactionable airborne state in the air until it is hit.