User:Alex the weeb/Alloy changelog

Green AlloyEdit

AttributesEdit

  •   Alloy cannot shield or dodge
  •   Alloy cannot grab ledges
  •   Alloy gains no respawn invincibility, and cannot interact with most items.
  •   Alloy is larger than Kirby, making it easier to hit, however some of its attacks have more range.
  •   Alloy is considerably heavier (78 → 98).
  •   Alloy walks faster
  •   Alloy runs slightly faster
  •   Alloy has 1 extra frame of jumpsquat (4 → 5).
  •   All of Alloy's jumps go higher, especially its midair jumps. They also do not decay in height with each successive jump.
    •   The higher short hop can make it harder to hit certain opponents with short hop aerials.
  •   Alloy's crouch is much less effective at low-profiling attacks.
  •   Alloy's fall speed is higher.
  •   Alloy's gravity is higher.
  •   Alloy's air speed is slightly higher.

Ground attacksEdit

  • Jab:
    •   Jab 1 has 2 additional frames of ending lag (FAF 16 → 18).
    •   Jab 2 deals more damage (3% → 4%).
    •   Rapid Jab lacks the disjoint that Kirby's has, reducing its range considerably, and making it less reliable.
      •   Although, this means it has no sourspot.
    •   Rapid Jab has a different angle, which lifts opponents off the ground
  • Forward tilt:
    •   Forward tilt deals more damage (8% → 9%). As such, it has some KO potential near the ledge.
    •   It has noticeably more ending lag (FAF 28 → 33).
  • Up tilt:
    •   Due to Alloy's altered size, its up tilt is much less effective at hitting opponents in front of it.
    •   Up tilt has more ending lag (FAF 21 → 24).
    •   The clean hit deals slightly more knockback.
  • Down tilt:
    •   Down tilt lacks the increased damage on its outer hitbox, making it weaker overall (5%/6% → 5%).
  • Dash attack:
    •   Dash attack only hits once, rather than multiple times. This lowers its maximum damage output (14% → 6%), but makes its damage more consistent.
    •   This hit has much less base knockback, reducing the move's safety.
    •   It has more knockback growth, but not enough to grant it KO potential.
    •   It also launches at a lower angle.
  • Forward smash:
    •   Forward smash benefits the most from Alloy's increased size, having noticeably more range.
    •   It deals slightly more knockback.
  • Up smash:
    •   Alloy's up smash is much more susceptible to low-profiling.
    •   The sweetspot is harder to land, and deals slightly less knockback.
  • Down smash:
    •   Down smash deals less damage (14% → 13%) and KO later. The semi-spike's KO potential has been crippled as a result.
    •   The hitboxes appear to have been made smaller to compensate for Alloy's increased size.

AerialsEdit

  • Nair:
    •   Nair has more ending lag (FAF 73 → 80).
    •   It has much more landing lag (10 → 40).
  • Fair:
    •   Fair deals more damage (4% (hit 1)/3% (hit 2)/5% (hit 3) → 5%/3%/6%, total 12% → 14%), and has improved KO potential.
    •   It has more ending lag (FAF 44 → 50).
    •   It has much more landing lag (15 → 40).
  • Uair:
    •   Uair deals more damage (10% → 11%).
    •   Uair deals noticeably more knockback.
    •   It launches at the Sakurai angle rather than launching upwards, weakening its combo potential, but allowing it to be used to edgeguard.
    •   It has more ending lag (FAF 40 → 48).
    •   It has much more landing lag (10 → 40).
  • Bair:
    •   Bair has more ending lag (FAF 41 → 44).
    •   It deals slightly less knockback.
    •   It has much more landing lag (9 → 40).
  • Dair:
    •   Dair has more ending lag (FAF 55 → 60).
    •   It has much more landing lag (15 → 40).

Grab attacksEdit

  •   Alloy uses Jigglypuff's forward throw, but it deals 8% damage like Kirby's.
  •   Alloy uses Jigglypuff's up throw, but it deals more knockback, being similar in strength to Kirby's.
    •   The altered animation causes opponents to be released higher up. Combined with the throw now launching at 90˚, its KO potential has improved.
  •   Alloy uses Jigglypuff's back throw, but it deals 8% damage like Kirby's, and its knockback is like Kirby's as well.

SpecialsEdit

  •   Alloy cannot use neutral special.
  •   Alloy cannot use side special.
  •   Alloy cannot use up special.
  •   Alloy cannot use down special.
  •   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.

Red AlloyEdit

AttributesEdit

  •   Alloy cannot shield or dodge.
  •   Alloy cannot grab ledges.
  •   Alloy gains no respawn invincibility, and cannot interact with most items.
  •   Alloy is larger than Captain Falcon, making it easier to hit, however some of its attacks have more range.
  •   Alloy is lighter (104 → 98).
  •   Alloy walks faster.
  •   Alloy runs much slower.
  •   Alloy's ground jumps are lower.
  •   Alloy's double jump is noticeably higher.
  •   Alloy's air speed is lower.
  •   Alloy falls slower.
  •   Alloy's gravity is lower.
  •   Alloy can't walljump.

Ground movesEdit

  • Jab:
    •   Jab 3 deals more damage (6% → 7%).
    •   Jab 3 takes an additional 3 frames to transition to rapid jab.
    •   The sourspot on rapid jab uses the Sakurai angle, rather than a mostly vertical angle, making it push opponents out of range sooner.
  • Up tilt:
    •   Up tilt has more ending lag (FAF 40 → 46).
    •   Up tilt deals less knockback.
  • Dash attack:
    •   Dash attack has more ending lag (38 → 40).
    •   It deals more damage (8% → 10% (clean), 6% → 7% (late)).
    •   It uses the Sakurai angle, rather than sending opponents upward.
    •   It has much less base knockback, especially on the clean hit, and is unsafe on hit until high percents.
    •   It has more knockback growth, and can work as a niche kill option at high percents near the ledge.
  • Forward smash:
    •   It has more ending lag (FAF 60 → 65).
    •   It deals less damage (19%/18%/20% → 17%).
    •   It deals more knockback, despite the damage reduction, and as such can KO earlier.
  • Up smash:
    •   Up smash doesn't connect as well against grounded opponents due to Alloy's size.
    •   Up smash deals noticeably more knockback.
  • Down smash:
    •   Down smash's first hit deals less damage (18% → 16%).
    •   It also deals slightly more knockback, despite the damage reduction. The second hit deals more knockback as well.

AerialsEdit

  • Nair:
    •   Nair deals more damage (4% (hit 1)/6% (hit 2) → 6%/7%).
    •   The second hit deals noticeably less knockback.
    •   It has much more landing lag (9 → 40).
  • Fair:
    •   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.
    •   It has much more landing lag (21 → 40).

SpecialsEdit

  •   Alloy cannot use neutral special.
  •   Alloy cannot use side special.
  •   Alloy cannot use up special.
  •   Alloy cannot use down special.
  •   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.

Blue AlloyEdit

AttributesEdit

  •   Alloy cannot shield or dodge.
  •   Alloy cannot grab ledges.
  •   Alloy gains no respawn invincibility, and cannot interact with most items.
  •   Alloy is larger than Zelda, making it easier to hit, however some of its attacks have more range.
  •   Alloy is considerably heavier than Zelda (85 → 98).
  •   Alloy walks faster.
  •   Alloy runs faster.
  •   Alloy has less jumpsquat frames (6 → 5).
  •   Alloy's midair jump is much higher.
  •   Alloy falls faster.
  •   Alloy's gravity is higher.
  •   None of Alloy's moves use magic, and thus usually lack the electric attack effect.

Ground movesEdit

  • Jab:
    •   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.

AerialsEdit

  • Nair:
    •   Nair only hits once, for 8%, rather than hitting multiple times for 13%. Although it is more consistent, it has much less potential damage.
    •   The move is less disjointed.
    •   The move deals less knockback.
    •   It has much more landing lag (12 → 40).
  • Fair:
    •   It deals consistent damage (4%/20% → 13%) and knockback.
    •   It has noticeably more ending lag (FAF 40 → 50).
    •   It has much more landing lag (22 → 40).
  • Uair:
    •   It has much less range, due to lacking the explosion that Zelda's has.
    •   It deals less damage (15% → 13%), and KOs later, despite having increased base knockback.
    •   It has much more landing lag (22 → 40).
  • Bair:
    •   It deals consistent damage (4%/20% → 13%) and knockback.
    •   It has noticeably more ending lag (FAF 36 → 50).
    •   It has much more landing lag (22 → 40).
  • Dair:
    •   It deals consistent damage and knockback, but is much weaker overall (5%/16% → 8%).
    •   The late hit has been removed, although the clean hit appears to last marginally longer.
    •   It has much more landing lag (21 → 40).

SpecialsEdit

  •   Alloy cannot use neutral special.
  •   Alloy cannot use side special.
  •   Alloy cannot use up special.
  •   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.

Yellow AlloyEdit

AttributesEdit

  •   Alloy cannot shield or dodge
  •   Alloy cannot grab ledges
  •   Alloy gains no respawn invincibility, and cannot interact with most items.
  •   Alloy is larger than Mario, making it easier to hit, however some of its attacks have more range.
  •   Alloy's horns appear to be damageable, making it easier to hit overall.
  •   Alloy's initial dash is slightly faster.
  •   Alloy's double jump is much higher.

Ground movesEdit

  • Jab:
    •   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%).

AerialsEdit

  • Nair:
    •   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).
    •   It has much more landing lag (10 → 40).
  • Dair:
    •   Dair's hitboxes are smaller relative to Alloy.
    •   The landing hitbox has been removed.
    •   It has more ending lag (FAF 38 → 45).
    •   It has much more landing lag (19 → 40).

Grab attacksEdit

  •   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.
  •   Down throw has much less knockback growth.

SpecialsEdit

  •   Alloy cannot use neutral special.
  •   Alloy cannot use side special.
  •   Alloy cannot use up special.
  •   Alloy cannot use down special.
  •   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.