Just to clarify the reupload was to remove an editing mistake that caused my webcam to sneak it's way into the vid around 12 and 14 mins in, while also adding a note where I mispoke about Red Alloy's Dash Attack and properly thanking Supersqank not only for their help when it came to questions I had, but for their work on the Brawl Frame Data Spreadsheet! Sorry for the inconvenience, hope you enjoy the slightly improved vid (:
It’s also really fascinating since Jigglypuff was originally added as a semi-clone of Kirby in Smash 64 and reused some moves and animations of his, so the Green Alloy being a Kirby clone that takes moves from both characters kinda brings everything full-circle after they were de-cloned in Melee.
Mentioned it in the OG upload but I’d once again like to direct attention towards Brawl’s severely-underrated creature designs. Their “plastic cyborg” look is a special flavor of surreal that I haven’t seen in many other mediums at all. Also Shaydas is the coolest one that’s a fact
I feel like games like these always have an underrated sense in their enemy designs. In a dense cast you will see thousands of fanarts for these characters you know and love, but seldom anything of the actual enemies that are also quite vividly designed, but every so often you'll find someone with a special fondness for a creature or beastie or creation or two, and there's always something nice acknowledging that. Appreciation for the things big and little that stand in our way without having to be anything more than that.
@@mje71103Yeah, most of _Subspace Emissary_ including most of its enemy design is rather neat. Such a shame that we never got another one, ironically due to the very thing we're using to communicate now. Somewhat like the reason for adding tripping to _Brawl_ (even as someone largely indifferent to _Melee_ overall), I can at least understand Sakurai's disappointment and reasoning even if I think it was overkill.
@@mje71103 my ex-gf used to draw tons and tons of fanart of poppant (the little guy with the big pant that runs away and drops rare items if you can hit it)
@@fissilewhistle Only "used to"? You mean they still don't? I tend to like "creepy" stuff, so I always liked their design, but they are easily one of *the* most annoying enemies in that mode.
Regarding the random moves having more ending lag, there's actually a reason for this. Brawl is when the Smash devs really started upping the use of IASA frames, which are frames during an attack animation where you can interrupt the animation as if it had already ended. This is how fighters can be in an actionable state before their attack animation actually ends. However, the Alloys have no IASA frames to speak of on their attacks. All the moves where they have more lag when used as Alloys are moves which have IASA frames when used with the base fighters.
The term "Small Fry" is actually a very common term for the main grunt type of enemies in video games like Goombas, Waddle Dees, and in Brawl's case, the Fighting Alloy Team. The PS1 title Rakugaki Showtime even calls its main grunt enemy Zako(Small Fish) to really hammer home how weak they are. He's also the only character who can trip in that game so for the Brawl experience, pick him.
I think it's very clear that a lot of these moves offer windows into what Falcon, Zelda, Mario, and Kirby were like earlier in Brawl's development, both the moves that are more reminiscent of the Melee versions and the ones that only have slight differences.
I remember so long ago people would dunk on them compared to the Wireframes, but I don't know, I always jived with their aesthetics a lot more, they're cool dudes.
I don't know enough about the technical side of Brawl to understand this, but I'm happy my boy the Green Alloy is doing well. He's always been my favorite.
I feel like not having fighting alloy team in smash 4 and ultimate as the multi-man enemies was a big missed opportunity. Like the FPT from smash 64 I thought fighting a large army of weaker, special lacking fighters was a great concept. They could've even add to the fighting alloys with other fighters based on other playable smash fighters.
I guess the Miis fit the crossover thing better. That’s kind of become the game’s whole identity. I think Ultimate should have had the other teams as part of the “everyone is here” shtick, though. A spirit at least… Incidentally, I actually wonder if the multi-man miis have different stats. I’m almost sure they don’t use specials, at least.
From what I remember of the miis they lack specials, and in Ult. the miis stats were based on what type of fighter they were(which doesnt matter much in multi since it makes them easy to KO). I do remember that every number of KOs a smash fighter would spawn, but that's as far as they went with that.
Nice video as always. This was a video I wanted to make a while back but I ended up not going through with it as it was too daunting of a task. I would like to say thank you for reuploading the video and shouting me out. I highly appreciate that and I am highly thankful for it. Regarding the video, there are quite a few things I would like to point out. I did include these in a comment from the original upload but I will include it here for people who didn't see the original upload. I do have quite a bit to say and this will be long so here's a small disclaimer: - A lot of the bizarre things which are closer to Melee are most likely Melee leftovers. They aren't intentional references, moreso they just didn't bother to change those things and it's likely the Brawl versions of those moves on the base characters were closer to their Melee counterparts in earlier stages of development too. - Higher weight in Smash is overall a net positive. While there are instances where it can be bad, making you more vulnerable to comboes in certain scenarios (with D3 dthrow being a notale example of this), the ability to live longer more than makes up for it overall and even when it comes to comboes, being heavier can make you less vulnerable to comboes depending on the scenario. Blue and Green Alloy especially are way heavier than Zelda/Kirby respectively, so it is definitely a definitive improvement for them overall. - When it comes to knockback, a vital detail which is ignored in the video is that the amount of knockback a move in Smash has is directly tied to its damage. More damage = more knockback. As one example to demonstrate this, the last hit of Zelda's fsmash deals 13% damage and it has 30 base knockback and 105 knockback scaling. Blue Alloy's fsmash however deals 15% damage and 30 base knockback and 100 knockback scaling. While 100 knockback scaling is less than 105, because the move deals 2% more at 15% instead of 13%, it overall deals a good bit more knockback. Blue Alloy's fsmash kills 10%+ earlier than the last hit of Zelda's fsmash on its own because of this. You can't really just look at the numbers to determine a move's knockback in Smash. It doesn't give you the full picture at all. You have to punch the numbers into a knockback calculator and verify in game if you can. That was the one consistent thing in the video which I couldn't stop noticing. - When it comes to the Sakurai angle, how it works in Brawl is that when a move has high enough knockback, it launches grounded opponents at a 37 degree angle but against aerial opponents, it launches them at a 45 degree angle. Whether its preferable to a more concrete number however (such as 40 degrees) is dependent on the exact launch angle. Sakurai Angle is an upgrade compared to a 45 degree angle for example but it is a downgrade compared to a 35 degree angle. - The reason why many of the Alloy's attacks have more ending lag is actually quite simple. It is because the alloy's animations lack interruptible animation frames which are present on their base characters. As an example, both Zelda and the Blue Alloy have a down tilt animation which lasts 54 frames. Zelda can interrupt her down tilt animation starting on frame 25, so she can cancel the last 30 frames of her down tilt animation but Blue Alloy cannot cancel their down tilt animation at all, so you have to sit through the whole 54 frame animation before you can do anything. This runs through pretty much every move the alloys have, which is why many of their moves have more ending lag than their base counterparts. I'm guessing the devs didn't bother putting in interrupt frames for the Alloy's animations to make them easier to fight during multi man Brawl. Also as a sidenote, the higher ending lag on Blue Alloy's dtilt makes it horrendously unsafe on hit. It is even - on hit if it trips which is abysmal. - This is a minor point but Red Alloy's dash attack being worse on shield has nothing to do with the move's different knockback. It is solely caused by the move having more ending lag. And those are all the main things I believe. I could make some more minor points but I don't remember them as of writing this. The video was overall really put well together and edited which Big Yellow is very talented with. And once again, I am highly thankful for Big Yellow for shouting me out in this reupload. I just wanted to add some more insight on some things. If you are interested in watching more wacky Brawl content, I've got quite a few videos on my own channel where I dive into Brawl's some of more questionable balancing decisions. Feel free to check out my stuff if you are interested.
It's very interesting the micro tuning to make things feel fairer in multiman melee. I'm sure some of them are just "we changed base character and forgot to edit the alloys" but many of them definitely felt intentional to make sure the minimum frustration at a base level for the multiman melee
I can totally understand that but my issue stemmed more from the fact that some of my oldest vids miss things or get stuff wrong, so even if they're enjoyable to people they might learn something wrong from them, and that feels wrong on my end personally
@@BigYellowSillymaybe make a playlist of them but unlist them so they will only appear there? people can watch them but are forced to acknowledge that they may be incorrect
I literally just had the first upload still on my phone then just finished it and went to the comments and they were gone then I looked at my history and it didn't show up
Fighting polygons gotta be next right? Also the alloys visually look like upgraded polygons, with an eye, more texture and joints, and some visible energy on them. Heck, the blue, red and yellow alloys have wireframe midsections as a reference to the fighting wireframes!
Assuming that all alloys were based on Melee's movesets for the characters as purposed by how the Red Alloy maintains Captain Falcon's Melee dair, I could imagine that the Green Alloy's forward throw was changed due to Kirby's forward throw in Melee being able to take you off-stage and into the bottom blast zone in an instant. They probably didn't want that happening to a player on the off chance one of them grabbed and forward-threw them near the edge of a stage.
I think its very probable the alloys were made earlier in development than the fighters, which would explain why red ally's down air more closely resembles melee falcon
Now that I think about it, I'm surprised there isn't a 5th on based on Sheik, Samus or Marth or something. It's a clear Sentai/Power Rangers parody. They usually have 5 members. Green having both Kirby and Puff makes sense.
The fact these seem to be earlier drafts of their original counterparts made me wonder if the green alloy was done after the game was delayed to add sonic (and jigglypuff was thrown in) or before and they just ported jigglypuffs throws because it was an easy solution to replace some difficult moves. I think uthrow has differences to melee's so i would guess the alloy was finalised afterwards.
I think a lot of the oddities with these characters come from the fact that they weren't designed to be anything more than a horde of video game 'zombies'. They need to be able to fight back, and potentially be threatening in large numbers, but very easy to manage 1v1. The high double jumps potentially let them get back on stage if you didn't get a good enough hit in, Mario attributes mean players don't have to deal with characters all being different speeds, more laggy moves like Blue Alloy's D-Tilt stops it from being too exploitable for a horde fighter, Alloy moves probably have more consistent hitboxes so that there's less variability when taking them on, stuff like that. I think if you copy all the attributes from the base characters, the Multi-Man experience becomes far more volatile
Im gonna miss these guys, they're some of the cooler smash original designs out there with their surreal plasticy android cyclops look, it gives them a real identity for themselves that can't be said as much for the wireframes and the polygons. Brawl is REALLY underrated in that aspect. In a world building lens they look like something that would be mass produced and used as combat training dummies, but would easily become profoundly dangerous for like security purposes fnaf 2 style.
This video being posted lead me to discovering that one dude who apparently mains Male Wireframe by looking around Smash wiki, so thanks for both the great video and for letting me figure out that someone is trying to push the limits of Male Wireframe.
I'm glad that your wireframe video only got taken down because you weren't happy with it anymore, and not for some other bs youtube reason. It got me worried when I last looked for it, and it had disappeared. I never saw your video as "very old and bad," don't be too hard on yourself! This video covers more content at a way higher level of polish. It's easy to see that you're pushing to improve your craft, years later. Thanks for making cool videos for us I laughed pretty hard for the female wireframe who tried to hit that falcon
0:31 I like the double meaning of this. They're not only unable to be played legitimately, but they're so bad they're also functionally (no shield, no ledgegrabs, etc.) and competitively unplayable!
It's worth noting that red alloy's jab3 always going into rapid jab is also something melee falcon has. Melee falcon does have workarounds to prevent the rapid jab (named the gentleman's jab), so I wonder if red alloy also does? Very weird that it's present in brawl.
@@BigYellowSillyActually, you mentioned that you might return to them at some point, and I just had an idea for that (or the alloys again) that doesn’t involve retreading ground. Just make a day of trying to beat high difficulty Classic Mode using one of these characters with no specials, among other issues. Could make for a silly stream.
Theres a Project M mod that makes all of these guys full characters with custom specials from Smash 4 to fill in the special slots and theyre some of my favorites. Blue Alloy in particular is a ton of fun with her downright bizarre zoning
You're talking about the KingJigglypuff mods, right? Technically not all of them are lifts from Smash 4, Blue in particular has a lot of bizarre changes, but yeah some of them definitely are.
(rewrite of original comment) Love to see Big Yellow talking about some really hyper-niche or mundane thing and going on a deep dive, and somehow its fascinating every time. Never gets old, never change (unless you want to)
ok alright vids back so i love the alloy's design, they look so damn cool to me. i was obsessed with their looks as a kid, and i still am now. anyways, ready for my headcanon on these scrunglies? ok so basically the alloys used to work for the subspace army but were moved by the struggles of the smash cast, so they decided to change their ways and become sparring partners with the cast, basing their style on their favorite members. then they were invited to the massive smash mansion as seen in the background of ultimate's homerun contest and they lived happily ever after the end!!!!! :3
Ah, these alloy fellows, I remember spending countless hours in endless brawls wailing on these guys, good times. Then I tried cruel brawl and learned what it’s like to suffer as they did.
I saw this vid in my notification, and it wasn’t till you popped up at the end that I realized who I was watching! I first saw your absurd Pokémon tier vids, and am stoked to see you also post about smash bros from time to time!
I always loved the design of these and wish Nintendo would've included them as echo fighters in Ultimate. It's also fun to imagine what additional Alloys based on other characters would look like.
I noticed pretty quickly they were based on other fighters as a kid. So I figured out quickly that, Red was Falcon, Yellow was Mario, and Green was Kirby. But I always had a problem with blue. I always assumed it was Zero Suit Samus because of her appearance.
Honestly I am still not over how such incredible designs as many of the Subspace Emissary designs are locked away in, well... Subspace Emissary, the story mode of a fighting game. Primids are a perfect "basic" minion.
The closest we've got is a Project M mod that makes them into legit echo fighters of the characters they're based off of. A RUclipsr who goes by KingJigglypuff made them and has videos of them in action if you're curious. Which to be fair is far more love and thought than Nintendo has ever given these guys since they never showed up outside of Brawl besides... A Spirit I think? Maybe not even that?
Your wireframe video was what convinced me to subscribe, I think, or what got me to first look at your channel. I'm looking forward to a more accurate redo. I don't re-watch old videos I've already seen often so I didn't even notice it was absent despite being one of my favorites.
Video so good it just had to be uploaded twice. I personally love the Alloy Team, even if the Yellow Alloy always was the one killing me in Multi-Man Brawl, they have such cool designs, and I wouldn't mind seeing them again.
I allways bugged why Blue alloy was Zelda. I understand why Female Wire Frame was Zelda it's not a good choise but there were only two to make. But we had Zero Suit Samus in Brawl. and then they started using Miis.
Imagine a tournament where these are the only characters allowed without the regular roster Also is there any difference between the Fighting Polygon Team in 64 and the characters they're based off or are they 1 to 1 clones?
The Fighting Polygon Team function like how the Male and Female Wireframes do in Melee. They can attack, shield, and grab ledge but not do any special moves.
I think they are 1 to 1 (Don't trust me on this one, didn't check), what they don't have is Special moves or grabs meaning they lack the fast grabs and die harder than Link
Always love the videos on non playable characters! As a smash 64 enthusiast I’m hoping for the possibility of a Polygon Team video at some point, heh heh😅
2:19 The Japanese name sounding funny is due to how it’s translated there, because “ザコ” doesn’t necessarily have a connotation of being small 🤔 (reposted engagement)
I have an odd memory in my head of my older brother trying to fight these guys in that game mode and getting two shot. Also in that memory they were called “Aliens”
This is a tad bit unrelated, but does anyone else think that the alloys just look like they were ripped from a completely different game? Like, they're giving me major Jak and Daxter vibes, but maybe that's just me.
Just a heads-up, the scaling is actually different between Alloys. Red/Blue: 1.2x Yellow: 1.5x Green: 1.6x Also, with the Cruel Brawl knockback buffs the Alloys get, that Blue NAir is an absolute killer. She touches even Ganondorf with that, he's instantly dead. Same for BAir/FAir, though sometimes you can survive cross-stage. There's a reason I keep track of where Blue Alloys are and will spawn and when.
@@BigYellowSilly I remember finding it in one of the files for each Alloy in BrawlBox way back when. Turns out other characters have some interesting scaling values in-game as well.
Possibly coincidences, but two of the designs remind me of other things. Yellow Alloy reminds me of a male villager in Animal Crossing (Gamecube), where they'd always wear a hat with viking horns. Green Alloy reminds me of two Kirby enemies - Cutter (shapewise), and Plasma (colourwise). Very wonderful video. I wonder if anyone has ever modded them to have mechanics they lack (like ledge grabs and shielding). No to wax philosophical here, but there'd be something sweet about these mostly forgotten NPC characters made for a simple gamemode and never really used again, to be taken and given some love and care despite their obscurity.
And congratulations to Plague von Karma for being promoted to admin on SmashWiki! She's been doing good work on there for a very long time and I'm happy to see her in leadership ^^
I think it's very likely Falcon's down air was originally like the alloy version. If anything the alloy having the forward air sweetspot requirement just like in Melee is a bit of a dead giveaway.
Just a note: The reason F-Smash doesn’t show hitboxes in brawlbox is because the hitboxes are actually located in a subroutine the game calls when you use the move. At least if it is coded like Falcon’s
I'm not too familiar with Brawl specifically so I might be wrong, but aren't both of the Kirby throws that got changed the ones he can use as suicide throws? if so, that'd be a pretty obvious reason to change em, I'd be fuming if an alloy pulled that on me
That would be cool but unfortunately not really, the F-Throw suicide throw was removed in Brawl, and I think it might still be possible with Up-Throw but only under specific circumstances like while on a moving platform
I want them to bring these characters back as a sort of tag-team character, kinda like Pokemon Trainer and Pyra/Mythra... But with alterations to make them more unique compared to Falcon, Zelda, Kirby, and Mario (and you know... making them ACTUALLY VIABLE and having special attacks, y'know?).
I mean I doubt there are any "references" so much as just a lot of data was ported straight from Melee to serve as a base for Brawl and adjusted as development went on
I just thought about if someone modded these guys into a game with their stats slightly changed from the OGs, and with Specials inspired by the Smash 4 Custom Specials (so they could have more of an identity).
Just to clarify the reupload was to remove an editing mistake that caused my webcam to sneak it's way into the vid around 12 and 14 mins in, while also adding a note where I mispoke about Red Alloy's Dash Attack and properly thanking Supersqank not only for their help when it came to questions I had, but for their work on the Brawl Frame Data Spreadsheet!
Sorry for the inconvenience, hope you enjoy the slightly improved vid (:
no more big yellow jumpscare. it was fun while it lasted
Skill issue
I first thought the first one was the picture of annoyed Queen Elizabeth because it went by so fast.
I think there might still be a few flashes of webcam at around 15:36 lol
Edit: Also a very faint one at 23:11
@@Mage_Nichlas_ she famously hated the Blue Alloy
Hearing the sentence "As cool as it is to see the iconic nipple spike hitbox" is something I didn't realize I needed to hear until today
Lol. I only know about from Asumsaus. So when i saw it in this vid, it was mindblowing its a leftover hitboxes from melee
i will never forget the spirit of big yellow haunting the original version
the real unplayable character
Same
Big Yellow Freddy
layo
@@partlyawesomepartly!!!
The four genders.
Male, female, nonbinary, and mario
Nonbinary people have 5 midair jumps Brawl said so
@@BigYellowSilly finally something to compare to trans women’s mid air Dash
I thought it was Male, Female, Child, and most importantly, Ball
@@BigYellowSilly can confirm
The Green Allow using Jigglypuff's moves is so strange, when you consider she was nearly cut from the game.
Wait I had totally forgot that, that's a really good point
Could be that their ability to grab and throw was added late in development and Jigglypuff was complete enough to steal her throws
It’s also really fascinating since Jigglypuff was originally added as a semi-clone of Kirby in Smash 64 and reused some moves and animations of his, so the Green Alloy being a Kirby clone that takes moves from both characters kinda brings everything full-circle after they were de-cloned in Melee.
Mentioned it in the OG upload but I’d once again like to direct attention towards Brawl’s severely-underrated creature designs. Their “plastic cyborg” look is a special flavor of surreal that I haven’t seen in many other mediums at all.
Also Shaydas is the coolest one that’s a fact
I feel like games like these always have an underrated sense in their enemy designs. In a dense cast you will see thousands of fanarts for these characters you know and love, but seldom anything of the actual enemies that are also quite vividly designed, but every so often you'll find someone with a special fondness for a creature or beastie or creation or two, and there's always something nice acknowledging that. Appreciation for the things big and little that stand in our way without having to be anything more than that.
@@mje71103Yeah, most of _Subspace Emissary_ including most of its enemy design is rather neat. Such a shame that we never got another one, ironically due to the very thing we're using to communicate now. Somewhat like the reason for adding tripping to _Brawl_ (even as someone largely indifferent to _Melee_ overall), I can at least understand Sakurai's disappointment and reasoning even if I think it was overkill.
@@mje71103 my ex-gf used to draw tons and tons of fanart of poppant (the little guy with the big pant that runs away and drops rare items if you can hit it)
Floows and Shaydases used to creep me out.
@@fissilewhistle Only "used to"? You mean they still don't? I tend to like "creepy" stuff, so I always liked their design, but they are easily one of *the* most annoying enemies in that mode.
The Yellow Alloy's horns are a reference to Mario's devilish ways
The alloys are purified versions of the character they copy confirmed
They're a reference to METEOS (2005)
He is the evil of Melee Mario contained
@@Magic_Ice He’s like the flesh prison to mario’s minos prime, but that’s an insult to minos.
It's a direct reference to Project M Mario being evil
Green Alloy in Cruel Brawl haunts my dreams. He’s just standing there. MENACINGLY
Regarding the random moves having more ending lag, there's actually a reason for this. Brawl is when the Smash devs really started upping the use of IASA frames, which are frames during an attack animation where you can interrupt the animation as if it had already ended. This is how fighters can be in an actionable state before their attack animation actually ends. However, the Alloys have no IASA frames to speak of on their attacks. All the moves where they have more lag when used as Alloys are moves which have IASA frames when used with the base fighters.
The term "Small Fry" is actually a very common term for the main grunt type of enemies in video games like Goombas, Waddle Dees, and in Brawl's case, the Fighting Alloy Team. The PS1 title Rakugaki Showtime even calls its main grunt enemy Zako(Small Fish) to really hammer home how weak they are. He's also the only character who can trip in that game so for the Brawl experience, pick him.
RAKUGAKI SHOWTIME MENTIONED
WWWWW
Is that a Splatoon Reference?!?!?
Or in the case of Splatoon...literal smallfry.
@@UCDitto Wii Play Fishing reference
The Fighting Alloys aren’t the only ones with that title. The Fighting Polygons, Wireframes, and Miis are all called “small fries” in Japanese
I think it's very clear that a lot of these moves offer windows into what Falcon, Zelda, Mario, and Kirby were like earlier in Brawl's development, both the moves that are more reminiscent of the Melee versions and the ones that only have slight differences.
I remember so long ago people would dunk on them compared to the Wireframes, but I don't know, I always jived with their aesthetics a lot more, they're cool dudes.
Given that the Alloys are all bigger than the characters they're based on would that make Yellow Alloy the first appearance of Big Yellow?
Moderately Sized Yellow
Nintendo should release the rights for Yellow Alloy to me I think
Thanks for having me on! Love talking about unplayable characters. I wonder if they'll ever be legalised...
Green Alloy deserves their chance to shine
Playable PlaguevonKarma when
AY MY FAVORITE RUclipsR
If they were legalized, at least Ganon would be less lonely in F-tier.
I kept "pestering" the Brawl community to add the Alloys into the next Netplay build. It hasn't happened yet.
The absolute brain blast as a kid when I realised that the alloys were clones of fighters in the main cast will forever stick with me.
I don't know enough about the technical side of Brawl to understand this, but I'm happy my boy the Green Alloy is doing well. He's always been my favorite.
I feel like not having fighting alloy team in smash 4 and ultimate as the multi-man enemies was a big missed opportunity. Like the FPT from smash 64 I thought fighting a large army of weaker, special lacking fighters was a great concept. They could've even add to the fighting alloys with other fighters based on other playable smash fighters.
I guess the Miis fit the crossover thing better. That’s kind of become the game’s whole identity. I think Ultimate should have had the other teams as part of the “everyone is here” shtick, though.
A spirit at least…
Incidentally, I actually wonder if the multi-man miis have different stats. I’m almost sure they don’t use specials, at least.
From what I remember of the miis they lack specials, and in Ult. the miis stats were based on what type of fighter they were(which doesnt matter much in multi since it makes them easy to KO).
I do remember that every number of KOs a smash fighter would spawn, but that's as far as they went with that.
Instead they just said "fuck it, we added a character that is basically an NPC, use that one."
Nice video as always. This was a video I wanted to make a while back but I ended up not going through with it as it was too daunting of a task. I would like to say thank you for reuploading the video and shouting me out. I highly appreciate that and I am highly thankful for it. Regarding the video, there are quite a few things I would like to point out. I did include these in a comment from the original upload but I will include it here for people who didn't see the original upload. I do have quite a bit to say and this will be long so here's a small disclaimer:
- A lot of the bizarre things which are closer to Melee are most likely Melee leftovers. They aren't intentional references, moreso they just didn't bother to change those things and it's likely the Brawl versions of those moves on the base characters were closer to their Melee counterparts in earlier stages of development too.
- Higher weight in Smash is overall a net positive. While there are instances where it can be bad, making you more vulnerable to comboes in certain scenarios (with D3 dthrow being a notale example of this), the ability to live longer more than makes up for it overall and even when it comes to comboes, being heavier can make you less vulnerable to comboes depending on the scenario. Blue and Green Alloy especially are way heavier than Zelda/Kirby respectively, so it is definitely a definitive improvement for them overall.
- When it comes to knockback, a vital detail which is ignored in the video is that the amount of knockback a move in Smash has is directly tied to its damage. More damage = more knockback. As one example to demonstrate this, the last hit of Zelda's fsmash deals 13% damage and it has 30 base knockback and 105 knockback scaling. Blue Alloy's fsmash however deals 15% damage and 30 base knockback and 100 knockback scaling. While 100 knockback scaling is less than 105, because the move deals 2% more at 15% instead of 13%, it overall deals a good bit more knockback. Blue Alloy's fsmash kills 10%+ earlier than the last hit of Zelda's fsmash on its own because of this. You can't really just look at the numbers to determine a move's knockback in Smash. It doesn't give you the full picture at all. You have to punch the numbers into a knockback calculator and verify in game if you can. That was the one consistent thing in the video which I couldn't stop noticing.
- When it comes to the Sakurai angle, how it works in Brawl is that when a move has high enough knockback, it launches grounded opponents at a 37 degree angle but against aerial opponents, it launches them at a 45 degree angle. Whether its preferable to a more concrete number however (such as 40 degrees) is dependent on the exact launch angle. Sakurai Angle is an upgrade compared to a 45 degree angle for example but it is a downgrade compared to a 35 degree angle.
- The reason why many of the Alloy's attacks have more ending lag is actually quite simple. It is because the alloy's animations lack interruptible animation frames which are present on their base characters. As an example, both Zelda and the Blue Alloy have a down tilt animation which lasts 54 frames. Zelda can interrupt her down tilt animation starting on frame 25, so she can cancel the last 30 frames of her down tilt animation but Blue Alloy cannot cancel their down tilt animation at all, so you have to sit through the whole 54 frame animation before you can do anything. This runs through pretty much every move the alloys have, which is why many of their moves have more ending lag than their base counterparts. I'm guessing the devs didn't bother putting in interrupt frames for the Alloy's animations to make them easier to fight during multi man Brawl. Also as a sidenote, the higher ending lag on Blue Alloy's dtilt makes it horrendously unsafe on hit. It is even - on hit if it trips which is abysmal.
- This is a minor point but Red Alloy's dash attack being worse on shield has nothing to do with the move's different knockback. It is solely caused by the move having more ending lag.
And those are all the main things I believe. I could make some more minor points but I don't remember them as of writing this. The video was overall really put well together and edited which Big Yellow is very talented with. And once again, I am highly thankful for Big Yellow for shouting me out in this reupload. I just wanted to add some more insight on some things. If you are interested in watching more wacky Brawl content, I've got quite a few videos on my own channel where I dive into Brawl's some of more questionable balancing decisions. Feel free to check out my stuff if you are interested.
It's very interesting the micro tuning to make things feel fairer in multiman melee. I'm sure some of them are just "we changed base character and forgot to edit the alloys" but many of them definitely felt intentional to make sure the minimum frustration at a base level for the multiman melee
I never mind videos that are old and outdated. Especially if they're still enjoyable in their own right.
I can totally understand that but my issue stemmed more from the fact that some of my oldest vids miss things or get stuff wrong, so even if they're enjoyable to people they might learn something wrong from them, and that feels wrong on my end personally
@@BigYellowSillymaybe make a playlist of them but unlist them so they will only appear there? people can watch them but are forced to acknowledge that they may be incorrect
Real ones remember the first time this was uploaded
Real ones remember Big Yellow jumpscares
I got so anxious because i watched 1 part of the video, then went to take a shower and when i went back i couldnt find the video anywhere
I literally just had the first upload still on my phone then just finished it and went to the comments and they were gone then I looked at my history and it didn't show up
Ong
That video is PRIVATED!
Fighting polygons gotta be next right? Also the alloys visually look like upgraded polygons, with an eye, more texture and joints, and some visible energy on them. Heck, the blue, red and yellow alloys have wireframe midsections as a reference to the fighting wireframes!
these guys are the coolest looking npcs of the series in my opinion
Green Alloy is just what you get when Kirby eats an Alloy. No wonder they're the strongest.
Assuming that all alloys were based on Melee's movesets for the characters as purposed by how the Red Alloy maintains Captain Falcon's Melee dair, I could imagine that the Green Alloy's forward throw was changed due to Kirby's forward throw in Melee being able to take you off-stage and into the bottom blast zone in an instant. They probably didn't want that happening to a player on the off chance one of them grabbed and forward-threw them near the edge of a stage.
I think its very probable the alloys were made earlier in development than the fighters, which would explain why red ally's down air more closely resembles melee falcon
Now that I think about it, I'm surprised there isn't a 5th on based on Sheik, Samus or Marth or something. It's a clear Sentai/Power Rangers parody. They usually have 5 members. Green having both Kirby and Puff makes sense.
Dude a Marth one of these would be sick. Give him like a weird blade arm
The fact these seem to be earlier drafts of their original counterparts made me wonder if the green alloy was done after the game was delayed to add sonic (and jigglypuff was thrown in) or before and they just ported jigglypuffs throws because it was an easy solution to replace some difficult moves. I think uthrow has differences to melee's so i would guess the alloy was finalised afterwards.
I think a lot of the oddities with these characters come from the fact that they weren't designed to be anything more than a horde of video game 'zombies'. They need to be able to fight back, and potentially be threatening in large numbers, but very easy to manage 1v1. The high double jumps potentially let them get back on stage if you didn't get a good enough hit in, Mario attributes mean players don't have to deal with characters all being different speeds, more laggy moves like Blue Alloy's D-Tilt stops it from being too exploitable for a horde fighter, Alloy moves probably have more consistent hitboxes so that there's less variability when taking them on, stuff like that. I think if you copy all the attributes from the base characters, the Multi-Man experience becomes far more volatile
Whoa! Two Big yellow uploads in one day? Awesome! :D
One day I'll hit 3 or 4 just by fumbling a vid over and over at various points
Im gonna miss these guys, they're some of the cooler smash original designs out there with their surreal plasticy android cyclops look, it gives them a real identity for themselves that can't be said as much for the wireframes and the polygons. Brawl is REALLY underrated in that aspect. In a world building lens they look like something that would be mass produced and used as combat training dummies, but would easily become profoundly dangerous for like security purposes fnaf 2 style.
there really is somthing so charming about characters that made intentionally bad but still have redeimably traits. quirky guy is just like me :0
This video reminded me that Zelda used to have a frame 11 jab
I know the move was pretty different overall but that’s conceptually crazy
This video being posted lead me to discovering that one dude who apparently mains Male Wireframe by looking around Smash wiki, so thanks for both the great video and for letting me figure out that someone is trying to push the limits of Male Wireframe.
I'm glad that your wireframe video only got taken down because you weren't happy with it anymore, and not for some other bs youtube reason. It got me worried when I last looked for it, and it had disappeared. I never saw your video as "very old and bad," don't be too hard on yourself!
This video covers more content at a way higher level of polish. It's easy to see that you're pushing to improve your craft, years later. Thanks for making cool videos for us
I laughed pretty hard for the female wireframe who tried to hit that falcon
0:31 I like the double meaning of this.
They're not only unable to be played legitimately, but they're so bad they're also functionally (no shield, no ledgegrabs, etc.) and competitively unplayable!
It's worth noting that red alloy's jab3 always going into rapid jab is also something melee falcon has. Melee falcon does have workarounds to prevent the rapid jab (named the gentleman's jab), so I wonder if red alloy also does? Very weird that it's present in brawl.
I’ll admit, I’m a bit bummed the original wireframe video is gone. But this is a great replacement.
I unlisted it and snuck it in the description if you do ever wanna check it out, I'm not a fan of it but I figured it'd be fine to at least do that
@@BigYellowSillyActually, you mentioned that you might return to them at some point, and I just had an idea for that (or the alloys again) that doesn’t involve retreading ground. Just make a day of trying to beat high difficulty Classic Mode using one of these characters with no specials, among other issues. Could make for a silly stream.
Now with 20% less big yellow jumpscares and 20% more credit to cool helpful persons.
Theres a Project M mod that makes all of these guys full characters with custom specials from Smash 4 to fill in the special slots and theyre some of my favorites. Blue Alloy in particular is a ton of fun with her downright bizarre zoning
You're talking about the KingJigglypuff mods, right? Technically not all of them are lifts from Smash 4, Blue in particular has a lot of bizarre changes, but yeah some of them definitely are.
I have no idea, they're just part of the big modpack I have
whats the name of it @@porygonlover322
@@BabzaiWWP Project M EX Remix
thansk you @@porygonlover322
8:57 glad to see the tradition of making falcon's up smash absurdly strong for no reason goes back as far as brawl
(rewrite of original comment)
Love to see Big Yellow talking about some really hyper-niche or mundane thing and going on a deep dive, and somehow its fascinating every time. Never gets old, never change (unless you want to)
Now we wait 2 more years for Yellow to talk about the fighting Polygon team in smash 64
ok alright vids back so
i love the alloy's design, they look so damn cool to me. i was obsessed with their looks as a kid, and i still am now. anyways, ready for my headcanon on these scrunglies?
ok so basically the alloys used to work for the subspace army but were moved by the struggles of the smash cast, so they decided to change their ways and become sparring partners with the cast, basing their style on their favorite members. then they were invited to the massive smash mansion as seen in the background of ultimate's homerun contest and they lived happily ever after the end!!!!! :3
awesome video, glad to watch it a second time
Ah, these alloy fellows, I remember spending countless hours in endless brawls wailing on these guys, good times. Then I tried cruel brawl and learned what it’s like to suffer as they did.
I saw this vid in my notification, and it wasn’t till you popped up at the end that I realized who I was watching! I first saw your absurd Pokémon tier vids, and am stoked to see you also post about smash bros from time to time!
I always loved the design of these and wish Nintendo would've included them as echo fighters in Ultimate.
It's also fun to imagine what additional Alloys based on other characters would look like.
I hope a fighting alloy makes it to your tomodachi life island
superb vid, i'd love to see a follow up covering the subspace emissary enemies, because those are VERY interesting
Excited for the eventual SF6 Hyoomba and Fridge overview.🎉
I noticed pretty quickly they were based on other fighters as a kid. So I figured out quickly that, Red was Falcon, Yellow was Mario, and Green was Kirby. But I always had a problem with blue. I always assumed it was Zero Suit Samus because of her appearance.
Never actually played a Smash game but I diligently watch your deep dives into random niche smash content
Gonna comment what I said on the previous upload, I wish they made the Alloys unluckable in someway. They just have really cool looking designs.
Making NPCs unlockable just for fun should be more of a thing for sure
Honestly I am still not over how such incredible designs as many of the Subspace Emissary designs are locked away in, well... Subspace Emissary, the story mode of a fighting game. Primids are a perfect "basic" minion.
The closest we've got is a Project M mod that makes them into legit echo fighters of the characters they're based off of. A RUclipsr who goes by KingJigglypuff made them and has videos of them in action if you're curious.
Which to be fair is far more love and thought than Nintendo has ever given these guys since they never showed up outside of Brawl besides... A Spirit I think? Maybe not even that?
This video is so sick
I never would've thought these wire frame rejects would have so much nuance
Love watching Big Yellow go way too in-depth about non-playable characters.
Dude it’s even better the second time.
Honey, wake up, Big Yellow uploaded another video about a weird niche topic
The wire frame video was one of the vids that I discovered your channel by!
Your wireframe video was what convinced me to subscribe, I think, or what got me to first look at your channel. I'm looking forward to a more accurate redo.
I don't re-watch old videos I've already seen often so I didn't even notice it was absent despite being one of my favorites.
Video so good it just had to be uploaded twice.
I personally love the Alloy Team, even if the Yellow Alloy always was the one killing me in Multi-Man Brawl, they have such cool designs, and I wouldn't mind seeing them again.
I allways bugged why Blue alloy was Zelda. I understand why Female Wire Frame was Zelda it's not a good choise but there were only two to make. But we had Zero Suit Samus in Brawl. and then they started using Miis.
Imagine a tournament where these are the only characters allowed without the regular roster
Also is there any difference between the Fighting Polygon Team in 64 and the characters they're based off or are they 1 to 1 clones?
The Fighting Polygon Team function like how the Male and Female Wireframes do in Melee. They can attack, shield, and grab ledge but not do any special moves.
I thought the exactly saame thing, an alloy only tournament would be sick
@@apurpledragon They can't shield either.
yep theyre 1 to 1 clones, their frame data is the exact same, but they got no grabs i think
I think they are 1 to 1 (Don't trust me on this one, didn't check), what they don't have is Special moves or grabs meaning they lack the fast grabs and die harder than Link
commenting to boost the algorithm because you're worth it
6:17 - What do you mean Red Alloy's the leader? Literally the next sentence says he isn't!
Big Yellow really is an amazing creator, cause you quite literally never know what they'll upload, but it'll be peak no matter what
I deadass had a Halloween costume of the Yellow Alloy when I was a kid.
It was my spirit animal
Always love the videos on non playable characters! As a smash 64 enthusiast I’m hoping for the possibility of a Polygon Team video at some point, heh heh😅
2:19 The Japanese name sounding funny is due to how it’s translated there, because “ザコ” doesn’t necessarily have a connotation of being small 🤔 (reposted engagement)
This video having immediate shoutouts to PVC and Sqank already makes this a 10/10
Hey man, I enjoyed the wireframe video. Why you gotta do me dirty like this
video so good it was uploaded twice
You made my morning Yellow.
I have an odd memory in my head of my older brother trying to fight these guys in that game mode and getting two shot. Also in that memory they were called “Aliens”
Fighting Polygon Team are still the GOATs, but Alloys are a close second.
Just can’t beat the abstract, spiky Elves and Dinosaurs for my money.
This is a tad bit unrelated, but does anyone else think that the alloys just look like they were ripped from a completely different game? Like, they're giving me major Jak and Daxter vibes, but maybe that's just me.
Yo is that an overly specific 30+ minutes video about a fighting game from my boy Big Yellow?
Sign me the fuck up
Just a heads-up, the scaling is actually different between Alloys.
Red/Blue: 1.2x
Yellow: 1.5x
Green: 1.6x
Also, with the Cruel Brawl knockback buffs the Alloys get, that Blue NAir is an absolute killer. She touches even Ganondorf with that, he's instantly dead. Same for BAir/FAir, though sometimes you can survive cross-stage. There's a reason I keep track of where Blue Alloys are and will spawn and when.
Thanks for the clarification, I've no idea how I never picked up on that, now that I look at them it seems so obvious
@@BigYellowSilly I remember finding it in one of the files for each Alloy in BrawlBox way back when. Turns out other characters have some interesting scaling values in-game as well.
Possibly coincidences, but two of the designs remind me of other things. Yellow Alloy reminds me of a male villager in Animal Crossing (Gamecube), where they'd always wear a hat with viking horns. Green Alloy reminds me of two Kirby enemies - Cutter (shapewise), and Plasma (colourwise).
Very wonderful video. I wonder if anyone has ever modded them to have mechanics they lack (like ledge grabs and shielding). No to wax philosophical here, but there'd be something sweet about these mostly forgotten NPC characters made for a simple gamemode and never really used again, to be taken and given some love and care despite their obscurity.
Brawl replaced the gender binary with the gender quaternary: male, female, Italian, and Kirby.
I saw this in my reccomended and got so confused bc i saw it already but it didn't show up as already seen
And congratulations to Plague von Karma for being promoted to admin on SmashWiki! She's been doing good work on there for a very long time and I'm happy to see her in leadership ^^
12:22 The Big Yellow Jumpscare has been erased.
1984
@@BigYellowSilly Sad day for the Big Yellow Jumpscare Timestampers.
I think it's very likely Falcon's down air was originally like the alloy version. If anything the alloy having the forward air sweetspot requirement just like in Melee is a bit of a dead giveaway.
I’m so happy somebody made a video about the alloys.
Looking forward to the Wireframe remaster. I still liked the original video a lot.
Just a note: The reason F-Smash doesn’t show hitboxes in brawlbox is because the hitboxes are actually located in a subroutine the game calls when you use the move. At least if it is coded like Falcon’s
It is even better a second time!
I'm not too familiar with Brawl specifically so I might be wrong, but aren't both of the Kirby throws that got changed the ones he can use as suicide throws? if so, that'd be a pretty obvious reason to change em, I'd be fuming if an alloy pulled that on me
That would be cool but unfortunately not really, the F-Throw suicide throw was removed in Brawl, and I think it might still be possible with Up-Throw but only under specific circumstances like while on a moving platform
I want them to bring these characters back as a sort of tag-team character, kinda like Pokemon Trainer and Pyra/Mythra... But with alterations to make them more unique compared to Falcon, Zelda, Kirby, and Mario (and you know... making them ACTUALLY VIABLE and having special attacks, y'know?).
I mean I doubt there are any "references" so much as just a lot of data was ported straight from Melee to serve as a base for Brawl and adjusted as development went on
headpats for a good gurl, love you Big Yellow
Do you think Green Alloy has the advantage in the Ganondorf matchup? I'd put money on it
I really really wanna say yes because it would be funny but I kinda doubt it, if it wasn't for the missing system mechanics I'm sure they would
Man, PVK just does everything, huh?
'Alloy 'Alloy, what's all this then?
...that's all I got.
can’t wait to find out what’s in these extra 28 seconds!
Even though I never played melee,or brawl,I wish they were brought back.
i will watch this video again, for it is a Big Yellow video 👍
I just thought about if someone modded these guys into a game with their stats slightly changed from the OGs, and with Specials inspired by the Smash 4 Custom Specials (so they could have more of an identity).
Project M EX Remix has exactly this
@@porygonlover322 I thought they were just gonna be skins over the OGs or something, but Yellow Alloy is literally EXACTLY what I imagined.
The nail polish is hot. Love your videos❤