Editing Male Wire Frame (SSBM)

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===Ground attacks===
===Ground attacks===
* {{nerf|Male Wire Frame does not have a Jab 3 or Rapid Jab.}}
* {{nerf|Male Wire Frame does not have a Jab 3 or Rapid Jab.}}
* {{nerf|Jab 1 deals less damage (2% → 1%).}}
* {{nerf|Jab 2 deals less damage (3% → 2%).}}
* {{nerf|Jab 2 deals less damage (3% → 2%).}}
*{{nerf|Dash attack deals less damage (10% (clean)/7% (late) → 8%/6%).}}
*{{nerf|Dash attack launches at a higher angle (361˚ → 90˚), removing its ability to send opponents offstage to set up edgeguards, while not granting it any combo potential, or the ability to KO off the top.}}
* {{nerf|Forward tilt deals less damage (11% → 9%).}}
* {{nerf|Forward tilt deals less damage (11% → 9%).}}
* {{nerf|Down tilt deals less damage (12% → 10%).}}
* {{nerf|Down tilt deals less damage (12% → 10%).}}
**{{buff|However, the reduced knockback allows it to combo for longer.}}
* {{buff|Down tilt has much more active frames (10-15 → 10-19).}}
* {{buff|Down tilt has much more active frames (10-15 → 10-19).}}
* {{nerf|Up tilt deals less damage (13% → 12%).}}
* {{nerf|Up tilt deals less damage (13% → 12%).}}
* {{buff|Up tilt reaches much higher due to Male Wire Frame's increased size, making it hit players on platforms much more consistently.}}
* {{buff|Up tilt has a much bigger hitbox, making it hit players on platforms much more consistently.}}
* {{buff|Up tilt is interruptible much sooner (FAF: 38 → 30).}}
* {{buff|Up tilt is interruptible much sooner (38 → 30).}}
* {{nerf|Up tilt's hitbox sizes weren't adjusted, leaving a much bigger gap between the thigh hitbox and foot hitbox.}}
* {{nerf|Up tilt loses a hitbox around the knee area.}}
* {{nerf|Forward smash deals much less damage ({{ChargedSmashDmgSSBM|21}}(up)/{{ChargedSmashDmgSSBM|20}}(neutral)/{{ChargedSmashDmgSSBM|19}}(down) 13%/12%/12%).}}
* {{nerf|Forward smash deals less damage and doesn't have a sweetspot ({{ChargedSmashDmgSSBM|20}}/{{ChargedSmashDmgSSBM|19}} → 2%).}}
* {{change|Forward smash's hitbox timing is different to Falcon's (18-21 → 15-19). This allows it to damage opponents sooner, however the animation was not sped up to compensate, and as such the hitboxes become active while Male Wire Frame's arm is still behind him, making it unlikely to connect with opponent's earlier anyway, and the hitbox also stops becoming active earlier, while both Falcon and MWF are still sliding forward, reducing its potential range, though this is partially offset by the hitboxes being much bigger.}}
* {{buff|Forward smash has much faster start-up (18-21 → 15-19).}}
* {{buff|Forward smash is interruptible much sooner, by 18 frames (FAF: 60 → 42).}}
* {{buff|Forward smash is interruptible much sooner, by 21 frames (60 → 41).}}
* {{nerf|Up smash deals much less damage (Hit 1: {{ChargedSmashDmgSSBM|8}}/{{ChargedSmashDmgSSBM|14}} → 6%, Hit 2: {{ChargedSmashDmgSSBM|13}}/{{ChargedSmashDmgSSBM|12}} → 8%), and is much worse at KOing as a result.}}
* {{nerf|Up smash deals less damage (Hit 1: {{ChargedSmashDmgSSBM|8}}/{{ChargedSmashDmgSSBM|14}} → 6%, Hit 2: {{ChargedSmashDmgSSBM|12}}/{{ChargedSmashDmgSSBM|8}} → 8%).}}
* {{buff|Up smash's first hit lasts a frame longer (21-22 → 21-23).}}
* {{buff|Up smash's first hit lasts a frame longer (21-22 → 21-23).}}
* {{buff|Up smash's second hit starts a frame earlier and lasts a frame longer (27-28 → 26-29).}}
* {{buff|Up smash's second hit starts a frame earlier and lasts a frame longer (27-28 → 26-29).}}
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* {{buff|Down smash starts a frame earlier (19 → 18).}}
* {{buff|Down smash starts a frame earlier (19 → 18).}}
* {{buff|Down smash is interruptible much sooner (45 → 37).}}
* {{buff|Down smash is interruptible much sooner (45 → 37).}}
* {{buff|Dash grab starts a frame earlier (10 → 9).}}


===Aerial attacks===
===Aerial attacks===
* {{nerf|Male Wire Frame's hard landing lag is much higher (4 → 15), though this can be somewhat mitigated by [[wavelanding]], which replaces the landing lag with the standard 10 frames for airdodge landings.}}
* {{nerf|Male Wire Frame's native landing lag is much higher (4 → 15).}}
* {{nerf|All of Male Wire Frame's aerials have 30 frames of landing lag (NAir: 15 → 30, FAir: 19 → 30, BAir: 18 → 30, UAir: 30 → 15, DAir: 24 → 30).}}
* {{nerf|All of Male Wire Frame's aerials have 30 frames of landing lag (NAir: 15 → 30, FAir: 19 → 30, BAir: 18 → 30, UAir: 30 → 15, DAir: 24 → 30).}}
* {{nerf|Neutral aerial deals less damage (Hit 1: 7% → 5%, Hit 2: 6% → 5%).}}
* {{nerf|Neutral aerial deals less damage (Hit 1: 7% → 5%, Hit 2: 6% → 5%).}}
* {{nerf|Forward aerial deals much less damage and is far less powerful (Sweetspot: 18% → 9%, Sourspot: 6% → 5%).}}
* {{nerf|Forward aerial deals much less damage and is far less powerful (Sweetspot: 18% → 9%, Sourspot: 6% → 5%).}}
* {{buff|Forward aerial is interruptible sooner (39 → 36).}}
* {{change|Forward aerial autocancel lockout is a frame earlier, but also a frame later (7-34 → 6-35).}}
* {{change|Forward aerial autocancel lockout is a frame earlier, but also a frame later (7-34 → 6-35).}}
* {{change|Back aerial deals less damage, but is technically more consistent thanks to not having a late hitbox (14%/8% → 10%).}}
* {{change|Back aerial deals less damage, but is technically more consistent thanks to not having a late hitbox (14%/8% → 10%).}}
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* {{change|Up aerial's clean hit deals less damage, but the late hit deals more (13%/6% → 10%/8%).}}
* {{change|Up aerial's clean hit deals less damage, but the late hit deals more (13%/6% → 10%/8%).}}
* {{buff|Up aerial is interruptible sooner (33 → 30).}}
* {{buff|Up aerial is interruptible sooner (33 → 30).}}
*{{buff|Up aerial has a longer hitbox duration (6-13 → 6-16) due to Falcon's version containing a programming error.}}
* {{nerf|Down aerial deals less damage (16% → 12%).}}
* {{nerf|Down aerial deals less damage (16% → 12%).}}
* {{change|Down aerial's autocancel lockout window begins a frame earlier and ends a frame later (4-35 → 3-36).}}
* {{change|Down aerial's autocancel lockout window begins a frame earlier and ends a frame later (4-35 → 3-36).}}
 
* {{buff|Down aerial's hitbox is much longer, reaching slightly beyond Male Wire Frame's feet.}}
==Grab attacks==
* {{buff|Dash grab starts a frame earlier (10 → 9).}}
*{{change|Up throw launches at a slightly higher angle.}}
*{{buff|Down throw launches at a higher angle and deals slightly less knockback, improving its combo potential, especially against DI away.}}


==Moveset==
==Moveset==
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|usdesc=none
|usdesc=none
|dsdesc=none
|dsdesc=none
}}
===Stats===
{{Attributes
|cast = 26
|weight = 100
|rweight = 8-9
|dash = 2
|rdash = 1
|run = 1.5
|rrun = 11-15
|walk = 1
|rwalk = 16-17
|trac = 0.08
|rtrac = 7-13
|airfric = 0.02
|rairfric = 4-9
|air = 1
|rair = 6-8
|baseaccel = 0.02
|rbaseaccel = 2-23
|addaccel = 0.04
|raddaccel = 5-11
|gravity = 0.09
|rgravity = 18
|fall = 2
|rfall = 10
|ff = 2
|rff = 21-24
|jumpsquat = 7
|rjumpsquat = 25.5
|jumpheight = ?
|rjumpheight = ?
|shorthop = ?
|rshorthop = ?
|djump = ?
|rdjump = ?
|ellag = 15
|rellag = 27-28
}}
}}


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Due to Male Wire Frame only being playable via [[hacking]], he has been banned in competitive play since ''Melee's'' release. This is primarily due to accessibility issues; loading the game modded takes time, money, and logistics that tournament organisers have to work around. Furthermore, the win screen causes the game to [[crash]] without additional modifications, which would cause more time to be spent loading a match and delay events.  
Due to Male Wire Frame only being playable via [[hacking]], he has been banned in competitive play since ''Melee's'' release. This is primarily due to accessibility issues; loading the game modded takes time, money, and logistics that tournament organisers have to work around. Furthermore, the win screen causes the game to [[crash]] without additional modifications, which would cause more time to be spent loading a match and delay events.  


However, Male Wire Frame has seen experimentation by a notable players in {{Sm|Abate}}, with a combo video<ref>[https://www.youtube.com/watch?v=Hl9tTN2c7tg&ab_channel=srabate Abate's Male Wire Frame combo video]</ref> and an exhibition match at {{Trn|The Shape of Melee to Come 5}} called "Abate's Wireframe Challenge"<ref>[https://www.youtube.com/watch?v=y1GTh-i7fK4&ab_channel=PGHSmash Abate's Wireframe Challenge]</ref>. Outside of Abate, videos attempting to build his metagame have amassed thousands of views on [[YouTube]]; notably, a video by Big Yellow earned over 200,000<ref>[https://web.archive.org/web/20220603125856/https://www.youtube.com/watch?v=RrtelB8prlA Big Yellow video]</ref>, and Joseph Maolin produced a video attempting to build a hypothetical metagame for the character<ref>[https://youtu.be/t-Vw8t3Aw44?si=wTRRLFP1vmndy2H1 Joseph Maolin's video]</ref>. Male Wire Frame's first documented tournament appearance was in Winners Round 1 of [https://www.start.gg/tournament/man-on-a-ledge-528/event/melee-singles/set/76976987 Man on a Ledge #528], played by {{Sm|Gumball}}.<ref>[https://x.com/JonnyGumball/status/1812103859696717925 Proof Tweet]</ref> Outside of this appearance, Male Wire Frame has seen zero representation.  
However, Male Wire Frame has seen experimentation by a notable players in {{Sm|Abate}}, with a combo video<ref>[https://www.youtube.com/watch?v=Hl9tTN2c7tg&ab_channel=srabate Abate's Male Wire Frame combo video]</ref> and an exhibition match at {{Trn|The Shape of Melee to Come 5}} called "Abate's Wireframe Challenge"<ref>[https://www.youtube.com/watch?v=y1GTh-i7fK4&ab_channel=PGHSmash Abate's Wireframe Challenge]</ref>. Outside of Abate, videos attempting to build his metagame have amassed thousands of views on [[YouTube]]; notably, a video by Big Yellow earned over 200,000<ref>[https://web.archive.org/web/20220603125856/https://www.youtube.com/watch?v=RrtelB8prlA Big Yellow video]</ref>, and other detailed videos have been produced attempting to build a hypothetical metagame<ref>[https://youtu.be/t-Vw8t3Aw44?si=wTRRLFP1vmndy2H1 Joseph Maolin's video]</ref>.  


Despite experimentation and advancements in ''Melee'' modding, Male Wire Frame has not been made legal. This is possibly due to a potential slippery slope in allowing {{SSBM|Giga Bowser}}, a severely metagame-warping character, alongside the other unplayable characters. In other words, while Male Wire Frame's metagame impact would likely be minimal, the consequences of other unplayable characters being made legal could be too severe to justify.
Despite this experimentation and advancements in ''Melee'' modding, Male Wire Frame has not been made legal. This is possibly due to a potential slippery slope in allowing {{SSBM|Giga Bowser}}, a severely metagame-warping character, alongside the other unplayable characters. Ergo, while Male Wire Frame's metagame impact would likely be minimal, the impact from others could be too large to justify. Ergo, Male Wire Frame has not been legalised in standard tournament play, and has not seen even a single documented bracket match.


==In 1-P Mode==
==In 1-P Mode==
===In [[Multi-Man Melee]]===
===In [[Multi-Man Melee]]===
[[File:SSBM Multi Man.png|thumb|200px|Male Wire Frame in 100-Man Melee.]]
[[File:SSBM Multi Man.png|thumb|200px|Male Wire Frame in 100-Man Melee.]]
Male Wire Frame, as part of the Fighting Wire Frame duo, is a central fixture in Multi-Man Melee, with them attacking the player in gangs. He appears in all modes, including [[Cruel Melee]], where they are extremely threatening. In these modes, Male Wire Frame usually has a handicap, changing his statistics dramatically.{{clr}}
Male Wire Frame, as part of the Fighting Wire Frame duo, is a central fixture in Multi-Man Melee, with them attacking the player in gangs. He appears in all modes, including [[Cruel Melee]], where they are extremely threatening. In these modes, Male Wire Frame usually has a handicap, changing his statistics dramatically.


==[[Trophies]]==
==[[Trophies]]==
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|desc=Who built the Fighting Wire Frames and to what purpose remains a mystery. They're a simple collection of wires which house a sparse framework of bones and organs that lends them a rather disturbing appearance. They look rather big and powerful, but in reality, both their offensive and defensive abilities are subpar.
|desc=Who built the Fighting Wire Frames and to what purpose remains a mystery. They're a simple collection of wires which house a sparse framework of bones and organs that lends them a rather disturbing appearance. They look rather big and powerful, but in reality, both their offensive and defensive abilities are subpar.
|gamelist={{Trophy games|game1=Super Smash Bros. Melee|release1=12/01}}
|gamelist={{Trophy games|game1=Super Smash Bros. Melee|release1=12/01}}
|game=Melee
}}
}}
{{clrl}}
{{clrl}}
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|desc=The Multi-Man Melee mode consists of 10-Man, 3-Minute, Endless, and other such matches, which pit you against the Fighting Wire Frames under varied rules. Of particular note is the Cruel Melee, where the Wire Frames pull no punches; they'll come after you with a single-minded fury rarely seen in CPU opponents.
|desc=The Multi-Man Melee mode consists of 10-Man, 3-Minute, Endless, and other such matches, which pit you against the Fighting Wire Frames under varied rules. Of particular note is the Cruel Melee, where the Wire Frames pull no punches; they'll come after you with a single-minded fury rarely seen in CPU opponents.
|gamelist={{Trophy games|game1=Super Smash Bros. Melee|release1=12/01}}
|gamelist={{Trophy games|game1=Super Smash Bros. Melee|release1=12/01}}
|game=Melee
}}
}}
{{clrl}}
{{clrl}}

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