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%).}}
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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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