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Male Wire Frame (SSBM): Difference between revisions

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(→‎In competitive play: with how impactful Maolin's video was even making this page, it warrants citing in this section.)
Tag: Mobile edit
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* {{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%).}}

Revision as of 13:55, October 15, 2023

This article is about Male Wire Frame's debug-playable appearance in Melee. For the character in other contexts, see Fighting Wire Frame.
Male Wire Frame
in Super Smash Bros. Melee
MWFModelSSBM.png
SmashBrosSymbol.svg
Universe Super Smash Bros.
A boss in Melee
Availability Hacking
Tier Banned
Male Wire Frame (SSBM)

Male Wire Frame (謎のザコ敵軍団, Mysterious Small Fry Enemy Corps), is an unplayable character in Super Smash Bros. Melee and only playable via hacking. He is unvoiced and a clone of Captain Falcon.

When playable, as is the case with most Multi-Man Melee-style characters, Male Wire Frame is worse than all of the viable roster. With a lack of special moves, his recovery is poor and his neutral is thoroughly limited. Additionally, his floaty physics and 15 native frames of landing lag make mounting an offense difficult, the latter forcing him to land in unorthodox ways, such as wavelanding or l-cancelling aerials. His large size also causes many of his moves to miss against shorter characters while making him more vulnerable defensively. His moves also have near-universally lower knockback than Captain Falcon's, rendering some unsafe on hit at lower percents. However, his moves generally have much larger hitboxes, and faster frame data; this applies particularly to his forward smash, which has improvements that make it a burst option and consistent whiff punish. He also has a much higher jump, which gives him unique recovery options and ways to push his advantage state. These unique traits come together to make his playstyle significantly different from Captain Falcon or Ganondorf. Thus, if legal, while he may not be in contention for the worst character in the game, he would be firmly in the lower spectrum of the tier list.

In the event of winning in VS Mode or Special Smash, without additional modifications, Male Wire Frame crashes the game upon the results screen being reached, due to lacking a winning animation. Losing allows the game to progress, where the game erroneously calls him Sheik.

Codes

Male Wire Frame can be played as using the following Action Replay codes and choosing any character on the Character select screen. Alternatively, he can be enabled with Debug mode.

Player Slot NTSC PAL
1 R58J-J4JJ-YMXRA Z3PH-CWGM-6QFKW
UQ8A-C9B3-828MF HEU2-XRQ2-TQU44
2 7RTK-JPUC-KK6WJ RBJ7-AA5T-ZCD31
M2P5-V66R-P57PK U0V1-86GU-0CG74
3 ZAPK-D6TB-CBE41 C948-P00X-KEFFZ
J2K3-KXMH-EYFHR 4GQF-3HYR-6TFY7
4 NP2V-N6KY-F941U P440-WXF4-426W3
1BP6-YK7Y-CCN1B GJPA-GTT3-UFB62

Attributes

Male Wire Frame is a brawler of average speed but possesses the highest double jump of the Melee cast, which gives him unique edge guarding and ceiling-based KO opportunities. Some of the traits that make Captain Falcon successful remain: His up aerial has a large hitbox and can perform a Tipman Spike, his throws can set up for chain grab mixups against fast fallers like Falco, and his up tilt has a wide-reaching hitbox that can score KOs at around 130%. However, the similarities end there.

Male Wire Frame's large hitboxes make him excellent at platform pressure, with his up tilt, up aerial, and up smash all having large, long-lasting hitboxes that cover entire platforms easily. They also, generally, make him better at poking the opponent and keeping them away from centre-stage. His long rolls also give him some more effective defensive grounded movement, which can be useful against jump-ins and position Male Wire Frame for a counterattack. Thus, Male Wire Frame can employ strong bait-and-punish tactics in his neutral game. He also profits from having a down throw similar to Ganondorf's, giving him a very easy chain grab at lower percentages and racking up damage quickly.

Male Wire Frame's physics can be described as the polar opposite of Captain Falcon's. Whereas Captain Falcon is fast on the ground, Male Wire Frame is slow. Whereas Captain Falcon is a fast faller, Male Wire Frame is extremely floaty. This makes Male Wire Frame's combo game somewhat more limited (though uniquely different and strong) until higher percents, with his extremely high double jump and abnormally slow fall speed (even when fast falling) making it hard for him to chase an opponent he launched down to follow up. Coupled with his weaker moves, Male Wire Frame is goaded into playing a significantly different playstyle to Captain Falcon, centered around making use of his larger reach to poke the opponent and eventually edgeguard them, often using his up tilt to land the stock. He can't close out stocks easily outside of this, as most of his moves are very weak and struggle to launch characters off-stage even at 100%; ergo, crouch cancelling is his kryptonite.

Without access to special moves, Male Wire Frame has an abysmal recovery with few mix-ups. His floaty physics mean that while he is capable of occupying aerial space effectively, he has trouble getting back to the ground, leaving him vulnerable to juggling and making it difficult to escape disadvantageous situations. This is compounded by his native 15 frames of landing lag, which is shared with his aerials when l-cancelled. Thus, he usually wants to land with an l-cancelled aerial, at least giving him a hitbox to potentially protect himself with. However, out of these aerial moves, he lacks a reliable one to actually use for this purpose, as they all lose to disjointed attacks. Worse still, even when grounded, he has a worse shield than Captain Falcon, being easily shield stabbed by characters like Marth, as it fails to properly protect his lower half. As a result, while he has traits that make him more effective than characters like low-tiers like Zelda, he arguably sits in the same rank, being among the lower end of the Melee tier list.

Differences from Captain Falcon

In general, Male Wire Frame is floatier and slower than Captain Falcon, and has weaker attacks. Contrasting this, he has faster attacks with larger and longer-lasting hitboxes with little variation in the moves. Many of his movement statistics are copied from Mario.

Aesthetics

  • Change Male Wire Frame is larger than Captain Falcon (Model Scaling 0.97 → 1.3), giving him better reach, but a larger hurtbox, and this can also cause some moves to miss against shorter opponents.
  • Change Male Wire Frame is unvoiced.

Attributes

  • Nerf Male Wire Frame has no special moves.
  • Nerf Male Wire Frame can't charge smash attacks.
  • Nerf Male Wire Frame's arms and legs are grabbable.
  • Nerf Male Wire Frame's hurtboxes are generally much thicker, usually sticking out from his model.
  • Buff Male Wire Frame's Maximum Walk Velocity is higher (0.85 → 1).
  • Nerf Male Wire Frame's Dash Terminal Velocity is much lower (2.3 → 1.5).
  • Nerf Male Wire Frame's Jumpsquat frames are much higher (4 → 7), making any aerial action inherently 3 frames slower.
  • Nerf Male Wire Frame's Horizontal Jump Initial Velocity is lower (0.95 → 0.7).
  • Nerf Male Wire Frame's Vertical Jump Initial Velocity is lower (3.1 → 2.5).
  • Nerf Male Wire Frame's Vertical Jump Maximum Velocity is slightly lower (3.1 → 3).
  • Nerf Male Wire Frame's Horizontal Jump Maximum Velocity is slightly lower (2.1 → 2).
  • Nerf Male Wire Frame's Vertical Short Hop Velocity is slightly lower (1.9 → 1.8).
  • Change Male Wire Frame's Double Jump Multiplier is higher (0.9 → 1.3), making his double jump much higher.
  • Change Male Wire Frame's Gravity is lower (0.13 → 0.09).
  • Change Male Wire Frame's Terminal Velocity is lower (2.9 → 2).
  • Change Male Wire Frame's Max Horizontal Aerial Velocity is lower (1.12 → 1).
  • Change Male Wire Frame's Aerial Friction is higher (0.01 → 0.02).
  • Nerf Male Wire Frame's Fast Fall Terminal Velocity is lower (3.5 → 2), which with all of his aerial changes makes it far more difficult to land.
  • Nerf Male Wire Frame is slightly lighter (104 → 100), making it easier for him to escape combos but also easier to KO.
  • Change Male Wire Frame's Shield Break velocity is much higher (2.7 → 5), making him rocket up off-screen, but never enough for an SD. Because he is intangible throughout, this does not affect gameplay outside of running out the timer.
  • Change Male Wire Frame's Ledge Jump Initial Velocity is lower (3.3 → 3).
  • Nerf Male Wire Frame's Wall Jump Horizontal Velocity is much lower (1.4 → 0.5).
  • Nerf Male Wire Frame's Wall Jump Vertical Velocity is much lower (3.1 → 2.1).
  • Buff Male Wire Frame's rolls go much further, especially his ledge roll, making getting off ledge far easier.
  • Nerf Male Wire Frame's damage dealt when spat at another opponent from Kirby's Inhale is lower (18% → 17%).

Ground attacks

  • 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 Forward tilt deals less damage (11% → 9%).
  • Nerf Down tilt deals less damage (12% → 10%).
  • Buff Down tilt has much more active frames (10-15 → 10-19).
  • Nerf Up tilt deals less damage (13% → 12%).
  • Buff Up tilt has a much bigger hitbox, making it hit players on platforms much more consistently.
  • Buff Up tilt is interruptible much sooner (38 → 30).
  • Nerf Up tilt loses a hitbox around the knee area.
  • Nerf Forward smash deals less damage and doesn't have a sweetspot (20%/19% → 2%).
  • Buff Forward smash has much faster start-up (18-21 → 15-19).
  • Buff Forward smash is interruptible much sooner, by 21 frames (60 → 41).
  • Nerf Up smash deals less damage (Hit 1: 8%/14% → 6%, Hit 2: 12%/8% → 8%).
  • 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).
  • Nerf Down smash deals less damage (Hit 1: 18% → 12%, Hit 2: 16% → 9%).
  • Buff Down smash starts a frame earlier (19 → 18).
  • Buff Down smash is interruptible much sooner (45 → 37).
  • Buff Dash grab starts a frame earlier (10 → 9).

Aerial attacks

  • 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 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%).
  • 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%).
  • Buff Back aerial's hitbox lingers for much longer (10-17 → 10-22).
  • Nerf Back aerial has a slightly wider autocancel lockout window (7-20 → 7-21).
  • 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).
  • 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).
  • Buff Down aerial's hitbox is much longer, reaching slightly beyond Male Wire Frame's feet.

Moveset

For a gallery of Male Wire Frame's hitboxes, see here.

  Name Damage Description
Neutral attack   1% A simple one-two punch. Jab 1 is frame 3, making it decently fast for its range, but deals next to no damage and knockback, as there isn't a Jab 3 and the Jab 2 is designed to link into one. Due to his size, this move misses shorter characters, even mid-sized ones like Mr. Game & Watch.
2%
Forward tilt   9% A high-reaching diagonal kick. With Male Wire Frame's larger model, it has further reach, and thus can be effective against jump-ins without disjoints. However, also due to this height, it misses shorter characters up-close, even Pikachu.
9%
9%
Up tilt   12% Male Wire Frame performs an axe kick, his heel coming down hard. Arguably his best move, its range is even wider than Captain Falcon's, covering platforms and the ledge extremely well. Because it can score KOs at around 130% from the ledge and can reach slightly below, it's Male Wire Frame's main method of closing out stocks.
Down tilt   10% Male Wire Frame crouches down and does a sliding kick. The hitboxes last for 4 more frames compared to Captain Falcon, and combined with the different frame data on most of his moves, there is some potential combo utility. This includes follow-ups into forward smash and up aerial.
Dash attack   8% (clean), 6% (late) Shoulder tackles forward. Strongest when it comes out, weaker afterward. Fairly fast, good for knocking the foe away from the ledge to follow with an aerial attack or edgeguard, with proper mindgaming/prediction.
Forward smash   12% Reels his elbow back and thrusts it forward. Can't be charged. Uniquely actionable on frame 42, 22 less frames than Captain Falcon's. Because of how far Male Wire Frame lunges forward, coupled with this actionability, forward smash becomes an effective burst option, covering landings well. It's also one of his better options for hitting grounded opponents, having a better hitbox than his other forward-facing moves, though it still whiffs against crouches.
12%
12%
Up smash   6% (hit 1), 7% (hit 2) Performs a spinning double kick. A fast and powerful move, with longer range and longer-lasting hitboxes than Captain Falcon's, making it effective for sharking under platforms. Can't be charged. The second hit sometimes has difficulty connecting, as with Ganondorf's, but is slightly more consistent.
Down smash   12% (front), 9% (back) Quickly kicks forward then backward. Small noticeable startup, but good speed and knockback, and has 1 less frame of start-up than Captain Falcon's. Can't be charged. Good for covering tech chases, ledge trapping, and can occasionally close out a stock. Can potentially be followed up from down tilt.
Neutral aerial   5% (hit 1), 5% (hit 2) Captain A clone of Captain Falcon's neutral aerial. While it still struggles to connect and has terrible landing lag, because of Male Wire Frame's floaty nature, it ends up being more consistent if used to juggle opponents in the air, rather than combo like Captain Falcon's. In this case, it can consistently connect into up aerial, allowing for some KO setups, especially on DI in.
Forward aerial   9% (clean), 5% (late) Sticks out his knee to perform Captain Falcon's Knee Smash. Much, much weaker compared to Captain Falcon's, dealing almost no damage or knockback. Arguably useless, only being useful for sneaky gimps.
Back aerial   10% Does a quick backhand punch from behind. It lasts a long time and has little lag, making it useful as an edgeguarding tool. However, it is extremely weak compared to Captain Falcon's, so it has much less off-stage utility.
Up aerial   10% (clean), 8% (late) Does a midair bicycle kick and sticks his feet out. Knockback direction depends on what angle the move hits the foe, though strong nonetheless. Also good for juggling and edgeguarding if hit near the end of the attack. Its large hitbox and Male Wire Frame's floaty nature gives it solid platform coverage. Because of Male Wire Frame's floaty nature, he can use a run-off up aerial for unique edgeguarding strings against high recoveries; it also has a Tipman Spike near the end of the move.
Down aerial   12% Male Wire Frame stomps below him for a solid meteor smash and brutally high hitstun. It has minor startup and ending lag, with similar landing lag, but also maintains Captain Falcon's infamous nipple spike and combo ability. Following up with neutral aerial into up aerial makes for a decent combo that deals over 40%. Uniquely compared to Captain Falcon, the move reaches far below platforms, giving some useful defence against sharking.
Grab Normal grab starts on frame 6, dash grab starts on frame 9. Notably, the dash grab begins a frame sooner than Captain Falcon's.
Pummel   3% Knees opponent in the torso region.
Forward throw   9% (throw) Punches foe forward.
Back throw   9% (throw) Kicks foe behind. Knockback is usually hard to follow-up or combo with unless over a ledge.
Up throw   7% (throw) Punches foe upward, and can chain grab fast fallers like Fox at lower percentages. At higher percentages, aerial followups are easier to land.
Down throw   7% Crushes foe to the floor. Works largely like Ganondorf's, giving him ample chain grab utility against even characters like Sheik.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  6% Gets up and flips while kicking.
Floor attack (back)
Floor getups (back)
  6% Stands on both hands and does a spinning double kick.
Edge attack (fast)
Edge getups (fast)
  10% Picks himself up and kicks forward.
Edge attack (slow)
Edge getups (slow)
  8% Slowly gets up and punches in front of him.

Announcer call

Both Fighting Wire Frames have an unused announcer call, which can be accessed if made selectable on the Character select screen. It is present in all versions.

Taunts

  • Stands up and salutes, identical to Captain Falcon.
  • Looks to the right and points, the same as Captain Falcon.

Idle pose

  • Makes a battle pose where he leans forward and thrusts his arm out. Same as Captain Falcon's.
  • Makes another battle pose where he crouches slightly and thrusts his elbow out. Same as Captain Falcon's.
Male Wire Frame Pose Melee 1.gif Male Wire Frame Pose Melee 2.gif

In competitive play

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 Abate, with a combo video[1] and an exhibition match at The Shape of Melee to Come 5 called "Abate's Wireframe Challenge"[2]. 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[3], and other detailed videos have been produced attempting to build a hypothetical metagame[4].

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 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 Multi-Man Melee

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.

Trophies

Male Wire Frame's trophy in
Male Wire Frame
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.
Super Smash Bros. Melee (12/01)
Fighting Wire Frames's trophy in
Fighting Wire Frames
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.
Super Smash Bros. Melee (12/01)

Trivia

Male and Female Wire Frame on the No Contest screen, labelled as Sheik.
  • While winning with Male Wire Frame causes the game to crash on the results screen, this does not occur if losing or quitting mid-game, where they are erroneously labelled as Sheik.
  • Male Wire Frame has a fully functional Jab 3 and Rapid Jab, but they go unused due to lacking an input window. If modded in through software like Crazy Hand, they are revealed to merely be weaker versions of Captain Falcon's.[5]

References