Super Smash Bros. Melee

Female Wire Frame (SSBM)

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

Female 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. She is unvoiced and a clone of Zelda.

When playable, as is the case with most Multi-Man Melee-style characters, Female Wire Frame is worse than all of the playable roster, and arguably the worst character in the entire game, sans Sandbag. Zelda is already considered to be a profoundly unviable character in Melee, but with no specials, she lacks the recovery of Farore's Wind and the option to turn into Sheik, making her worse by a very wide margin. Her native 15 frames of landing lag force her to land in unorthodox ways, her lower knockback on most of her moves makes her poor at closing out stocks, and her lack of burst options and disjoints give her a poor shot at approaching. There is very little for Female Wire Frame to do outside of setting up admittedly strong tech chase situations with her improved dash attack and down throw, but it doesn't save her from being the worst of the unplayable characters.

In the event of winning in VS Mode or Special Smash, without additional modifications, Female 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 her Sheik.

Codes

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

Player Slot NTSC PAL
1 1EXB-7VGC-Z35E4 CHZU-68H8-UVG2K
VTCD-557C-FQY1F CPN1-26KM-GH870
2 ZFQT-Y42Z-WMA72 8144-HDMD-ENHH9
7U5U-KFFU-H3649 FRDV-DJ19-6G618
3 GTVB-0XN4-AJD8G DYAU-5902-QEVPT
0BH8-49WJ-P0YVD DX68-HXE6-3XMR1
4 R6CG-YREX-2NRGN BRY4-HCGA-641AZ
04B6-4V0G-8QCVP DHUH-8QXF-CBY7G

Attributes

Female Wire Frame is a brawler of average speed and among the highest double jumps in the game, giving her unique edgeguarding capabilities, as well as the potential to KO off the top blast zone. Some of Zelda's positive traits remain: Her down tilt gains more range and remains an effective poke, her forward and back throws are very strong, and her down smash is an effective ledgetrapping tool.

Where she excels most, however, is tech chasing. Her improved dash attack, in tandem with a meteor smash-ing down throw and a much-improved grab range, can reset tech chases very easily, with her dash attack being particularly spammable. On platforms, with less places to go, it can become very difficult to escape. Because Female Wire Frame doesn't have the Electric effect on her forward smash, it becomes a far more reliable grounded attack, even making it usable in neutral. With a larger model making for a superior pullback animation, it also allows for mix-ups during tech chases against potential attempts to counterplay her dash attack, even being able to put Marth's aerials in check. Her up throw has some decent combo ability alongside up tilt and up smash, making for some extremely basic juggling situations.

However, it is very hard for Female Wire Frame to take a stock. Her moves deal very little damage and knockback, making her exceptionally vulnerable to crouch cancelling, and her aerials are extremely mediocre. As a result, while her up tilt is great for platform pressure, she has a lot of trouble capitalising on it: Her aerials are frequently unsafe on hit and can end up actually worsening her situation, rather than catching the opponent's landings or punishing their landing options. Thus, to take stocks, she is extremely reliant on her forward and back throws, or alternatively, playing a slow ledge game with down tilt and down smash.

Female Wire Frame has very poor survivability. While most of her traits are copied from Mario, her weight wasn't, making her much easier to launch compared to Male Wire Frame. She only has her admittedly high double jump and an air dodge of decent drift to rescue her, meaning that if she spends her double jump and is hit, she invariably gets KOed. She has more mix up potential than her male counterpart, but it really doesn't mean much compared to every other character on the roster, easily being gimped by even minor setbacks when trying to return to the stage. Additionally, her floaty physics and native 15 frames of landing lag force her to land in extremely elaborate ways, either by wavelanding or l-cancelling an aerial to at least protect herself with, but in the latter case, no aerial she has is reliable for the purpose, the hitboxes being decidedly poor and being unsafe on hit until very high percentages. Thus, once Female Wire Frame is in a disadvantageous position, she has a lot of trouble clawing her way out of it. Her back throw and long rolls give her some decent ability to come off the ledge once she gets there, with the back throw being extremely threatening as a way to reverse a situation and take a stock. This does, however, do little to distract from her extremely poor disadvantage state in general.

Differences from Zelda

In general, Female Wire Frame is floatier and slower than Zelda, and has weaker attacks. Contrasting this, she has faster attacks with larger hitboxes and, curiously, many of them deal more damage or are more consistent. With a lack of multi-hit attacks, her moves are, however, less active overall.

Aesthetics

  • Change Female Wire Frame is larger than Zelda (Model Scaling 1.26 → 1.7), giving her better reach, but a larger hurtbox, and this can also cause some moves to miss against shorter opponents.
  • Change Female Wire Frame's Victory Screen Model Scaling is different (23 → 32), though this is never seen in-game due to a lack of an animation.
  • Change Female Wire Frame is unvoiced.

Attributes

  • Nerf Female Wire Frame has no special moves.
  • Nerf Female Wire Frame can't charge smash attacks.
  • Nerf Female Wire Frame's arms and legs are grabbable.
  • Nerf Female Wire Frame's hurtboxes are generally much thicker.
  • Nerf Female Wire Frame's normal shield is overall worse due to her model size changes, hardly covering her feet even with angling, making it vulnerable to being Shield stabbing.
  • Buff Female Wire Frame's Maximum Walk Velocity is higher (0.7 → 1).
  • Buff Female Wire Frame's Dash & Run Terminal Velocity is higher (1.1 → 1.5).
  • Nerf Female Wire Frame's jumpsquat is 1 frame slower (6 → 7), causing her aerial actions to be inherently a frame slower across the board.
  • Buff Female Wire Frame's Maximum Horizontal Jump Velocity is higher (1.1 → 2).
  • Buff Female Wire Frame's Double Jump Multiplier is higher (0.86× → 1.3×).
  • Buff Female Wire Frame's Regular Terminal Velocity is higher (1.4 → 1.8).
  • Nerf Female Wire Frame's Fast Fall Terminal Velocity is lower (1.85 → 1.8).
  • Buff Female Wire Frame's Ledge Jump Initial Velocity is higher (2.1 → 2.3).
  • Nerf Female Wire Frame's Wall Jump Horizontal Velocity is lower (1.3 → 0.5).
  • Buff Female Wire Frame's Wall Jump Vertical Velocity is lower (2.1 → 1.6).
  • Buff Female Wire Frame's Item Throw Velocity is higher (0.8 → 1), making items thrown stronger.
  • Buff Female Wire Frame's rolls go much further, especially her ledge roll.
  • Change Female Wire Frame's Shield Break Initial Velocity is much higher (2.4 → 5), causing her to rocket up off-screen, but not enough to take her stock. Because she is intangible for the shield break, this does not affect gameplay outside of running out the timer.
  • Buff Female Wire Frame's damage dealt when spat at another opponent from Kirby's Inhale is higher (15% → 17%).

Ground attacks

  • Nerf Female Wire Frame's grounded attacks don't have transcendent priority.
  • Buff Female Wire Frame's Jab is interruptible a frame earlier (27 → 26).
  • Buff Female Wire Frame's Jab's hitbox is a single hit instead of a multi-hit, making it more consistent.
  • Buff Female Wire Frame's Jab gains a body hitbox, making it connect against shorter characters despite her increased size, though it requires her to be close for it to connect.
    • Nerf However, it deals less damage overall (8% from four hits → 5%).
    • Nerf It also has less hitbox activity (Active frames 11, 13, 15, 17 → 11-12).
  • Nerf Female Wire Frame's dash attack deals less damage, but had its sweet and sourspots removed (13%/9% and 8%/7% → 10% and 6%).
  • Buff Female Wire Frame's dash attack sourspot lasts 5 frames longer (9-13 → 9-18).
  • Buff Female Wire Frame's forward tilt is interuptible a frame earlier (37 → 36).
  • Nerf Female Wire Frame's forward tilt deals less damage, and is the same throughout (13%/12%/11% → 9%).
  • Buff Female Wire Frame's down tilt is interruptible a frame earlier (30 → 29).
  • Buff Female Wire Frame's down tilt consistently deals 8% instead of having a 7% sourspot.
  • Buff Female Wire Frame's down tilt hitbox has more range.
  • Buff Female Wire Frame's down tilt launches airborne opponents at a semi-spike angle, making it a premier option for gimps.
  • Buff Female Wire Frame's up tilt is interruptible a frame earlier (40 → 39).
  • Nerf Female Wire Frame's up tilt deals less damage (11% → 7%).
  • Buff Female Wire Frame's forward smash is a single-hit move instead of a multi-hit.)
    • Buff It no longer has the Electric effect, making it much less vulnerable to SDI and far more reliable.
    • Nerf However, it deals less damage overall (19% from 5 hits → 13%).
    • Nerf Matching the final frame of Zelda's forward smash, it is only active on frame 13, but without the multi-hits prior.
  • Change Female Wire Frame's down smash's damage is varied instead of consistent.
    • Nerf The first hit deals less damage (11% → 10%).
    • Buff The second hit deals more damage (11% → 12%).
  • Nerf Female Wire Frame's down smash is interruptible a frame later (32 → 33).
  • Nerf Female Wire Frame's down smash lacks leg intangibility.
  • Buff Female Wire Frame's up smash deals more damage overall (16% → 22%), and with two hits.
    • Buff It no longer has an Electric effect, making it less vulnerable to SDI.
    • Buff The second hit lasts the duration of what would be Zelda's second multi-hit segment, further increasing consistency.
  • Nerf Female Wire Frame's up smash comes out much later, on both segments (First Hit: frame 5 → 10, Second Hit: 24 → 26).
  • Buff Female Wire Frame's up smash is interruptible sooner (51 → 48).
  • Buff Female Wire Frame's grab range is much longer, on-par with Marth's.
  • Nerf Female Wire Frame's down throw deals less damage overall (10% from 5 hits → 9% from a single hit).
  • Buff Female Wire Frame's down throw is a meteor smash, forcing a tech like Fox and Falco's.
  • Buff Female Wire Frame's ledge attack had its body hitbox removed, making it always deal 10%.

Aerial attacks

  • Nerf Female 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/FAir/BAir: 18 → 30, UAir: 25 → 30, DAir: 24 → 30).
  • Nerf Female Wire Frame's neutral aerial deals the same damage throughout, instead of having sweetspots and sourspots (2%/3% → 2%).
  • Nerf Female Wire Frame's neutral aerial lacks a final hit.
  • Nerf Female Wire Frame's forward and back aerial lack the Lightning Kick sweetspot, dealing less damage (10%/20% → 8%) and neutering their KO potential completely.
  • Nerf Female Wire Frame's forward aerial is interruptible a frame later (36 → 35).
  • Change Female Wire Frame's up aerial is no longer an explosion spell, now being a disjointed upward poke.
    • Nerf It comes out two frames later and has one less active frame (14-16 → 16-17).
    • Nerf It deals less damage (13% → 10%).
    • Nerf It has a much smaller hitbox.
  • Buff Female Wire Frame's down aerial deals more damage (8%/7% → 9%) and doesn't have sweetspots or sourspots, making it much more consistent.
  • Buff Female Wire Frame's down aerial is interruptible a frame later (43 → 42).

Moveset

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

  Name Damage Description
Neutral attack   5% A simple palm strike. Unlike Zelda, this jab hits once and has a body hitbox. However, due to Female Wire Frame's size, it whiffs against shorter characters like Pichu, even with the additional hitbox.
Forward tilt   9% Swipes her hand forward. Can be angled up or down, the latter often being necessary due to its vulnerability to low profiles as a result of Female Wire Frame's height. However, it has a decent body hitbox to cover this issue.
Up tilt   7% Waves her hand in an arc above her head. Surprisingly powerful and the hitbox lasts for a long time, so it is an excellent anti-air that sharks platforms well. Because of Female Wire Frame's height, it will whiff against most standing opponents like Fox, and its slow nature makes it impossible to use as a grounded offensive move.
Down tilt   8% Thrusts her foot out quickly. Airborne opponents who hit her foot will be launched at a Sakurai angle, and because of its range, it is good for edgeguarding and landing easy gimps. Trades favourably with many recoveries.
Dash attack   10% (early), 6% (late) Shoves her hands in front. Can sometimes combo into forward tilt or otherwise set up a tech chase. Excellent at connecting into itself for extended periods of time. Despite its increased hitbox activity, the weak hit can be unsafe on hit at lower percentages. Has trouble connecting against crouches.
Forward smash   13% A two-palm strike with a pullback animation that allows it to dodge attacks, even long-ranged ones like Marth's. Female Wire Frame's height makes the arms whiff against crouching opponents, but it has a body hitbox that helps with the issue.
Up smash   12% (Hit 1), 10% (Hit 2) Waves her hand in an arc similar to her up tilt three times. Hits twice. Cannot hit grounded opponents in most cases, and will not connect both hits against them, but is a very strong anti-air. Can function as a platform poke, but the hitboxes will not connect very consistently, making up tilt a preferable option.
Down smash   10% (front), 12% (back) An extremely fast smash attack at frame 4, giving it many defensive use-cases. With good range and hitbox activity, it is effective for ledgetrapping, catching rolls, and following up from dash attack. Is not as disjointed as Zelda's, due to a lack of leg intangibility, but remains so in lesser fashion thanks to a large hitbox that extends beyond her hurtboxes.
Neutral aerial   2% (hits 1-6) Spins in place. Unsafe on hit even when landing at very high percentages. Due to the landing lag, there are no combos. A lack of knockback makes it unviable for edgeguarding.
Forward aerial   8% Kicks forward. Extremely weak and unsafe on hit in the air until around 100%, making it only useful for gimping linear recoveries that travel short distances, such as Ganondorf's.
Back aerial   8% Kicks backwards, with the exact same issues as forward aerial.
Up aerial   13% Pokes upwards to deal damage. Can combo against opponents if falling into them and lead to juggle situations, but the small hitbox makes this difficult.
Down aerial 9% Thrusts her foot downwards. A very weak meteor smash that's vulnerable to meteor cancels.
Grab   Both grabs start on frame 11 and have extremely long range, akin to Marth's.
Pummel   3% Zaps her foe.
Forward throw   12% Launches her foe forwards with above average power, being one of the main ways Female Wire Frame scores KOs.
Back throw   11% Similar to her forward throw, only directly behind her; with its decent strength, it's strong for reversals when coming off the ledge.
Up throw   11% Thrusts foe to the sky. Has the ability to chain grab fast-falling opponents at low percents and has valid follow-ups into up tilt and up smash at lower percentages.
Down throw   9% Drops foe and zaps them, sending the foe below her. Similar to Fox and Falco, the move can meteor smash opponents close to the edge.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  10% A roundhouse kick off the ledge.
Floor attack (back)
Floor getups (back)
  10% A roundhouse kick off the ledge.
Edge attack (fast)
Edge getups (fast)
  6% (two hits) Climbs up and swings her legs in a circular motion, while pulling herself up.
Edge attack (slow)
Edge getups (slow)
  8% Slowly gets up and slaps forward.

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

  • Holds her hands together, as if in a prayer, like Zelda.
Female Wire Frame-Taunt-SSBM.gif

Idle pose

  • Flips her hair back like Zelda.
  • Holds her hand to her chin in contemplation, as Zelda does.
  • Turns away, holding her left arm with her right hand, identical to Zelda's.
  • Holds her left arm with her right hand and looks down. Unique to Female Wire Frame.

In competitive play

Due to Female Wire Frame only being playable through hacking, she has been banned in competitive play since the release of Melee. This is not due to her strength, but her accessibility: Modifying the game takes time away from setting up tournament matches and thus delays tournaments, and this is worsened by the game crashing should Female Wire Frame win a game without further external modifications. This is compounded by the potential for Giga Bowser to become legal alongside the other unplayable characters, who is feared to be potentially metagame-warping. Female Wire Frame's own terrible traits as a character have resulted in her seeing minimal competitive experimentation[1], even less than Male Wire Frame, and thus there are minimal arguments being made for her unbanning, even if her impact would be nonexistent.

In 1-P Mode

In Multi-Man Melee

Female Wire Frame in 100-Man Melee.

Female 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. She appears in all modes, including Cruel Melee, where they are extremely threatening. In these modes, Female Wire Frame usually has a handicap, changing her statistics dramatically.

Trophies

Female Wire Frame's trophy in
Female Wire Frame
This is the female model of the Fighting Wire Frames. The female's abilities are roughly the same as the male model's. All Fighting Wire Frames lack the ability to use special techniques, and their attacks lack any real physical strength. Additionally, they're slow and are therefore easy to outmaneuver. They tend to attack in gangs.
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 Female 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.
  • Female Wire Frame's ponytail has environmental collision, so when walking under a platform, it can be dragging across the top.

References