Super Smash Bros. Melee

Female Wire Frame (SSBM)

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This article is about Female Wire Frame's debug-playable appearance inMelee. For the character in other contexts, seeFighting Wire Frame.
Female Wire Frame
inSuper Smash Bros. Melee
FWFModelSSBM.png
SmashBrosSymbol.svg
UniverseSuper Smash Bros.
A boss inMelee
AvailabilityHacking
TierBanned
Female Wire Frame (SSBM)

Female Wire Frame (謎のザコ敵軍団, Mysterious Small Fry Enemy Corps), is anunplayable character inSuper Smash Bros. Melee and only playable viahacking. She is unvoiced and aclone ofZelda.

When playable, as is the case with mostMulti-Man Melee-style characters, Female Wire Frame is worse than all of the playable roster, and arguably the worst character in the entire game, sansSandbag. Zelda is already considered to be a profoundly unviable character inMelee, but with no specials, she lacks the recovery ofFarore's Wind and the option to turn intoSheik, making her worse by a very wide margin. Her native 15 frames oflanding lag force her to land in unorthodox ways, her lowerknockback on most of her moves makes her poor at closing out stocks, and her lack of burst options anddisjoints give her a poor shot atapproaching. There is very little for Female Wire Frame to do outside of setting up admittedly strongtech 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 inVS Mode orSpecial Smash, without additional modifications, Female Wire Frame crashes the game upon theresults screen being reached, due to lacking a winning animation. Losing allows the game to progress, where the game erroneously calls herSheik.

Codes[edit]

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

Player SlotNTSCPAL
11EXB-7VGC-Z35E4CHZU-68H8-UVG2K
VTCD-557C-FQY1FCPN1-26KM-GH870
2ZFQT-Y42Z-WMA728144-HDMD-ENHH9
7U5U-KFFU-H3649FRDV-DJ19-6G618
3GTVB-0XN4-AJD8GDYAU-5902-QEVPT
0BH8-49WJ-P0YVDDX68-HXE6-3XMR1
4R6CG-YREX-2NRGNBRY4-HCGA-641AZ
04B6-4V0G-8QCVPDHUH-8QXF-CBY7G

Attributes[edit]

Female Wire Frame is a brawler of average speed and among the highestdouble jumps in the game, giving her uniqueedgeguarding capabilities, as well as the potential toKO off the topblast zone. Some ofZelda's positive traits remain: Herdown tilt gains more range and remains an effective poke, herforward andback throws are very strong, and herdown smash is an effectiveledgetrapping tool.

Where she excels most, however, is tech chasing. Her improved dash attack, in tandem with ameteor smash-ingdown 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 theElectric effect on herforward smash, it becomes a far more reliable grounded attack, even making it usable inneutral. 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 putMarth's aerials in check. Herup throw has some decent combo ability alongside up tilt andup smash, making for some extremely basicjuggling situations.

However, it is very hard for Female Wire Frame to take a stock. Her moves deal very littledamage andknockback, making her exceptionally vulnerable tocrouch 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 fromMario, herweight wasn't, making her much easier to launch compared toMale Wire Frame. She only has her admittedly highdouble jump and anair 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 beinggimped by even minor setbacks when trying to return to the stage. Additionally, her floaty physics and native 15 frames oflanding lag force her to land in extremely elaborate ways, either bywavelanding orl-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 highpercentages. 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 fromZelda[edit]

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[edit]

  • 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[edit]

  • 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 beingShield 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'sjumpsquat 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'sDouble 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'srolls go much further, especially her ledge roll.
  • Change Female Wire Frame'sShield 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 isintangible 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[edit]

  • Nerf Female Wire Frame's grounded attacks don't havetranscendent 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%/2%).
    • 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 (13%/9% and 8%/7% → 10%/8% and 6%/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%), always launching the opponent away.
  • 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.
  • Change Female Wire Frame's down tilt always launches at theSakurai angle. This removes its followups against grounded opponents, but allows it to gimp airborne opponents.
  • Nerf Female Wire Frame's up tilt deals less damage (11% → 7%).
  • Change Up tilt deals much less knockback. This removes its KO ability, but allows it to combo for longer.
  • Buff Female Wire Frame's forward smash is a single-hit move instead of a multi-hit.)
    • Buff It no longer has theElectric effect, making it much less vulnerable toSDI 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 legintangibility.
  • Buff Female Wire Frame's up smash deals more damage overall (16% → 22%), and with two hits.
    • Buff It no longer has anElectric effect, making it less vulnerable toSDI.
    • 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).
  • Nerf Up smash's first hit doesn't have set knockback, and thus will stop comboing into the second hit at higher percents, reducing the move's potential damage output (16% → 12%).
    • Buff Though this means the first hit can KO on its own, making it impossible for the opponent to survive with SDI alone like they can with Zelda's.
  • Nerf Both hits of up smash are weaker than the final hit of Zelda's, reducing the move's KO potential when the opponent fails to escape Zelda's.
  • Nerf Female Wire Frame's increased height, and the altered hitbox placements makes her up smash much less effective at hitting opponents on the ground.
  • Change Female Wire Frame's down smash deals different damage on each hit (11% (front and back) → 10% (front)/14% (back). This makes the front hit KO later, but the back hit KO much sooner.
  • Nerf Down smash has more ending lag (FAF: 32 → 34).

Aerial attacks[edit]

  • Nerf Male Wire Frame's hard landing lag is much higher (4 → 15), though this can be somewhat mitigated bywavelanding, which replaces the landing lag with the standard 10 frames for airdodge landings.
  • 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 multi-hits deal less damage on average (2%/3% → 2%/1%).
  • Nerf Female Wire Frame's neutral aerial lacks a finisher.
  • Nerf Female Wire Frame's forward and back aerial lack theLightning Kick sweetspot, and the remaining hitboxes are even weaker than the sourspot (10%/20% → 8%) neutering theirKO potential completely.
  • Nerf Forward and back aerial also have smaller hitboxes.
  • 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%), and much less knockback.
    • Nerf It has a much smaller hitbox.
  • Buff Female Wire Frame's down aerial deals more damage (8%/7% → 9%/9%), dealing consistent damage, though it still has a sourspot that deals less knockback.
  • Nerf Down aerial has smaller hitboxes.

Grab attack[edit]

  • Buff Female Wire Frame's grab range is much longer, on-par withMarth's.
  • Buff Female Wire Frame's down throw is ameteor smash, forcing atech likeFox andFalco's.
  • Buff Female Wire Frame's ledge attack had its body hitbox removed, making it always deal 10%.

Moveset[edit]

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

 NameDamageDescription
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 likePichu, 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 likeFox, 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 aSakurai angle, and because of its range, it is good foredgeguarding and landing easygimps. Trades favourably with manyrecoveries.
Dash attack 10% (early), 6% (late)Shoves her hands in front. Can sometimes combo into forward tilt or otherwise set up atech 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 againstcrouches.
Forward smash 13%A two-palm strike with a pullback animation that allows it to dodge attacks, even long-ranged ones likeMarth'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 fastsmash attack at frame 4, giving it many defensive use-cases. With good range and hitbox activity, it is effective for ledgetrapping, catchingrolls, and following up from dash attack. Is not asdisjointed 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 nocombos. 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 forgimping linear recoveries that travel short distances, such asGanondorf'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 aerial9%Thrusts her foot downwards. A very weakmeteor smash that's vulnerable tometeor cancels.
Grab Both grabs start on frame 11 and have extremely long range, akin toMarth'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 tochain 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 toFox andFalco, the move canmeteor 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[edit]

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

Taunt[edit]

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

Idle pose[edit]

  • 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.

Incompetitive play[edit]

Due to Female Wire Frame only being playable throughhacking, she has been banned in competitive play since the release ofMelee. 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 forGiga 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 thanMale Wire Frame, and thus there are minimal arguments being made for her unbanning, even if her impact would be nonexistent.

In 1-P Mode[edit]

InMulti-Man Melee[edit]

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, includingCruel Melee, where they are extremely threatening. In these modes, Female Wire Frame usually has a handicap, changing her statistics dramatically.

Trophies[edit]

Female Wire Frame's trophy inMelee
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 inMelee
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[edit]

Male and Female Wire Frame on the No Contest screen, labelled asSheik.
  • While winning with Female Wire Frame causes the game tocrash 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[edit]


v • d • e
Fighters inSuper Smash Bros. Melee
VeteransCaptain Falcon ·Donkey Kong ·Fox ·Jigglypuff ·Kirby ·Link ·Luigi ·Mario ·Ness ·Pikachu ·Samus ·Yoshi
NewcomersBowser ·Dr. Mario ·Falco ·Ganondorf ·Ice Climbers ·Marth ·Mewtwo ·Mr. Game & Watch ·Peach ·Pichu ·Roy ·Young Link ·Zelda (Sheik)
v • d • e
Super Smash Bros. (universe)Super Smash Bros. universe
FightersMii Fighter (SSB4(Mii Brawler ·Mii Swordfighter ·Mii Gunner)) ·SSBU(Mii Brawler ·Mii Swordfighter ·Mii Gunner))
Fighter variantsFighting Polygon Team ·Fighting Wire Frames ·Fighting Alloy Team ·Fighting Mii Team ·False characters
BossesMaster Hand (SSB ·SSBM ·SSBB ·SSB4 ·SSBU) ·Crazy Hand (SSBM ·SSBB ·SSB4 ·SSBU) ·Giga Bowser ·Galleom ·Duon ·Tabuu ·Master Core ·Galeem ·Dharkon
StagesMeta Crystal ·Duel Zone ·Battlefield (SSBM ·SSBB ·SSB4 ·SSBU) ·Final Destination (SSB ·SSBM ·SSBB ·SSB4 ·SSBU) ·Big Battlefield (SSB4 ·SSBU) ·Small Battlefield ·Home-Run Stadium ·Target Blast Stadium ·Controls test stage ·Training
ItemsBeam Sword ·Home-Run Bat ·Fan ·Bumper ·Ray Gun ·Motion-Sensor Bomb ·Crate ·Barrel ·Capsule ·Egg ·Food ·Party Ball ·Smash Ball ·Assist Trophy ·Sandbag ·Gooey Bomb ·Cracker Launcher ·Smoke Ball ·Blast Box ·Team Healer ·Timer ·Drill ·Banana Gun ·Beastball ·Black Hole ·Healing Field ·Healing Sprout ·Rage Blaster ·Fake Smash Ball
Trophies andSpiritsTrophies (SSBM ·SSBB (SSE) ·SSB4) ·Spirits
MusicBrawl (Past) ·SSB4 ·Ultimate
v • d • e
Enemies inAdventure Mode (SSBM)
Mushroom KingdomGoomba ·Koopa Paratroopa ·Koopa Troopa ·Yoshi Team ·Mario ·Peach ·Luigi
Kongo JungleTiny Donkey Kongs
Jungle JapesGiant DK
Underground MazeOctorok ·ReDead ·Like Like ·Links ·Zelda/Sheik
BrinstarSamus
Green GreensKirby ·Kirby Team ·Giant Kirby
CorneriaFox ·Falco
Pokémon StadiumPikachu ·Jigglypuff ·Pichu
F-Zero Grand PrixCaptain Falcon
OnettNess
Icicle MountainTopi ·Polar Bear ·Ice Climbers
BattlefieldFighting Wire Frames ·Metal Mario ·Metal Luigi
Final DestinationGiant Bowser ·Giga Bowser