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Fighting Wire Frames

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Fighting Wire Frames
Trophy of the Fighting Wire Frames from Super Smash Bros. Melee.
Symbol of the Smash Bros. series.
Fighting Wire Frames as they appear in Melee
Universe Super Smash Bros.
Level(s) appears in Multi-Man Melee
Classic Mode
Adventure Mode

The Fighting Wire Frames (謎のザコ敵軍団, Mysterious Small Fry Enemy Corps) are common enemies in various 1-player modes in Super Smash Bros. Melee.

Overview[edit]

The Fighting Wire Frames are, true to their name, a framework of pink lines in a humanoid shape, based on wire frame models used in the development of 3D games. Their faces feature the Super Smash Bros. logo, and a red heart-like object can be found within their chests. Fighting Wire Frames come in male and female varieties, modeled after Captain Falcon (and by association, his clone Ganondorf) and Zelda, whose standard attacks they borrow. They are considered to be successors to the Fighting Polygon Team and the predecessors of the Fighting Alloy Team, though they have a larger role than either of them.

Generally, they are weak and light fighters, and are very easy to KO; as to compensate their lack of recoveries due to their inability to use special moves, the Fighting Wire Frames have high jumping prowess. They are also unable to charge smash attacks and their moves are much weaker versions of Captain Falcon and Zelda's attacks. Two obvious examples are Captain Falcon's Knee Smash and Zelda's Lightning Kick, which do not have the power or electricity in the Wire Frame version. However, some do have distinguishing factors, such as faster frame data and/or larger hitboxes. The Fighting Wire Frames are also larger than their counterparts, and have larger native hurtboxes, with the aim of making them easier to hit in various game modes.

In Adventure, the Fighting Wire Frames are fought in a low-gravity version of Battlefield. They fulfill the same role as the Fighting Polygon Team from 1P Game in Super Smash Bros., attacking the player in large groups before the player finally faces Giant Bowser. They also appear in all modes of Multi-Man Melee, the first of the "Multi-Man" game modes, as well as Event 37: Legendary Pokémon, where they do much of the same thing.

The two "sexes" of Wire Frames behave differently; males always home towards the player's character, whereas the females tend to play a more passive role, rarely directly assaulting or attacking the player. In Cruel Melee, however, all Wire Frames are extremely aggressive, and are also handicapped to be extremely powerful and harder to knock off-stage. Characters cannot survive easily among the Wire Frames because of their amplified power and aggressive edge-guarding. The power of these Wire Frames became the center of an infamous April Fool's joke.

As playable characters[edit]

Main article: Male Wire Frame (SSBM)
Main article: Female Wire Frame (SSBM)

The two Wire Frames can be used by players through hacking. The debug menu is one method, where they are known by the menu as CKIND_BOY and CKIND_GIRL. They can also be accessed through character modifier Gameshark Codes. When playable, the Wire Frames are considered to be extremely weak, with the Male Wire Frame being the stronger of the two by virtue of having a more coherent moveset derived from Captain Falcon. Female Wire Frame is arguably the worst character in the game next to Sandbag, being a nerfed version of Zelda, a character already in contention for being one of the worst of the standard roster.

Differences from the Fighting Polygon Team[edit]

  • Wire Frames can jump higher, making recovery easier for them.
  • Wire Frames can grab.
  • Wire Frames have different dashing speeds than the character that they are based off of.
  • Like the Fighting Polygon team, they can't use special moves, but they do have notable moveset differences.

Moveset differences[edit]

Male Wire Frame/Captain Falcon[edit]

Main article: Male Wire Frame (SSBM)#Differences from Captain_Falcon
  • Only has a two-hit neutral attack. Second punch is 1% weaker.
  • Forward tilt does 9% regardless of angling; Captain Falcon's forward tilt can do from 10% to 12%.
  • Up tilt is 1% weaker.
  • Down tilt is 2% weaker and lasts 4 frames longer.
  • Dash attack is 2% weaker on the clean hit and 1% weaker on the late hit.
  • Up smash can only deal 14% damage total, while Captain Falcon's can deal a maximum of 19% total without charging.
  • Down smash is 6% weaker for the first hit, 7% weaker for the second, and has slightly faster start-up.
  • Forward smash doesn't have the flame effect, does 8% less damage (12%), and is much faster in general (hits 3 frames earlier and cancels 18 frames earlier).
  • Neutral air does 10% total as opposed to Captain Falcon's max 13%.
  • Forward air does 1% more damage when it connects late, but the clean hit does only half damage (9%).
  • Back air deals 10% instead of either 14% or 8% and lasts longer (when comparing this move to Ganondorf's, it lasts twice as long).
  • Up air deals 10%, 8%, or 6% depending on timing, while Captain Falcon's does a variety of different damages based on timing and placement (all of which are at least equal in power).
  • Down air is 4% weaker (oddly, he still has Captain Falcon's Nipple spike).

Female Wire Frame/Zelda[edit]

Main article: Female Wire Frame (SSBM)#Differences from Zelda
  • No moves have the original electric, slash, or flame effects except for the pummel and down throw.
  • Neutral attack only hits once for 5% damage (2% at extreme close range), instead of 3 times for 6% total.
  • Forward tilt does 9% damage, while Zelda's can deal 13%, 12%, or 11% depending on placement.
  • Up tilt is 4% weaker.
  • Down tilt has no sourspot (dealing 8% everywhere) but cannot meteor smash.
  • Dash attack does 10% or 8% on a clean hit and 6% on a late hit, while Zelda's does 13% or 9% and 8% or 7%.
  • Up smash only hits once for 12% damage, instead of 12 times for 16% total.
  • Down smash is 1% weaker on the front hit but 3% stronger on the back hit.
  • Forward smash only hits once for 13% damage, instead of 5 times for 14% total.
  • Neutral air does 2% or 1% per hit, instead of 2% or 3% for 5 hits and 5% on the sixth.
  • Forward and back airs deal 8% damage with no sweetspot.
  • Up air is 3% weaker.
  • Down air does 9% damage instead of 8% or 7%.
  • Running grab has one less hitbox.
  • Down throw is a meteor smash.

Announcer call[edit]

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.

Trophies[edit]

Male Fighting Wire Frame trophy from Super Smash Bros. Melee.
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)
Female Fighting Wire Frame trophy from Super Smash Bros. Melee.
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)
Trophy of the Fighting Wire Frames from Super Smash Bros. Melee.
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[edit]

  • Even though Captain Falcon has the fastest dashing speed and is a much better jumper than Zelda (who is one of the worst jumpers and slowest dashers), the Female Wire Frames have the same run speed as Male Wire Frames, as both attributes are taken from Mario.
  • A Male Wire Frame's name will be displayed on Pokémon Stadium as 'ZAKO otoko' and a Female's will be displayed as "ZAKO onna". "otoko" and "onna" mean Man and Woman in Japanese respectively. "ZAKO" roughly translates to "small-fry" and is also used to denote Brawl's Fighting Alloy Team.
    • Furthermore, the Fighting Alloy Team have cores that resemble the bodies of the Fighting Wire Frames.
  • In Adventure and Multi-Man Melee, the Wire Frames have the property of being unable to be Star or Screen KO'd, likely to make KOing them quicker and more streamlined. However, this does not apply in Event 37: Legendary Pokémon.