Fighting Wire Frames: Difference between revisions
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{{SSBM|Captain Falcon}} (and by association, his [[clone]] {{SSBM|Ganondorf}}) and {{SSBM|Zelda}}, whose standard attacks they borrow. | {{SSBM|Captain Falcon}} (and by association, his [[clone]] {{SSBM|Ganondorf}}) and {{SSBM|Zelda}}, whose standard attacks they borrow. | ||
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 move]]s, Wire Frames have high jumping prowess. In | 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 move]]s, Wire Frames have high jumping prowess. In [[Adventure]], they are also fought in a low-gravity version of {{SSBM|Battlefield}}. They fulfill the same role as the [[Fighting Polygon Team]] (from [[Super Smash Bros.]] who appear on Stage 10 of [[1P Game]]). In both these games (''Smash 64'' and ''Melee''), both the ''Fighting Polygon Team'' and ''Fighting Wire Frames'' are fought on the penultimate stage ([[Battlefield]]) and both are fought on regular 1 player modes (though the Fighting Wire Frames are not fought in {{SSBM|Classic Mode}} but ''Adventure'' unlike the Fighting Polygon Team's appearance on Smash 64's 1P Game). | ||
Wire Frames are also unable to charge smashes and their moves are much weaker versions of Captain Falcon's 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. | Wire Frames are also unable to charge smashes and their moves are much weaker versions of Captain Falcon's 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. |