List of glitches (SSBM): Difference between revisions
Corrected Mr. Game & Watch's aerials that cannot L-cancel to include back aerial instead of down aerial
(Not where categories go. These two aren't glitches, just weird design choices) |
(Corrected Mr. Game & Watch's aerials that cannot L-cancel to include back aerial instead of down aerial) |
||
(3 intermediate revisions by 2 users not shown) | |||
Line 1: | Line 1: | ||
{{ArticleIcons|melee=y}} | {{ArticleIcons|melee=y}} | ||
This article contains a list of glitches and oversights found in ''[[Super Smash Bros. Melee]]''. ''Melee'' in particular is known for its high amount of glitches due to the game's short development time; some glitches were eventually fixed in later versions of the game, such as NTSC | This article contains a list of known glitches and oversights found in ''[[Super Smash Bros. Melee]]''. ''Melee'' in particular is known for its high amount of glitches due to the game's short development time; some glitches were eventually fixed in later versions of the game, such as NTSC versions 1.01 and 1.02, and the PAL version. | ||
{|class="wikitable sortable" | {|class="wikitable sortable" | ||
Line 14: | Line 14: | ||
|[[Black hole glitch]]||A well-known glitch involving [[Turnip]]s, the [[Super Scope]], and the [[Reflector]] to create a point on stage with an infinite amount of hitboxes. | |[[Black hole glitch]]||A well-known glitch involving [[Turnip]]s, the [[Super Scope]], and the [[Reflector]] to create a point on stage with an infinite amount of hitboxes. | ||
|- | |- | ||
|[[Boomerang superjump]]||An extension of the [[chain dance]] exclusive to {{SSBM|Link}} and {{SSBM|Young Link}}, which allows them to perform an extremely high jump using a [[Boomerang]]; only found in | |[[Chain dance#Boomerang superjump|Boomerang superjump]]||An extension of the [[chain dance]] exclusive to {{SSBM|Link}} and {{SSBM|Young Link}}, which allows them to perform an extremely high jump using a [[Boomerang]]; only found in versions 1.0 and 1.01. | ||
|- | |- | ||
|{{Mvsub|Bowser|SSBM|down throw|poss=y}}||In [[NTSC]], Bowser's down throw does zero damage to {{SSBM|Jigglypuff}} and {{SSBM|Mr. Game & Watch}}; this was fixed in the [[PAL]] version. | |{{Mvsub|Bowser|SSBM|down throw|poss=y}}||In [[NTSC]], Bowser's down throw does zero damage to {{SSBM|Jigglypuff}} and {{SSBM|Mr. Game & Watch}}; this was fixed in the [[PAL]] version. | ||
Line 24: | Line 24: | ||
|{{Mvsub|Captain Falcon|SSBM|up aerial|poss=y}}||Captain Falcon's up aerial lacks a hitbox entirely on its late hit (a trait not present in {{Mvsub|Ganondorf|SSBM|up aerial|poss=y}}); this is presumably due a programming error, where the "delete all hitboxes" command runs on the same frame the late hit begins, and so the late hit never occurs. | |{{Mvsub|Captain Falcon|SSBM|up aerial|poss=y}}||Captain Falcon's up aerial lacks a hitbox entirely on its late hit (a trait not present in {{Mvsub|Ganondorf|SSBM|up aerial|poss=y}}); this is presumably due a programming error, where the "delete all hitboxes" command runs on the same frame the late hit begins, and so the late hit never occurs. | ||
|- | |- | ||
|[[Chain dance]]||A series of related glitches exclusive to {{SSBM|Link}} and {{SSBM|Young Link}}, performed by throwing a [[Boomerang]], then [[grapple|grappling]] on a wall and then catching the boomerang while chained to the wall; only found in | |[[Chain dance]]||A series of related glitches exclusive to {{SSBM|Link}} and {{SSBM|Young Link}}, performed by throwing a [[Boomerang]], then [[grapple|grappling]] on a wall and then catching the boomerang while chained to the wall; only found in versions 1.0 and 1.01. | ||
|- | |- | ||
|[[Daisy's third eye]]||In | |[[Daisy's third eye]]||In versions 1.0 and 1.01, Daisy's trophy has a graphical glitch in which she has a third eye on the back of her head under her hair. | ||
|- | |- | ||
|[[Dimensional Arrow]]||An extension of the [[chain dance]] which allows Link and Young Link to release an arrow from behind themselves; only found in | |[[Chain dance#Dimensional Arrow|Dimensional Arrow]]||An extension of the [[chain dance]] which allows Link and Young Link to release an arrow from behind themselves; only found in versions 1.0 and 1.01. | ||
|- | |- | ||
|{{Mvsub|Donkey Kong|SSBM|forward aerial|poss=y}}||Donkey Kong's forward aerial cannot be [[autocancel]]ed until frame 85, even though the move itself has an animation of 59 frames; it is the only aerial attack in the game that cannot be autocanceled. | |{{Mvsub|Donkey Kong|SSBM|forward aerial|poss=y}}||Donkey Kong's forward aerial cannot be [[autocancel]]ed until frame 85, even though the move itself has an animation of 59 frames; it is the only aerial attack in the game that cannot be autocanceled. | ||
Line 40: | Line 40: | ||
|[[Freeze glitch]]||Exclusive to the {{SSBM|Ice Climbers}}, it is performed by performing [[Squall Hammer]] with Popo while interrupting Nana's {{Mvsub|Ice Climbers|SSBM|forward throw}} or {{Mvsub|Ice Climbers|SSBM|up throw}}; this causes the opponent to be frozen in place, completely unable to move or attack. | |[[Freeze glitch]]||Exclusive to the {{SSBM|Ice Climbers}}, it is performed by performing [[Squall Hammer]] with Popo while interrupting Nana's {{Mvsub|Ice Climbers|SSBM|forward throw}} or {{Mvsub|Ice Climbers|SSBM|up throw}}; this causes the opponent to be frozen in place, completely unable to move or attack. | ||
|- | |- | ||
|[[Frozen turnip glitch]]||A glitch performed by interrupting {{SSBM|Peach}}'s [[Parasol]] or {{Mvsub|Mr. Game & Watch|SSBM|down tilt|poss=y}} on the very first frame while they are holding an item, that causes the item to be completely frozen for the rest of the match. Only found in | |[[Frozen turnip glitch]]||A glitch performed by interrupting {{SSBM|Peach}}'s [[Parasol]] or {{Mvsub|Mr. Game & Watch|SSBM|down tilt|poss=y}} on the very first frame while they are holding an item, that causes the item to be completely frozen for the rest of the match. Only found in version 1.0. | ||
|- | |- | ||
||[[Game crash]]||There are numerous well-known methods of crashing the game in ''Melee'', some of which have been fixed in later versions of the game. | ||[[Game crash]]||There are numerous well-known methods of crashing the game in ''Melee'', some of which have been fixed in later versions of the game. | ||
|- | |- | ||
|{{SSBM|Ganondorf}}'s [[Bunny Hood]]||If Ganondorf performs a [[Ganondorf (SSBM)/Neutral attack|jab]] while wearing a Bunny Hood, the attack will perform a second jab animation with no hitbox. This is exclusive to | |{{SSBM|Ganondorf}}'s [[Bunny Hood]]||If Ganondorf performs a [[Ganondorf (SSBM)/Neutral attack|jab]] while wearing a Bunny Hood, the attack will perform a second jab animation with no hitbox. This is exclusive to version 1.0. | ||
|- | |- | ||
|[[Giant Punch]] charge glitch||Donkey Kong will lose his Giant Punch charge if hit out of his up special, [[Spinning Kong]]. | |[[Giant Punch]] charge glitch||Donkey Kong will lose his Giant Punch charge if hit out of his up special, [[Spinning Kong]]. This is only present in the NTSC versions, however, as it was fixed in the PAL version. | ||
|- | |- | ||
|[[Ghost Arrow glitch]]||An extension of the [[chain dance]] which allows {{SSBM|Link}} and {{SSBM|Young Link}} to charge their neutral special without spawning an arrow; only found in | |[[Chain dance#Ghost Arrow glitch|Ghost Arrow glitch]]||An extension of the [[chain dance]] which allows {{SSBM|Link}} and {{SSBM|Young Link}} to charge their neutral special without spawning an arrow; only found in versions 1.0 and 1.01. | ||
|- | |- | ||
|[[Ice Climbers on fire glitch]]||A glitch performed using a [[Fire Flower]], which causes Nana to become permanently on fire while holding the item; this is a visual effect only. | |[[Ice Climbers on fire glitch]]||A glitch performed using a [[Fire Flower]], which causes Nana to become permanently on fire while holding the item; this is a visual effect only. | ||
Line 76: | Line 76: | ||
|[[Master Hand laser glitch]]||An extension of the Master Hand glitch, performed by picking up a [[Super Mushroom]] or [[Poison Mushroom]] while using Master Hand's laser attack, which causes the lasers to remain for the rest of the match. | |[[Master Hand laser glitch]]||An extension of the Master Hand glitch, performed by picking up a [[Super Mushroom]] or [[Poison Mushroom]] while using Master Hand's laser attack, which causes the lasers to remain for the rest of the match. | ||
|- | |- | ||
|{{SSBM|Mr. Game & Watch}}'s aerials||Mr. Game & Watch's {{Mvsub|Mr. Game & Watch|SSBM|neutral aerial}}, {{Mvsub|Mr. Game & Watch|SSBM|up aerial}}, and {{Mvsub|Mr. Game & Watch|SSBM| | |{{SSBM|Mr. Game & Watch}}'s aerials||Mr. Game & Watch's {{Mvsub|Mr. Game & Watch|SSBM|neutral aerial}}, {{Mvsub|Mr. Game & Watch|SSBM|up aerial}}, and {{Mvsub|Mr. Game & Watch|SSBM|back aerial}} are the only aerial attacks that cannot be L-canceled; this is due a programming error that classifies the attacks as special moves. | ||
|- | |- | ||
|[[Name Entry glitch]]||A complex glitch using the [[Name Entry]] that allows the player to form a variety of exploits, most famously the [[Master Hand glitch]]. | |[[Name Entry glitch]]||A complex glitch using the [[Name Entry]] that allows the player to form a variety of exploits, most famously the [[Master Hand glitch]]. | ||
Line 92: | Line 92: | ||
|[[Same color glitch]]||A glitch that allows multiple players in versus mode to use the exact same color palette, without being on the same team. | |[[Same color glitch]]||A glitch that allows multiple players in versus mode to use the exact same color palette, without being on the same team. | ||
|- | |- | ||
|[[Shadow glitch]]||A glitch involving {{Mvsub|Mewtwo|SSBM|forward throw|poss=y}}, which allows a third player to catch one of the small Shadow Balls emitted during the throw. Exclusive to | |[[Shadow glitch]]||A glitch involving {{Mvsub|Mewtwo|SSBM|forward throw|poss=y}}, which allows a third player to catch one of the small Shadow Balls emitted during the throw. Exclusive to version 1.0. | ||
|- | |- | ||
|[[Shine mine]]||A glitch performed using {{SSBM|Fox}} and {{SSBM|Falco}}'s [[Reflector]], which allows the user to reflect projectiles far away from their character model. | |[[Shine mine]]||A glitch performed using {{SSBM|Fox}} and {{SSBM|Falco}}'s [[Reflector]], which allows the user to reflect projectiles far away from their character model. | ||
Line 108: | Line 108: | ||
|[[Super wavedash]]||A frame-perfect exploit exclusive to {{SSBM|Samus}}, that allows her to slide extremely long distances across a stage. | |[[Super wavedash]]||A frame-perfect exploit exclusive to {{SSBM|Samus}}, that allows her to slide extremely long distances across a stage. | ||
|- | |- | ||
|[[Whispy blink glitch]]||A glitch performed by {{SSBM|Marth}} and {{SSBM|Roy}} on [[Dream Land]]; if the performer times certain attacks during Whispy's blinking animation, the attack will have an unusual animation and a lingering hitbox. Exclusive to | |[[Whispy blink glitch]]||A glitch performed by {{SSBM|Marth}} and {{SSBM|Roy}} on [[Dream Land]]; if the performer times certain attacks during Whispy's blinking animation, the attack will have an unusual animation and a lingering hitbox. Exclusive to version 1.0. | ||
|- | |- | ||
|[[Yo-yo glitch]]||A glitch involving {{SSBM|Ness}}'s yo-yo, which allows him to attack or grab with near limitless range, or attach certain single-hitbox attacks to Ness's body. | |[[Yo-yo glitch]]||A glitch involving {{SSBM|Ness}}'s yo-yo, which allows him to attack or grab with near limitless range, or attach certain single-hitbox attacks to Ness's body. |