Editing List of glitches (SSBM)

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{{ArticleIcons|melee=y}}
{{ArticleIcons|melee=y}}


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.
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 Versions 1.01 and 1.02, and the PAL version.


{|class="wikitable sortable"
[[Category:Glitches]]
[[Category:Glitches (SSBM)]]
 
{|class="wikitable sortable"  
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!Name!!Details
!Name!!Details
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|[[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.
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|[[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.
|[[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.
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|{{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.
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|{{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.
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|[[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.
|[[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.
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|[[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.
|[[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.  
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|[[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.
|[[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.
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|{{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.
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|[[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.
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|[[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.
|[[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.
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||[[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.
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|{{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.
|{{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.
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|[[Giant Punch]] charge glitch||Donkey Kong will lose his Giant Punch charge if hit out of his up special, [[Spinning Kong]].
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|[[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 Versions 1.0 and 1.01.
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|[[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.
|[[Home-Run Bat]]: {{SSBM|Captain Falcon}} and {{SSBM|Sheik}}'s smash attacks||Both Captain Falcon and Sheik's forward smash attacks with the [[Home-Run Bat]] launch the target with completely vertical knockback. As a result, the bat's smash attack will fail to launch the [[Sandbag]] horizontally during the [[Home-Run Contest]], so they are required to use other attacks to achieve horizontal distance.
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|[[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.
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|[[Invisible ceiling glitch]]||A glitch caused when a character hits an opponent's [[shield]], then becomes airborne before the attack's animation ends, which causes the character to receive no vertical knockback until they return to the ground.
|[[Invisible ceiling glitch]]||A glitch caused when a character hits an opponent's [[shield]], then becomes airborne before the attack's animation ends, which causes the character to receive no vertical knockback until they return to the ground.
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|[[Invisible shine]]||This glitch occurs when the reflection animation of {{SSBM|Fox}}'s and {{SSBM|Falco}}'s [[Reflector]] is canceled out, which causes the character to stand in the move's animation pose without the hexagon appearing on screen. It is performed by entering from a grounded to airborne state, or vice versa, on frame 4 of the move's animation.
|[[Invisible shine]]||This glitch occurs when the reflection animation of {{SSBM|Fox}}'s and {{SSBM|Falco}}'s [[Reflector]] is canceled out, which causes the character to stand in the move's animation pose without the hexagon appearing on screen. It is performed by entering from a grounded to airborne state, or vice versa, on frame 4 of the move's animation.
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|[[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.
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|[[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.
|[[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.
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|[[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.
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|[[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.
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|[[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.
|[[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.
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|[[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.
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|[[Yo-yo stack glitch]]||A glitch involving {{Mvsub|Ness|SSBM|down smash|poss=y}}, performed by using a down smash on the earliest [[interruptible]] frame of a previous down smash, allowing Ness to hold multiple yo-yos at once.
|[[Yo-yo stack glitch]]||A glitch involving {{Mvsub|Ness|SSBM|down smash|poss=y}}, performed by using a down smash on the earliest [[interruptible]] frame of a previous down smash, allowing Ness to hold multiple yo-yos at once.
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|[[Yoshi (SSBM)/Grab|Yoshi's dash grab]]||Yoshi's dash grab is misaligned on the Z-axis, which can cause the grab to miss against thinner characters.
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|[[Zero gravity glitch]]||A glitch performed by repeatedly launching a character with extremely high vertical knockback against a ceiling, which eventually causes the character to be pressed against the ceiling and appear to float.
|[[Zero gravity glitch]]||A glitch performed by repeatedly launching a character with extremely high vertical knockback against a ceiling, which eventually causes the character to be pressed against the ceiling and appear to float.
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[[Category:Lists]]
[[Category:Glitches]]
[[Category:Glitches (SSBM)| ]]

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