Chain dance

Named by, the chain dance is a glitch in Super Smash Bros. Melee. It can be performed by either or. It is done by throwing the boomerang, then wall-grappling on a wall and then catching the boomerang while chained to the wall. As soon as Link catches the boomerang, he can start new actions which can be combined with each other:


 * Rejumping while still chained to the wall.
 * Using a special move while still chained to the wall.
 * Pressing A or Z to scale up the wall. If Link is not currently already doing a move, this will cause him to do an aerial attack.

Depending on Link's positioning, momentum, and the actions being performed, the wall-grapple will randomly stop as he starts tumbling.

This glitch does not work in the 1.2 and PAL versions of the game, where Link will not catch his boomerang while using his grapple.

Super wavedash
This can only be performed on Yoshi's Island. It is initiated by standing on the leftmost pipe, throwing the boomerang upwards into the sloped pipe, and then grappling onto the top of left ledge. When the boomerang is caught, Link will fly upwards like in a boomerang superjump and a jump will need to be performed near the top of his ascent. Upon jumping Link will appear to grab the ledge but be placed significantly lower than he should be. Once in this state, performing a jump will get him back on the stage but he will have a large amount of horizontal speed&mdash;enough to spend him into the right blast line in less than a second.

Boomerang superjump
The boomerang superjump is a superjump glitch that can be performed by either or  in Super Smash Bros. Melee. It is done by throwing their boomerang, and then wall-grappling on a wall or the side of a stage. If performed correctly, the boomerang will fly into Link/Young Link and they will immediately fly high up into the air, in a tumble animation. If anything is done to disrupt the tumble animation (jumping, air dodge, etc.) then Link/Young Link will cease to rise into the air. This will happen automatically after a certain period of time, but disrupting it will cut it short.

This glitch was removed from the 1.2 and PAL versions of the game.

Ghost Arrow glitch
The Ghost Arrow glitch is a glitch in Super Smash Bros. Melee. It is an expansion on the Chain dance glitch and can be performed by and.

To do it, perform the Chain dance (catch a boomerang while chained to a wall) and start charging an arrow. If the player keeps charging and scales up the wall, then the next time the player starts charging an arrow, no arrow will spawn - this is known as "Ghost Arrow".

It is possible for other objects in the game to fill the empty object slot prior to or while shooting the "Ghost Arrow", thereby enabling Link to shoot something else. Any item (including Octorok, Goomba, etc.) and many character projectiles will work.

Depending what the player is doing, the Ghost Arrow glitch has a high chance of crashing the game. This may happen, for example, if the player uses a projectile that will not work (such as ' Yoyo), or when Link touches a Super Mushroom/Poison Mushroom, gets attacked, or falls into the void while charging Ghost Arrow.

The glitch will also occasionally corrupt the textures, which persists even after the match is over - this is known as "Ghost Melee".

This will not work in the 1.2 and PAL versions of the game, because Link will not catch his boomerang while using grapple, making Chain dance impossible.

Dimensional Arrow
Discovered by Savestate, Dimensional Arrow is a sub-glitch of Chain dance in versions 1.00 and 1.01 of Super Smash Bros. Melee that allows and  to release an arrow from behind themselves.

Performing
Dimensional Arrow is performed by throwing a boomerang, and then timing the boomerang to return to Link right after wall-grappling on a wall or the side of a stage with flat walls. Once Link/Young Link enters their boomerang catching animation, B-reverse, and the player will see Link/Young Link begin to charge their bow while they are still hanging on the chain with their back to the wall.

Result
When performed correctly, the game will try to push Link backwards but is unable to due to the wall, and will continuously add velocity, attempting to correct the misalignment. This pushes his projected ECB (based on velocity) further and further back each frame. Coincidentally, Link and Young Link's arrow is released from the position of the projected ECB, allowing them to release an arrow far behind them.

Side-effects
The game determines whether or not a player has crossed the Blast zone by using their projected ECB. Due to this, Link can die off the side of the stage by charging his bow long enough for his projected ECB to reach the blast zone.