List of Super Smash Bros. glitches: Difference between revisions

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==={{conjecturaltext|Black Hole glitch}}===
==={{conjecturaltext|Black Hole glitch}}===
All 4 players must be Link. At hyrule castle (or any place with a straight wall) all four links should walk to the right, fall into the place with the canopy, and run left against the wall so they are inside each other. Then let the game push them all apart. After this, all 4 links must simultaneously throw bombs upwards weakly, quickly. After just a few throws, the bombs will hit each other and continuously stay, trapping the players within.
All 4 players must be Link. At hyrule castle (or any place with a straight wall) all four links should walk to the right, fall into the place with the canopy, and run left against the wall so they are inside each other. Then let the game push them all apart. After this, all 4 links must simultaneously throw bombs upwards weakly, quickly. After just a few throws, the bombs will hit each other and continuously stay, trapping the players within.
==={{conjecturaltext|Shell Stack glitch}}===
[[Image:Donkey Shells.png|thumb|left|The Shell Stack glitch using the Mario Tornado.]]
This glitch involves the usage of Training Mode's ability to spawn items. By creating 4 Green or Red Shells in the same location, attacking them with various moves will deal ridiculous damage to the attacker, the opponent, or possibly both. Multiple variants of this glitch exist.
====Mario Tornado====
Possibly the most well-known version of the glitch, caused by using the Mario Tornado to simultaneously hit an opponent and a stack of Green Shells. As the shells and the attack hit each other and the opponent in a chain reaction, all of them will be locked in freeze frames until the items eventually vanish and the Tornado can run to completion; the time this takes (about 30 seconds) is guaranteed to ring up the opponent's damage to 999%. As the Mario Tornado has fixed knockback, the opponent will not be KO'd once the glitch completes, though essentially any other move will. This can also be done with the Super Jump Punch, Luigi Cyclone, and Screw Attack. Using Red Shells instead of Green ones will cause more unpredictable results, such as immediately raising both characters' damage to over 800% and knocking them both away with fixed knockback.
====Ground Pound====
This variant involves Yoshi using his Ground Pound into a stack of Red Shells near the opponent. If done correctly, Yoshi and then the opponent will each receive about 250% to 400% damage.
====Spin Attack====
This variant involves Link using his Spin Attack on an opponent and a nearby stack of Red Shells. If done correctly, the opponent gains up to 999% damage and slashing sound effects can be heard.
====Ness's forward smash====
This variant involves using Ness's forward smash (his bat) on a stack of a stack of Red Shells next to the opponent. If done correctly, the opponent will take 600% to 999% damage and go flying. This may also hit the player, depending on the distance from the shells.
<gallery>
Image:Yoshi's Ground Pound on Red Shells.PNG|The Ground Pound variant.
Image:Link attacks Donkey.png|The Spin Attack variant.
Image:Donkey Red Shells.png|The Ness forward smash variant.
</gallery>


==={{conjecturaltext|Drifting away from the stage}}===
==={{conjecturaltext|Drifting away from the stage}}===
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The player has to use Mario for this glitch. Mario must go to any stage with a wall and stand against a wall. Then he must use shield and roll against that wall as much as he can. If Mario is rolling left, he goes further away. If he is rolling right he goes towards the camera. If Mario falls or gets attacked, he reverts to normal.
The player has to use Mario for this glitch. Mario must go to any stage with a wall and stand against a wall. Then he must use shield and roll against that wall as much as he can. If Mario is rolling left, he goes further away. If he is rolling right he goes towards the camera. If Mario falls or gets attacked, he reverts to normal.
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==={{conjecturaltext|Ness' Bat}}=== 
[[File:Donkey Red Shells.png|thumb|Ness' bat glitch]]
The player must go to training mode and put four red shells right next to his opponent. Ness should stand a slight bit away and use his bat on the red shells. If done correctly, the opponent should get from 600 to 999 damage and go flying. This may also hit the player, depending on the distance from the shells, although even after acquiring 999%, the knockback is little enough for the player to easily recover. This glitch has been confirmed to work against all characters.
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==={{conjecturaltext|Shell - 999% Damage}}===
[[File:Donkey Shells.png|thumb|left|The shell glitch.]]
It is possible to excecute a glitch with the Mario Tornado, which can raise the opponents damage to 999% when used. To excecute this glitch, the player must use the Mario Tornado on an opponent while a bunch of Green Shells is near. The opponent will freeze, while Mario will continuesly use the Mario Tornado until the opponents damage has raised to 999%. The opponenent will then unfreeze and be thrown away. The distance the opponent flies is not enough to KO the opponent even at 999%, as Mario Tornado has set knockback. This can also be done with the Luigi Cyclone and Samus' Screw Attack. It is not possible to excecute this glitch in later games in the series.
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==={{conjecturaltext|Link's Shells}}===
[[File:Link attacks Donkey.png|thumb|Link using the shell glitch]]
In Training Mode, Link must be chosen against any opponent. The player must spawn the maximum number of Red Shells next to the opponent. Link should use his Up + B attack. If done correctly, the opponent gains up to 999% damage and slashing sound effects can be heard.
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Only 2 players are required for this glitch. One should be Ness, the other should be Fox. Choose a stage with a direct line between Ness and Fox (ideally, Hyrule Castle or Sector Z). PK thunder against Fox's reflector so that the PK thunder is in direct line back to Ness, and quickly bat the PK thunder away. The thunder should have 2 tails, and if it reaches the edge of the screen, the game can't handle it and will freeze.
Only 2 players are required for this glitch. One should be Ness, the other should be Fox. Choose a stage with a direct line between Ness and Fox (ideally, Hyrule Castle or Sector Z). PK thunder against Fox's reflector so that the PK thunder is in direct line back to Ness, and quickly bat the PK thunder away. The thunder should have 2 tails, and if it reaches the edge of the screen, the game can't handle it and will freeze.


==={{conjecturaltext|Yoshi's Ground Pound}}===
The player must go to training mode. Then choose Yoshi against any character. Choose stage Sector Z to use it easily. Then put 4 Red Shells right to the opponent. After that, jump above the side (if the opponent is on the left of the shells, jump above the right side and vice versa) of the Red Shells and ground-pound on it. If done correctly, Yoshi will first be hit then the opponent receive about 250 to 400% damage.
[[File:Yoshi's Ground Pound on Red Shells.PNG|thumb|200px|Yoshi flying away when the glitch is used]]
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{{Glitches}}
{{Glitches}}
[[Category:Glitches]]
[[Category:Glitches]]

Revision as of 13:14, February 14, 2013

This is a list of glitches that appear in Super Smash Bros.

Glitches

Main article: SmashWiki:Category:Glitches

Template:Conjecturaltext

All 4 players must be Link. At hyrule castle (or any place with a straight wall) all four links should walk to the right, fall into the place with the canopy, and run left against the wall so they are inside each other. Then let the game push them all apart. After this, all 4 links must simultaneously throw bombs upwards weakly, quickly. After just a few throws, the bombs will hit each other and continuously stay, trapping the players within.

Template:Conjecturaltext

Green Shell Glitch in Training Mode
The Shell Stack glitch using the Mario Tornado.

This glitch involves the usage of Training Mode's ability to spawn items. By creating 4 Green or Red Shells in the same location, attacking them with various moves will deal ridiculous damage to the attacker, the opponent, or possibly both. Multiple variants of this glitch exist.

Mario Tornado

Possibly the most well-known version of the glitch, caused by using the Mario Tornado to simultaneously hit an opponent and a stack of Green Shells. As the shells and the attack hit each other and the opponent in a chain reaction, all of them will be locked in freeze frames until the items eventually vanish and the Tornado can run to completion; the time this takes (about 30 seconds) is guaranteed to ring up the opponent's damage to 999%. As the Mario Tornado has fixed knockback, the opponent will not be KO'd once the glitch completes, though essentially any other move will. This can also be done with the Super Jump Punch, Luigi Cyclone, and Screw Attack. Using Red Shells instead of Green ones will cause more unpredictable results, such as immediately raising both characters' damage to over 800% and knocking them both away with fixed knockback.

Ground Pound

This variant involves Yoshi using his Ground Pound into a stack of Red Shells near the opponent. If done correctly, Yoshi and then the opponent will each receive about 250% to 400% damage.

Spin Attack

This variant involves Link using his Spin Attack on an opponent and a nearby stack of Red Shells. If done correctly, the opponent gains up to 999% damage and slashing sound effects can be heard.

Ness's forward smash

This variant involves using Ness's forward smash (his bat) on a stack of a stack of Red Shells next to the opponent. If done correctly, the opponent will take 600% to 999% damage and go flying. This may also hit the player, depending on the distance from the shells.

Template:Conjecturaltext

Mario in front of the screen in Super Smash Bros.Mario's rolling glitch in Super Smash Bros.
The result of Mario rolling to the right in the left picture and the result of Mario doing the opposite in the right picture.

The player has to use Mario for this glitch. Mario must go to any stage with a wall and stand against a wall. Then he must use shield and roll against that wall as much as he can. If Mario is rolling left, he goes further away. If he is rolling right he goes towards the camera. If Mario falls or gets attacked, he reverts to normal.

Template:Conjecturaltext

Only 2 players are required for this glitch. One should be Ness, the other should be Fox. Choose a stage with a direct line between Ness and Fox (ideally, Hyrule Castle or Sector Z). PK thunder against Fox's reflector so that the PK thunder is in direct line back to Ness, and quickly bat the PK thunder away. The thunder should have 2 tails, and if it reaches the edge of the screen, the game can't handle it and will freeze.

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