Good Bad Bugs:
- There's a glitch in Melee that lets you, among other things, play as Master Hand (who is invincible outside Stamina Mode, which can be exploited to clear Event matches and some of the Multi-Man modes), though it is prone to crashing. Note that this glitch went undiscovered for seven years; it involves synchronized use of the A and B buttons to confuse the "go to name entry menu" and "back to main menu" commands, causing the game to give up and skip ahead to the stage select menu. If a player has not selected his or her character by the time this happens, it will default to the character with the ID value of "0" — him.
- A related bug by the same method but with other circumstances allows "shadow players" (start a team match with all four characters on the same team, causing the recolor mechanic to become confused) and one-player matches.
- There's an A.I. bug in Melee that causes all computer opponents to come to a complete standstill if the player stands still in certain locations on stages. This can be heavily exploited in the Multi-Man modes, particularly in Cruel Melee.
- The Freeze glitch, while a Game-Breaking Bug in normal gameplay, is this in the Home-Run Contest, where players have been able to exploit it to get the maximum distance in HRC with the Ice Climbers.
- As an aversion, wavedashing is a very commonly-utilized technique, but the Broken Base doesn't agree about whether it counts as a bug. It's a ground slide induced by using the air dodge (which gives a directional push) on the ground. It's hard to classify because, by definition, bugs are unintentional flaws found after the work is published, but wavedashing wasn't specifically conceived, yet was discovered well before Melee was published. An excerpt from an interview with Sakurai and Nintendo Power:
Nintendo Power: "This is one that a lot of hardcore Smash Bros. fans have long wondered about. Was the ability to 'Wavedash' in Melee intentional or a glitch?"
Sakurai: "Of course, we noticed that you could do that during the development period. With Super Smash Bros. Brawl, it wasn't a matter of, 'OK, do we leave it in or do we take it out?' We really just wanted this game, again, to appeal to and be played by gamers of all different levels. We felt that there was a growing gap between beginners and advanced players, and taking that out helps to level the playing field. It wasn't a big priority or anything, but when we were building the game around the idea of making it fair for everybody, it just made sense to take it out. And it also goes back to wanting to make something different from Melee and giving players the opportunity to find new things to enjoy."