WildestSpade1
Smash Cadet
- Joined
- Jan 12, 2014
- Messages
- 36
Title of the bug: Mewtwo Shadowball Charge Effect Glitch
Version found in: Found in both Homebrew and No Homebrew versions
Hardware you are running: Wii
Loading Method: Homebrew runs on CFG USB Loader while No Homebrew version runs from standard Brawl disk through the stage builder
Details: If Mewtwo fully charges a shadowball, saves it, and then is hit while throwing the fully charged shadowball with a command grab or a move that forces him to trip, go to sleep, or become stunned, the purple glow effect that indicates having a charged shadowball does not disappear, but the shadowball loses all charge. Note that the ball must be saved first (which activates the glowing effect), and this does not work if he is hit while throwing a shadowball that is currently charging. Below is a complete list of moves I have confirmed that the glitch works with, but others may exist:
Snake – Side B (sleep)
Captain Falcon – Up B (command grab)
Diddy Kong – Thrown banana (trip); Side B (command grab)
Gannon – Side B and Up B (command grab)
Kirby – Neutral B (command grab, mash out or copy both produce glitch)
Ivysaur – Down B (stun)
Squirtle – Down B (trip)
Jigglypuff – Up B (sleep)
Mewtwo – Down B (stun)
Bowser – Side B (command grab)
Wario – Neutral B (command grab)
Note that the following moves DID NOT produce the bug despite having potential:
Lucario – Side B (command grab)
Mewtwo – Side B (command grab)
Zero Suit – Down Smash and Neutral B (stun)
DK – Side B (grounds)
Yoshi – Neutral B (command grab)
Also, it does not matter if Mewtwo is in the air or on the ground while throwing the shadowball if command grabbed. Moves that cause sleep/stun/trips do not effect airborne opponents and therefore do not cause the glitch if Mewtwo is in the air. Additionally, I tested other characters that have charge indicators to see if this glitch was more universal. However, I did not find another character with this behavior. I tested the following characters:
Lucario (flashes when aura sphere is charged)
Samus (blaster blinks when charge shot is charged)
DK (steams when giant punch is charged)
Attachments: I have no images, but this bug is easily reproducible using debug mode. Just charge a shadowball and save it. Then, enter the throwing animation just before being hit by one of the above moves. The timing is not critical; if contacted at any point during the start up animation the glitch will occur.
Custom Content: None other than a couple of custom songs.
Version found in: Found in both Homebrew and No Homebrew versions
Hardware you are running: Wii
Loading Method: Homebrew runs on CFG USB Loader while No Homebrew version runs from standard Brawl disk through the stage builder
Details: If Mewtwo fully charges a shadowball, saves it, and then is hit while throwing the fully charged shadowball with a command grab or a move that forces him to trip, go to sleep, or become stunned, the purple glow effect that indicates having a charged shadowball does not disappear, but the shadowball loses all charge. Note that the ball must be saved first (which activates the glowing effect), and this does not work if he is hit while throwing a shadowball that is currently charging. Below is a complete list of moves I have confirmed that the glitch works with, but others may exist:
Snake – Side B (sleep)
Captain Falcon – Up B (command grab)
Diddy Kong – Thrown banana (trip); Side B (command grab)
Gannon – Side B and Up B (command grab)
Kirby – Neutral B (command grab, mash out or copy both produce glitch)
Ivysaur – Down B (stun)
Squirtle – Down B (trip)
Jigglypuff – Up B (sleep)
Mewtwo – Down B (stun)
Bowser – Side B (command grab)
Wario – Neutral B (command grab)
Note that the following moves DID NOT produce the bug despite having potential:
Lucario – Side B (command grab)
Mewtwo – Side B (command grab)
Zero Suit – Down Smash and Neutral B (stun)
DK – Side B (grounds)
Yoshi – Neutral B (command grab)
Also, it does not matter if Mewtwo is in the air or on the ground while throwing the shadowball if command grabbed. Moves that cause sleep/stun/trips do not effect airborne opponents and therefore do not cause the glitch if Mewtwo is in the air. Additionally, I tested other characters that have charge indicators to see if this glitch was more universal. However, I did not find another character with this behavior. I tested the following characters:
Lucario (flashes when aura sphere is charged)
Samus (blaster blinks when charge shot is charged)
DK (steams when giant punch is charged)
Attachments: I have no images, but this bug is easily reproducible using debug mode. Just charge a shadowball and save it. Then, enter the throwing animation just before being hit by one of the above moves. The timing is not critical; if contacted at any point during the start up animation the glitch will occur.
Custom Content: None other than a couple of custom songs.
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