Fox's Fair DOES NOT have bigger range in PAL. This misconception came about when no non-PAL player could sub-7.28 Fox in BtT with the old WR strat but it turned out to just be a huge coincidence. People AR'd the crap out of it and showed it was false.
Now for a monster post that I bet is full of info that nobody here had a clue about, mostly Stadium related. I apologize in advance for a lot of this being useless knowledge >_>
If you release Roy's Flare Blade 1 frame before it's fully charged it does 41% with no explosion. This "41% Flare Blade" is actually significantly stronger than the fully charged 50% version.
The HRC platform is longer and higher off the ground when the game is set in Japanese. In PAL the longer platform is always there since you can't change the game to feet. Also, when in meters the invisible backwall is further from the platform and the track itself is longer (3458.5 m as opposed to 3457.9 m).
Donkey Kong has two fully charged Giant Punches. If you charge it then release it immediately, without storing it (so, let him swing his arm 10 times then release), it is significantly stronger and has a different attacking sound (a smack rather than a thump) than if you store the full charge and use it later.
In SSBM versions 1.0 and 1.1, scores for Doc, Falco, Ganon, Pichu, Young Link, and Roy in any Multi-Man Melee mode are reset to 0 when you first start a run with them (only the first time) after turning on the game. If you then play another character, you can transfer your score with those characters to other characters. Also, the game doesn't say "A New Record" for those modes in 1.0 and 1.1.
In SSBM version 1.0, if you hit past 4556.6 ft in HRC while in meter mode the game says no distance unless the sandbag was on the ground before you hit it. The old version limit is therefore around 4990 rather than 4556.6 ft. as previously believed.
Sheik and Falcon's bat smashes have 2 hits. The 2nd has purely vertical knockback. If the opponent / sandbag have any horizontal momentum whatsoever before the 2nd hit that momentum will be retained provided there is no interference. This is why if you hit with both hits the sandbag moves to the side very slowly.
You can do only the first hit of Sheik / Falcon's bat smash if you let go of A before the 2nd hit starts. With Falcon I believe the first hit alone does 30%, despite having almost no knockback.
If you switch the game to meter mode, pick Ganon in HRC, and do a single jump Warlock Punch immediately, it will be a phantom hit.
The game actually calculates fractions of a percent and adds an extra 1% to the displayed total whenever fractions exceed 1 when added. The base knockback of some attacks includes fractions.
If, beginning with undecayed moves, you do 5 of Roy's first forward-B hits, the next any attack will do 1% more than it should due to fractional percents. So, if you then use his full charge Flare Blade, it will do 51% rather than 50%.
For ICs' freeze glitch off of forward and up-throws, you can get it to work 100% of the time if you forward-B when Nana's hammer hits during the throw.
Peach's item down-throw is slightly behind her. If you face someone holding an item and you throw down, no matter how close you are the item won't hit until it first bounces off the ground and back up. If you roll to the edge and throw down it will go right by the edge of the stage.
A bat "no-ping" hit occurs when you hit with the handle of the bat. When the bag has under 120% a no-ping hit is stronger than a tipper, except with the Marios and DK, who have garbage no-ping hits.
DK has a very large no-ping hitbox.
If the sandbag is laying on its side, standing inside it and doing a bat swing with Young Link or G&W results in an auto no-ping hit.
Pikachu and Pichu can do auto no-ping hits by standing adjacent to the sandbag and swinging the wrong way. They also have weak bat smashes if you aren't quite next to the bag (like a reverse tipper).
Falcon Punch is stronger if it connects while Falcon is in the air.
You can ANGLE Falcon Punch up and down if you are holding up or down as it comes out (only works when in the air). Knockback is unaffected.
Warlock Punch has 3 hitboxes. The strongest knockback-wise is at Ganon's head and does 4% more than normal.
Sandbag has a slanted hitbox. The corner by his eyes is actually lower than the opposite corner. This is actually critical for getting the most damage out of bat drop combos, as the bat will fall more before hitting the sandbag if you drop it on the side with his eyes.
There's no move decay in frame-by-frame debug mode.
When moves are decayed they also have less lag.
The analog stick allows you to buffer inputs. For example, if you hit up to jump during the last few frames of lag, you will jump on the first possible frame since the action of hitting the stick up has multiple "on" frames, and the first possible jumping frame will likely occur during one of those "on" frames.
Fox/Falco can do a "super forward-B" by skimming off the top of a Goomba or Koopa as he begins to move forward in the forward-B.
http://www.youtube.com/watch?v=DeleRWtXr4s
(mushroom not required)
On Adventure stage 2-2 (vs. Giant DK), if you play on very hard and do not move Giant DK will suicide almost instantly 100% of the time regardless of your character.
If you face a level 9 Roy on Jungle Japes and stand towards the left edge of the rightmost platform as he respawns, he will do a reverse up-B and kill himself 100% of the time. If you stand closer to the edge he will suicide by attempting a neutral-air and falling to his death. Try doing this vs. 3 level 9 Roys simultaneously for some laughs.
Every character can make it from the right side of Hyrule, underneath, to the bottom platform without any outside assistance. Falco is the hardest to do it with - he just barely makes it.
Timers in the game take around .6 seconds to start after the game says "GO!" This includes Stadium (so BtT runs are actually a little longer than the timer indicates).
If you stand adjacent to an opponent with Kirby and face backwards, a forward-B will do a reverse sweetspot.
On Battlefield, you can cause AI to go into some sort of odd camping mode by being at the exact edge of a platform. It's easy to do by rolling to the edge of a platform with Ness or Ganondorf. Demonstration video:
http://www.youtube.com/watch?v=FsGSvphhVtE
The counters in Endless and Cruel Melee internally count higher than 9999 even though it just stays at 9999 instead of going to 10000 and beyond. If you get to 65535 internally the counter reverts back to 0 and continues to loop.
Samus's extended grapple can be activated when in the air. It's great to use right off the respawn platform.
Pick Peach, go to HRC in meter mode, and get it to lay on its side without nudging it forward at all (try f-tilt and down-tilt). Then go all the way to the left edge and roll right. While the sandbag is still on the ground, you can do phantom down-smashes for huge damage.
You can get a character's stage music to play on his/her respective Break the Targets stage by holding R as you reset with Z. Can only be done if you are player 1.
In Endless Melee, opponents spawn in sets of 9 (the next wave won't begin until the 9th frame is KO'd).
Bat throws deal a half percent of damage in addition to what they normally do. So, every other bat throw does 1% extra due to the half percents getting added.
If you are facing Master Hand and Crazy Hand and they activate a combined attack as one of them is killed, the killed hand will continue to live but in the background.
Video:
http://www.youtube.com/watch?v=5rrABiRe3iU
If an HRC score is zoomed in, the game will recognize a new record if it is achieved before the game goes back to the HRC character select screen.
Video:
http://www.youtube.com/watch?v=9QrjR5BBQwc
In 10-Man Melee, here's a list of attacks with the MOST knockback for each character:
(Some moves here may surprise you)
Dr. Mario - Up-B
Mario - Up-B
Luigi - Up-B ‘ping' hit
Bowser - Forward-B throw / klaw strike
Peach - Up-B
Yoshi - Up-tilt
Donkey Kong - Down-B second strike
Captain Falcon - Forward-B
Ganondorf - The back kick of the down-smash
Falco - Down-B
Fox - Down-B
Ness - Up-smash up-swing
Ice Climbers - Neutral-B hammer
Kirby - Spitting an opponent at another opponent
Samus - Up-B
Zelda - Up-B
Sheik - Up-B
Link - Up-smash third strike
Young Link - Ground spin-attack
Pichu - Aerial up-A
Pikachu - Aerial up-A
Jigglypuff - Up-throw
Mewtwo - Sweetspot up-tilt
Mr. Game & Watch - Aerial back-A
Marth - Non-sweetspot up-smash
Roy - Up-B
Attacks become exponentially stronger to the point where many end up more powerful than the Home-Run Bat at high percentages. This lists out what the minimum percentages are for major attacks that send the Sandbag over the limit in the New Version (1.1 and beyond) of the game (11347.2 ft/3458.5 m). This was all tested with AR (Action Replay). I've excluded all Bat Drop combos because the height, spacing and momentum of the bat could drastically change the result. I've ordered the attacks from lowest percent (strongest) to highest percent (weakest).
* All percentages are before the hit.
* All these were done in English mode (in feet, shorter platform, lower platform)
* I only tested attacks which sent the bag over the limit under 500%
* All attacks are fully charged unless stated otherwise
Bat attacks
Bat throw down (25.5%): 396%
Tipper (20%): 410%
Midhit (20%): 413%
Bat throw-up (24.5%): 414%
Regular close-hit (20%): 416%
Bat throw-right (22.5%): 453%
Aerial Bat throw-down (20.5%): 497%
Character attacks
Roy's 41% Flare Blade: 194%
Roy's 50% Flare Blade: 205%
Roy's 36% Flare Blade: 230%
Jigglypuff's Rest (28%): 264%
Pichu's Skull Bash (39%): 273%
Peach's smash-throw down Bob-omb (38.5%): 275%
Ganondorf's 34% Warlock Punch: 276%
Peach's reverse smash throw up Bob-omb (37%): 284%
Bowser's tipper forward-smash (32.5%): 290%
Bowser's close forward-smash (32.5%): 298%
Peach's (Facing) forward-smash throw forward Bob-omb (35%): 303%
Peach's reverse tilt throw down Bob-omb (34%): 314%
Peach's dash throw Bob-omb (34%): 314%
Peach's Aerial throw down Bob-omb (34%): 314%
Ganondorf's Warlock Punch (30%): 322%
Donkey Kong's 30% GP (Ten charge): 329%
Peach's Aerial throw forward Bob-omb (32%): 337%
Donkey Kong's 28% GP (Nine charge): 355%
Marth's tippered Shield Breaker (28%): 343%
Mr. Game and Watch's Judgement 9 (32%): 347%
Captain Falcon's 27% AFP: 349%
Captain Falcon's forward-smash tilted upwards (28%): 350%
Giga Bowser's tipper forward-smash (27%): 351%
Captain Falcon's 27% Falcon Punch: 354%
Jigglypuff's forward-smash (23%): 366%
Donkey Kong's Fully Charged 30% Giant Punch: 372%
Dr. Mario's forward-smash tilted upwards (27%): 373%
Pikachu's Skull Bash (29%): 383%
Pikachu's 28% forward-smash: 383%
Captain Falcon's 25% FP: 384%
Mr. Game and Watch's forward-smash: 386%
Donkey Kong's forward-smash tilted upwards (27%): 390%
Bat throw-down: 396%
Bowser's Uncharged tippered forward-smash (24%): 397%
Luigi's Misfire (25%): 397%
Ganondorf's spaced up smash (30%): 401%
Captain Falcon's down-smash (24%): 408%
Bowser's Uncharged forward-smash (24%): 408%
Luigi's forward-smash (17%): 408%
Tipper: 410%
Ganondorf's up tilt (27%): 411%
Ganondorf's forward-smash (30%): 412%
Captain Falcon's 23% AFP: 413%
Mario's forward-smash tilted upwards(25%): 416%
Captain Falcon's 23% FP: 418%
Ness's PK Flash (36%): 418%
Pikachu's 25% forward-smash: 441%
Peach's reverse smash throw down Stitch Face Turnip (27%): 451%
Ice Climbers' co-op forward-smash (38%): 462%
Donkey Kong's down-smash (21%): 466%
Samus's forward-smash tilted upwards (20%): 471%
Falco's forward-smash (23%): 472%
Kirby's up smash (20%): 472%
Fox's up-smash (24%): 477%
Fox's forward-smash (20%): 479%
Mewtwo's down-smash (20%): 482%
Ice Climber's forward-smash (19%): 484%
Luigi's Green Missile (26%): 485%
Marth's tippered down-smash (21%): 489%
Ness's tippered forward-smash (32%): 492%
Pikachu's 24% forward-smash: 492%
Marth's tippered forward-smash (27%): 496%
Yoshi's forward-smash (21%): 497%
Mewtwo's forward-smash (27%): 499%
*Note that Roy's forward-smash fails to make the list
phew