A glitch is something that isn't supposed to happen. AKA, unintentional behavior. An example would be glitching into the Void.
An oversight is something that is fully functional, but being used in ways that the developers didn't think about. AKA, intentional behavior being used in unintentional ways.
Glitches and oversights can overlap, a big example being Console void glitching, then placing its F under the map. The fact that Console is allowed to start its F there is not a bug, but an oversight, as the developers either did not realize or did not think that Console would be able to get there in the first place. Hence, no protections were put in place to prevent Console's F from being placed.
Glitch abusing is self explanatory: Using a glitch to one's own unfair advantage. This is different from exploiting, which is straight up just hacking the game.
Glitch Abusing is a bannable offense, especially when used to unfairly win matches.
Arena Dummy Glitch
The dummies in the waiting room are able to be teleported to the arena, if they are hit with a move that teleports them just before the user is teleported to the arena.
The following moves, if timed correctly, are able to transport dummies to the arena:
Sometimes, when a player falls into the void, they take contact damage, but get stuck. After a tick, they will bounce off of the void and take damage again.
Missing Health Bar
For seemingly no reason, sometimes a player's health bar will be invisible to them, or no one can see their health bar, or both!
Certain classes are able to prevent themselves from bouncing off of the void, causing them to stay down there. Mostly with dash moves.
Any dash move prevents void bouncing for a couple of seconds. Some classes won't bounce at all.
Broadsword Invincibility Glitch
If a Broadsword user begins their F, lands their F on the practice dummies, and remains in F when they are teleported to the arena, they remain invincible, even if they successfully reuse F. They are still able to take Void damage, but no player attacks will work.
- If a Broadsword player attempting this glitch is laggy enough, the game won't teleport them to the arena and they will remain in the lobby.
- Two glitched Broadsword players cannot harm each other. Using F will collide with them, but do nothing.
- Coffin Alive Form E can siphon health from them, but the Broadsword will not take damage. Dead Form Q does not, however. Broadsword can still receive Eternal Limbo.
- Console's Q, the wall, collides with Broadsword, but does not harm it.
- Hammer's Q, the wall, collides with Broadsword, but does not harm it. Its F also deals knockback to Broadsword.
- Shield may parry Broadsword's LMB, E, and F, and reflect its Q. When Shield uses F, however, it does not receive buffs from being near the Broadsword.
- No other obtainable class is able to affect glitched Broadswords in any way. (admin classes not tested)
If a Gloves user pins an opponent with Q just as the Gloves is killed, then the opponent will be "concussed". They will be constantly slipping and sliding around while running around an invisible axis while tilted. The only way to prevent sliding off of the arena entirely is to constantly jump. This lasts until the afflicted player is killed.
Missing Weapons Glitches
Involves oversights concerning the "throwing" of weapons. Essentially, when a weapon is "thrown", the original weapon despawns, and a projectile is fired out. When the projectile collides with the user on its return, the weapon is respawned. The issue begins when the projectile doesn't reach the user.
The end result is that the Hooks user's right hook is missing.
If Rapier activates its shield (E), OR Shield activates its parry (Q), and Hooks activates E, and the projectile hits the shield, it will be reflected. When Rapier reflects a projectile, the original projectile is despawned, and a new one is created. This new projectile, however, does NOT return the weapon to the Hooks user. Oddly, it does no damage, either.
This is purely cosmetic, as Hooks' E is programmed to end toollock after 1 second. The hook will be respawned if Q, E, or F are used.
The end result is that the Scythe user is left with no means of attack, as it no longer has its weapon.
If Rapier activates its shield (E), and Scythe activates E, and the projectile hits the shield, it will be reflected. When Rapier reflects a projectile, the original projectile is despawned, and a new one is created. This new projectile, however, does NOT return the weapon to the Scythe user, and instead harms the user.
Scythe's E is programmed to remain in toollock until the weapon is respawned.
Shield's Q and Rapier's E both can reflect projectiles. Both function by despawning the original projectile, then creating a copy of the projectile and firing it straight forwards. Sometimes, this may not go as planned.
- When Shield and/or Rapier reflect Railgun's F projectile, the projectile may either reflect normally, disappear entirely, or not despawn the original projectile and have it remain active.
Through means I currently do not understand, Spirit is able to fling both players and dummies 'very' far via using Timestop (ON F). Spirit can also fling either itself or another player with the use of OFF F.