Crossover Fanon Wiki

Super Smash Flash 2, commonly abbreviated as SSF2, is a periodically-released Flash fighting game developed by the Super Smash Flash 2 Developer Group, led by Gregory Cleod9 McLeod of Cleod9 Productions, and published by McLeodGaming. Although initially referred to as a sequel, Super Smash Flash 2 is a reboot of the critically received fan game Super Smash Flash.

The game is based on the Super Smash Bros. series, featuring many of its gameplay mechanics and characters. However, this Flash game does not aim to clone the other Super Smash Bros. games, as the content inclusion criteria has been loosened to include content from any series that has ever appeared on a Nintendo console, allowing the roster access to other third and fourth-party characters including, but not limited to Sora, Lloyd, Naruto, Ichigo, and Goku. This is a crossover between Smash Bros and and all the Battle of the Multiverse Series as a whole.


Super Smash Flash 2's gameplay is very similar to the other Super Smash Bros. games. Unlike most traditional fighting games, a character's health is measured by a damage percentage counter. As the character is attacked, damage accumulates, and the percent value increases. The higher the percentage, the easier it is for a character to be knocked off the stage.

The controls are also different from its predecessor. The W, A, S, and D keys are now assigned to Player 1's movement, while the arrow keys move a second player. The O and P keys still remain in P-1's possession, however, as the O key is used for special moves (or activating a Final Smash), the P key for standard attacks, the I key for shield, and the 1 key for taunting. P-2 uses the 1 key on the numpad for special moves (or activating a Final Smash), numpad 2 for standard attacks, numpad 3 for shield and numpad 4 for taunt. Players can customize their controls in the menu.

Matches can be played in either Time, Stock mode, or a combination of the two. In Time Mode, each player receives a point when they KO an opponent, and loses a point if they are KO'd, or if they self-destruct. At the end of the designated time limit, the player with the most points wins. Should two or more players accumulate the same amount of points, there will be a Sudden Death match to determine the winner. In Stock mode, each player is given a chosen amount of lives, and every time they are KO'd or self-destruct, they lose a life. When a player loses all of their lives, they are "defeated", and the match concludes when there is only one player, or one team left standing.

Playable characters[]

The character selection screen as of SSF2 1.1.0 Beta.

The characters are the fighters which represent the universe they belong to. Each character has a number of special attacks, standard attacks and a unique special move called a Final Smash.

There are 2 types of characters: starter characters, which are available for use from the beginning, and unlockable characters, which are accessible only after being unlocked. Five characters from the past game are confirmed to not return: Template:SSF, Template:SSF, Template:SSF, Template:SSF, and Template:SSF. Template:SSF was intended to be replaced with Model X, who was ultimately replaced by the classic Mario; which has sparked controversy regarding whether Mega Man should be regarded as a newcomer or veteran. All deconfirmed characters have the possibility to return as expansion characters.

This list is a compilation of the characters that have been confirmed playable for Super Smash Flash 2, with a total of 40 (including Mario) as of Beta.[1] They are listed here by series.

Starter characters[]

These are the characters available when turning on the game for the first time:

Starter characters
Character Name Universe Description
SSF2 Mario.png Mario Mario Template:Symbol Mario is the protagonist of the Super Mario franchise and the mascot of the company, Nintendo. Mario is considered the most well-balanced character in the game, making him perfect for first-time players. He retains his Fireball and has a cape that reflects projectiles and thrown items.
File:SSF2 Luigi.png Mario Mario Template:Symbol Luigi is Mario's younger twin brother and partner or ally in his adventures. Sharing various similarities with his brother, he possesses a nearly identical moveset, but with their own properties. For instance, his Fireball is green and is not affected by gravity. He also comes with his own attacks like the Green Missile. Luigi also jumps noticeably higher than Mario.
File:SSF2 Peach.png Mario Mario Template:Symbol Princess Peach is a main character and damsel-in-distress from the Super Mario series. Peach has floaty properties and can remain airborne for many seconds. Peach uses many attacks from her past game appearances such as a golf club. She can also pluck vegetables from the ground.
File:SSF2 Bowser.png Mario Mario Template:Symbol Bowser is the King of the Koopas and the most recurring antagonist in the Super Mario series. Bowser is one of the biggest character in the game and the heaviest out of all. This may prove a big advantage for Bowser, as he can deal really strong attacks to launch his foes, but may also prove a disadvantage making Bowser a big target. He has different ways to attack like his signature Fire Breath, whom he can scorch his opponents, or his Bowser Bomb, which makes him pound the ground to crush everything below him.
File:SSF2 Donkey Kong.png Mario Donkey Kong Template:Symbol Donkey Kong is a character from the Mario spin-offs but also the protagonist of his own series. Donkey Kong is a really big character making him very vulnerable to attacks, but on the other hand, he is one of the strongest characters in the game. He can deliver powerful punches and slap the ground. He can also carry around with him other characters.
File:SSF2 Yoshi.png Mario Yoshi Template:Symbol Yoshi is a character introduced in the Mario series where he is an ally and friend to Mario, and eventually made it as the protagonist of his own series. Yoshi can use his long tongue to eat opponents and turn them into eggs. He also has ability to shoot Yoshi Eggs and turn into a rolling Yoshi Egg and ram over opponents.
File:SSF2 Wario.png Mario Wario Template:Symbol Wario is yet another Mario spin-off character who also stars his own series. He is also Mario's bitter and greedy rival. Wario is an unusual fighter with unorthodox methods: he can open his jaw to chew his opponents, but he can also use his explosive flatulences as attacks, depending on its charge.
File:SSF2 Link.png Mario The Legend of Zelda Template:Symbol Link is the protagonist of The Legend of Zelda from Nintendo. His basic attacks consist in slashing with the Master Sword but also possess other physical attacks like kicks or the hilt of the word itself. Link also carries a wide variety of weapons like the Gale Boomerang, bombs, and a new ability to mix this with the Hero's Bow.
File:SSF2 Zelda.png Mario The Legend of Zelda Template:Symbol Zelda is the princess of Hyrule and eponymous character of the series. As the holder of the Triforce of Wisdom, Zelda is bestowed with a lot of magical abilities, in favour of regular melee attacks, including the 3 enchants of the goddesses: Din's Fire, Nayru's Love and Farore's Wind. Her magic abilities also allow her to transform into her sheikah alter-ego Sheik.
File:SSF2 Sheik.png Mario The Legend of Zelda Template:Symbol Sheik is a persona secretly assumed by Zelda in the game The Legend of Zelda: Ocarina of Time. This sheikah alter ego is the exact opposite of Zelda as Sheik relies more on physical attacks rather than magic and is considerably faster than the stylish princess. Being a ninja-like character, Sheik poses quick weapons for her use such as almost invincible needles, or the use of Deku Nuts to swiftly appear and disappear.
File:SSF2 Samus.png Mario Metroid Template:Symbol Samus is a female space bounty hunter who is the protagonist of Nintendo's Metroid series. Samus was given a biological suit by the Chozo called the Power Suit which grants her endurable protection and is integrated with a variety of weapons and projectiles such as a Charge Shot, and an unlimited supply of missiles.
File:SSF2 Zero Suit Samus.png Mario Metroid Template:Symbol Zero Suit Samus is simply Samus without her Power Suit. This way, Samus exhibits more athletic and flexible movements, as well as being more a speedster character. Samus only carries an emergency pistol called the Paralyzer which also comes integrated with a whip and a wire of plasma.
File:SSF2 Ness.png Mario EarthBound Template:Symbol Ness is the protagonist of the second installment of the Mother series called EarthBound (or Mother 2). Ness is a young boy specialized in PSI powers, which includes numerous attacks like PK Fire, or PK Thunder, in addition to the all-powerful PK Starstorm as his Final Smash. Ness is the only character that can recover his damage by himself using PSI Magnet to absorb energy-based projectiles.
File:SSF2 Captain Falcon.png Mario F-Zero Template:Symbol Captain Falcon is the bounty hunter racer of the Nintendo's F-Zero racing games. Captain Falcon has a moveset similar to his Smash Bros. counterparts who has been expanded to include the missing moves he didn't have in the first SSF like Raptor Boost or Falcon Dive. The Falcon Punch and the Falcon Kick also return.
File:SSF2 Kirby.png Mario Kirby Template:Symbol Kirby is the protagonist of his eponymous Kirby series. Kirby's unique ability to inhale and copy his opponents' standard special move is now present. He even dons a particular hat from the opponent he absorbed. He still has the ability to float 5 times before falling.
File:SSF2 Meta Knight.png Mario Kirby Template:Symbol Meta Knight is the mysterious, eternal rival of Kirby, a pride swordsman and leader of the Meta-Knights. Mostly a transition from his Brawl counterpart, Meta Knight poses almost the same moveset, albeit toned down to allow a more regular character. Much like Kirby's ability to float, Meta Knight can use his wings to soar the air 5 times before falling.
File:SSF2 Bandana Dee.png Mario Kirby Template:Symbol Bandana Dee is a loyal subordinate of King Dedede which was originally another foe for Kirby, but eventually changed his terms with him to the point of turning into a good friend and even a trusty ally for Kirby. Bandana Dee carries a spear as his main weapon, which maneuvers in multiple ways to attack. His moveset also alludes to many members of the "Waddle" family like a Waddle Doo's ability to shoot beams, or a Parasol Waddle Dee's ability to shield himself with the aforementioned parasol.
File:SSF2 Fox.png Mario Star Fox Template:Symbol Fox is the leader of a group of space mercenaries called Star Fox from the series of the same name. Fox's moveset has been expanded to that of his Smash Bros. counterparts. For example, he can now control the direction of the Fire Fox before launching. The remaining attacks like Blaster, or Fox Illusion, remain mostly the same but were updated in the same way.
File:SSF2 Falco.png Mario Star Fox Template:Symbol Falco is a talented pilot, a member of the Star Fox team, and a friendly rival for Fox. Falco's moveset is a combination of his appearances in Melee, Brawl, and Smash 3DS/Wii U having regained his Reflector from the former, while having most of his moves operates based on the latter two Smash titles.
File:SSF2 Pikachu.png Mario Pokémon Template:Symbol Pikachu is an Electric-type Mouse Pokémon, considered to be the mascot of the Pokémon franchise as well. Pikachu is a small character that deals with electric attacks like: Thunder Jolt, or Thunder. In addition, Skull Bash can now be charged.
File:SSF2 Jigglypuff.png Mario Pokémon Template:Symbol Jigglypuff is a dual-type Normal/Fairy Balloon Pokémon. Its body mostly resembles the form of Kirby, but aside the fact both can float up to five times in the air before falling, and the almost similar weight class, Jigglypuff's moveset is considerably a lot more different, not to mention unrelated, from Kirby's. It is mostly based on its Super Smash Bros. incarnation with attacks like Pound, or Rollout, conforming Jigglypuff's moveset.
File:SSF2 Marth.png Mario Fire Emblem Template:Symbol Marth is a character from Nintendo's tactical RPG game series Fire Emblem. Marth is a noble prince and swordsman who carries a longsword called the Falchion. Unlike Link, Marth completely relies of the Falchion, save for a few exceptions. The blade of this powerful sword is capable of piercing shields, and even allowing a quick succession of rapid slashes with a lot of possible ways to attack. Marth can also counter enemies' attacks and finish them off with a blow on the defenseless opponent.
File:SSF2 Mr. Game & Watch.png Mario Game & Watch Template:Symbol Mr. Game & Watch is the modern-day mascot of the Game & Watch LCD handheld consoles. Overall improved, he now poses all of its attacks in the Super Smash Bros. series, from having the traditional sausage-throwing Chef improved to the new projectile-absorbing Oil Panic, to countering on his opponents. As a rather small and flat character, Mr. Game & Watch is very prone to getting launched into the air with a lot of ease.
File:SSF2 Pit.png Mario Kid Icarus Template:Symbol Pit is the protagonist of the Kid Icarus series. Pit is an angel that protects the queen of light, Palutena, from the enemies of the underworld. Similarly to Link, Pit comes armed with a huge arsenal of weapons including his trusty Palutena's Bow, the offensive Upperdash Arm, and the defensive Guardian Orbitars.
File:SSF2 Isaac.png Mario Golden Sun Template:Symbol Isaac is the Earth Adept, silent main protagonist and party leader of Golden Sun. Isaac has been pointed out as a character relying a little with sword-based attacks, and instead has a bigger focus on psynergy attacks. For instance, he can create hand-shaped psynergy forces, which he can use to move things around or grab enemies around, that can also lift him into the air. He can also cast a psynergy indicator in the ground to rise an earth pillar from any point.
File:SSF2 Chibi-Robo.png Mario Chibi-Robo! Template:Symbol Chibi-Robo is a 10-centimeter-tall robot and main character of its eponymous Chibi-Robo! series. As a multi-tasked robot, Chibi-Robo is armed with quirks it uses within its games such as a toothbrush, or even a spoon. Chibi-Robo's most unique trait is that it can open the lid on its head, and catch any incoming projectile to later launch it back to the thrower or any other opponent in the match.
File:SSF2 Sonic.png Mario Sonic Template:Symbol Sonic is the 15-year-old protagonist of SEGA's Sonic series, that has the ability to run at supersonic speed. Not many changes were done to Sonic's conversion into the game; He is still the fastest character, has very similar attacks, and his sprites are still the same. Of course he also gathered new attacks as well. Super Sonic is merged with him, and it is now his Final Smash.
File:SSF2 Tails.png Mario Sonic Template:Symbol Tails is the 8-year-old fox friend of Sonic and his best friend to the point of brotherhood. He suffered basically the same change as Sonic; mostly the same attacks, the same sprites, but was buffed in the sense where he is now a faster character, and can use new devices as well as the Tornado biplane.
File:SSF2 Mega Man.png Mario Mega Man Template:Symbol Mega Man is robot master created by Dr. Light, and the main character of Capcom's Mega Man classic series. Much like Template:SSF from SSF, Mega Man has an arm cannon that can shoot a wide variety of weapons from his past adventures.
File:SSF2 PAC-MAN.png Mario PAC-MAN Template:Symbol PAC-MAN is the main character of his self-titled series, and the official mascot of BANDAI NAMCO Games (he is one of the oldest video game icons). He is a PAC-PERSON who protects PAC-LAND from the clutches of the evil ghosts. He comes to the battlefield with a variety of items that pay homages to other well known Namco I.P.s.
File:SSF2 Bomberman.png Mario Bomberman Template:Symbol Bomberman is a robot whose main ability is to create bombs out of his own hands (hence his name). He is a robot who wears a white helmet with a fuse-like antenna (making his head resemble a bomb) that only shows his eyes. His mouth, if he even has one, isn't visible, therefore, Bomberman shows responses and emotions through his eyes. He can charge and throw up to 5 bombs on the stage, and he can detonate them at any time.
File:SSF2 Black Mage.png Mario FINAL FANTASY Template:Symbol Black Mage is one of the many job classes in the FINAL FANTASY series. As with the original games, Black Mage is a character who is specialized in spells, rather than brute strength. He can freeze opponents, curse them with a small reaper that attacks at random, and can even poison them for a short time.
File:SSF2 Sora.png Mario KINGDOM HEARTS Template:Symbol Sora is the main protagonist of SQUARE ENIX and Disney Interactive Studios' KINGDOM HEARTS series, a crossover based on FINAL FANTASY and Disney characters, specifically created for the settings of the games. Sora holds a weapon known as the "Keyblade" from which he can cast several spells from the FINAL FANTASY series, as well as using melee attacks.
File:SSF2 Lloyd.png Mario Tales Template:Symbol Lloyd is the main protagonist of the game, Tales of Symphonia; the fifth mothership title in the Tales series. Unlike his previous incarnation, Lloyd is now a starter character. He keeps some of the same attacks, but also has also being expanded with new ones. Lloyd wields two swords called the Material Blades, the Flameberge and the Vorpal Sword. His attacks are technique called "tech artes" that range from the traditional Demon Fang to the powerful Falcon's Crest.
SSF2 Goku.png Mario Dragon Ball Template:Symbol Goku is the protagonist of the manga series, Dragon Ball, by Akira Toriyama. Goku is a member of the Saiyan race, said to be the strongest race in the universe. Goku is a specialist in martial arts thanks to his constant training over the years. He also comes with a variety of techniques using his inner ki, like his signature Kamehameha or Kaiō-ken.
File:SSF2 Luffy.png Mario One Piece Template:Symbol Luffy is the protagonist of the manga series, One Piece, by Eiichiro Oda. He is the captain of the Straw Hat Pirates and wishes to become the Pirate King one day. His appearance is based on the second part of the series. As a rubber man, his moveset focuses on stretching his body parts to attack, using techniques from his adventures such as Gum-Gum Rocket and Gum-Gum Pistol.
File:SSF2 Naruto.png Mario Naruto Template:Symbol Naruto is the protagonist of the manga series of the same name, by Masashi Kishimoto. Naruto's appearance was updated to match his appearance in the second arc of the manga, whose anime adaptation is called, Naruto: Shippūden. His attacks, unlike his previous incarnation, now include the use of jutsu and chakra, thus Naruto is finally able to use his signature, Rasengan and the Shadow Clones in different ways.
File:SSF2 Ichigo.png Mario Bleach Template:Symbol Ichigo is the protagonist of the manga series, Bleach, by Tite Kubo. Ichigo is a shinigami who got his power from another female shinigami, called Rukia Kuchiki. Ichigo dons this form within the game and carries a large blade called a Zanpakutō which is his main weapon. Among his attacks include his signature Getsuga Tenshō, Engetsuzan, and Bankai.

Unlockable characters[]

These are the characters that have to be encountered and defeated in a challenge match in order to become available:

Template:SSF2 Unlockable Characters

Expansion characters[]

Template:Main Expansion characters are optional playable characters not bundled with the game, and thus, need to be downloaded. This concept allows any player with time, dedication, sprites, and a copy of Flash to create a playable character for others to enjoy.


A stage is an arena where battles take place. Some stages have hazards to add uniqueness and complexity, though these changes can be disabled with the hazard switch for more relaxed battles. As with playable characters, stages are also sorted into starters and unlockables to determinate their availability.

Starter stages[]

These are the stages that are available right immediately after starting the game for the first time:

Template:SSF2 Starter Stages

Unlockable stages[]

To access the following stages, certain criteria must be met in order to unlock them:

Template:SSF2 Unlockable Stages


Items fall from random places on stages, and characters can grab from the foreground and use them to attack, affect their status, or protect them. Below is a list of all items in the demo. They appear randomly in the stages or inside of containers, such as capsules. These items have been confirmed and are featured in the current version of SSF2:

Template:SSF2 Normal Items

Assist Trophy characters[]

These are the characters that have been confirmed to be summoned with the Assist Trophy:

Template:SSF2 Assist Trophies


These are the Pokémon that have been confirmed to be released from Poké Balls:

Template:SSF2 Pokémon

Game modes[]


These modes are exclusively for single-player only.


In Classic Mode, the player fights CPU controlled opponents in a series of levels, with bonus rounds at certain intervals. Further expanded to include more levels, the mode ends with the traditional fight against Mario on Final Destination.


Template:Outdated Template:Unconfirmed


Adventure Mode will use the concept of mini-planets.

There was a Melee-styled Adventure mode revealed at some point of the game's development, somewhat similar to SSF's Adventure Mode returning in SSF2. Levels are to be based around the known multiple locations from the game franchises represented through the game, such as Super Mario's Mushroom Kingdom. Aside enemies and obstacles, player might also encounter locked doors, mid-bosses and cannons. As of now, its status is unclear.


Training allows player to test characters on the multiple stages available for the game. By pausing, player can get access to a menu that they can alter and change the surrounding of the battle, like adding or removing opponent characters, spawn items, increase or decrease the speed, etc..


Stadium is a series of sub-games, that normally do not have fighting as the main focus (save one exception) which includes the following modes:

Home-Run Contest[]

Home-Run Contest has the player to launch the Sandbag as far away as possible using the Home-Run Bat, or by any other means necessary. The player has 10 seconds to rack up the Sandbag's damage to sent it even further away.

Target Smash[]

Target Smash, or Break the Targets, puts the player to destroy 10 targets in the minimal amount of time possible. There are 4 levels to play for everybody, ranging from level 1 to level 4. Aside the regular Target Smash, there are also unique, personal levels for each character from the roster, each having to exploit the character's attributes in order to destroy all the targets.

Multi-Man Smash[]

Multi-Man Smash is a single-player mode that challenges the player to defeat as many opponents as possible, under various pretenses, before falling from the stage, self-destructing, or being KO'd. The opponents are once more the Fighting Silhouette Team. The sub-modes are the following:

  • 10-Man Smash
  • 100-Man Smash
  • 3-Minute Smash
  • Endless Smash
  • Cruel Smash


This mode focuses on multiplayer modes. It has been expanded from its SSF's incarnation to include a plethora of new modes.


Smash is the standard fighting mode for the game. The first thing is to select a character. To select a character, the players have to click and drag the token with their respective player number on it to the character's mugshot. To add variety, players are able to swap their character(s) to different colors.

Once the characters are selected, the players may decide how difficult the AI will be, in case they want the missing slots to be filled by the computer. Below each CPU, there is a slider that lets the player select the CPU's difficulty. The further right the slider, the more difficult the CPU. Nine is the highest level of difficulty.

In the top of the character selection screen there is a large gray bar that says "-man KO test!" Clicking on it will lead to the configuration screen to change many settings for the matches like how long the match will be, and/or how many lives player will start at. Players can also determine the damage ratio, (a value that multiplies with knockback that changes the distance a foe is thrown by attacks), the item frequency (how often items appear), the start damage (how much damage players start out with), whether or not to display the player number above characters' heads at all times or set the stage hazards either on or off.

In the top right corner of the options screen there is button with a gamepad that reads "Controls". Clicking on it lead to the control configuration where players can decide what controls they want to use. To change the controls, players have to click the players's number, then click on the name of the command they want to input or change, then press the key they want to trigger that action. Players can set up controls for up to four people, and up and jump may be mapped to the same key. Once everything is set up the way desired, players have to click "Ready to fight" or press the spacebar.

What proceeds is the stage selection. Selecting the stage is mostly the same as selecting a character, players have to place the cursor over a stage mugshot and simply click to take them into the battle. All characters have a brief entrance animation before the match begins during the three second countdown.

Unlike Melee mode from SSF, players are now rewarded with unlockables by playing a certain number of matches.

Special Smash[]

Special Smash, or special versus, allows players to select special modifiers for play, such as "mega mode" which causes all characters to be as large as if they've used a Super Mushroom. Other modifiers include lower gravity, any damage taken traps the players inside Yoshi eggs or even mimicking the flawed physics of the original Super Smash Flash.


Arena is a new game mode where players can participate in various, action-oriented, multiplayer sub-games using the Sandbag. It can be considered the multiplayer equivalent of Stadium from Solo. Currently only two sub-mode has been revealed:

Sandbag Soccer[]

Sandbag Soccer has the players have to "kick" the aforementioned Sandbag to introduce it in the opposing player's goal. As the Sandbag gets damage more and more, it can be difficult to stop it once it is shot.

Sandbag Basketball[]

Sandbag Basketball has the players have to launch the Sandbag and pass it through the opposing player's hoop net. Equally, more damage on the Sandbag means it will be difficult to stop it once it is launched.


Online allows players to fight each other via an internet connection with the help of McLeodGaming Network, SSF2's personal online service. Players can choose whether they create a room for other to join or simply join an existing room to play online.


The Vault section includes the many collectibles of the game the player has been awarded, as well as other rewards.


It has been confirmed that there will be collectible trophies. It is not confirmed what trophies there will be.


On Data players may manage save data and records by importing and esporting files. Data may also be deleted from here.



File:SSF2 Beta.PNG

The first playable demo.

Following the release of the first Super Smash Flash in 2006, when Nintendo first announced Super Smash Bros. Brawl, it enjoyed a huge popularity and demand for a sequel suddenly grew. The game's creator, Gregory McLeod, decided to make a new Super Smash Flash game loosely based on Super Smash Bros. Brawl, crowning it the appropriate name of Super Smash Flash 2.

Gregory McLeod made this announcement on the McLeodGaming Forums, so its members could provide him with sprites, effects, and sounds to make his new game. In seeing how open the development of the game was, this soon also led to the creation of a usergroup called the Super Smash Flash 2 Developers, which keeps track of users with major contributions to the development for the game, and hiding the majority of the content from the public.

Super Smash Flash 2 is released to public by Gregory McLeod in a demo format that gives the public a sneak peek of the progress that is being made on the game. Newer versions are periodically released with many enhancements, such as character improvements, bug fixes, new stages, etc. In doing this, everything is tested before the final release, the public stays excited for the game, and no unlockable content is spoiled in doing so. The first ever playable demo, version 0.1a, was released on Christmas Day of 2007. Since Super Smash Bros. Brawl had not been released as of that moment, Gregory McLeod developed his own game mechanisms, such as the grounded, pick-up-able Smash Ball. Many other mechanisms were implemented with the release of newer and improved demos after Super Smash Bros. Brawl was released.

Some of the promotion for the game is in the hands of the developers. A teaser trailer was released to project the game's existence to non-McLeodGaming Forums members. A DOJO!!![2] was also released to provide info on characters, stages, and many other things relating to Super Smash Flash 2.

In 2010, Super Smash Flash 2 received a major overhaul after the codebase was upgraded from Macromedia Flash 8 to Flash 10 AS3. The demo released that year, version 0.6, was the last demo where Gregory McLeod handled all the coding by himself. All the progress that was done at that point was scrapped and developers began working fresh on the game, Gregory McLeod now received more help in the coding by other developers. The planned rosters was changed and is kept in secret by developers since, from that point onwards, Super Smash Flash 2 would be called a reboot to Super Smash Flash rather than a sequel.

In 2013, Super Smash Flash 2 began attending at major tournament events, particularly the APEX tournament series, but only as a guest game. These events are used by McLeodGaming to showcase the newest version of the game and let attendants to play it. New content is also revealed there.

On May 29, 2017, Super Smash Flash 2 finally reached its Beta state.

Differences from Super Smash Flash[]

Super Smash Flash 2 also improved many qualms and errors from the first Super Smash Flash retaining few mechanisms but fixing some others.

  • Characters have gained several different attacks, expanding and improving the five attack moveset; this includes a standard attack combo, three tilt attacks, three smash attacks, a dash attack, a floor attack, five aerial attacks, four special moves, a unique Final Smash, etc..
  • Characters can grab, pummel and throw in four different directions.
  • Characters can protect themselves by shielding.
  • Air dodging and sidestep dodging have been implemented.
  • Characters can perform three different taunts.
  • Characters can grab onto stages, ledges, and use ledge attacks.
  • Characters' attack can no longer deal massive damage and multiple hits with one attack unless specifically coded to do so.
  • Certain characters can now use tether recoveries. Ex.: Link, Samus.
  • Palette swap have been implemented.
  • On-screen appearances have been added.
  • Revival platforms have been added.
  • The camera is no longer in a single angle and follows all players, rather than just player 1.
  • The camera can be panned and zoomed while paused, and can take pictures.
  • The game contains exclusive and/or edited sprites' by the SSF2 Devs. Ex. Mario, Kirby, Ness, etc.
  • The skip glitch, along with many other glitches, have been remedied.
  • More single-player and multiplayer modes have been added, existing ones have been improved.
  • A completely new Adventure Mode mechanism will be implemented.
  • Trophies will be added.

Reception and impact[]

Super Smash Flash 2 has received a very positive response from players, greatly overshadowing its predecessor. From the view of the demos, Super Smash Flash 2 is considered a big departure from its predecessor thanks to its improvements on the gameplay, controls and interface that were widely criticized from the first game, being more similar to those from the official Super Smash Bros. games. The sprites and tileset from the stages have received some praised for their unique design, edits and complexity which gives the game a unique polish, despite some being ripped from other official games, with minor complaints focusing on the origin of the rips.

The game modes and items, not present in any the official Smash Bros. games have also met a positive reaction citing them as original and clever, comparing them with the actual modes and items from the official games. Criticism for the game is focused on the bugs and lag found in the demos, making the game uncomfortable and tiring to play, but most are ultimately fixed in timely demo updates. The sound effects have also been criticized due the tone changes and unfitting clips on the voices of some characters, like Wario's dash attack for example. While, according to Gregory McLeod, it is still under development, the improper looping of background music on menus and stages has also been criticized.

From many Super Smash Bros. fan games, Super Smash Flash 2 is considered a very advanced game, thanks to its constant progress and attention given to it from its developers, while many other fan games are simply left in development or are abandoned without any notice. GamesRadar+ listed Super Smash Flash 2, 5th on its list of "10 Fan Games That Shouldn't Be Ceased or Desisted" citing the improvements and characters added from the first game.[3] In 2012 it was said to have over 400,000 plays a day on McLeodGaming alone, making it by far one of the most popular Flash games around the Internet. It has also been compared to other similarly successful Smash-oriented fan projects that, much like Super Smash Flash 2, have constant development, such as Super Smash Bros. Crusade and Super Smash Land.