Damage

Damage is the basic measure of how vulnerable a character is to the knockback of attacks in the  series and Fraymakers. The higher a character's damage, the farther they can be launched by attacks, increasing the risks of severely damaged characters to be KO'd.

In the Super Smash Flash series, damage is represented by a numerical percentage that ranges from 0% to 999%, whereas in Fraymakers, it is simply a number from 0 to 999. Each attack deals a set amount of damage, and getting hit adds that amount to the player's damage value. Players start the match at a particular damage value, which is 0% or 0 by default, and upon being KO'd, their damage returns to that value.

In the original Super Smash Flash, an attack's set amount of damage is dealt with each frame an attack is active, whereas in Super Smash Flash 2 and Fraymakers, attacks can hit either once at a time or multiple times per use.

In SSF2, damage is also modified by factors such as stale-move negation before the target is launched. An attack that deals no damage will generally not cause opponents to flinch and not produce a regular hit sound, although it will still cause knockback. The damage an attack deals is a significant factor in how much knockback it causes.

List of aspects that are influenced by damage

 * Knockback — As a character gets more damage, they fly further when hit. Certain attacks have set knockback, which do not apply.
 * Grabbing time — In SSF2, characters at higher damages can be grabbed for longer periods of time.
 * Status time — In SSF2, characters with higher damage are generally vulnerable for longer from a status effect (such as sleeping). The exception is being stunned though a shield breaking — the more damage a stunned character has, the faster they can recover.
 * 's Discharge — In SSF2, Pichu enters a special state upon reaching 50% damage that changes the properties of several attacks.
 * 's Aura — In SSF2, most of Lucario's attacks deal more damage based on how much damage he has accumulated, and the properties of several attacks also change. This effect caps at 190%.