Spike

A spike is an attack in the ' and ' series that sends enemies downwards. Unlike meteor smashes, spikes cannot be meteor cancelled, making them very powerful tools for edgeguarding.

In Super Smash Flash
Although the How to Play tutorial mentions meteor smashes, meteor cancelling is absent from Super Smash Flash. Therefore, the game only contains spikes.

Every character's up and s can spike. Due to the instant-KO attack glitch, however, getting those moves to actually spike is considerably difficult; they will send static grounded opponents upwards, and may strongly semi-spike opponents who are moving horizontally. In order to properly spike opponents, one needs to hit an airborne opponent who is moving extremely slowly, or not at all.

In Super Smash Flash 2
In Super Smash Flash 2, every attack that sent opponents downwards was a spike, until the addition of meteor cancelling in demo v0.8a, where every attack that sent foes downwards became a meteor smash, instead.

Spikes were re-introduced to SSF2 in Beta 1.2.3.1. Players are unable to meteor cancel their knockback if they get sent flying by attacks whose angles are coded to be lower than 250°, or higher than 290°. This means that some moves will only spike in specific situations, i.e moves such as 's forward aerial multi-hits, whose knockback angle and strength depend on the user's current movement speed, may end up spiking opponents who get affected by both hits.

List of spikes by character
The list below only includes moves that can spike without needing to be affected by knockback stacking or other unorthodox situations.

Trivia

 * Prior to Beta 1.3, moves such as 's down smash, which deal more than one hit (one of them being a meteor smash), could end up spiking opponents due to how knockback stacking worked.
 * Before spikes were re-added to SSF2, 's down aerial contained a variable that turned its tipper hitboxes into spikes. The variable did not work, however.
 * Although spikes had gotten added already, Marth's tippered down aerial did not properly spike until Beta 1.2.4, potentially due to the fact that the "force tumble fall" variable was set to true in the character's code.