Online

Online is a multiplayer game mode in Super Smash Flash 2 and Fraymakers that allows players to battle against other players via the Internet.

In Super Smash Flash 2
The online mode in Super Smash Flash 2 utilizes the infrastructure of McLeodGaming Network, which allows players with accounts to play online over a peer-to-peer connection with delay-based netcode. Due to this, the player is required to log in before being able to play. It is notably the primary way tournaments are hosted.

Online Lobby
Upon logging in, the player enters the Online Lobby, in which they are allowed to create or join a room for other players to play in. Rooms created must contain names of at least four characters, and a password can be added to prevent anonymous players from joining them. Players can also set the latency of input delay of the matches, as well as the maximum amount of players that can join the room. Rooms created can then be joined through a list on the menu, which contains each room's name and creator, as well as the location set in the creator's account settings, how many players can join and have joined the room, the latency setting, and the ping to the server in milliseconds. Rooms are removed from the list when the maximum amount of players has joined, and players can filter the rooms by what rules the creator has set, including the battle type (Stock, Time, or both), whether items are turned on, and whether stage hazards are turned on, as well as whether the creators are friends of the player through McLeodGaming Network. The room list automatically refreshes approximately every 25 seconds, and players can manually refresh the list as well.

Online Group
Once a room is created, the creator is given the option between the three modes available in Group, renamed as online counterparts: Online Smash, Online Special Smash, and Online Arena. The creator also decides on the rules of each match and, if applicable, the stage played on. The three available modes are all virtually identical to their offline counterparts, except the players must wait for the creator to lock the room before a match begins. While waiting, each player can play separately against a motionless on Waiting Room with their selected character.

The creator receives join requests in Online Group, regardless of which menu they are on. Requests can be either accepted or denied, and there is a 20 second timer for requests to be answered to before being denied automatically.

In Fraymakers
The online mode in Fraymakers utilizes players' Steam accounts and allows them to play online using either rollback or delay-based netcode. The first time a player opens the Online menu, they must select their region between 13 different options, which can be changed at any point from the menu.

The Quick Play setting matches the player up with another player using Quick Play in a 4-stock match with an 8-minute timer on a random stage. These matches use rollback netcode and prioritize matching players using the same region as each other. The Lobbies setting allows players to create and host rooms for other players to join, which can be given names and passwords to prevent anonymous players from joining them. Players can also set the number of players that can join their room, whether to use rollback or delay-based netcode, and whether to make the room visible publicly or privately. When playing in Lobbies, players can also set their own Match Options or use custom content.

From the Online menu, the player can select their amount of input delay frames for rollback netcode, which defaults to two frames. Due to the intensive nature of rollback netcode, players can also perform a "Rollback Stress Test", which simulates five matches with four computer players and 30-second timers. After the five matches conclude, the game calculates the average framerate of them and determines whether the device is suitable for rollback netcode based on whether it exceeds 30 frames per second.

Trivia

 * Prior to its implementation in v0.9b of the SSF2 demo, online play was one of the most requested features in SSF2. It was first announced at APEX 2014 alongside other player-requested changes in a video.