Cruel Smash is a Multi-Man Smash present in Super Smash Flash and Super Smash Flash 2 which originates from the Super Smash Bros. series. It challenges the player to defeat as many opponents as possible without falling from the stage, self-destructing or being KO'd. This time, however, there is a reversal of the previous Multi-Man modes with high handicaps on the player and increased aggressiveness and knockback resistance on the opponents.
In Super Smash Flash
This mode is called Cruel Melee in Super Smash Flash, as it was called in Super Smash Bros. Melee. As with other Multi-Man modes, Cruel Melee is always played on Battlefield and the opponents are always the Fighting Silhouette Team. It is the most challenging of all the Multi-Man modes; in fact, Cruel Melee is actually a bit harder in SSF than in Super Smash Bros. Melee.
Because opponents get "heavier" in Cruel Melee, and because SSF's physics already make them a bit harder to launch off-stage with a single attack other than an up attack or a projectile, players can actually deal more than 1000% of damage to the opponents and still be unable to KO them. In addition to being heavier, opponents can deal much more knockback than they normally would, which can lead them to KO the player much earlier. Additionally, some opponents have access to different moves that allow them to recover with ease and shoot projectiles, which considerably increases the challenge.
In Super Smash Flash 2
Cruel mode returns in Super Smash Flash 2, now called, Cruel Smash. Much like its predecessor, battles always take place on Battlefield against the Fighting Silhouette Team. Additionally, not only are opponents much more aggressive than they are normally, but they have much more weight and deal much more knockback, which can lead to one-hit KOs from many of their attacks. Despite this, the mode is arguably easier than it is in SSF; because the opponents have no access to special moves and cannot grab the ledge, their movesets and recoveries are severely hindered, which makes them much easier to KO when launched far enough off-stage.