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Link's forward smash not sending Kirby very far due to his low damage.
Kirby flying away fast due to his high damage.
Kirby getting hit by Link at a low percent (left) and at a high percent, on Battlefield (right).

Damage is the basic measure of how vulnerable a character is to the knockback of attacks in the Super Smash Flash series. The higher a character's damage, the farther they can be knocked by attacks, increasing the risks of severely damaged characters to be KO'd. Damage is represented by a numerical percentage in the damage meter that starts at 0% and can rise all the way up to 999%. Despite this formatting, getting to 100% does not mean a character is pratically dead, as the number itself is somewhat arbitrary.

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

In SSF2, damage is also modified by things 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, though, and do not apply.
  • Grab 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.

Team damage

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See also