This article is about Ichigo's appearance in Super Smash Flash 2. For general information about the character, see Ichigo Kurosaki.
Ichigo Kurosaki
in Super Smash Flash 2
SSF2 Ichigo
Bleach symbol
Ichigo's official pixel art.
Universe Bleach
Stock icon SSF2 Ichigo head
Availability Starter
Weight class Medium-heavy
Final Smash Bankai Ichigo
Tier B+ (12)

Ichigo is a newcomer starter character in Super Smash Flash 2. He was one of the first four playable characters, along with Mario, Kirby, and Lloyd, confirmed in a trailer and demo. He is also the only playable representative of the Bleach franchise.

Ichigo is currently ranked 12th on the tier list on the B+ tier. This is a significant drop from his 5th-place position being the high tier on the last tier list. Ichigo has a disjointed hitbox, strong air game, and powerful finishers in his forward smash, up smash, back aerial, and neutral aerial. He has a good mobility option in his pseudo wavedash which gives him a good approach option. This, along with his small short hop and his fast falling speed allows him to perform SHFFL aerials to approach.

However, Ichigo's recovery is only mediocre at best. His side special move covers a long horizontal distance, but requires a long period of charging, during which Ichigo will continue to fall, which limits its use offstage. His up special move, while difficult to edgeguard on its own, covers very little horizontal and vertical range, making it one of the worst recovery moves in the game. As a result of his recovery problems and his high falling speed, he has no offstage game, and is vulnerable to meteor smash gimps even at 0%. His falling speed also makes him susceptible to chain grabs and combos. His finishers, though very powerful, are also very slow, which makes Ichigo over-reliant on hard reads and mindgames to finish characters off. He also has momentum issues, as it is very difficult for him to regain stage control once lost, especially against faster, camp-heavy characters.

Despite his placing, Ichigo has a strong player base and has solid representation in online tournaments, though his results are somewhat lackluster even in smaller events.


MG icon See also: Ichigo (Super Smash Flash 2)/Hard data

Ichigo has good range in the majority of his attacks. His neutral aerial, forward tilt, and down tilt are excellent tools for spacing. He posses a projectile in Getsuga Tenshō, which has a lot of priority in it that can help him in canceling out other projectiles. Ichigo has KO moves in his forward smash, up smash, neutral aerial, back aerial, and up aerial.

Concerning his recovery, Ichigo has multiple options to recover. Getsuga Tenshō is able to slow down his falling speed and stall him, he can use it multiple times. He can use his forward air to push him forward, allowing another way to recover horizontally. His main means of horizontal movement is Engetsuzan, which he can charge to cover more distance and allows him to pass through any opponent. His only means of vertical recovery, is Kōtei-ki Tōshin, which protects him from above while covering a fair vertical distance.

Ichigo posses a good grab and throw, possessing the eleventh longest grab in the current demo. With down throw, he can set up tech chases, perform chain grabs, start combos, and use it as a guaranteed set up into his finishers or a strong meteor smash off the stage. In fact, the throw itself can be used at the ledge for a very strong meteor after chaingrabbing. Up throw, at low percents, can followed be up with an up air if the player is quick enough. However, it has little hitstun, allowing most opponents to escape it easily. Forward throw can be followed up with a forward air or a dash attack, depending on the opponents accelerated falling speed and directional influence, but the throw also has little hitstun. Back throw can be used to set up edge guards.

However, Ichigo's average weight, being a high faller and size makes him susceptible to combos and chain grabs.

Kōtei-ki Tōshin is his main means of vertical recovery and makes him hard to gimp from above. However, it covers little vertical distance and combined with his falling speed makes it hard for him to recover. Disjointed attacks are able to hit through the hitbox of the move.

Ichigo has a polarizing neutral game. Outside of Ichigo's aerials, he can use his dash attack, Engetsuzan, down tilt and his pseudo wave dash as his approach options. Dash attack and Engetsuzan cover good range while also being able to out-prioritize certain projectiles and attacks, which allows Ichigo to shut down other characters neutrals. However, the two options are not safe on shield, which can lead to him being punished, while also higher priority attacks can knock Ichigo out of the moves. This forces Ichigo to time his approach options accordingly to what the opponent is doing.


Ground attacks

Attack Name Description Damage Knockback Priority Total frames Active frames
Standard attack N/A Two slashes followed by an overhead slash. 4% 0, 100, 70° 2 11 5-7
4% 0, 100, 90° 12 4-5
4% 60, 100, 30° 11 1-3
Forward tilt N/A Slashes in front of him. Good for spacing. 12% 40, 70, 50° 3 15 5-6
Up tilt N/A Slashes above his head in an arc. Very disjointed and can also be used as a combo starter. 9% 40, 90, 80° 3 15 4-5
9% 40, 90, 130° 5
9% 40, 90, 115° 6
Down tilt N/A Uses Shunpō to move while stabbing forwards. 9% 40, 80, 45° 3 21 5-9
Dash attack N/A Stops for a bit and then uses Shunpō to move and stab forward. 8% 85, 30, 40° 3 21 7-12
Forward smash N/A Slams the Zangetsu into the ground in front of him. 14-20% 55, 95, 35° 5 34 12-14
14% 13
Up smash N/A Slashes in an arc with Zangetsu over his head. Slow, but does strong knockback. 14-20% 50, 95, 90° 5 28 14-16
Down smash Kongetsuzan Uses Shunpō to jump up into air and then falls downward to stabs the Zangetsu into the ground, creating a circle of energy around him. 4% 30, 90, 300° 6 43 15-18
1% 40, 40, -7° 19-30
3% 30, 190, 42° 31-32

Aerial attacks

Attack Description Damage Knockback Priority Total frames Active frames
Neutral aerial Slashes underneath him at an angle horizontally. Does good knockback. 11% 65, 100, 55° 4 16 5-6
9% 61, 100, 55°
Forward aerial Uses Shunpō followed by a slash, moving himself forward. Performing it close to the ground will result in a Pseudo wavedash. 8% 60, 31, 45° 2 11 3-6
Back aerial Turns around and slashes horizontally behind himself. High knockback. 14% 30, 100, 30° 3 17 7-8
Up aerial Slashes upwards in an arc while flipping backward. Excellent juggling tool and anti-air due to its very disjointed hitbox. 13% 40, 85, 90° 4 22 5-6
Down aerial Slashes below himself while flipping forward. The entire hitbox is a meteor smash. 10% 40, 50, 270° 3 24 9-11

Grab and throws

Attack Description Damage Knockback Priority Total frames Active frames
Grab Reaches with his hand out to grab. Slower than average. N/A N/A N/A 15 5
Pummel Slashes with the Zangetsu. 1% N/A N/A 9 5
Forward throw Violently throws his opponent in front of him. 8% 60, 60, 50° 0 13 8
Back throw Slams opponent behind him and slashes them. 9% 50, 80, 25° 0 23 7
6% 15
Up throw Throws his opponent in the air and uses Shunpō to slash his opponent with the Zangetsu. Low hitstun. 7% 90, 25, 90° 0 17 10-13
Down throw Slams the opponent into the ground. It is a good aerial combos starter and can set up tech chases. 9% 90, 30, 280° 0 12 8

Other attacks

Attack Description Damage Knockback Priority Total frames Active frames
Floor attack Slashes behind himself and then in front. 6% 0, 110, 50°, 100 3 26 8-10,
Ledge attack Rolls up and does a quick slash. 8% 0, 110, 30°, 100 3 19 11-14

Special moves

Attack Name Description Damage Knockback Priority Total frames Active frames
Standard special move Getsuga Tenshō Swings the Zangetsu releasing an arc-shaped projectile. Can be charged for high mutiple-hit damage, but slower and weaker knockback 0% N/A N/A 36 22
7-9% 40, 0, 0 6-17
2-3% 55, 0, 82° 6 19 1-19
Side special move Engetsuzan Uses Shunpō to quickly teleport forward with a slash. Can be charged for more range and damage. 7% 75, 15, 65° 3 25 9-14
7% 19
7% 75, 10, 65° 9-14
7% 19
Up special move Kōtei-ki Tōshin Spins the Zangetsu above his head. On the ground it has a windbox that drags opponents in. 1% 30, 20, -5° 1 46 6-35
1% 65, 20, 90° 36-37
0% 70, 0, 90° 0 7-35
0% 60, 0, 145° 7-10
2% 30, 80, 90° 1 42 7-38
Down special move Gazan Uses Shunpō upwards and brings the Zangetsu down on the opponent. The higher the distance, the more damage it deals capping at 95%. 0% 0, 0, 280° 7 23 1-2
6% 40, 95, 270° 4 20-23
6% 40, 95, 270° 18 10-18
Final Smash Bankai Ichigo Ichigo transforms into his Bankai form, making him more powerful. 25% Varies N/A N/A N/A N/A


Misc. Description
On-screen appearance Ichigo uses Shunpō, turns around and unsheathes the Zangetsu.
Taunts Standard Points with the Zangetsu in front of him and says 手前を斬るぜ..
Side Swings the Zangetsu to his side as it shines and says "後悔すんなよ.".
Down Puts on a Hollow Mask, saying "すぐにおわりつな". Afterwards, he takes the mask off.
Idle poses N/A
Victory theme A remix of "Number One", Ichigo's theme from anime series, Bleach.
Victory pose Holds Zangetsu in the air and puts it on his shoulder.
Lose Claps for the winner.

Changes from v0.9b

Ichigo has received buffs in that his mobility has improved, his attacks have a longer duration, and he can combo a lot better.


  • Neutral Ichigo has received more visual effects on his attacks.


  • Buff Dashing speed was increased.
  • Buff Ichigo is heavier, 105 <- 100. Ichigo survives longer, but is more susceptible to horizontal combos and chain grabs.

Ground attacks

  • Buff Forward tilt is stronger.
  • Buff Up tilt is faster, which makes it easier to combo with.
  • Buff Dash attack's hitbox covers the entire sword, has a longer duration and is stronger.

Grab and throws

  • Buff Due to dashing speed being increased and less ending lag on forward throw, allows for Ichigo to chain grab heavy characters again.
  • Buff Up throw has less base knockback a little bit more hitstun, allowing for more follow ups.

Special moves

  • Buff Getsuga Tenshō can now be charged again from a weak, but used more projectile to a strong one.
    • Nerf However, it no longer stalls Ichigo, instead makes him fall even when the move is still being charged which hurts his recovery.
  • Nerf Aerial Kōtei-ki Tōshin gains a little bit less height.

In competitive play

Match ups

Notable players



Tier placement history

The tier lists for demo v0.6; Ichigo was seen as a top tier character ranking 2nd of B tier for the first list of demo v0.6 and 3rd of A tier for the second list. In demo v0.7; Ichigo was seen as a high tier character because he was stuck as 7th on both lists. In demo v0.8b; Ichigo rose to 3rd of A tier where he was seen as a top tier character. However, in demo v0.9a; Ichigo tier position dropped to 20th of what can be considered C tier where he is seen as a mid-low tier character (This is Ichigo's first time being outside of A or B tier). In demo v0.9b, Ichigo returned to B tier where he is ranked 18th. On the second list of demo v0.9b, Ichigo dropped down by one to 19th place of B tier, where he is still seen as a mid tier character.


Palette swaps

Ichigo palette



Early designs




  • Ichigo was the very first character programmed for Super Smash Flash 2 prior the v0.6 development reboot, hence why he was the focus on the early How to Play videos created by Gregory Cleod9 McLeod.
  • Ichigo has the most meteor smashes in his moveset, with four meteor smashes: Gazan, down aerial, down smash, and down throw. This does not include Bankai Ichigo, which has down aerial and down smash as meteor smashes.
  • Ichigo was the last manga-originated character to have his sprites updated, with Naruto's sprites being updated in a patch for demo v0.9a and Goku's sprites update were shown on the DOJO!!! for v0.9b. Ichigo's was not shown until a picture was posted on the McLeodGaming Facebook page.
    • Ironically, Ichigo was put into the game before Naruto and Goku.
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