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This article is about Rayman's appearance in Super Smash Flash 2. For general information about the character, see Rayman.

Rayman is a newcomer unlockable character in Super Smash Flash 2. His reveal was shown during the Day 3 livestream at Super Smash Con 2018. His appearance is based on his design in Rayman Origins. His moveset consists of moves from throughout many games in the series, and his voice clips are taken primarily from Rayman 2: The Great Escape.

Rayman is currently placed at 8th of S tier on the tier list. Rayman has strong KO moves in his smash attacks, down aerial and Plum and long range in his attacks thanks to the unique properties of his body parts. Due to his high air speed and slow falling speed, he has an amazing air game, along with fast and high priority aerial attacks that provide good spacing and edgeguarding tools, with his down aerial able meteor smash if landed on the initial hitbox on opponents at higher damages. His relatively slow falling speed allows him to break out of juggles, and combined with Helicopter, he has one of the best horizontal recoveries in the game, which can be extended with a Plum. His range, combined with his Lockjaw. which can be used as a tether grab, and Vortex, also make him a great edgeguarder.

However, Rayman's floatiness makes it easy to KO him vertically. While his body parts give him long range, they are not disjointed and extend his hurtbox, much like Luffy's attacks, and his vertical recovery is very poor without a Plum, as Helicopter barely gives him vertical distance and just slows down his fall. He also doesn't have many reliable KO options outside of his smash attacks and down aerial, as landing the sweetspot with his aerials is difficult, and they also tend to have blindspots on certain points.

Attributes[]

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

Rayman is a speedy yet floaty medium-light character. He has a fast dashing speed and air speed, while his falling and walking speeds are slow to compensate.

Rayman is a very unusual character with his limbs and head levitating around his body. This trait gives Rayman his staple asset: an extremely long melee range both in the ground and in the air. His jab's range, for example, is arguably one of the longest in the game, even outspacing Luffy's infinite hit finisher. He also has very fast frame data with his tilts, jab, up special, and aerials. His down aerial sends a flurry of punches to knock opponents downward, making it a very frustrating combo move for opponents to deal with. These traits grant him a naturally strong combo game and strong spacing abilities.

He has a decent grab and throw game, with a combo throw in his up throw, and back throw, and his forward and back throws setting up edgeguards (with forward throw having slight combo potential at low percents). However, he has no KO throw, with his strongest throw not KOing well beyond 200%, and while his grab does have a long range, it is also very laggy.

Rayman has good KO power in his smash attacks and aerials, with his aerials also fast for their decent power. Rayman also has a great neutral game, with his down special, the plum, and his side special, Vortex, a tornado projectile, being able to trap opponents in, allowing Rayman followup potential.

His edgeguarding game is among the best in the game. Due to his sheer melee range, all his aerials, tilts, and even his jab combo can all be used to safely edgeguard the opponent on-stage or off-stage. His neutral air, forward air, back air, and down air are notable for having lingering hitboxes, while also being somewhat powerful. Furthermore, his neutral special and side special, though laggy, can be used to set traps or launch an aerial throw to follow up with any aerial move. Rayman's down aerial is notorious for quickly launching a flurry of punches downwards, dragging opponents down with him as well. This move, when used for edgeguarding, is very difficult to punish and can be used to score early KOs.

One of his unique moves is his down special, Plum, which grants him a giant plum. The giant plum acts as both a platform and a projectile that moves when attacked a projectile and a platform, allowing Rayman to move the plum while stand on it by attacking with tilts or smash attacks. These properties make the giant plum a very useful tool in a number of situations. The plum can act as a stage control tool and an advanced combo tool. Furthermore, the plum can be an incredible recovery tool, theoretically granting a lot of vertical height if used properly. It can also simply be used for an emergency platform offstage, which grants Rayman back his midair jump.

Rayman does, however, have some noticeable weaknesses. Many of his moves have blindspots, as they stretch out his hands with no hitboxes in between the hands and body. This leads to situations where his hitboxes have awkward placements. For example, his up tilt will miss if Rayman tries to use it on a small opponent too close to him.

Another notable weakness is his lack of disjointed hitboxes. Because most of his moves involve stretching his limbs and levitating them away from his body, in a similar vein to Luffy, this means, with a few exceptions, that every time Rayman attacks, his hurtboxes also extend. This makes him very vulnerable to characters with projectile-heavy playstyles, such as Falco, Mega Man, and Link, and somewhat vulnerable to characters with disjointed hitboxes like Marth, Ichigo, and Lloyd.

A third weakness is his recovery. In theory, he has a strong vertical and horizontal recovery due to his plum. However, should Rayman lose his Plum, his recovery options are limited to his midair jump and his up special, which grant negligible vertical height; such traits make his recovery very easy to gimp. Additionally, the plum can be used against him. Similarly to how a projectile is reflected, the plum can attack Rayman when hit by an opponent, which subsequently can knock him off and away from the stage if he is standing on it. As such, Rayman players need to take precautions in order to maximize his recovery.

Overall, Rayman is a very unusual, unorthodox character with great potential against much of the cast. Players must be mindful of his spacing game, his blind spots, (particularly when dealing with projectile campers), and his exploitable recovery in order to mitigate his weaknesses and maximize his potential.

Moveset[]

Ground attacks[]

Attack Description Damage
Neutral attack Performs a series of three punches. The range increases with each punch, with the last punch having considerably high range for a neutral attack. Based on Rayman's standing punch combo from Rayman Origins and Rayman Legends. 3%
2%
5%
Forward tilt Performs a forward-arcing headbutt towards opponents. Good range and can be used for ledge poking. The back of his head is a sour spot. 5%
7%
Up tilt Spins his body and kicking in an arc in the air with both of his feet. The hitbox covers in front of and behind him but has a blind spot at close range. Good juggling and anti-air capabilities, and can combo into his aerial attacks. 7%
Down tilt Sweeps a foot forward while crouching. Has low upward knockback, great range, and low startup and ending lag, and is useful for starting combos and attacking at ledge. Based on Rayman's crouching attack from Rayman Origins. 8%
Dash attack Dives to the ground and slides forward, before rolling and standing back up. Is a single hit move that is good as a combo starter. Based on Rayman's slide from Rayman Origins and Rayman Legends. 7%
Forward smash Winds up, then performs a forward-arcing and long-ranged punch. The fist grows bigger and travels farther the more the move is charged, with there being four different stages of charge. Has strong knockback and low startup lag, as well as high priority and potent shield damage and pushback. Based on Rayman's telescopic fist power when aiming forward in Rayman Origins and Rayman Legends. 16%
14%
Up smash Winds up, then performs an upward-arcing punch. The fist grows bigger and travels farther the more the move is charged, with there being four different stages of charge. The fastest of his smash attacks, it has great KO capability and covers incredible range when charged. Based on Rayman's telescopic fist power when aiming upward in Rayman Origins and Rayman Legends. 16%
Down smash Punches forward and kicks backward at the same time. Deals strong knockback and has great KO capability. Based on Mii Brawler's down smash from the Super Smash Bros. series. 12%

Aerial attacks[]

Attack Description Damage
Neutral aerial Spins his body parts around his torso and then levitates them outward. Hits two times and knocks opponents diagonally upward. A fast get-off-me option with decent combo potential and juggling capabilities. 5%
7%
Forward aerial Kicks in front of him. Good range and low startup lag, making it a great combo and edgeguarding tool. Based on the first hit of Rayman's aerial combo from Rayman Origins and Rayman Legends. 8%
Back aerial Turns around and performs a sex kick behind him. Has a small sweetspot at his foot when fully extended. Has decent range but the smallest hitboxes of his aerial attacks. Based on the first hit of Rayman's aerial combo when turning around from Rayman Origins and Rayman Legends. 5%
10%
5%
Up aerial Kicks directly above him. Has a powerful sweetspot at his foot when fully extended. A strong KO move when sweetspotted and a combo and juggling tool when sour spotted. Based on the first hit of Rayman's aerial combo when facing upward from Rayman Origins and Rayman Legends. 10%
7%
Down aerial Spins diagonally in the air and performs a flurry punches diagonally downward. Hits five times, with the last hit being a weak spike. Can be used as a combo finisher and for dragging down opponents off-stage. Based on Rayman's sprinting attack from Rayman Origins and Rayman Legends. 2%
5%

Grab and throws[]

Attack Description Damage
Grab Grabs with both hands. Has considerable range but massive lag on both ends, as well as extending his hurtbox significantly and making a huge blindspot between Rayman and his hands. Due to these caveats it's one of the worst grabs in the game. N/A
Pummel Punches the opponent. 2%
Forward throw Throws the opponent forwards with both hands. Resembles Rayman's throwing animation in Rayman 2: The Great Escape. 8%
Back throw Punches the opponent behind him. Launches at a low angle and can set up edgeguards. Based on the first hit of Rayman's turnaround punch combo from Rayman Origins and Rayman Legends. 8%
Up throw Spins the fronds of his hair against the opponent, launching them upwards. Can follow up into up aerial. Based on the unused propeller ability from Rayman Origins. 1%
3%
Down throw Hovers for a short time with his hair, then slams the opponent onto the ground. Has weak diagonal knockback and high knockback scaling, making it his best combo throw and a potential KO throw at high percents. Can also chain grab at low percents. 8%

Other attacks[]

Attack Description Damage
Floor attack Punches with both hands in front, then behind him. 6%
Ledge attack Performs a cartwheel as he climbs back up, kicking forward with both feet. 6%

Special moves[]

Special move Name Description Damage
Neutral special move LockJaw Throws a blue bear trap-shaped weapon with a metal handle forward or, if used in the air, diagonally downward. Upon contact with an opponent, he pulls the opponent toward him and then throws them upward with weak knockback. Functions as a long-ranged, disjointed grab with little startup lag. 1%
4%
Side special move Vortex Reels his fist back and punches forward, creating a green tornado that flies forward a short distance and traps opponents on contact. The higher the opponent's damage is, the longer the amount of time the attack takes on the opponent. 5%
Up special move Helicopter Does a short hop and rapidly spins the fronds of his hair like propeller blades, greatly slowing his vertical descent and granting him full horizontal control. A multi-hit move. Can push opponents away from him while they are next to him, making it as a windbox effect. 2%
Down special move Plum Pulls out a large, purple plum that can be stood on as a platform and can be hit to be moved. The plum constantly bounces while out. Can be used for KOing opponents if one of his attacks are used on it while opponents are around its range. Can also be used for good recovery. 6%
14%
Final Smash Bzzit Calls forth Bzzit, a giant mosquito, to ride it, allowing him to fly around, shoot projectiles and suck up opponents with its proboscis. 2%
15%

Misc.[]

Misc. Description
On-screen appearance Falls from high up in the air and lands on his feet and hands with his hair over his face. Based on Rayman Origins.
Taunts Neutral Swings his torso around like a basketball.
Side Strikes a pose, makes a peace sign while smiling at the camera, and says "Yay!" Based on Rayman Legends.
Down/Up Opens his mouth wide with his hands and blows a raspberry. Based on the first game of the Rayman franchise.
Idle pose Enters a fighting stance and moves his arms in a circular motion.
Victory theme A remix of the theme that plays during the Ubisoft logo in the original Rayman, it also mixes Rayman's "YEAH!" that is heard after he clears a level in this game.
Victory pose Smoothly spins on one foot, then striking the victory pose from the first game of the Rayman franchise when a level is completed.

Gallery[]

Costumes[]

SSF2 Rayman Costumes

Screenshots[]

Misc.[]

Trivia[]

  • Rayman's artwork is based on this pose he makes in the opening cutscene of Rayman Origins.
  • Rayman's Ball version is a reference to the bubble form he enters if he dies in Rayman Origins and Rayman Legends.
  • Rayman, along with Mr. Game & Watch, Yoshi, Zero Suit Samus, Tails, Jigglypuff, Mega Man, and Luffy, are the only characters so far who do not go into a helpless state under normal circumstances.

External link[]

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