Special Smash, also called special versus or special mode, is a Group game mode in Super Smash Flash 2. It allows players to apply various special modifiers to a match, such as making the characters bigger, changing the speed of the game, causing all attacks to freeze opponents, etc. The mode is also available to play in online matches, where it is called Online Special Smash.
Special Smash was confirmed to appear in SSF2 on July 26, 2013 by Cleod9 himself when he announced v0.9b of the demo.
There are fifteen modifiers available in the game. Multiple modifiers can be selected at once, but each modifier comes in a set where only up to one can be selected per set. This is a list of the modifiers in Special Smash, where each row represents a set.
Causes all characters to be as small as if they have used a Poison Mushroom. This effect stacks with any Mushrooms acquired during the match.
Causes all characters to be as large as if they have used a Super Mushroom. This effect stacks with any Mushrooms acquired during the match.
Causes the pacing of the game to become slow, with much similarity to the speed that can be set in Training.
Causes the pacing of the game to become fast, with much similarity to the speed that can be set in Training.
Causes characters to recover themselves with 50% of the damage they dealt to their opponents.
Causes characters to receive recoil damage of the 50% of damage they dealt to their opponents.
Causes all characters to be encased in a chunk of ice as if they were hit by a freezing attack. Whenever a character is hit by any attack, rather than tumbling or reeling in the usual animation, they are encased in ice after being sent flying. Players cannot move while encased and must break free from the ice in order to move again.
Causes all character to be encased in Yoshi Eggs as if they were swallowed with Egg Lay. Whenever a character is hit by any attack, rather than tumbling or reeling in the usual animation, they are encased in a Yoshi Egg after being sent flying. Players can tilt themselves left or right while they are inside the egg and must break free in order to move again.
Causes each hit that makes contact with an opponent to deal a lot of hitlag while the camera zooms in on who is being attacked.
Allows players to cancel a successful attack into any other attack, thereby allowing a combo chain that can result in zero-to-death combos.
Causes characters to experience more knockback than they should at certain percentages. It also increases the player's jump height.
Causes characters to experience less knockback than they should at certain percentages. It also decreases the player's jump height.
Causes the characters to appear and disappear from the screen, while still being on the fight and capable of fighting.
Causes the characters to become metallic as if they have used a Metal Box, being heavier, dealing more knockback in their moves and falling much faster.
Super Smash Flash
Recreates the quirky and glitchy engine of the original Super Smash Flash where attacks hit once per frame, there is no hitlag, turning around cancels attacks instantly, characters cannot grab opponents and hang onto ledges, taunting is not possible, physics are slippery, there are no Star KOs or Screen KOs, etc.
Link under the effects of invisible mode around the bush on Dream Land.
Turbo hails from Brawl mod Project M, which works exactly the same way. SSF2 developers actually asked for permission from Project M developers to use it.
The Super Smash Flash modifier is the only one that does not have an opposite option.
There still are major differences between the Super Smash Flash modifier and SSF. Unlike in SSF, attacks do not multiply the opponents' current speed on contact; players can, for some reason, walk and run backwards; and going off-stage without jumping spends the player's midair jump in Super Smash Flash mode. These differences cause Super Smash Flash mode to be extremely slippery, and self-destructs are ar more frequent, when compared to SSF.