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Super Smash Flash, commonly referred to as Super Smash Flash 1 and abbreviated SSF or SSF1, is an non-profit Flash fan game developed by Gregory Cleod9 McLeod and published by McLeodGaming. The game is loosely based on Super Smash Bros. Melee in the menu format, music and numerous other fields such as game play modes. The game features several characters from the Super Smash Bros. series, such as Mario, Samus Aran, Link, Kirby, and Pikachu. It also features many third-party characters, including Sonic the Hedgehog (who, at the time of the game's creation, was not confirmed to be a character in Super Smash Bros. Brawl) and Mega Man X. Besides that, it also includes original fan characters like Blade and Blue. The original browser version for Super Smash Flash was first launched on August 21, 2006 on entertainment media website Newgrounds to mixed to positive reception. A downloadable EXE version was made available seven days later on August 28, 2006 on the McLeodGaming website.

Super Smash Flash is getting rebooted with a new game called Super Smash Flash 2, which is completely ignoring the basis of the first game and starting a new with gameplay mechanisms that are more similar to the ones in the official Super Smash Bros. games.

On August 21, 2016, Super Smash Flash celebrated its tenth anniversary launch on Newgrounds. To commemorate this event, McLeodGaming released a video confirming the inclusion of "SSF mode" on SSF2's special mode which purposely recreates the physics and quirks of SSF.[1]


SSF Melee

Mario, Sonic, Link, and Mega Man X during a timed, stock Melee match.

Super Smash Flash's gameplay is based on that of the official Super Smash Bros. games. Unlike most traditional fighting games, each character's health is measured by a damage percentage counter. As each character is attacked, damage is accumulated and the percent value increases. Each player's objective is to KO their opponents by knocking them outside the stage's boundaries, and as a character's damage percentage rises, they can be launched progressively farther by an opponent's attacks. Players can also attempt to recover when launched off of the stage, but failure to do so will lead to them falling out of bounds, resulting in a KO.

Players are able move and jump freely around the stage, with the arrow keys (or A, S, D and W for a second player) being used to move and crouch and the O key (or G for a second player) being used to jump. Five different attacks can be performed by pressing the attack key P (or F for a second player) while holding a movement key, including a neutral attack, an up attack, a side attack, a down attack, and a down aerial attack. Additionally, some characters have an extra attack while jumping.

The gameplay mechanics are loosely similar to those of Super Smash Bros. Melee, but it differs heavily in many areas. Due to characters' limited movesets, core mechanics from the official games such as special moves and defensive options are missing, making it very difficult for most characters to recover when knocked off the stage. Additionally, attacks deal a particular amount of damage on each frame they are active, allowing players to deal large amounts of damage with a single attack.

Matches can be played with various rules adjustable by the player, with the two primary settings being Time and Stock. Time mode uses a point-based system in which players earn points when they KO an opponents and lose points when they themselves are KO'd or if they self-destruct. The player or team of players with the most points at the end of the set time limit wins the match. Stock mode uses a life-based system in which each player is given a set number of "stocks", with each player losing a stock when knocked out, and players are eliminated from the match if they run out of stocks. The winner is determined by the last player or team of players standing once all other players are eliminated or, if a time limit is present, the player or team of players with the most stocks remaining once time runs out.

During gameplay, a variety of items can appear randomly across the stage. Items can be picked up by players and have a variety of unique effects, such as activating upon being thrown, being swung like a melee weapon, firing projectiles, or healing the player's damage. Unlike how they appear in the original Super Smash Bros. games, all items have limited uses, particularly those of the battering-type like the Saber or the Home-Run Bat, which disappear once they have been used a certain number of times. In multiplayer, players can adjust how often they appear.


SSF character selection screen

All 28 characters available.

There are a total of 28 playable characters (30 if Sheik and Meta Knight are counted), of which 13 (15) are starters and 15 are unlockable. Many of these are simplified versions of characters appearing in Melee, while others are unique to this game and appear in third-party game franchises or media outside of video games.

Starter characters

These are the characters available after starting the game.

Starter characters
Character Name Universe Description
Mario Mario Mario Mario is the protagonist of the Super Mario franchise and the mascot of the company Nintendo. Mario fights similarly to how he does in the official Super Smash Bros. games, though he does not carry over his balanced archetype due to the physics of SSF. Mario mainly fights using punches and kicks, and he can also shoot fireballs, perform an aerial Mario Tornado. His jump also works as an attack.
Link Link The Legend of Zelda Link is the protagonist of The Legend of Zelda, a flagship franchise from Nintendo. Being the wielder of the mystical Master Sword, Link's moveset mainly consists of various slashes and stabs with the sword. He can also shoot arrows and throw a boomerang.
Zelda Zelda The Legend of Zelda Princess Zelda is the eponymous character of The Legend of Zelda. With the Triforce of Wisdom within her, Zelda can perform magical attacks and even infuse melee attacks with magic as well. Her magic powers also allow her to transform into her alter ego Sheik.
Sheik Sheik The Legend of Zelda Sheik is a sheikah alter ego secretly assumed by Zelda in The Legend of Zelda: Ocarina of Time to disguise herself from dangers. Unlike Zelda, Sheik uses swift physical attacks and throws needles as a projectile weapon. She can also transform back into Zelda.
Samus Samus Metroid Samus is a female space bounty hunter who is the protagonist of Nintendo's Metroid series. Samus attacks using her Power Suit, which features an Arm Cannon that can shoot different kinds of beams in various angles. She also attacks with her Morph Ball, and she performs the Screw Attack to attack while jumping.
Kirby Kirby Kirby Kirby is the protagonist of his eponymous Kirby series. The limitations of SSF made impossible for Kirby to have his distinctive Inhale ability; instead, Kirby makes use of various melee attacks and can switch with Meta Knight. He also has the ability to jump up to five times before landing, having one of the best recoveries in the game.
Meta Knight Meta Knight Kirby Meta Knight is the mysterious rival of Kirby who made his "debut" in SSF before being confirmed to be a character in Super Smash Bros. Brawl. His moveset consists of various sword techniques, and he can also switch with Kirby. Like Kirby, he can jump up to five times before landing.
Fox Fox Star Fox Fox is the leader of a group of space mercenaries called Star Fox from the series of the same name. As with the Super Smash Bros. games, Fox mainly makes use of his Blaster, Fox Illusion, Reflector, and a downward-only Fire Fox, along with an upward kick.
Pikachu Pikachu Pokémon Pikachu is the Mouse Pokémon, considered to be the mascot of the Pokémon franchise as well. Being an Electric-type Pokémon, Pikachu mainly fights using electrical attacks such as Thunder, in which a bolt of lightning drops from above. It also uses its body to attack with a tail swipe and Skull Bash.
Captain Falcon Captain Falcon F-ZERO Captain Falcon is the fierce bounty hunter racer of the futuristic F-ZERO racing games. Captain Falcon's moveset consists of attacks he uses in the Super Smash Bros. games, including the Falcon Punch, Falcon Kick, and Raptor Boost.
Sonic Sonic Sonic Sonic is the protagonist of SEGA's Sonic series, having the ability to run at supersonic speeds. As such, he possesses a fast movement speed and quick attacks. He can also curl into a ball a release a Spin Dash in addition to a punch, some kicks and a damaging Spin Jump. Like Meta Knight, his addition into SSF precedes his inclusion as a character in Super Smash Bros. Brawl.
Tails Tails Sonic Tails is the two-tailed fox and best friend of Sonic in the Sonic series. Being a mechanical genius, Tails uses various devices he designed over the years, including his Energy Ball and Magic Hand. He also attacks with his two tails, which he can use to jump up to five times before landing.
Knuckles Knuckles Sonic Knuckles is the guardian of the Master Emerald and a friend and rival to Sonic in the Sonic series. Knuckles is known for his strength, which he exerts in his powerful punch attacks. He also uses his strength to pull large rocks from the ground to toss at opponents, and he can also attack by jumping.
Mega Man X Mega Man X Mega Man Mega Man X, or simply X (whose name was labeled incorrectly as "Megaman"), is the ultimate creation of Dr. Light and the main character of Capcom's Mega Man X sub-series of the Mega Man series. Using his arm cannon called the X-Buster, he can shoot a wide variety of projectiles in a similar way to Samus.
Blade Blade McLeodGaming Blade is a Sonic fan character specifically created for SSF by the McLeodGaming Forums user topcat13, and he is based on a character created by Equinox-Twilight. He is very similar in design to Sonic and can attack using the Spin Dash and Spin Jump, but he mainly attacks with his characteristic sword.

Unlockable characters

These are the characters that become available after meeting certain criteria and then defeating them in a challenger match.

Unlockable characters
Character Name Universe Description
Luigi Luigi Mario Luigi is Mario's younger, taller twin brother and partner or ally in the Super Mario series. As he is in the Super Smash Bros. games, Luigi is a clone of Mario and shares a very similar moveset. Luigi's main differences from Mario include how he has a different down attack, Green Missile, and his fireballs travel more slowly in a straight trajectory.
Young Link Young Link The Legend of Zelda Young Link is, as the name implies, a child version of Link from The Legend of Zelda: Ocarina of Time. Because of this, Young Link is clone of Link, possessing all of the same moves and properties. However, Young Link has a weaker boomerang and a faster movement speed when attacking. He also shoots fire arrows, but as hit effects are nonexistent in SSF, they are almost exactly the same as Link's arrows.
Jigglypuff Jigglypuff Pokémon Jigglypuff is the Balloon Pokémon from the Pokémon franchise who is also featured in every Super Smash Bros. game to date. As such, its moveset is very similar to its Super Smash Bros. counterparts, as it can use moves including Pound and Rollout, as well as various kicks. As its species is "Balloon Pokémon", Jigglypuff can jump up to five times before landing.
Mewtwo Mewtwo Pokémon Mewtwo is a genetically created clone-Pokémon of the Legendary Pokémon Mew from the Pokémon franchise. It belongs to the Psychic type, and as such, it mainly uses psychic-based attacks, as well as the Ghost-type move Shadow Ball. Due to the limitations of SSF, its moves lack any special attributes from its counterpart in Super Smash Bros. Melee, instead only dealing damage.
Mr Mr. Game & Watch Game & Watch Mr. Game & Watch is the contemporary mascot of the Game & Watch line of LCD handheld consoles. His inclusion in Super Smash Bros. Melee lead into his addition in SSF. As such, his moveset very similar to his Melee counterpart, as he can perform various attacks based on Game & Watch games such as tossing food from Chef and hitting with a scuba diver helmet from Octopus. Contrary to his appearance in Melee, he also has a standard kicking attack.
Shadow Shadow Sonic Shadow is a hedgehog genetically created as the "Ultimate Life Form" and the fierce rival of Sonic in the Sonic series. Shadow's moveset greatly differs from those of other Sonic characters, as it is mainly based on attacks he can perform as Chaos Powers including Shadow Guard, Chaos Upper, and Chaos Magic. He also uses a kick attack, but his jump does not serve as an attack.
Super Sonic Super Sonic Sonic Super Sonic is a super transformation Sonic can turn into with the help of the Chaos Emeralds in the Sonic series. For SSF, Super Sonic is a clone of Sonic and shares a very similar moveset. Compared to Sonic, Super Sonic jumps higher and deals more damage, but his attacks are slower and he has a larger hitbox.
Zero Zero Mega Man Zero is the ultimate creation of Dr. Wily and one of the main characters of the Mega Man X sub-series of the Mega Man series. Similarly to Mega Man X, Zero uses an arm cannon called the Z-Buster to shoot with and physically attack with. However, he mainly attacks by swinging an energy blade called the Z-Saber.
Lloyd Lloyd Tales Lloyd is the main protagonist of Tales of Symphonia, the fifth mothership title of BANDAI NAMCO's Tales series of role-playing games. He wields two swords called the Material Blades, the Flameberge and the Vorpal Sword, which he uses for all of his attacks. Lloyd mainly uses various artes from his origin game, including Demon Fang, Tempest, Sword Rain, and Rising Falcon.
Cloud Cloud FINAL FANTASY Cloud is the mercenary main protagonist of SQUARE ENIX's role-playing game, FINAL FANTASY VII. He wields a massive sword called the Buster Sword, which gives Cloud's attacks a long range and strong damage output. In addition to sword slashes, he can also surround himself with Materia orbs to attack with.
Crono Crono CHRONO Crono is the silent protagonist of SQUARE ENIX's role-playing game, CHRONO TRIGGER. For combat, Crono uses a katana in all of his attacks. Although Crono has no voice or dialogue in CHRONO TRIGGER, for SSF, Crono uses Roy's voice samples from Super Smash Bros. Melee.
InuYasha InuYasha InuYasha InuYasha (or Inuyasha) is the half-yōkai and half-human protagonist of the manga and anime series of the same name. He wields a special sword called the Tessaiga that he uses in conjunction with a technique called Sankon Tessō, which involves InuYasha slashing with his claws.
Naruto Naruto Naruto Naruto is the ninja protagonist of the manga and anime series of the same name. Although Naruto is widely known for his use of jutsus within his own series, he completely lacks attacks of this kind as a fighter in SSF, and he is instead conformed with punches, kicks and headbutts.
Mr Mr. Incredible The Incredibles Mr. Incredible is the main protagonist of the Pixar animated film, The Incredibles. Mr. Incredible is a superhero with the power of super strength, and as such, he is capable of performing powerful attacks. His moveset is composed of melee attacks including punches, kicks, and a large shockwave.
Blue Blue McLeodGaming Blue, like Blade, is another fan character specifically created for SSF by topcat13 and is based on a character created by Equinox-Twilight. Blue is a clone of Blade, possessing variations of all of Blade's attacks and attributes and his own characteristic sword. However, Blue deals more damage and has more range at the cost of slower speeds.


There are a total of eight stages available across all game modes, of which six are starters and two are unlockable. Many of them are based on stages in Super Smash Bros. Melee, with some being original.

Starter stages

These are the stages available after starting the game.

Starter stages
Stage Name Universe Description
SSF Peach's Castle Peach's Castle Mario Peach's Castle stage consists of two flat platforms overlapping each other, and is another stage where characters can walk off the stage boundaries. Holding the Down key for a few seconds will allow the player to jump down to the lower platform, while a simple jump allows the character to return to the starting platform. Players can also jump onto a Warp Pipe.
SSF Mushroom Kingdom II Mushroom Kingdom II Mario Credited as Subcon, Mushroom Kingdom II is a stage based on the Melee's stage with the same name, it consists of three platforms, each separated by a waterfall that, if fallen into, counts as a lost life. This is another stage that can be "walked off" if the player is not careful enough. It returns in the reboot with a completely new design and new gimmicks.
SSF Temple Temple The Legend of Zelda Temple has a barren, flat platform with rock pillars that support four platforms above. There is a small sign post in the middle of the stage that anyone can stand on.
SSF Dream Land Dream Land Kirby Credited as Whispy Woods, Dream Land stage is a direct copy of Super Smash Bros.' stage with the same name, complete with three floating platforms and a sprite version of Whispy Woods. It returns in the reboot with a completely new design and new gimmicks.
SSF Pokémon Stadium Pokémon Stadium Pokémon Based on Melee's Pokémon Stadium stage, this simple level contains only two floating platforms above a flat field. Unlike its Melee's version, however, this stage does not change forms. There is also no stadium in the background, thus, there is no crowd.
SSF Emerald Hill Zone Emerald Hill Zone Sonic Credited as Emerald Hills, Emerald Hill Zone is a grassy area from the Sonic series, it consists of a large, flat platform below three floating platforms, all at the same height. Two extended versions are available in SSF's Classic mode and Adventure mode, respectively, in which the player is forced to reach the end before time runs out.

Unlockable stages

These are the stages that become available after meeting certain criteria.

Unlockable stages
Stage Name Universe Description
SSF Battlefield Battlefield Super Smash Bros. Battlefield is the home of Multi-Man Melee, where the player faces the Fighting Silhouette Team, and is based on the Melee's special stage of the same name, SSF's Battlefield is a three-platformed stage that looks nearly identical to Dream Land.
SSF Final Destination Final Destination Super Smash Bros. Final Destination is a completely flat, one-platformed level that is based on the Melee's special stage of the same name. It hosts the boss fights against Master Hand and Crazy Hand; also, unlockable fighters will always challenge the player to a match in this stage.

Single-player stages

These stages appear only in the game's Classic, Adventure, All-Star, and Stadium game modes and are not available for use in the multiplayer or Training modes.

Single-player stages
Stage Name Universe Description
SMW 3 Super Mario World Mario Super Mario World is an exact replica of the second level in the SNES game Super Mario World called Yoshi's Island 2. The level is filled with Koopa Troopas and Flying Goombas. The main goal is to reach the ending posts.
SSF Kirby Hub Room Kirby Hub Room Kirby The stage credited as Kirby Hub Room is the stage where Target Test takes place. It has the same layout for all playable characters with the only difference being that the targets have different patterns of placement and movement to exploit the abilities for each character.
Race to the Finish Emerald Hill Zone Sonic This version is an extended version of the multiplayer stage of the same name. The goal is to reach a platform at the end of the stage. Several enemies known as Buzzers fly toward the player to prevent them from reaching the goal.
Floating islands Floating Islands Super Smash Bros. The Floating Islands is perhaps the biggest stage in the game. It has small and big platforms throughout the stage leading upwards that the player must jump across. The goal is to reach a rock door at the top of the islands while avoiding some Wario Land 4 enemies.
All star All-Star Rest Area Super Smash Bros. The All-Star Rest Area is, as the name states, only available in All-Star. It is similar to the Floating Islands because it has the same sprites. Here, the player can heal all damage taken using one of the three Heart Containers available and make a pause before the next battle.


There are ten items based on items that appear in Super Smash Bros. Melee. These are the items that appear in the game.

Item Name Universe Description
SSF Fan Fan Super Smash Bros. The Fan is the weakest among all the battering items, it deals few damage and the knockback is minimal, and unlike the original Super Smash Bros. games, this item cannot be spammable.
SSF Saber Saber Super Smash Bros. The Saber, or more formally the Beam Sword, is a basic battering item that can be swung numerous times before disappearing, it deals moderate damage and knockback.
SSF Home-Run Bat Home-Run Bat Super Smash Bros. The Home-Run Bat is the strongest of all the battering item, if the player holds down the button, it will charge and hold the power of the bat. If the player connects with the bat an opponent after being charged, it will result in a instant KO.
SSF Motion-Sensor Bomb Motion-Sensor Bomb Super Smash Bros. The Motion-Sensor Bomb sticks on the floor after being thrown, if any character passes over it, it will explode dealing a lot of damage and knockback.
SSF Bob-omb Bob-omb Mario The Bob-omb is an item that can be thrown and explodes in contact with a surface or an opponent dealing great damage and knockback.
SSF Fire Flower Fire Flower Mario The Fire Flower can release a constant stream of fire to damage opponents as the player moves around.
SSF Shell Shell Mario The Shell is an item that slides across the ground knocking every player on its path.
SSF Heart Container Heart Container The Legend of Zelda The Heart Container recovers 100% of damage when grabbed.
SSF Maximum Tomato Maximum Tomato Kirby The Maximum Tomato recovers 50% of damage when eaten.
SSF Flipper Flipper Balloon Fight When the Flipper is thrown, it stays airborne as it starts spinning, damaging opponents and even the user if they come in contact with it.

Game modes

Super Smash Flash contains several game modes based on traditional Melee game modes. All, save for All-Star and Burly-Brawl Melee, are unlocked from the beginning.

VS. Mode


The VS. Mode menu.

Melee is the only multiplayer game mode in Super Smash Flash. Up to four players can select their characters by dragging their respective tokens on the character selection screen to their characters' mugshots. Of these, up to two characters may be controlled by a human player, and up to four may be controlled by an artificial intelligence, with players being able to select how difficult they will be. Players can also choose to play either free-for-all or team battles. Once all characters are selected, players can then select the stage to fight the match on, and the match begins once selected.

The Rules menu can be accessed from the top of the character selection screen. This allows players to change various settings for the match, such as the match time or how many stocks players will start at. Players can also turn on settings such as the starting damage, the damage ratio, or the frequency at which items appear across the stage.

1-P Mode

SSF - 1-P Player Mode

The 1-P Mode menu.

The 1-P Mode menu focuses on single-player game modes. The majority of these game modes are based on game modes from Super Smash Bros. Melee with several changes.

In Classic, the player fights CPU-controlled opponents in a series of levels. Bonus rounds play for certain levels, and the final level is a fight against Master Hand on Final Destination. Points are awarded based on bonuses received for performing certain tasks during a match, with higher difficulties awarding higher bonuses after the final round.

Adventure is a similar game mode to Classic, with its levels spanning across several different game series. Some levels are traditional battles, while others are linear stages in which the player must traverse to a designated finish line before time runs out, fighting enemies along the way. The final level pits the player against both Master Hand and Crazy Hand on Final Destination. Like in Classic, points are awarded based on bonuses.

All-Star is a game mode that is unlocked after all characters are unlocked. With one stock, the player must fight against all 28 playable characters in succession with a limited amount of recovery items. Like in Classic and Adventure, points are awarded based on bonuses.

Training allows the player to freely test characters on any stage without the restrictions of a VS. Mode match. There are three modifiers in the upper left corner of the screen with which the player can spawn items or change the behavior of the opponent character.

Stadium is a series of sub-games that generally have more unique objectives compared to other game modes. In Target Test, the player must destroy eight targets on the Kirby Hub Room stage as fast as they can. The positions of the targets are different for each character. Multi-Man Melee challenges the player to fight grayed-out versions of other playable characters known as the Fighting Silhouette Team. There are several sub-modes, one of which is unlockable, that challenge the player to defeat as many opponents as possible without falling from the stage.


Super Smash Flash began development some time around mid 2006 and roughly took about from two to four months for completion. All development processes, including programming, was handed by Gregory McLeod himself with little help from fellow users of the McLeodGaming Forums. Intended to be his first big Flash project, following very small Flash projects like the Pong games or school projects such as The Cell, Gregory McLeod initially envisioned a platforming game with a combat-oriented gameplay, rather than a Super Smash Bros. fan game. To make the first prototype, McLeod asked permission to use one of Equinox-Twilight's Sonic fan characters, which was redesigned by users of the Forums to become an early prototype for Blade. For the staging, he created an early prototype for Emerald Hill Zone and included Buzzers as the incoming enemies. Certain products were released periodically in the form of small demos.

As a vivid Super Smash Bros. player, McLeod took note of the fan games made at the time based on the Super Smash Bros. series, particularly Super Smash X by ChannelCat. He felt that these games delivered a very short experience and were invariably buggy and incomplete, lacking much of the gameplay and features present in the official games. He thought a more complete Super Smash Bros. fan game was possible and now envisioned a Flash-based game, suggesting the name of "Super Smash Flash" as an example. Wanting to fulfill this, he began to rework his Sonic fan game into a full-fledged Super Smash Bros. fan game, which he initially called a "flash Smash engine". As development progressed, he started to incorporate new characters, stages, and items to accommodate a proper Super Smash Bros. game, as well as updating the sprites of previously added ones. The availability of sprite sheets on websites such as the Spriters Resource determined who would become playable in McLeod's fan game, now appropriately called by the name he had previously suggested: Super Smash Flash.

Super Smash Flash was released on August 21, 2006 on several browser game websites, including its home site McLeodGaming, as well as other major sites such as Newgrounds, Kongregate, and Armor Games. The game was still developed on after release, with the downloadable version released on August 28, 2006 adding additional features such as fullscreen support, custom controls, faster game speed, and the ability to skip the Floating Islands level of Adventure mode.

Bugs and glitches

MG icon Main article: List of bugs and glitches in Super Smash Flash

As the game was created in a very short time by an inexperienced Cleod9, the game has become known for its assortment of bugs and glitches. Some only occur with certain characters, while others can be performed from the game's menus.

One of the most crippling bugs in the game is the "instant-KO attacks", which is a result of the game's knockback formula that multiplies opponents' momentum with their damage when attacked with vertical knockback. This causes these attacks to almost instantly KO opponents at medium to high damages. The existence of this bug is often cited to make completing All-Star very difficult.

Another popular glitch allows the player to advance forwards or backwards through events by opening the right-click menu or Control menu and selecting either "Forward" (or "Step Forward") for the next event or "Back" (or "Step Back") for the previous event. When used in Classic, Adventure, or All-Star, this can cause the player to instantly advance to the next level without having to complete the current one. This can also lead to additional glitches when used in the correct areas, such as unlocking Cloud and Crono quickly, accessing unlockable stages without having to unlock them, or playing with null data.

Various other bugs and glitches can occur as well. For instance, pausing the game during fights against Master Hand and Crazy Hand results in the bosses being unable to hit the player. Additionally, holding the attack input with certain characters can result in then canceling their animations into different attacks.


Cleanup This section is in need of a cleanup.

It has an informal appearance and does not meet the current standards for proper articles. You can help the McLeodGaming Wiki by tidying it up and give it a better presentation.

Super Smash Flash was met with mixed reviews from the day it was launched. Various reviewers on multiple websites, including Newgrounds (which gave this game a 4.18 / 5.00) and McLeodGaming itself, declared that it was one of the best Smash fan games ever created because unlike other fan games, it was complete with a full character roster and single-player modes. Many others, however, were more critical of the game, pointing out its horrendous physics flaws, lack of item regulation, lack of VS. mode customization, and game-breaking glitches, such as the infamous Skip glitch.

The character roster was met with mixed reception, although it was arguably the main reason why Super Smash Flash received recognition. This was because it included lots of characters that many fans of different franchises wanted in the real Super Smash Bros. games, such as Sonic and Mega Man X, and many were excited that they could finally pit these characters against their favorite Nintendo characters. Many others criticized the selection, claiming the character additions were excessive and out of place. They stated that there were more Sonic characters than Mario characters (including a "Super Sonic" character and even custom Sonic characters known as Blade and Blue), which is odd, considering it is based on the Nintendo-created Melee. A lot of people were also fed up with the insane number of other third- and fourth- party characters, including Crono, Cloud, Lloyd, InuYasha, Naruto, and most notoriously Mr. Incredible, who all have little to no backing of being in a Smash game, have seldom or never showed up on Nintendo console games, and have extremely inaccurate representations in Smash Flash (for example, Naruto cannot use anything but kicks and headbutts, while in his original series he could use ninja-based attacks.) All of these pieces of criticism accumulate into the idea that the creators randomly chose characters with no regard to whether they would fit into Smash Bros..

The controls and physics also garnered criticism. Super Smash Flash is notable for having an extremely watered-down control scheme, using only two buttons and four directional keys to play. All attacks, including some jumps, deal insane amounts of knock-back even at low percentages, sending characters either horizontally or on a semi-spike trajectory that is impossible to recover from. This is exacerbated by the fact that most characters only have one midair jump for their recovery and lack an up special move to gain more distance, causing matches to end crazily, unfairly, and too quickly. Characters with projectiles and five midair jumps also dominated to the point of complete centralization. Overall, while the game was received well by fans for introducing desired characters into a Smash Bros.-like environment, it was panned by critics for lacking the depth that defined the series as a whole.



  • Kirby and Meta Knight are a 2-in-1 character in this game due to the lack of Kirby's Inhale and copy ability. In the reboot, they are now separate playable characters and Kirby's Inhale and copy ability are finally present.
  • It was rumored that Wario was planned to be playable in this game, supported by the fact that sprites from Wario Land 4 are used in the game. However, there is no evidence to support whether it is true.
  • Like the first Super Smash Bros., the Mario universe, along with the Super Smash Bros. universe, is the only universe that has more than one stage in the game: Peach's Castle and Mushroom Kingdom II.
  • Super Smash Flash was originally hosted on Newgrounds, Kongregate, and Armor Games (the latter which still "sponsors" SSF), but due to legal issues was removed from Kongregate in early 2009. It is unknown when or why it was removed from Armor Games.
  • On the Newgrounds page, Cleod9 mentioned he did not add all the characters from Super Smash Bros. Melee for a reason; it was later revealed that it was because he did not have any available sprites online when the game was being created.
  • On April 21, 2021, McLeodGaming's official Twitter account liked and retweeted a post that erroneously stated SSF was launched on April 21, 2006 and that it was the company's first project (that title belongs to the TI-83 Plus game, RPG).


  1. Ten Years of Super Smash Flash - McLeodGaming Accessed on August 21, 2016.

External links