Super Smash Flash 2

Super Smash Flash 2
SSF2 third logo.png

Logo for Super Smash Flash 2.
Developer(s) SSF2 Team
Publisher(s) McLeodGaming
Series Super Smash Flash
Director(s) Gregory McLeod
Producer(s) Gregory McLeod
James Hadden
Designer(s) James Hadden
Ramsey Kaid
Programmer(s) Gregory McLeod
James Hadden
Ema Alvarado
Ramsey Kaid
Max Silverman
Carter Glass
Daguan Chen
Artist(s) Ramsey Kaid
Chris Hubac
Jamal Ransaw
Trey Cahalan
Ethan White
Joshua Wattus
Composer(s) Gregory McLeod
Alex Mourey
Andrew Fisher
CR Drake
Ema Alvarado
Garrett Williamson
Jacob Tjolsen
Rayson Williams
Steve Burns
Game engine Adobe Flash
Release date December 25, 2007 (v0.1a)
May 29, 2017 (Beta 1.0)
Genre(s) Fighting, action, platform game
Mode(s) Single-player, multiplayer, online
Platform(s) PC
Media Online Flash game
System requirements OS: Windows XP or higher.
RAM: 128 MB minimum
Processor: One core
Input methods Keyboard, gamepad

Super Smash Flash 2, commonly abbreviated as SSF2, is a periodically-released nonprofit Flash fighting fan game developed by the Super Smash Flash 2 Team, led by Gregory Cleod9 McLeod, and published by McLeodGaming. Although initially referred to as a sequel, Super Smash Flash 2 is a reboot of the critically received fan game Super Smash Flash.

The game is based on the Super Smash Bros. series, featuring many of its gameplay mechanics and characters. However, this Flash game does not aim to clone the Super Smash Bros. games, as the content inclusion criteria has been loosened to include content from any series that has ever appeared on a Nintendo console, allowing the roster access to other third and fourth-party characters including, but not limited to Lloyd, Rayman, Goku, and Ichigo.


The following explanation is based on the gameplay of the demo.[1]

Super Smash Flash 2's gameplay is very similar to the official Super Smash Bros. games. Unlike most traditional fighting games, a character's health is measured by a damage percentage counter. As the character is attacked, damage accumulates, and the percent value increases. The higher the percentage, the easier it is for a character to be knocked off the stage.

The controls are also different from its predecessor. The W, A, S, and D keys are now assigned to Player 1's movement, while the arrow keys move a second player. The O and P keys still remain in P-1's possession, however, as the O key is used for special moves (or activating a Final Smash), the P key for standard attacks, the I key for shield, and the 1 key for taunting. P-2 uses the 1 key on the numpad for special moves (or activating a Final Smash), numpad 2 for standard attacks, numpad 3 for shield and numpad 4 for taunt. Players can customize their controls in the menu.

Matches can be played in either Time, Stock mode, or a combination of the two. In Time Mode, each player receives a point when they KO an opponent, and loses a point if they are KO'd, or if they self-destruct. At the end of the designated time limit, the player with the most points wins. Should two or more players accumulate the same amount of points, there will be a Sudden Death match to determine the winner. In Stock mode, each player is given a chosen amount of lives, and every time they are KO'd or self-destruct, they lose a life. When a player loses all of their lives, they are "defeated", and the match concludes when there is only one player, or one team left standing.

Playable characters

SSF2 character selection screen.PNG
The character selection screen as of SSF2 1.3.1 Beta.

The characters are the fighters which represent the universe they belong to. Each character has a number of special attacks, standard attacks and a unique special move called a Final Smash.

There are 2 types of characters: starter characters, which are available for use from the beginning, and unlockable characters, which are accessible only after being unlocked. Five characters from the past game are confirmed to not return: Young Link, InuYasha, Blue, Blade, and Mr. Incredible. Mega Man X was intended to be replaced with Model X, who was ultimately replaced by the classic Mega Man; which has sparked controversy regarding whether Mega Man should be regarded as a newcomer or veteran. All deconfirmed characters have the possibility to return as expansion characters.

This list is a compilation of the characters that have been confirmed playable for Super Smash Flash 2, with a total of 47 as of Beta. They are listed here by series.

Starter characters

These are the characters available when turning on the game for the first time:

Starter characters
Character Name Universe Description
SSF2 Mario.png
Mario Mario Mario symbol.svg Mario is the protagonist of the Super Mario franchise and the mascot of the company, Nintendo. Mario is considered the most well-balanced character in the game, making him perfect for first-time players. He retains his Fireball and has a cape that reflects projectiles and thrown items.
SSF2 Luigi.png
Luigi Mario Mario symbol.svg Luigi is Mario's younger twin brother and partner or ally in his adventures. Sharing various similarities with his brother, he possesses a nearly identical moveset, but with their own properties. For instance, his Fireball is green and is not affected by gravity. He also comes with his own attacks like the Green Missile. Luigi also jumps noticeably higher than Mario.
SSF2 Peach.png
Peach Mario Mario symbol.svg Princess Peach is a main character and damsel-in-distress from the Super Mario series. Peach has floaty properties and can remain airborne for many seconds. Peach uses many attacks from her past game appearances such as a golf club. She can also pluck vegetables from the ground.
SSF2 Bowser.png
Bowser Mario Mario symbol.svg Bowser is the King of the Koopas and the most recurring antagonist in the Super Mario series. Bowser is one of the biggest character in the game and the heaviest out of all. This may prove a big advantage for Bowser, as he can deal really strong attacks to launch his foes, but may also prove a disadvantage making Bowser a big target. He has different ways to attack like his signature Fire Breath, whom he can scorch his opponents, or his Bowser Bomb, which makes him pound the ground to crush everything below him.
SSF2 Donkey Kong.png
Donkey Kong Donkey Kong Donkey Kong symbol.svg Donkey Kong is a character from the Mario spin-offs but also the protagonist of his own series. Donkey Kong is a really big character making him very vulnerable to attacks, but on the other hand, he is one of the strongest characters in the game. He can deliver powerful punches and slap the ground. He can also carry around with him other characters.
SSF2 Yoshi.png
Yoshi Yoshi Yoshi symbol.svg Yoshi is a character introduced in the Mario series where he is an ally and friend to Mario, and eventually made it as the protagonist of his own series. Yoshi can use his long tongue to eat opponents and turn them into eggs. He also has ability to shoot Yoshi Eggs and turn into a rolling Yoshi Egg and ram over opponents.
SSF2 Wario.png
Wario Wario Wario symbol.svg Wario is yet another Mario spin-off character who also stars his own series. He is also Mario's bitter and greedy rival. Wario is an unusual fighter with unorthodox methods: he can open his jaw to chew his opponents, but he can also use his explosive flatulences as attacks, depending on its charge.
SSF2 Link.png
Link The Legend of Zelda The Legend of Zelda symbol.svg Link is the protagonist of The Legend of Zelda from Nintendo. His basic attacks consist in slashing with the Master Sword but also possess other physical attacks like kicks or the hilt of the word itself. Link also carries a wide variety of weapons like the Gale Boomerang, bombs, and a new ability to mix this with the Hero's Bow.
SSF2 Zelda.png
Zelda The Legend of Zelda The Legend of Zelda symbol.svg Zelda is the princess of Hyrule and eponymous character of the series. As the holder of the Triforce of Wisdom, Zelda is bestowed with a lot of magical abilities, in favour of regular melee attacks, including the 3 enchants of the goddesses: Din's Fire, Nayru's Love and Farore's Wind. Her magic abilities also allow her to transform into her sheikah alter-ego Sheik.
SSF2 Sheik.png Sheik The Legend of Zelda The Legend of Zelda symbol.svg Sheik is a persona secretly assumed by Zelda in the game The Legend of Zelda: Ocarina of Time. This sheikah alter-ego is the exact opposite of Zelda as Sheik relies more on physical attacks rather than magic and is considerably faster than the stylish princess. Being a ninja-like character, Sheik poses quick weapons for her use such as almost invincible needles, or the use of Deku Nuts to swiftly appear and disappear.
SSF2 Samus.png
Samus Metroid Metroid symbol.svg Samus is a female space bounty hunter who is the protagonist of Nintendo's Metroid series. Samus was given a biological suit by the Chozo called the Power Suit which grants her endurable protection and is integrated with a variety of weapons and projectiles such as a Charge Shot, and an unlimited supply of missiles.
SSF2 Zero Suit Samus.png
Zero Suit Samus Metroid Metroid symbol.svg Zero Suit Samus is simply Samus without her Power Suit. This way, Samus exhibits more athletic and flexible movements, as well as being more a speedster character. Samus only carries an emergency pistol called the Paralyzer which also comes integrated with a whip and a wire of plasma.
SSF2 Ness.png
Ness EarthBound EarthBound symbol.svg Ness is the protagonist of the second installment of the Mother series called EarthBound (or Mother 2). Ness is a young boy specialized in PSI powers, which includes numerous attacks like PK Fire, or PK Thunder, in addition to the all-powerful PK Starstorm as his Final Smash. Ness is the only character that can recover his damage by himself using PSI Magnet to absorb energy-based projectiles.
SSF2 Captain Falcon.png
Captain Falcon F-Zero F-Zero symbol.svg Captain Falcon is the bounty hunter racer of the Nintendo's F-Zero racing games. Captain Falcon has a moveset similar to his Super Smash Bros. counterparts who has been expanded to include the missing moves he didn't have in the first SSF like Raptor Boost or Falcon Dive. The Falcon Punch and the Falcon Kick also return.
SSF2 Kirby.png
Kirby Kirby Kirby symbol.svg Kirby is the protagonist of his eponymous Kirby series. Kirby's unique ability to inhale and copy his opponents' neutral special move is now present. He even dons a particular hat from the opponent he absorbed. He still has the ability to float 5 times before falling.
SSF2 Meta Knight.png
Meta Knight Kirby Kirby symbol.svg Meta Knight is the mysterious, eternal rival of Kirby, a proud swordsman and leader of the Meta-Knights. Mostly a transition from his Brawl counterpart, Meta Knight poses almost the same moveset, albeit toned down to allow a more regular character. Much like Kirby's ability to float, Meta Knight can use his wings to soar the air 5 times before falling.
SSF2 Bandana Dee.png
Bandana Dee Kirby Kirby symbol.svg Bandana Dee is a loyal subordinate of King Dedede which was originally another foe for Kirby, but eventually changed his terms with him to the point of turning into a good friend and even a trusty ally for Kirby. Bandana Dee carries a spear as his main weapon, which maneuvers in multiple ways to attack. His moveset also alludes to many members of the "Waddle" family like a Waddle Doo's ability to shoot beams, or a Parasol Waddle Dee's ability to shield himself with the aforementioned parasol.
SSF2 Fox.png
Fox Star Fox Star Fox symbol.svg Fox is the leader of a group of space mercenaries called Star Fox from the series of the same name. Fox's moveset has been expanded to that of his Smash Bros. counterparts. For example, he can now control the direction of the Fire Fox before launching. The remaining attacks like Blaster, or Fox Illusion, remain mostly the same but were updated in the same way.
SSF2 Falco.png
Falco Star Fox Star Fox symbol.svg Falco is a talented pilot, a member of the Star Fox team, and a friendly rival for Fox. Falco's moveset is a combination of his appearances in Melee and Brawl, having regained his Reflector from the former, while having most of his moves operates based on the latter two Smash titles.
SSF2 Pikachu.png
Pikachu Pokémon Pokémon symbol.svg Pikachu is an Electric-type Mouse Pokémon, considered to be the mascot of the Pokémon franchise as well. Pikachu is a small character that deals with electric attacks like: Thunder Jolt, or Thunder. In addition, Skull Bash can now be charged.
SSF2 Jigglypuff.png
Jigglypuff Pokémon Pokémon symbol.svg Jigglypuff is a dual-type Normal/Fairy Balloon Pokémon. Its body mostly resembles the form of Kirby, but aside the fact both can float up to five times in the air before falling, and the almost similar weight class, Jigglypuff's moveset is considerably a lot more different, not to mention unrelated, from Kirby's. It is mostly based on its Super Smash Bros. incarnation with attacks like Pound, or Rollout, conforming Jigglypuff's moveset.
SSF2 Marth.png
Marth Fire Emblem Fire Emblem symbol.svg Marth is a character from Nintendo's tactical RPG game series Fire Emblem. Marth is a noble prince and swordsman who carries a longsword called the Falchion. Unlike Link, Marth completely relies of the Falchion, save for a few exceptions. The blade of this powerful sword is capable of piercing shields, and even allowing a quick succession of rapid slashes with a lot of possible ways to attack. Marth can also counter enemies' attacks and finish them off with a blow on the defenseless opponent.
SSF2 Mr. Game & Watch.png
Mr. Game & Watch Game & Watch Game & Watch symbol.svg Mr. Game & Watch is the modern-day mascot of the Game & Watch LCD handheld consoles. Overall improved, he now poses all of its attacks in the Super Smash Bros. series, from having the traditional sausage-throwing Chef improved to the new projectile-absorbing Oil Panic, to countering on his opponents. As a rather small and flat character, Mr. Game & Watch is very prone to getting launched into the air with a lot of ease.
SSF2 Pit.png
Pit Kid Icarus Kid Icarus symbol.svg Pit is the protagonist of the Kid Icarus series. Pit is an angel that protects the queen of light, Palutena, from the enemies of the underworld. Similarly to Link, Pit comes armed with a huge arsenal of weapons including his trusty Palutena's Bow, the offensive Upperdash Arm, and the defensive Guardian Orbitars.
SSF2 Isaac.png
Isaac Golden Sun Golden Sun symbol.svg Isaac is the Earth Adept, silent main protagonist and party leader of Golden Sun. Isaac has been pointed out as a character relying a little with sword-based attacks, and instead has a bigger focus on psynergy attacks. For instance, he can create hand-shaped psynergy forces, which he can use to move things around or grab enemies around, that can also lift him into the air. He can also cast a psynergy indicator in the ground to rise an earth pillar from any point.
SSF2 Chibi-Robo.png
Chibi-Robo Chibi-Robo! Chibi-Robo! symbol.svg Chibi-Robo is a 10-centimeter-tall robot and main character of its eponymous Chibi-Robo! series. As a multi-tasked robot, Chibi-Robo is armed with quirks it uses within its games such as a toothbrush, or even a spoon. Chibi-Robo's most unique trait is that it can open the lid on its head, and catch any incoming projectile to later launch it back to the thrower or any other opponent in the match.
SSF2 Sonic.png
Sonic Sonic Sonic symbol.svg Sonic is the 15-year-old protagonist of SEGA's Sonic series who has the ability to run at supersonic speed. As such, he is the fastest character in the game, and he now features a moveset similar to his Super Smash Bros. counterparts, including attacks such as his Homing Attack and Spin Dash, as well as other new attacks such as his Light Dash. Super Sonic, which previously served as an unlockable character, is now his Final Smash.
SSF2 Tails.png
Tails Sonic Sonic symbol.svg Tails is the 8-year-old fox friend of Sonic and his best friend to the point of brotherhood. His main trait is his distinct twin-tails that allow him to fly and attack with, and as such, he possesses a strong air game and recovery. He now shares several similarities to Sonic with moves such as his Spin Dash. Like his previous incarnation, he also uses various devices such as his Energy Ball and Magic Hook, as well as his Remote Robot and the Tornado biplane.
SSF2 Mega Man.png
Mega Man Mega Man Mega Man symbol.svg Mega Man is robot master created by Dr. Light, and the main character of Capcom's Mega Man classic series. Much like Mega Man X from SSF, Mega Man has an arm cannon that can shoot a wide variety of weapons from his past adventures.
PAC-MAN PAC-MAN PAC-MAN symbol.svg PAC-MAN is the main character of his self-titled series, and the official mascot of BANDAI NAMCO Games (he is one of the oldest video game icons). He is a PAC-PERSON who protects PAC-LAND from the clutches of the evil ghosts. He comes to the battlefield with a variety of items that pay homages to other well known Namco I.P.s.
SSF2 Bomberman.png
Bomberman Bomberman Bomberman symbol.svg Bomberman is a robot whose main ability is to create bombs out of his own hands (hence his name). He is a robot who wears a white helmet with a fuse-like antenna (making his head resemble a bomb) that only shows his eyes. His mouth, if he even has one, isn't visible, therefore, Bomberman shows responses and emotions through his eyes. He can charge and throw up to 5 bombs on the stage, and he can detonate them at any time.
SSF2 Black Mage.png
Black Mage FINAL FANTASY FINAL FANTASY symbol.svg Black Mage is one of the many job classes in the FINAL FANTASY series. As with the original games, Black Mage is a character who is specialized in spells, rather than brute strength. He can freeze opponents, curse them with a small reaper that attacks at random, and can even poison them for a short time.
SSF2 Sora.png
Sora KINGDOM HEARTS KINGDOM HEARTS symbol.svg Sora is the main protagonist of SQUARE ENIX and Disney Interactive Studios' KINGDOM HEARTS series, a crossover based on FINAL FANTASY and Disney characters, specifically created for the settings of the games. Sora holds a weapon known as the "Kingdom Key" from which he can cast several spells from the FINAL FANTASY series, as well as using melee attacks.
SSF2 Lloyd.png
Lloyd Tales Tales symbol.svg Lloyd is the main protagonist of the game, Tales of Symphonia; the fifth mothership title in the Tales series. Unlike his previous incarnation, Lloyd is now a starter character. He keeps some of the same attacks, but also has also being expanded with new ones. Lloyd wields two swords called the Material Blades, the Flameberge and the Vorpal Sword. His attacks are technique called "tech artes" that range from the traditional Demon Fang to the powerful Falcon's Crest.
SSF2 Goku.png
Goku Dragon Ball Dragon Ball symbol.svg Goku is the protagonist of the manga and anime series, Dragon Ball, by Akira Toriyama. Goku is a member of the Saiyan race, said to be the strongest race in the universe. Goku is a specialist in martial arts thanks to his constant training over the years. He also comes with a variety of techniques using his inner ki, like his signature Kamehameha or Kaiō-ken.
SSF2 Luffy.png
Luffy One Piece One Piece symbol.svg Luffy is the protagonist of the manga and anime series, One Piece, by Eiichiro Oda. He is the captain of the Straw Hat Pirates and wishes to become the Pirate King one day. His appearance is based on the second part of the series. As a rubber man, his moveset focuses on stretching his body parts to attack, using techniques from his adventures such as Gum-Gum Rocket and Gum-Gum Pistol.
SSF2 Naruto.png
Naruto Naruto Naruto symbol.svg Naruto is the protagonist of the manga and anime series of the same name, by Masashi Kishimoto. Naruto's appearance was updated to match his appearance in the second arc of the manga, whose anime adaptation is called, Naruto: Shippūden. His attacks, unlike his previous incarnation, now include the use of jutsu and chakra, thus Naruto is finally able to use his signature, Rasengan and the Shadow Clones in different ways.
SSF2 Ichigo.png
Ichigo Bleach Bleach symbol.svg Ichigo is the protagonist of the manga and anime series, Bleach, by Tite Kubo. Ichigo is a shinigami who got his power from another female shinigami, called Rukia Kuchiki. Ichigo dons this form within the game and carries a large blade called a Zanpakutō which is his main weapon. Among his attacks include his signature Getsuga Tenshō, and Engetsuzan.

Unlockable characters

These are the characters that have to be encountered and defeated in a match in order for them to become available:

Unlockable characters
Characters Name Universe Description
SSF2 Waluigi.png
Waluigi Mario Mario symbol.svg Waluigi is a recurring character in many Mario spin-offs games like Mario Party or Mario Tennis. He is Luigi's purple-clad rival and is Wario's partner. Waluigi hails elements from the aforementioned Mario spin-offs, such as a purple dice, whom resulting effect depends on the number that rolls, or a tennis racket to rally opponents around. As a direct result of antagonizing Luigi, he comes with his own version of the Green Missile: the Purple Torpedo, which has homing properties; or his Whirluigi attack, which posses a sweet spot at the end of the attack rather than on the initial frame.
SSF2 Ganondorf.png
Ganondorf The Legend of Zelda The Legend of Zelda symbol.svg Ganondorf is a Gerudo warlock and the humanoid form of the demon beast, Ganon, collectively serving as the main antagonist of The Legend of Zelda series. Though from a different game series, he shares some similarities with Captain Falcon's special attacks such as a concentrated punch of darkness called the Warlock Punch, very reminiscent to the Falcon Punch, albeit slower yet more powerful. Ganondorf does possess some unique attacks, particularly for his smash attacks where he uses the Sword of the Six Sages.
SSF2 Krystal.png
Krystal Star Fox Star Fox symbol.svg Krystal is a Cerinian vixen, another member of the Star Fox team and Fox McCloud's love interest. She is the most unique fighter of the Star Fox characters. Krystal's main weapon is her trusty staff, whom she uses in the majority of her attacks. She also comes with an array of other weapons from Star Fox Assault, like the Sniper Rifle or a supply of Grenades. Per tradition, Krystal also borrows similar attacks from Fox and Falco.
SSF2 Pichu.png
Pichu Pokémon Pokémon symbol.svg Pichu is an Electric-type Tiny Mouse Pokémon that evolves into Pikachu. Because of this, much of Pichu's moveset and attributes are near-identical those of Pikachu, only its generally weaker and faster. Additionally, due to Pichu's inexperience containing its electric charges, it damages itself when using electric attacks such as Electro Ball or Thunder. Once Pichu is damaged long enough, it will enter a discharged state that will makes its attacks slightly different and more powerful. Conversely, Pichu can go to sleep and recover some damage steadily by crouching.
SSF2 Lucario.png
Lucario Pokémon Pokémon symbol.svg Lucario is a dual-type Fighting/Steel Aura Pokémon. As Lucario accumulates damage, its aura it will grow stronger, allowing more powerful attacks such as a larger and faster Aura Sphere or travelling further distances with Extreme Speed. Lucario comes with a new move called Feint, which will always dodge and attack, briefly stunning opponents in the process.
SSF2 Ryu.png
Ryu Street Fighter Street Fighter symbol.svg Ryu is the main protagonist of the Street Fighter series of fighting games. A dedicated and highly-focused Japanese martial artist, Ryu uses basic combat attacks from Street Fighter II. Depending on the output of the attacks performed by the player, Ryu may deliver weak or strong variants from his attacks. Of course, Ryu's moveset would not be complete without his iconic Hadoken, Tatsumaki Senpukyaku, and Shoryuken, among others.
SSF2 Simon.png
Simon Castlevania Castlevania symbol.svg Simon is a member from the Belmont clan, a bloodline of hunters with immense power that have engaged in combat against Dracula for centuries. His appearance is based on his design from the game Castlevania Chronicles. Simon's moveset mainly consists of attacks with his whip, the Vampire Killer, along with several weapons he uses in the Castlevania series, including crosses, axes, or bottles of holy water.
SSF2 Rayman.png
Rayman Rayman Rayman symbol.svg Rayman is the main character of the game series from the same name, the bizarre hero of the Glade of Dreams entrusted to protect it from any impending danger. Thanks to his limbless nature, Rayman mostly posses long-ranged, albeit weak, melee attacks from Rayman Origins. Rayman can also use his hair in a propeller-like manner as a way to attack opponents and may also use it to slow his descend, he can also generate an enormous plum and toss it offensively towards opponents or use it as an emergency platform.
SSF2 Sandbag.png
Sandbag Super Smash Bros. Super Smash Bros. symbol.svg Sandbag is an anthropomorphic punching bag which initially served as the subject to launch in Home-Run Contest, since then, it has become a recurring element in the Super Smash Bros. series since then. Considered to be the game's joke character, and has unusual physics regarding to its playstyle. For instance, Sandbag has really insane strong attacks, a quirky way of moving, and the inability to grab ledges.

Expansion characters

Expansion characters are optional playable characters not bundled with the game, and thus, need to be downloaded. This concept allows any player with time, dedication, sprites, and a copy of Flash to create a playable character for others to enjoy.


A stage is an arena where battles take place. Some stages have hazards to add uniqueness and complexity, though these changes can be disabled with the hazard switch for more relaxed battles. As with playable characters, stages are also sorted into starters and unlockables to determinate their availability.

Starter stages

These stages are available immediately after starting the game for the first time:

Starter stages
Stage Name Universe Description
SSF2 Battlefield.png
Battlefield Super Smash Bros. Super Smash Bros. symbol.svg Battlefield is a basic hazardless stage that consists of one hard platform and three hovering pass-through platforms.
SSF2 Final Destination.png
Final Destination Super Smash Bros. Super Smash Bros. symbol.svg Final Destination is the simplest stage in the game, only one hard platform with no other gimmick or hazard and no other platform. Thanks to this, it is one of the preferred stages for competitive play tournaments.
SSF2 Polygon Zone.png
Polygon Zone Super Smash Flash 2 Super Smash Flash 2 symbol.svg Polygon Zone is a hazardless stage similar to Battlefield. It consists of a small hard platform with a smaller soft platform above it, making it by far the smallest stage in the game. Its platforms and background change colors separately over time, and they change more drastically when a character is KO'd.
SSF2 Starship Mario.png
Galaxy Tours Mario Mario symbol.svg Galaxy Tours is a multi-compilatory stage where players ride on the Starship Mario, a small planetoid in the shape of Mario's head, and battles occur on the deck of the starship. The starship travels to other galaxies over time, including the Good Egg Galaxy, Freezeflame Galaxy, and Toy Time Galaxy, changing the layout of the stage before eventually changing back to the starship. There are multi-colored platforms all over the starship that are rearranged in a new form every time the players are brought back to it.
SSF2 Bowser's Castle.png
Bowser's Castle Mario Mario symbol.svg Bowser's Castle is a lava-filled area consisting of two platforms and small hovering pass-through platform in the middle. Players have to be careful to not be squashed by a Thwomp, who will suddenly come and stomp on the stage platforms. Thwomps also serve as platforms for the time it is on stage, and it may also carry the players beyond the upper blast line resulting in a KO.
SSF2 Mushroom Kingdom III.png
Mushroom Kingdom III Mario Mario symbol.svg Mushroom Kingdom III is based on the overworld levels of Super Mario Bros. 3. It is composed of various colored platforms on both sides with a hole in the middle and a wooden platform to stand on. Sometimes, a blue ! switch appears and pushing it will make crush all blocks.
SSF2 Mushroom Kingdom II.png
Mushroom Kingdom II Mario Mario symbol.svg Mushroom Kingdom II is based on the overworld levels of Super Mario Bros. 2. The stage is divided into three platforms with the middle one being a bit lower than the two on the sides, for the sides spawns Birdo who will shot egg at the players before retreating, a Pidgit on his carpet will occasionally come down, players can use it as a platform.
SSF2 Princess Peach's Castle.png
Princess Peach's Castle Mario Mario symbol.svg Princess Peach's Castle takes place atop the castle itself, there are two small platforms on both side of the castle that rise whenever a character stands on them but would descend once the character jumps off them. The tower in the middle narrows the spaces to stand on, and the player can stand on the top, too.
SSF2 Jungle Hijinx.png
Jungle Hijinx Donkey Kong Donkey Kong symbol.svg Jungle Hijinx is a relatively small stage. There is a slope in the middle of the stage and a pass-through platform on the right. A Barrel Cannon hovers over the stage, anyone who enters the barrel can shoot, himself/herself, in the direction the white arrow is pointing.
SSF2 Gangplank Galleon.png
Gangplank Galleon Donkey Kong Donkey Kong symbol.svg Gangplank Galleon takes place aboard a ship (or galleon) with two plateaus on the fore and aft, and a pass-through mast in the middle.
SSF2 Yoshi's Island.png
Yoshi's Island Yoshi Yoshi symbol.svg Yoshi's Island, contrary to the name, actually hovers over the island. Notably, it has a rotating structure with four platforms connecting with each other, the main platform connects with red stairs, two platforms on the side that are passable upwards, but not downwards. In contrast with these, there are two pass-through platforms over this platforms. Goonies fly by the stage, and someone can get on top of them to catch a ride.
SSF2 Yoshi's Island (64).png
Yoshi's Island (64) Yoshi Yoshi symbol.svg Yoshi's Island incarnation from Super Smash Bros. (hence the 64 part of the name) takes the form of a book-like structure, three pass-through platforms hover over these platform. On the sides, there are soft clouds to stand on, but if someone stands for too long, the cloud will disappear, dropping any player standing on it; after a time, it appears again.
SSF2 Yoshi's Story.png
Yoshi's Story Yoshi Yoshi symbol.svg Yoshi's Story is a stage with a pop-up book-like appearance that is a very basic, neutral stage, similar in structure to Battlefield—A circular platform with three pass-through platforms hovering above it. Unlike Battlefield, however, The main platform has walls which continue to the bottom of the stage. A small floating cloud moves in a rectangle through the bottom of stage and can be stood on.
SSF2 Emerald Cave.png
Emerald Cave Wario Wario symbol.svg Emerald Cave, true to its name, poses an underground cave covered by wooden panels; breaking these panels allows access to the cave. There are numerous ways out of the cave that are also covered by panels that must be destroyed, this actually makes harder to KO opponents in this stage. Any destroyed panel respawns after a period of time.
SSF2 WarioWare, Inc..png
WarioWare, Inc. Wario Wario symbol.svg WarioWare, Inc. takes place on a weird elevator zone which warps into numerous microgames which interact and affect the course of the match. Winning these microgames by accomplishing their task, will award the player. Outside the microgames, the stage poses a hard platform with hovering pass-through platforms.
SSF2 Hylian Skies.png
Hylian Skies The Legend of Zelda The Legend of Zelda symbol.svg Hylian Skies is a hovering stage flying over Hyrule. Its start off in the "Light World" version of the stage. After a time, it changes to the "Dark World" version which mirrors the whole stage layout.
SSF2 Clock Town.png
Clock Town The Legend of Zelda The Legend of Zelda symbol.svg Clock Town is one of the smallest stages in the game, in proportion with size of the platforms to the space occupied. This stage only has two hard platforms on both sides, with an elevated pass-through platform in the middle. the blast lines are also closer to the stage compared to other stages. The background shows the eponymous clock tower, with the Moon coming closer to the town. Once it reaches the bottom, the "Song of Time" plays and the Moon returns to the sky. These visuals don't affect the match.
SSF2 Temple.png
Temple The Legend of Zelda The Legend of Zelda symbol.svg Temple is a massive stage with different parts to fight including a "cave in the bottom" which is infamously known for being a "cave of life", a place that makes it harder to send opponents flying.
SSF2 Crateria.png
Crateria Metroid Metroid symbol.svg Crateria has a very complex layout comprising of a large wall in the middle, and a low platform on the left. When the alert sounds, players must hide under the wall's platforms to cover themselves from the acid rain that inflicts damage to them.
SSF2 Phase 8.png
Phase 8 Metroid Metroid symbol.svg Phase 8 is composed by many rocky platforms surrounded by lava. Lava will occasionally flow in from the top middle of the stage and flow towards the pit between the main rock platforms below, damaging players that touch it. There is a safe area between the central platforms where it will be covered by glass, protecting players from the lava flow. The lava from the bottom will also rise up covering most of the lower portion of the stage.
SSF2 Saturn Valley.png
Saturn Valley EarthBound EarthBound symbol.svg Saturn Valley comprises a big plateau covering a good part of the stage. On the left side lies a small space to stand on and a pass-through at the level of the plateau under the cliff. The right side is longer, has a pass-through platform hovering over it and has a small house which many Mr. Saturn come out of and can be grabbed and thrown.
SSF2 Fourside.png
Fourside EarthBound EarthBound symbol.svg Fourside takes place on a city over a trio of buildings, the middle building is the tallest of the other two. There are narrow gaps between the buildings. A UFO will sometimes spawn on the upper right side acting as a slippery platform.
SSF2 Sand Ocean.png
Sand Ocean F-Zero F-Zero symbol.svg Sand Ocean takes place on a F-Zero derby, players fight atop the Falcon Flyer which flies by at high speed over a race track below. Players that fall on the track might end up being "dragged" (left behind) to the left blast line, resulting in a KO, so players must fight back to get on board the Falcon Flyer again.
SSF2 Rainbow Route.png
Rainbow Route Kirby Kirby symbol.svg Rainbow Route could be considered an updated revision of the previous Kirby Hub Room from Super Smash Flash, now being completely playable. The stage has the most platforms any stage can have, most of them, particularly the small ones, are of the pass-through type, only two platform don't work this way, the main cloud platform and long blue platform of the center, both platforms can be pass-through upwards but one cannot go down.
SSF2 Dream Land.png
Dream Land Kirby Kirby symbol.svg Dream Land's layout is similar to Battlefield's, but is a bit bigger. A notable difference is also the presence of Whispy Woods in the background that sometime blows wind that pushes characters and items.
SSF2 Butter Building.png
Butter Building Kirby Kirby symbol.svg Butter Building consists of several floors outside the titular building, each consisting of a large main platform, which is hard for the first floor and soft otherwise, and two sets of smaller platforms leading up to the next floor. The stage will endlessly scroll slowly upward, with the top and bottom blast lines being indicated by clouds covering those portions of the screen. This forces players to continuously travel upward while fighting in order to prevent falling behind and being KO'd by the bottom blast line.
SSF2 Meteo Campaigns.png
Meteo Campaigns Star Fox Star Fox symbol.svg The battle takes place on board the second Great Fox from Star Fox Command. The deck of the spaceship essentially serves as a large and main platform. There are four smaller red protruding wings on both sides of the ship that act as platforms, two on each side of the ship with the upper one being a pass-through platform.
SSF2 Sector Z.png
Sector Z Star Fox Star Fox symbol.svg Sector Z takes place on space, on top the Great Fox. The deck is a very long portion which covers most of the stage. The tail portion is lower and smaller, and players can also stand on the ship's cannon lasers it has in front of it to hide from other players.
SSF2 Pokémon Colosseum.png
Pokémon Colosseum Pokémon Pokémon symbol.svg Pokémon Colosseum is a stage that can change its layout over the pass of the time, each with a different theme. The basic layout with no changes only consists of a hard platform with two small pass-through platforms on the sides.
SSF2 Lake of Rage.png
Lake of Rage Pokémon Pokémon symbol.svg Lake of Rage is a considerable large area that has a small shore on the left side and an island in the right side, the peculiarity of this stage is found on the Red Gyarados that roams the lake, it will pop out from the bottom of the lake and shoot its Hyper Beam towards players.
SSF2 Castle Siege.png
Castle Siege Fire Emblem Fire Emblem symbol.svg Castle Siege is a transitioning stage that changes into three different layouts. First it starts off on the roof of the castle, and it follows to the castle throne hall and finally moves to a fiery underground area before returning to the roof and starting the cycle again.
SSF2 Flat Zone +.png
Flat Zone + Game & Watch Game & Watch symbol.svg Flat Zone + takes place inside a gigantic Game & Watch, it comprises several elements from some Game & Watch games, like Manhole, where player should be careful not fall in the manhole that is not covered, or Turtle Bridge, where players can ride on a turtle above a body of water.
SSF2 Palutena's Shrine.png
Palutena's Shrine Kid Icarus Kid Icarus symbol.svg Palutena's Shrine consists of a large platform with a single hovering pass-through platform right above it, as well as a small "second level" platform underneath the main one and a floating platform on either side.
SSF2 Venus Lighthouse.png
Venus Lighthouse Golden Sun Golden Sun symbol.svg Venus Lighthouse is a tall stage comprising of three towers. There is a soft platform above the middle of the main tower.
SSF2 Desk.png
Desk Chibi-Robo! Chibi-Robo! symbol.svg Desk is found somewhere in the Sandersons' house. This stage is unique in the sense that the computer internal clock is reflected on the clock on the wall and the exterior from the window in real time. Players can also interact with the stuff from the desk, like the stapler acting as spring who propulsive players up on the superior shelves, shutting down the drawers and launching the players back when they open again, turning on and off the big lamp, etc. A lot of random factors also occur.
SSF2 Smashville.png
Smashville Animal Crossing Animal Crossing symbol.svg Smashville is very simplistic: only the main hard platform and a pass-through platform that hovers and slowly moves from side to side. On the background one can spot numerous characters from the Animal Crossing media.
SSF2 Nintendo 3DS.png
Nintendo 3DS Nintendo 3DS Nintendo 3DS symbol.svg Nintendo 3DS is a stage that interacts with the fighters by setting several indie games on the match, including a Tetris-grid with falling tetrominoes, gravity changes, a paddle with incoming, harming blocks, and large platforms that rise and low.
SSF2 Dracula's Castle.png
Dracula's Castle Castlevania Castlevania symbol.svg Dracula's Castle is a gloomy stage that consists of one sole hard platform and three soft platforms that move in set patterns and arrange in new ways throughout the rest of the match.
SSF2 Bomb Factory.png
Bomb Factory Bomberman Bomberman symbol.svg Bomb Factory has a grid-based pattern on its background. Based on these tiles, soft blocks spawn in the area and can be used as platforms or be destroyed by players. Bombs also spawn aside the blocks, and they explode in a + pattern heavily damaging players on its way and detonating other bombs immediately. The main platform connects to both blast lines.
SSF2 Casino Night Zone.png
Casino Night Zone Sonic Sonic symbol.svg Casino Night Zone is a medium stage completely surrounded by bumpers that launch around player that come in contact with them, and this sometimes prevents KO's. There are a total of six bumpers in the stage: one scrolling bumper on the top, two on each side (up and down) and one scrolling bumper in the bottom.
SSF2 Sky Sanctuary Zone.png
Sky Sanctuary Zone Sonic Sonic symbol.svg Sky Sanctuary Zone has the peculiar characteristic of platforms crumbling after someone has stood on them, these platforms are found on both sides and respawn in the place they were after a certain amount of time. The main layout is that of a hard platform with two pass through-platform on the sides. In the background lies a fountain, the rusty remains of the Eggrobo flying by.
SSF2 Green Hill Zone.png
Green Hill Zone Sonic Sonic symbol.svg Green Hill Zone is a medium stage with a big slope in the middle that could harsh some projectiles. Both sides connect to the blast line, meaning there are no edges. There is a loop in the background which does not affect the match in any way, but some minor Sonic characters can be seen running across it.
SSF2 Skull Fortress.png
Skull Fortress Mega Man Mega Man symbol.svg Skull Fortress comprises a lot of small platforms scattered in the middle with four zones on the sides leading to the boundaries of the stage. There is also a gap in the lower part of the stage. The fortress in the background will release a swarm of Mega Man enemies that will rampage across the stage, attacking the players.
SSF2 Central Highway.png
Central Highway Mega Man Mega Man symbol.svg Central Highway takes place on three hard platforms with two narrow gaps between the platforms that could hinder the recovery of some characters. After a while, a platform breaks off, creating more platforms.
SSF2 Suzaku Castle.png
Suzaku Castle Street Fighter Street Fighter symbol.svg Suzaku Castle is a medium stage with two long platforms, with one hard platform suspended by wooden beams and a shorter soft platform above it.
PAC-MAZE PAC-MAN PAC-MAN symbol.svg PAC-MAZE is a stage with really peculiar feature: all its borders are connected to each other, with no risk of getting KO'ed, meaning characters that fall to the bottom will instantly appear falling from the upper part, similarly, jumping far enough from one of the sides will make characters to appear in the other side. Only by launching opponents far enough to the borders with an attack that makes them flinch will result in an habitual KO.
SSF2 Tower of Salvation.png
Tower of Salvation Tales Tales symbol.svg Tower of Salvation is another small and simple stage with a hard main platform and two small pass-through platforms that rise and descend. Though a small stage, it poses a hazard which could be the strongest hazard in the game: Mithos Yggdrasill. When he appears, he cast numerous attacks over the stage, some of which might end up KO'ing the players.
SSF2 Chaos Shrine.png
Chaos Shrine FINAL FANTASY FINAL FANTASY symbol.svg Chaos Shrine is a long stage with two plateaus on the sides. Aside that, there is no other gimmick that affects the stage.
SSF2 Lunar Core.png
Lunar Core FINAL FANTASY FINAL FANTASY symbol.svg Lunar Core consists of various platforms connected by several staircases and two soft platforms situated on the upper right and upper left sides. At certain times, multiple red beams will streak across the stage, damaging players in its path.
SSF2 Twilight Town.png
Twilight Town KINGDOM HEARTS KINGDOM HEARTS symbol.svg Twilight Town is similar to Fourside as it takes place on top of some buildings, with narrow gaps between them. The layout is different, however: the left building has a space covered with another hard platform which prevents sending a character upwards, the middle building has a small plateau and a structure with a pass-through platform, in addition, the left gap of this building has some other pass-through platforms. The right building is less complex as it only has a slope.
SSF2 Fairy Glade.png
Fairy Glade Rayman Rayman symbol.svg Fairy Glade mainly consists of a large main platform with a slope in the middle and a higher elevation on the left side. Two soft platforms are suspended above the main platform, with the left one being much higher and reachable using the mushroom. The stage is surrounded by water, and on each side of the main platform has a nearby lily pad that can be stood on.
SSF2 Planet Namek.png
Planet Namek Dragon Ball Dragon Ball symbol.svg Planet Namek comprises a large rock platform over a large body of water. It has a high elevation on the right side that slopes downward toward the left side, where there is a white dome on the ground. There are two soft white platforms that float in the air, with one above the right side of the main platform and one directly to the right of the main platform with gaps between those platforms.
SSF2 Thousand Sunny.png
Thousand Sunny One Piece One Piece symbol.svg Thousand Sunny is a fairly big uneven stage. In the left portion of the stage, there can be seen two huge crates stacked on top of each other, with a plank serving as a slope next to them. On the right half of the stage, there are even more crates, this time simply next to each other. Above them, there are two soft platforms one above the other, with the one on top being fairly long.
SSF2 Hidden Leaf Village.png
Hidden Leaf Village Naruto Naruto symbol.svg Hidden Leaf Village is a "floating" stage surrounded by buildings. The two found on the sides, can be stood on. The left building has two pass-through platforms, one over it and the other connected to its side. The right building is taller and has some floor to stand on, albeit they are smaller. There is a tree branch next to the building and it acts like simple pass-through platform.
SSF2 Hueco Mundo.png
Hueco Mundo Bleach Bleach symbol.svg Hueco Mundo sets on top of a steep hill that players can fight on. The hill connects to the bottom left blast line, making it easy to score KO's or be KO'd if players are not careful. Sometimes a platform will float through the stage for characters to stand on.

Unlockable stages

To access the following stages, certain criteria must be met in order to unlock them:

Unlockable stages
Stage Name Universe Description
SSF2 Meta Crystal.png
Meta Crystal Super Smash Bros. Super Smash Bros. symbol.svg Meta Crystal is a stage originally reserved for the 1P Game for Super Smash Bros.. It is notably a small, hazardless stage conformed by a hard platform with a single pass-through platform paced in the middle. As with the original game, players have to deal with a metallic opponent here during Classic mode.
SSF2 Waiting Room.png
Waiting Room Super Smash Bros. Super Smash Bros. symbol.svg Waiting Room is almost similar to Final Destination is terms of layout and shape, the only difference stands on the appearance of the stage as there couches and flat screens projecting the game's "2" in the background, the Earth is also visible in the upper part.
SSF2 Mushroom Kingdom.png
Mushroom Kingdom Mario Mario symbol.svg Mushroom Kingdom is based on the overworld levels of Super Mario Bros.. There is a gap in the middle with two lift platforms hanging above it, when players stand on one, it will descend while rising the other one until both platforms fall. There are also warp pipes that can be used to travel back and forth between different places of the stage, these pipe are guarded by Piranha Plants that can be taken out.
SSF2 Hyrule Castle.png
Hyrule Castle The Legend of Zelda The Legend of Zelda symbol.svg Hyrule Castle is a large stage with three uneven areas to fight on, including one with three high platforms and one with a tower that can be stood on or hid inside.
SSF2 Devil's Machine.png
Devil's Machine EarthBound EarthBound symbol.svg Devil's Machine is the widest stage in the game, based on the site of the final battle against Porky Minch and Giygas in EarthBound. The stage itself consists simply of a single flat platform that reaches the left and right blast lines, with the machine itself in the background at the center of the platform. Giygas appears in both the foreground and the background of the stage, and occasionally the stage will zoom out to show his dialogue box with unsettling dialogue randomly generated.
SSF2 Krazoa Palace.png
Krazoa Palace Star Fox Star Fox symbol.svg Krazoa Palace is a large stage with two small room each connected to the left and right blast lines, with openings leading to a larger central room. The central room has a flat platform with a fan in the middle of it, two slanted slopes and two elevated platforms on each side, and two soft platforms suspended in the air by fans.
SSF2 Saffron City.png
Saffron City Pokémon Pokémon symbol.svg Saffron City is relatively large stage and, similarly to Fourside, takes place on a trio of building, whose most prominent one is the Silph Co. itself, only this time it seen from the exterior. There is a door that periodically opens from the Silph Co., whenever a player gets close to this door, a random Pokémon will pop out and interact with the player in several ways.
SSF2 Sky Pillar.png
Sky Pillar Pokémon Pokémon symbol.svg Sky Pillar consists of one large, towering pillar with four platforms, one at the very top of the pillar, two on each side underneath the main platform, and one at the very bottom.
SSF2 Urban Champion.png
Urban Champion Urban Champion Urban Champion symbol.svg Urban Champion consists of a flat road and various buildings in the background with soft platforms under certain windows, several open sewer manholes in the road, and the stage will scroll left or right to another building when a player is KO'd in the left or right blast line.
SSF2 Steel Diver.png
Steel Diver Steel Diver Steel Diver symbol.svg Steel Diver is a submarine that acts as the main platform of the stage. Because it is submerged underwater, characters tend to be floatier and thus, slowly descend after jumping or launching into the air.
SSF2 The World That Never Was.png
The World That Never Was KINGDOM HEARTS KINGDOM HEARTS symbol.svg The World That Never Was is composed mostly by a medium-sized hard platform. Above it, there are two pairs of two small platforms connected by another, yet diagonal soft-platform. The actual place the stage is based on appeared in KINGDOM HEARTS II and is located at the Altar of Naught, above the Castle That Never Was.
SSF2 World Tournament.png
World Tournament Dragon Ball Dragon Ball symbol.svg World Tournament is a stage with a simple layout of one medium-sized low white marble ring in the center of the stage, surrounded by grass that reaches all the way to the far left and right stage boundaries. However, stepping on the grass results in the immediate loss of a stock, making the grass function more like a blast line than a platform.
SSF2 Final Valley.png
Final Valley Naruto Naruto symbol.svg Final Valley is a massive stage consisting of two tall stone platforms on each side of a waterfall, where two small "floating" platforms are unevenly spaced above a pit. Aside from the odd layout, the stage features no special hazards or gimmicks.


Items fall from random places on stages, and characters can grab from the foreground and use them to attack, affect their status, or protect them. Below is a list of all items in the demo. They appear randomly in the stages or inside of containers, such as capsules. These items have been confirmed and are featured in the current version of SSF2:

Item Name Universe Description
SSF2 Smash Ball.png
Smash Ball Super Smash Bros. Super Smash Bros. symbol.svg The Smash Ball allows the player who shatters it to perform a Final Smash.
SSF2 Assist Trophy.png Assist Trophy Super Smash Bros. Super Smash Bros. symbol.svg The Assist Trophy will summon a guest character that will aid the player against opponents. To see which characters can be summoned, see below.
SSF2 Capsule.png Capsule Super Smash Bros. Super Smash Bros. symbol.svg The Capsule is an item that can be thrown and it releases a different item afterwards. There is also a chance the Capsule will explode instead.
SSF2 Party Ball.png
Party Ball Super Smash Bros. Super Smash Bros. symbol.svg The Party Ball is an item that can be hit multiple times before it floats up in the air and releases many items inside, though there are chances the Party Ball might either release nothing or explode.
SSF2 Fan.png Fan Super Smash Bros. Super Smash Bros. symbol.svg The Fan is the weakest among all the battering items, but it can be used consecutive times to trap opponents to accumulate their damage. A forward smash can shatter shields, and a thrown fan launches opponents vertically.
SSF2 Beam Sword.png Beam Sword Super Smash Bros. Super Smash Bros. symbol.svg The Beam Sword is a basic battering item that extends in length when swung and deals more damage when forward smashed.
SSF2 Home-Run Bat.png Home-Run Bat Super Smash Bros. Super Smash Bros. symbol.svg The Home-Run Bat is the strongest of all the battering items. If the player uses a forward smash, the resulting swing will guarantee a one-hit KO to opponents hit.
SSF2 Motion-Sensor Bomb.png Motion-Sensor Bomb Super Smash Bros. Super Smash Bros. symbol.svg The Motion-Sensor Bomb sticks on the ground after thrown, remaining immobile. If something makes contact with it, whether it is a player, an attack, or another item, it will explode, dealing great damage and knockback.
SSF2 Ray Gun.png
Ray Gun Super Smash Bros. Super Smash Bros. symbol.svg The Ray Gun is an item that can shoot up to sixteen beams of light that deal minimal damage and knockback.
SSF2 Bumper.png
Bumper Super Smash Bros. Super Smash Bros. symbol.svg The Bumper is an item that, when thrown, will stay in place and bounce away any character that comes into contact with it.
SSF2 Food.png
Food Super Smash Bros. Super Smash Bros. symbol.svg Food recovers a small amount of damage when eaten. The amount varies per food type.
SSF2 Gooey Bomb.png Gooey Bomb Super Smash Bros. Super Smash Bros. symbol.svg The Gooey Bomb sticks onto opponents or surfaces when thrown, exploding after a set period of time.
SSF2 Blast Box.png
Blast Box Super Smash Bros. Super Smash Bros. symbol.svg The Blast Box is a heavy crate that can be hit multiple times before it explodes, and it will explode instantly when hit by a flame attack.
SSF2 Trophy Stand.png
Trophy Stand Super Smash Bros. Super Smash Bros. symbol.svg The Trophy Stand allows players to capture opponents in the form of a trophy and throw it.
SSF2 Firework.png Firework Super Smash Bros. Super Smash Bros. symbol.svg The Firework can be thrown to then explode and divide into multiple Fireworks.
SSF2 Poison Bomb.png Poison Bomb Super Smash Bros. Super Smash Bros. symbol.svg The Poison Bomb will release a cloud of poisonous green gas that deals poison damage to any players who make contact with it.
SSF2 Item Bag.png Item Bag Super Smash Bros. Super Smash Bros. symbol.svg The Item Bag releases five random items when thrown. If no items are enabled, it will do nothing. It can also damage opponents when thrown at them.
SSF2 Super Mushroom.png Super Mushroom Mario Mario symbol.svg The Super Mushroom grows any character that touches it, increasing their damage power and making them heavier.
SSF2 Poison Mushroom.png Poison Mushroom Mario Mario symbol.svg The Poison Mushroom, as the polar opposite of the Super Mushroom, shrinks any character that touches it, reducing their damage power and making them lighter.
SSF2 Fire Flower.png Fire Flower Mario Mario symbol.svg The Fire Flower can release a constant stream of fire to burn opponents hit.
SSF2 Ice Flower.png Ice Flower Mario Mario symbol.svg The Ice Flower, as the polar opposite of the Fire Flower, can release a constant stream of ice to freeze opponents hit.
SSF2 Super Star.png
Super Star Mario Mario symbol.svg The Super Star grants invincibility to the character that touches it, making them temporarily impervious to any attacks.
SSF2 Metal Box.png Metal Box Mario Mario symbol.svg The Metal Box encases the character that hits it in metal, making them harder to launch but also much heavier.
SSF2 Green Shell.png Green Shell Mario Mario symbol.svg The Green Shell slides across the ground, knocking any player in its path. It bounces back when it hits a wall or surface.
SSF2 Red Shell.png Red Shell Mario Mario symbol.svg The Red Shell slides across the ground, knocking any player on its path. It will also chase any opponents around to hit them, and it will not fall off ledges.
SSF2 Yellow Shell.png Yellow Shell Mario Mario symbol.svg The Yellow Shell slides across the ground, burying any player in its path. It bounces back when it hits a wall or surface.
SSF2 Spiny Shell.png Spiny Shell Mario Mario symbol.svg The Spiny Shell flies away and disappears off-screen. It will then come back from above and chase after the current leader in the match, except if the current leader is the one who threw it.
SSF2 Bob-omb.png Bob-omb Mario Mario symbol.svg The Bob-omb can be thrown and explodes on contact with an opponent or surface, dealing great damage and knockback. If left alone, it will walk on its own and will explode after some time or if it gets touched.
SSF2 Freezie.png Freezie Mario Mario symbol.svg Freezie will slide across any surface. When thrown against an opponent, it will encase the opponent in a chunk of ice, rendering them unable to move or attack.
SSF2 Heart Container.png Heart Container The Legend of Zelda The Legend of Zelda symbol.svg The Heart Container recovers 100% damage to the opponent who takes it.
SSF2 Deku Nut.png Deku Nut The Legend of Zelda The Legend of Zelda symbol.svg The Deku Nut is a small item that explodes when it is thrown or attacked, stunning any character in the proximity of the the explosion or launching them if they happen to be in the air.
SSF2 Screw Attack.png Screw Attack Metroid Metroid symbol.svg The Screw Attack alters the player's jumps to mimic the function of Samus' up special move.
SSF2 Mr. Saturn.png Mr. Saturn EarthBound EarthBound symbol.svg Mr. Saturn is an item that walks and trips on its own. It is a weak item that deals little damage and knockback when thrown, but it can also shatter shields.
SSF2 Maxim Tomato.png Maxim Tomato Kirby Kirby symbol.svg The Maxim Tomato recovers 50% damage to the opponent who takes it.
SSF2 Star Rod.png Star Rod Kirby Kirby symbol.svg The Star Rod is a battering item that shoots long-ranged star projectiles when swung.
SSF2 Beam Rod.png Beam Rod Kirby Kirby symbol.svg The Beam Rod is a battering item that shoots small, short-ranged projectiles that stun opponents.
SSF2 Smart Bomb.png Smart Bomb Star Fox Star Fox symbol.svg The Smart Bomb is a powerful explosive item that will explode on impact and engulf a decent range for an extended time in its explosion.
SSF2 Poké Ball.png Poké Ball Pokémon Pokémon symbol.svg The Poké Ball will release a Pokémon that will aid the player against opponents. To see which Pokémon can be released, see below.
SSF2 Master Ball.png Master Ball Pokémon Pokémon symbol.svg The Master Ball is like the Poké Ball, except it will almost always release a Legendary Pokémon to aid the player against opponents.
SSF2 Pitfall.png Pitfall Animal Crossing Animal Crossing symbol.svg The Pitfall buries any opponent it has been thrown at. If it hits the ground, it will disappear but will bury the next opponent that steps on it.
SSF2 Flipper.png Flipper Balloon Fight The Flipper stays in place when thrown. It starts spinning on contact, damaging opponents and even the user if they come in contact with it.
SSF2 Unira.png Unira Clu Clu Land The Unira extends its spikes and sticks to a surface after being thrown, damaging any opponents that touch it. If directly thrown at an opponent, it will bounce back, damaging them, before sticking to a surface.
SSF2 Energy Tank.png Energy Tank Mega Man Mega Man symbol.svg The Energy Tank recovers all accumulated damage to 0% damage when picked up. However, the player holding it is vulnerable until fully recovered.
SSF2 Blood Sword.png Blood Sword FINAL FANTASY FINAL FANTASY symbol.svg The Blood Sword is a battering item that recovers some of the user's damage when swung at an opponent.
SSF2 Medusa Head.png Medusa Head Castlevania Castlevania symbol.svg The Medusa Head will fly back and forth in a wave-like pattern after being thrown. It will hit opponents that happen to be in its path.
SSF2 Explosive Tag.png
Explosive Tag Naruto Naruto symbol.svg The Explosive Tag will attach to an opponent when thrown. It will then start rapidly burning from the bottom, and once it is fully on fire, it will explode.

Assist Trophy characters

These are the characters that have been confirmed to be summoned with the Assist Trophy:

Assist Trophies
Assist Trophy Name Universe Description
SSF2 Bullet Bill.png
Bullet Bill Mario Mario symbol.svg Bullet Bills get launched from a Bill Blaster up to six times, homing in on the nearest opponent.
SSF2 Hammer Bro.png
Hammer Bro Mario Mario symbol.svg Hammer Bro stands in one place and starts throwing hammers in direction of opponents while also occasionally jumping.
SSF2 Lakitu & Spinies.png
Lakitu & Spinies Mario Mario symbol.svg Lakitu soars in the air, moving back and forth, dropping Spiny Eggs onto the stage that hatch into Spinies, whom will start walking around, damaging any opponents they touch.
SSF2 Rambi.png
Rambi Donkey Kong Donkey Kong symbol.svg Rambi moves back and forth ramming any obstacle in his path, damaging any opponent he hits. All players can stand on Rambi's back to hitch a ride.
SSF2 Metroid.png
Metroid Metroid Metroid symbol.svg Metroid chases any opponent and upon catching one, it latches onto it, racking up the damage of the opponent. It can be attacked to prevent it from latching on someone.
SSF2 Mother Brain.png
Mother Brain Metroid Metroid symbol.svg Mother Brain stands in one place, summoning a swarm of Rinkas that damage opponents on contact. She laters shoots her powerful Laser Brain Attacks several times that deals heavy damage on opponents. Players may stand on her container.
SSF2 Starman.png Starman EarthBound EarthBound symbol.svg Starman teleports around and shoots PSI moves, like PK Beam γ or PK Beam Ω, to various directions without moving. The lasers deal decent damage and knockback, and KO at very early percentages.
SSF2 Lyn.png Lyn Fire Emblem Fire Emblem symbol.svg Lyn pauses for a moment and then teleports directly behind an opponent to deliver a quick, powerful slash with her sword.
SSF2 Excitebike.png
Excitebike Excite Multiple Excitebike riders race around the stage, dealing damage to any opponent they hit. They may drop from ledges.
SSF2 Dr. Wright.png
Dr. Wright SimCity Dr. Wright summons a skyscraper from the ground that violently hits any opponent in the proximity.
SSF2 Starfy.png
Starfy The Legendary Starfy Starfy attacks by performing a series of spinning moves, ironically called "Star Spins", with short range that trap nearby opponents, with possibilities of dragging them off-screen, KO'ing them. He is weak and can be attacked, but is hard to defeat.
SSF2 Dillon.png
Dillon Dillon's Rolling Western Dillon curls into a ball and starts rolling around, ramming on opponents. The last time he does this is a lot more powerful than the others.
SSF2 Silver.png
Silver the Hedgehog Sonic Sonic symbol.svg Silver utilizes his psychokinetic powers to freeze the summoner's opponents, allowing the player to attack them repeatedly until he disappears.
SSF2 Proto Man.png
Proto Man Mega Man Mega Man symbol.svg Proto Man rushes across a selected portion of the stage, where there are opponents near; he will then ram into them using his Proto Shield and firing with his arm cannon.
SSF2 Magnet Bomber.png
Magnet Bomber Bomberman Bomberman symbol.svg Magnet Bomber dashes across the stage, occasionally jumping and releasing a Magnet Bomb that targets an opponent and explodes on contact.
SSF2 White Mage.png
White Mage FINAL FANTASY FINAL FANTASY symbol.svg White Mage conjures one of four different white magic spells on the summoner, like recovering some of his/her damage or casting a magic shield that protects him/her.
SSF2 Riku.png
Riku KINGDOM HEARTS KINGDOM HEARTS symbol.svg Riku jumps into the air and spins forward, traveling straight forward and back while delivering a circling slash with the Soul Eater.
SSF2 Krillin.png
Krillin Dragon Ball Dragon Ball symbol.svg Krillin stands in one place and begins charging five Kienzan that he throws at opponents.
SSF2 Nagato.png Nagato Naruto Naruto symbol.svg Nagato uses Chibaku Tensei to form big rocks that he uses to attack opponents.
SSF2 Rukia Kuchiki.png
Rukia Kuchiki Bleach Bleach symbol.svg Rukia Kuchiki initially stands in one place preparing her signature Some no mai, Tsukishiro, which delivers a single quick slash with her Zanpakutō that freezes opponents.


These are the Pokémon that have been confirmed to be released from Poké Balls:

Pokémon Name Description
SSF2 Charizard.png
Charizard Charizard uses Flamethrower on both sides, burning opponents close to it. Pokémon symbol.svg
SSF2 Blastoise.png
Blastoise Blastoise uses Hydro Pump directly on one side that pushes and damages opponents backwards.
SSF2 Beedrill.png
Beedrill Beedrill attacks in a swarm using Take Down.
SSF2 Meowth.png
Meowth Meowth jump into the air and uses Pay Day, which creates swirling of damaging coins around it.
SSF2 Electrode.png
Electrode Electrode charges and uses Explosion, heavily damaging and launching very far any character around, but it can also fail to explode.
SSF2 Alolan Exeggutor.png
Alolan Exeggutor Alolan Exeggutor heavily drops itself onto the ground with Dragon Hammer to crush opponents.
SSF2 Hitmonlee.png
Hitmonlee Hitmonlee uses Hi Jump Kick to deliver a strong kick to the nearest opponent to it.
SSF2 Koffing.png
Koffing Koffing uses Smokescreen to cover a portion of the stage with smoke.
SSF2 Weezing.png
Weezing Weezing uses Smog to create a cloud of gas that damages opponents that come near it.
SSF2 Staryu.png
Staryu Staryu flies around looking for an opponent and upon finding them, it remains stationary and attacks with Swift, shooting a stream of damaging stars.
SSF2 Magikarp.png
Magikarp Magikarp uses Splash, which basically does nothing.
SSF2 Ditto.png
Ditto Ditto uses Transform to turn into the character that released it, attacking with the same moveset.
SSF2 Porygon.png

SSF2 Porygon2.png Blank.png SSF2 Porygon-Z.png

Porygon, Porygon2 and Porygon-Z use Tackle, which makes them rush rapidly towards one side, striking any opponents on their path. They differ in that, the higher the Pokémon is in the evolutionary line, the more damage and knockback it will deal, as such, this also affects the rarity chances it has to appear.
SSF2 Snorlax.png
Snorlax Snorlax uses Body Slam, which makes it jump very high to quickly fall very fast, now bigger, damaging any opponent.
SSF2 Chikorita.png
Chikorita Chikorita uses Razor Leaf consecutively on one side, leaving its rear completely safe.
SSF2 Pichu (Poké Ball).png
Pichu Pichu stays in one place, leaps into the air and uses Thunder Wave, which creates a circular electric field that surrounds Pichu, damaging opponents in the proximity.
SSF2 Bellossom.png
Bellossom Bellossom stays in one place a continuously uses Sleep Powder, which makes any opponent close to it fall asleep.
SSF2 Gligar.png
Gligar Gligar rushes and uses Fury Cutter to attack a single opponent up to 5 times in rapid succession. Its pursuit of said opponent ends if it misses once.
SSF2 Heracross.png
Heracross Heracross uses Mega Horn, which will flip any opponent who comes near it into the air.
SSF2 Delibird.png
Delibird Delibird uses Present and throws food, but it can also thrown Rocket bombs.
SSF2 Seedot.png Seedot Seedot appears and uses Bullet Seed as it marches, damaging opponents.
SSF2 Shroomish.png
Shroomish Shroomish stays in one place and periodically releases a random dust emission that has a corresponding effect on opponents that come close to it. Stun Spore paralyzes any opponent, Sleep Powder causes the opponent to fall asleep, and Poison Spore deals poison effect.
SSF2 Metagross.png
Metagross Metagross also uses Earthquake, but unlike Venusaur's, the tremors bury opponents and later launches them.
SSF2 Jirachi.png
Jirachi Jirachi uses Fly and floats into the air until it flies off-screen.
SSF2 Chatot.png
Chatot Chatot flies from side to side on the whole stage, using Chatter, that releases waves that damage opponents.
SSF2 Garchomp.png
Garchomp Garchomp uses Draco Meteor, which causes rock meteors to plummet on the stage, launching opponents upwards in contact.
SSF2 Arceus.png
Arceus Arceus stays in one place and uses Gravity, in which it stomps to produce a large shockwave that causes airborne opponents to plummet.
SSF2 Victini.png
Victini Victini flies around using V-Create to damage any opponent that touches it.
SSF2 Snivy.png
Snivy Snivy stays in once place and uses Leaf Tornado, getting surrounded by spinning leaves that damage opponents in the proximity.
SSF2 Tepig.png
Tepig Tepig uses Heat Crash, running at high speed while engulfed in flames dealing fiery damage to the opponents it may strike.
SSF2 Klink.png
Klink Klink targets after a single opponent and, after catching them, repeatedly damages them with Gear Grind.
SSF2 Zygarde.png
Zygarde Zygarde stays in one place and uses Land's Wrath, a move that creates green, glowy fissures on the floor that emit strong, damaging lights.

Game modes


These modes are exclusively for single-player only.


In Classic Mode, the player fights CPU controlled opponents in a series of levels, with bonus rounds at certain intervals. Further expanded to include more levels, the mode ends with the traditional fight against Master Hand on Final Destination.


Adventure Mode will use the concept of mini-planets.

There was a Melee-styled Adventure mode revealed at some point of the game's development, somewhat similar to SSF's Adventure Mode returning in SSF2. Levels are to be based around the known multiple locations from the game franchises represented through the game, such as Super Mario's Mushroom Kingdom. Aside enemies and obstacles, player might also encounter locked doors, mid-bosses and cannons. As of now, its status is unclear.


All-Star lets the player, with one stock, fight the entire roster, separated in 9 rounds of 5 fighters per round, with the tenth and final round being fighting 25 Sandbags on Final Destination. Between rounds, the player is given a moment to heal themselves with healing items that may change depending on the difficulty. After clearing the mode, the player is awarded a congratulations screen.


Training allows player to test characters on the multiple stages available for the game. By pausing, player can get access to a menu that they can alter and change the surrounding of the battle, like adding or removing opponent characters, spawn items, increase or decrease the speed, etc..


Stadium is a series of sub-games, that normally do not have fighting as the main focus (save one exception) which includes the following modes:

Home-Run Contest

Home-Run Contest has the player to launch the Sandbag as far away as possible using the Home-Run Bat, or by any other means necessary. The player has 10 seconds to rack up the Sandbag's damage to sent it even further away.

Break the Targets

Break the Targets tasks the player to destroy 10 targets in the minimal amount of time possible. There are four levels to play for everybody, ranging from level 1 to level 4. There are also unique, personal levels for each character from the roster, each having to exploit the character's attributes in order to destroy all the targets.

Multi-Man Smash

Multi-Man Smash is a single-player mode that challenges the player to defeat as many opponents as possible, under various pretenses, before falling from the stage, self-destructing, or being KO'd. The opponents are once more the Fighting Silhouette Team. The sub-modes are the following:


This mode focuses on multiplayer modes. It has been expanded from its SSF's incarnation to include a plethora of new modes.


Smash is the standard fighting mode for the game. The first thing is to select a character. To select a character, the players have to click and drag the token with their respective player number on it to the character's mugshot. To add variety, players are able to swap their character(s) to different colors.

Once the characters are selected, the players may decide how difficult the AI will be, in case they want the missing slots to be filled by the computer. Below each CPU, there is a slider that lets the player select the CPU's difficulty. The further right the slider, the more difficult the CPU. Nine is the highest level of difficulty.

In the top of the character selection screen there is a large gray bar that says "-man KO test!" Clicking on it will lead to the configuration screen to change many settings for the matches like how long the match will be, and/or how many lives player will start at. Players can also determine the damage ratio, (a value that multiplies with knockback that changes the distance a foe is thrown by attacks), the item frequency (how often items appear), the start damage (how much damage players start out with), whether or not to display the player number above characters' heads at all times or set the stage hazards either on or off.

In the top right corner of the options screen there is button with a gamepad that reads "Controls". Clicking on it lead to the control configuration where players can decide what controls they want to use. To change the controls, players have to click the players's number, then click on the name of the command they want to input or change, then press the key they want to trigger that action. Players can set up controls for up to four people, and up and jump may be mapped to the same key. Once everything is set up the way desired, players have to click "Ready to fight" or press the spacebar.

What proceeds is the stage selection. Selecting the stage is mostly the same as selecting a character, players have to place the cursor over a stage mugshot and simply click to take them into the battle. All characters have a brief entrance animation before the match begins during the three second countdown.

Unlike Melee mode from SSF, players are now rewarded with unlockables by playing a certain number of matches.

Special Smash

Special Smash, or special versus, allows players to select special modifiers for play, such as "mega mode" which causes all characters to be as large as if they've used a Super Mushroom. Other modifiers include lower gravity, any damage taken traps the players inside Yoshi eggs or even mimicking the flawed physics of the original Super Smash Flash.


Arena is a new game mode where players can participate in various, action-oriented, multiplayer sub-games using the Sandbag. It can be considered the multiplayer equivalent of Stadium from Solo. Currently only two sub-mode has been revealed:

Sandbag Soccer

Sandbag Soccer has the players have to "kick" the aforementioned Sandbag to introduce it in the opposing player's goal. As the Sandbag gets damage more and more, it can be difficult to stop it once it is shot.

Sandbag Basketball

Sandbag Basketball has the players have to launch the Sandbag and pass it through the opposing player's hoop net. Equally, more damage on the Sandbag means it will be difficult to stop it once it is launched.


Online allows players to fight each other via an internet connection with the help of McLeodGaming Network, SSF2's personal online service. Players can choose whether they create a room for other to join or simply join an existing room to play online.


The Vault section includes the many collectibles of the game the player has been awarded, as well as other rewards.


It has been confirmed that there will be collectible trophies. It is not confirmed what trophies there will be.


On Data players may manage save data and records by importing and esporting files. Data may also be deleted from here.


The first playable demo.

Following the release of the first Super Smash Flash in 2006, when Nintendo first announced Super Smash Bros. Brawl, it enjoyed a huge popularity and demand for a sequel suddenly grew. The game's creator, Gregory McLeod, decided to make a new Super Smash Flash game loosely based on Super Smash Bros. Brawl, crowning it the appropriate name of Super Smash Flash 2.

On September 23, 2007, Gregory McLeod made this announcement on the McLeodGaming Forums, so its members could provide him with sprites, effects, and sounds to make his new game. In seeing how open the development of the game was, this soon also led to the creation of a usergroup called the Super Smash Flash 2 developers, which keeps track of users with major contributions to the development for the game, and hiding the majority of the content from the public.

Super Smash Flash 2 is released to public by Gregory McLeod in a demo format that gives the public a sneak peek of the progress that is being made on the game. Newer versions are periodically released with many enhancements, such as character improvements, bug fixes, new stages, etc. In doing this, everything is tested before the final release, the public stays excited for the game, and no unlockable content is spoiled in doing so. The first ever playable demo, version 0.1a, was released on Christmas Day of 2007. Since Super Smash Bros. Brawl had not been released as of that moment, Gregory McLeod developed his own game mechanisms, such as the grounded, pick-up-able Smash Ball. Many other mechanisms were implemented with the release of newer and improved demos after Super Smash Bros. Brawl was released.

Some of the promotion for the game is in the hands of the developers. A teaser trailer was released to project the game's existence to non-McLeodGaming Forums members. A DOJO!!![2] was also released to provide info on characters, stages, and many other things relating to Super Smash Flash 2.

In 2010, Super Smash Flash 2 received a major overhaul after the codebase was upgraded from Macromedia Flash 8 to Flash 10 AS3. The demo released that year, version 0.6, was the last demo where Gregory McLeod handled all the coding by himself. All the progress that was done at that point was scrapped and developers began working fresh on the game, Gregory McLeod now received more help in the coding by other developers. The planned rosters was changed and is kept in secret by developers since, from that point onwards, Super Smash Flash 2 would be called a reboot to Super Smash Flash rather than a sequel.

In 2013, Super Smash Flash 2 began attending at major tournament events, particularly the APEX tournament series, but only as a guest game. These events are used by McLeodGaming to showcase the newest version of the game and let attendants to play it. New content is also revealed there.

On May 29, 2017, Super Smash Flash 2 finally reached its Beta state.

Differences from Super Smash Flash

Super Smash Flash 2 also improved many qualms and errors from the first Super Smash Flash retaining few mechanisms but fixing some others.

  • Characters have gained several different attacks, expanding and improving the five attack moveset; this includes a standard attack combo, three tilt attacks, three smash attacks, a dash attack, a floor attack, five aerial attacks, four special moves, a unique Final Smash, etc..
  • Characters can grab, pummel and throw in four different directions.
  • Characters can protect themselves by shielding.
  • Air dodging and sidestep dodging have been implemented.
  • Characters can perform three different taunts.
  • Characters can grab onto stages, ledges, and use ledge attacks.
  • Characters' attack can no longer deal massive damage and multiple hits with one attack unless specifically coded to do so.
  • Certain characters can now use tether recoveries. Ex.: Link, Samus.
  • Costumes have been implemented.
  • On-screen appearances have been added.
  • Revival platforms have been added.
  • The camera is no longer in a single angle and follows all players, rather than just player 1.
  • The camera can be panned and zoomed while paused, and can take pictures.
  • The game contains exclusive and/or edited sprites' by the SSF2 Devs. Ex. Mario, Kirby, Ness, etc.
  • The skip glitch, along with many other glitches, have been remedied.
  • More single-player and multiplayer modes have been added, existing ones have been improved.
  • A completely new Adventure Mode mechanism may be implemented.

Reception and impact

Super Smash Flash 2 has received a very positive response from players, greatly overshadowing its predecessor. From the view of the demos, Super Smash Flash 2 is considered a large departure from Super Smash Flash thanks to its improvements on the gameplay, controls and interface that were widely criticized from the first game, being more similar to those from the official Super Smash Bros. games. The sprites and tileset from the stages have received praise for their unique design, edits, and complexity, which gives the game a unique polish; despite this, some sprites were ripped from other official games, with minor complaints focusing on the origin of the rips.

New items and game modes introduced in Super Smash Flash 2, not present in any the official Smash Bros. games, have also met a positive reaction, with critics citing them as original and clever, comparing them with the actual modes and items from the official games. Criticism for the game is focused on the bugs and lag found in the demos, making the game uncomfortable and tiring to play, but most are ultimately fixed in timely demo updates. The sound effects have also been criticized due the tone changes and unfitting clips on the voices of some characters, such as Wario's dash attack. While, according to Gregory McLeod, it is still under development, the improper looping of background music on menus and stages has also been criticized.

When compared to similar Super Smash Bros. fan games, Super Smash Flash 2 is considered a very advanced product thanks to its constant progress and attention given to it from its developers, while many other fan games are simply left in development or are abandoned without any notice. GamesRadar+ listed Super Smash Flash 2 fifth on its list of "10 Fan Games That Shouldn't Be Ceased or Desisted" citing the improvements and characters added from the first game.[3] In 2012, it was said to have over 400,000 plays a day on McLeodGaming alone, making it by far one of the most popular Flash games around the Internet. It has also been compared to other similarly successful Smash-oriented fan projects that, much like Super Smash Flash 2, have constant development, such as Super Smash Bros. Crusade and Super Smash Land.



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