- This article is about Tails' appearance in Super Smash Flash 2. For general information about the character, see Miles "Tails" Prower.
Tails is a newcomer starter character in Super Smash Flash 2, accompanying Sonic as representatives of the Sonic franchise. Tails' sprites are custom-made and based on his appearance in modern Sonic games such as Sonic Colors, Sonic Generations, and Sonic Lost World. Tails is voiced by Amy Palant, albeit via recycled voice clips from Sonic the Hedgehog (2006); some voice clips, meanwhile, are recycled from Sonic Generations, where he was instead voiced by Kate Higgins. Most of his moveset comes from Sonic the Fighters, Sonic Battle, and Tails Adventure.
Tails is currently ranked 46th on the tier list, placing him in the D- tier. He appears to have a low playerbase but decent representation in online tournaments, with experienced players making great use of his advanced techniques. Normally, he places low to mid in tournaments that his players participate in.
Attributes[]
This section requires to be rewritten or expanded.
The information is not outdated nor incomplete, although it can be rewritten for a more formal explanation and better clarity. It may require an expansion going further on missing details. |
See also: Tails (Super Smash Flash 2)/Hard data
Tails is a middleweight who has average mobility, dashing, and air speed, with above-average walking and falling speed as well. Despite his below-average gravity and slow air acceleration, Tails can rack up damage during combos in a short amount of time. Additionally, he can effectively mix up his options with his pseudo wavedash, which can cover all of Final Destination. However, Tails is highly susceptible to edgeguarding and gimping because of his five midair jumps and him lacking a traditional recovery move.
Tails' neutral attack, tilts, and throws deals decent damage and has minimal lag, making them hard to punish. His grab game is somewhat average and his pummel is slightly slow, but he can still rack up a decent amount of damage before throwing an opponent. Up throw and forward throw are reliable combo starters that gives Tails the ability to do damaging combos beginning at 0%. Back throw is a semi-spike that can start tech-chase situations and edgeguard attempts. It also has KO potential because of its high base knockback, especially when used near the edge. Lastly, Down throw is his least reliable throw but it can still start combos at low percents and also has KO potential, although it KOs at extremely high percents if used near the top blast line.
Tails also has a good air game. Neutral aerial is a great combo move because of its minimal lag and launching angle. Forward aerial is useful for starting combos but in most cases, it can combo into itself thanks to its lack of startup and ending lag. Down aerial is a meteor smash that is effective at continuing or finishing combos and KO opponents. Back aerial's clean hitbox is strong, making it one of his few reliable KO options. It also pushes him forward, which can help him with horizontal recovery. Lastly, Up aerial is Tails' least effective aerial, but it has KO potential near the upper blast line and can also be used for combos.
Tails has useful special moves. Energy Ball is a projectile with a decently long range that can be used to follow up with other attacks. It can also be useful at disrupting and edgeguarding opponents despite its moderately slow speed. Remote Robot always walks back and forth across the stage no matter the circumstances and explodes upon contact, giving him another disruption tool. Airlift is a command grab that can be useful in combos and as horizontal recovery that can instantly snap to the ledge. Spin Dash allows him to not only move across the stage but also deal damage upon contact. Unlike Sonic, Tails' Spin Dash doesn't require mashing to charge, instead it automatically charges as long as the special move button is held. He also can't turn around at any point of the move and it can only hit once instead of multiple times. However, he can cancel it with a jump or perform a pseudo wavedash that significantly increases his mobility, giving him more options to mix things up with.
Mastering Tails requires a high learning curve in order to effectively use him. Tails players often take advantage of his air game, command grab, disruption tools, and his advanced techniques, which can often be used as mix ups during gameplay. His pseudo wavedash however, allows players to become even harder to punish compared to the rest of his options. These advantages help players add pressure on opponents and punish their mistakes whenever there's an opening. Additionally, players can also utilize a bait-and-punish playstyle as a way to change strategies.
However, Tails has noticeable weaknesses. His KO potential is held back by his most reliable KO options (all of his smash attacks, back aerial, and down aerial), requiring good positioning. While Tails' ability to mix up and rack up damage is respectable, he struggles to KO, resulting in opponents living up to even at very high percentages. He may also have trouble getting back onstage due to his jumps not gaining as much height as characters like Kirby and Jigglypuff, meaning he can get easily gimped at low percents. Tails is also susceptible of early KOs and juggling due to his below-average weight and slow air acceleration respectively.
Overall, Tails has great neutral thanks to his mix up options for offensive play. But despite his notable strengths, he has trouble killing often and in most cases, getting back onstage with his easily exploitable recovery.
Moveset[]
Ground attacks[]
Attack | Description | Damage |
---|---|---|
Neutral attack | Performs two punches, followed by six rapid punches while moving a short distance forward. Its first and second hit are capable of jab locking and the final six hits count as one part of the attack. It can be used for racking up damage and as a follow-up in combos and tech-chasing. Based on Tails' Pummel Combo from Sonic the Fighters. | 2% |
1.2% | ||
3% | ||
Forward tilt | Swings his tails in front of him while moving slightly forward. It has minimal lag and can be useful for tech-chasing from mid to high percents. It also has a sweetspot, which is at the end of his tails, that deals more knockback and forces opponents into tumble at low percents. Based on Tails' IQ300 Attack from Sonic Battle. | 9% |
Up tilt | Performs a propeller tails spin. Its vertical range makes it a decent anti-air attack and can be used for combos. However, it has poor horizontal range. | 1.25% |
4.5% | ||
Down tilt | Sweeps his tails across the ground while moving forward. Its low base knockback makes it useful for combos and can be a follow-up to one of his KO options at high percents. Resembles Tails' Tail Swipe in the Sonic series. | 7% |
Dash attack | Performs a Spin Dash followed by a flying kick, similar to Sonic's dash attack. It deals two hits instead of four, but has slightly less ending lag. Its minimal startup lag can be used for tech-chasing and set up or extend combos. Resembles the Somersault attack from Sonic Adventure 2. | 4% |
5% | ||
Forward smash | Claps his hands in front of him, similar to Donkey Kong's forward smash. It moves Tails slightly forward and deals high knockback growth, making it one of Tails' best KO options. Based on Tails' Scissor Punch from Sonic the Fighters. | 14% |
Up smash | Performs a jumping Spin Dash, similar to Sonic's up smash. It deals one hit instead of five, but its higher vertical range and knockback makes it one of Tails' best KO options. However, its moderate startup lag and lack of horizontal range can make it somewhat hard to land. | 15% |
Down smash | Swings the Magic Hand around himself. It deals high base knockback and is also a semi-spike, making it one of Tails' best KO options. However, it has a sourspot above Tails that launches the opponent at a higher angle, which hinders its KO potential. Based on Tails' Magic Hook from Sonic Battle. | 17.5% |
Aerial attacks[]
Attack | Description | Damage |
---|---|---|
Neutral aerial | Curls into a ball and spins in place before ending with a kick, hitting three times. Similar to Sonic's neutral aerial, its diagonal angle can start or extend combos from low to mid percents. | 1.2% |
8% | ||
Forward aerial | Swings his tails forward. Its minimal lag makes it useful for combos and can be a reliable follow-up from Airlift, making it one of Tails' best KO options. It can also be used for edgeguarding. Based on Tails' Typhoon from Sonic Battle. | 10% |
Back aerial | Rapidly spins his tails while propelling himself forward. Its sweetspot is at the beginning of the move, which can be used for edgeguarding. It also has good damage output and high base knockback, making it one of Tails' best KO options. However, it has moderate ending lag. Based on Tails' Window Jump technique from Sonic Advance 2 and Sonic Advance 3. | 12% |
7% | ||
Up aerial | Performs an upward dropkick. Its sweetspot is at his feet, which can be a good KO option near the upper blast line, especially as a follow-up from Airlift when held upwards. However, it lacks horizontal range. | 8% |
13% | ||
Down aerial | Swings his tails downward. Its sweetspot is at the end of his tails, which deals more damage and knockback, making it one of Tails' best KO options. Based on Tails' Tails Dunk from Sonic Battle. | 9% |
11% |
Grab and throws[]
Attack | Description | Damage |
---|---|---|
Grab | Reaches both hands out to grab. | N/A |
Pummel | Smacks the opponent with his tails. | 1% |
Forward throw | Throws his opponent away from him. Resembles Tails' Knuckleball animation from Sonic Advance 3. | 8% |
Back throw | Puts the opponent behind him and mule kicks them away. It is a semi-spike that can start tech-chases and edgeguard attempts. It also has KO potential at very high percents. | 11% |
Up throw | Carries the opponent up into the air before slamming them back down on the ground. It is a solid combo starter from low to mid percents and can lead to a reliable kill move at very high percents. Tails can also move around while carrying the opponent. Based on Tails' Airplane Drop from Sonic the Fighters. | 6% |
Down throw | Stomps on the opponent with his foot. It can start combos at low percents and has KO potential at very high percents. Based on Tails' Foot Crush from Sonic the Fighters. | 11% |
Other attacks[]
Attack | Description | Damage |
---|---|---|
Floor attack | Performs a spin kick as he flies himself up. | 6% |
Ledge attack | Does a straight kick as he gets up from the ledge. | 6% |
Special moves[]
Special move | Name | Description | Damage |
---|---|---|---|
Neutral special move | Energy Ball | Fires a round energy projectile forward from his arm cannon, sending opponents upwards upon contact. It can be used to disrupt approaches and follow-up reliably to other attacks. It also fires diagonally downward when used in mid-air, which can potentially be used for edgeguarding. However, only one projectile can be active, as attempting to fire another results in a puff of smoke emitting from the arm cannon. | 9% |
Side special move | Airlift | Leaps forward to grab opponents and carry them through the air. It is a command grab where Tails can send opponents above, in front, or behind him depending on what direction is held, making it useful for edgeguarding. During combos, it can follow-up to other attacks, most notably up aerial and forward aerial, and it has KO potential when used near the blast line. Airlift can also be used as horizontal recovery and snap to the ledge. However, it has noticeable ending lag, leaving Tails vulnerable if he misses. | 9% |
Up special move | Remote Robot | Throws out a small robot slightly resembling the one he used in Tails Adventure. It walks back and forth and explodes upon contact, making it useful for disrupting and pressuring opponents. Remote Robot can also be used as a follow-up to other moves and is immune against moves that don't deal knockback. However, it takes 7% to be destroyed and loses to shields instantly. | 1% |
10.6% | |||
Down special move | Spin Dash | Curls into a ball and starts rolling towards his opponents quickly, similar to Sonic's Spin Dash. It can only hit once instead of multiple times and is restricted to moving only one direction. However, the longer the move has been charged, the stronger and faster it gets. It can be used for combos and has a technique that gives Tails a pseudo wavedash when canceled on the ground, but it does not work on ledges. | 8% |
12% | |||
Final Smash | Tornado | Summons the Tornado plane and jumps into it as he pilots it from one side of the stage to the other, dropping bombs underneath him. He can also damage opponents with the plane itself, dealing massive damage and knockback. | 20% |
36% |
Misc.[]
Misc. | Description | ||
---|---|---|---|
On-screen appearance | Flies onto the stage while smiling and waving at the camera before landing on the ground. | ||
Taunts | Neutral | Looks at the camera and jumps while yelling "Yeah!" as he strikes a pose. | |
Side | Spins around before sticking out an index finger on one hand and pointing out three fingers on the other (one of his poses from Sonic Advance 3) while chuckling. | ||
Down/Up | Takes out his Game Gear and plays Tails Adventure on it, specifically on the Polly Mountain 1 level, before putting it away. It can be held infinitely. | ||
Idle pose | Looks at the camera for a moment while yawning. It is his idle animation from the Sonic games for the Sega Genesis starting with Sonic the Hedgehog 2. | ||
Victory theme | A remix of the fanfare that plays whenever an act is cleared in Sonic the Hedgehog 3. | ||
Victory pose | Sets up the goal plate before it starts spinning as he checks the Miles Electric with a surprised expression. |
Changes from v1.0.2 Beta[]
Main article: Tails (Super Smash Flash 2)/Changelog
This section is incomplete.
Though it is not necessarily short, it is still missing some vital information and urgently requires it. You can help the McLeodGaming Wiki by filling in the blanks. |
Tails has received significant buffs and very few nerfs from multiple moves which overall greatly improves him.
Aesthetics[]
Attributes[]
Tails now has five double jumps.
Tails has lost his ability to hover.
Special moves[]
In competitive play[]
Match ups[]
Notable players[]
- TheStylishFox
Tier placement history[]
In tier lists for demo v0.7, Tails was seen as a top tier character because he ranked 2nd of A tier on the first list and ranked 1st of S tier on the second list. In demo v0.8b; Tails dropped to 16th of D tier from his 1st-place position of S tier which he was tied of with Sonic for having had the largest tier drop from demo v0.7 to v0.8b (dropped by 15 tier positions). In demo 0.9a; Tails rose to 8th of what can considered A tier where he is seen as a top tier character once more. In demo v0.9b, Tails dropped to 11th of A tier where he was seen as a high tier character. However, Tails rose up a spot to 10th of A tier, and is still seen as a high tier character. In Beta, he rose to 1st in the S tier, but as of the more recent versions, he has received several nerfs and fell to his worst position yet, at 46th place, being the second worst in the current tier list.
Gallery[]
Costumes[]

Artworks[]
Screenshots[]
Early designs[]
Designs[]
Misc.[]
Trivia[]
- From demo v0.7 to v0.8b, Tails' voice clips came from an original voice actor, Mary "Tinker Jet" Bruhand. In demo v0.9a, these voice clips were replaced by those from the official Sonic games.
- Tails' first artwork was based on his trophy pose from Super Smash Bros. Brawl.
- Tails' current artwork is based on the pose he makes at the end of the intro from Sonic Colors.
- Tails along with Yoshi, Jigglypuff, Zero Suit Samus, Luffy, Mr. Game & Watch, and Mega Man are the only characters so far who do not go into a helpless state under normal circumstances.
|
|