Approval of God: While not acknowledged by any content owners such as Nintendo, the game was in part made for the competitive Super Smash Bros. crowd, and several influential members have accepted it. Hungrybox in particular is one of the game's most prominent supporters, even wearing a sticker with the game's logo while competing in APEX 2013.
Christmas Rushed: The demand for v0.9a and v0.9b to be released immediately after APEX 2013 and 2014 respectively led to those demos being released without Smash Balls for the former and Poké Balls or Assist Trophies for the latter. However, this is actively defied with β, which the dev tram has resolved to not release until they are absolutely positive it is ready – the build presented at APEX 2015, while fully functional, was implied to not even be halfway done, and fans grating at the devs to release it then and there were noticeably scarce that year.
Shortly before the release of v0.9b, a number of news articles started giving out some hilariously inaccurate details. Polygon spelled McLeodGaming as "Macleod Games", and one Spanish-language news article claimed that the game was a one-man project, and another claimed that not only was it "back" after eight yearsnote While that is how long it's been in development, the article seemed to imply it was on hiatus that entire time. but that Shadow and Ryu were playablenote Clearly getting confused with Super Smash Bros. Crusade, where they both actually are playable.
Demand Overload: Super Smash Flash 2 has suffered from this on numerous occasions on every major demo release stretching back to at least v0.7. The fact that it's prone to Schedule Slip anyway doesn't help.
Development Hell: This game's Troubled Production proves that the concept is relative. The game was considered to be in Development Hell during the v0.5 era, when as before demos were only a few months apart, there began to be year-long gaps between releases. Of course, that wait is laughable now considering the sheer amount of content added in each later release. At least a year-long wait is expected, and the fanbase has no qualms about waiting for longer periods as each version piles more onto itself.
Doing It for the Art: Super Smash Flash and early versions of 2 were just a hobby for some college buddies, but soon, 2 became determined to become a full, quality video game. The devs work on it close to nonstop, leaving very little free time for themselves, and... oh yeah, since it's a Fan Work, they're legally forbidden to make any profit on it. They're doing all this for free just because they wanted to make their own full-fledged take on Super Smash Bros.
In an interview during Apex 2014, Cleod explained that he has always been interested in pushing a given medium to its absolute limits, starting from when he made games for the TI-83 calculator in the early 2000snote which have beem archived here. This is why he enjoys working in Adobe Flash even with such an ambitious project - simply because everyone sees it as a horde of crap that's apparently incapable of anything serious.
Additional anime characters that were previously planned to appear in 2, Renji, Vegeta, Sasuke, and Rock Leenote Sasuke has not been officially disconfirmed, but is highly unlikely at this point. Rock Lee was unpopular enough to be removed several years before the Retool., will not be appearing due to the changing attitudes towards their inclusion. Naruto, Goku and Ichigo only got to stay because they'd already been programmed in, and the devs have been trying their best to make them fit in a Super Smash Bros. setting.
Even if the retool hadn't happened, Cleod fell out of touch with the creators of the original characters Blade, Blue, Spikeman, Azrael, and Robo Ninja, so they wouldn't have been able to be added even if they were still wanted.
Schedule Slip: The reason the team no longer sets any release dates, not that it stops the Fan Dumb from asking.
"We're a team made up entirely of freelance non-profit non-professional developers who can only spend so much time on this project. This project is but another responsibility next to our other stuff such as education, work, families, superhero alter-ego's etc. etc. We can't spend as much time on this game as we'd like to, and we work with a relatively small team, meaning that even a single member being unable to work due to other stuff has a huge impact. This all makes it very difficult to set exact release dates, and we don't want to post a date out of the blue only to disappoint later."
—Steven, Super Smash Flash 2 developer
The Other Darrin: In 1, Naruto and InuYasha were voiced by Kira Buckland (credited as Kagome in the game for this role and being the announcer) and Eric Desrosiers (developer) respectively, rather than using anime or video game clips of these characters. Meanwhile, Shadow, Cloud Strife and Crono use Fox's, Giant Marth's and Roy's voice clips respectively.
Permanent Placeholder: Blade, the first character coded into 1, was originally intended to be Dummied Out as just a test character. But, he ended up in the final product along with his counterpart, Blue.
"Take note that the wiki is not ran and/or endorsed by the Mcleodgaming SSF2 Developement Team. This may mean that information appearing on the wiki may be based on speculation. One can find an enormous amount of 'beta stages' or 'beta character designs' from early days that we as the SSF2 developement team do not consider 'beta' (since it was never in the game at any point). This also goes for statements appearing on the wiki; if it can't be traced back to a post on one of our official media (or the FAQ topic) then don't consider it true.
"That being said, we are very grateful that we have a fanbase that is dedicated enough to set up and run a wiki for our game. We really are! Just be aware that statements and information appearing on the wiki may not represent our product."
Steven, Super Smash Flash 2 developer
Troubled Production: 2 was originally intended for release, with a 45-character roster, a full story mode, and Downloadable Content, by Summer 2008. Had the game stuck to Super Smash Flash's formula, this would have been accomplished. However, as the game grew more and more complex, Cleod found that adding a new character became "exponentially" harder at around v0.4, and as a result, it is still in active production nearly a decade later.
Video Game Long Runners: In August 2016, the series will have been running for ten years, and when v1.0 of SSF2 comes out, the series will have had exactly twenty major releases, not counting minor patches.
The old roster in its entirety, and most of their sprites, can be viewed here.
Among other things, removed stages include the two Test Stagesnote White with a green floor, simple and MS-Painted. Stage 1 was perfectly flat and Stage 2 had a curvy terrain., Brawl's Battlefield and Final Destinationnote Replaced in v0.9b and β respectively with an original design, Brawl's Wi-Fi Waiting Roomnote Deemed redundant due to having an identical layout to both Final Destination and Hazard Switch 3DS, the Temple of Timenote Deemed redundant due to Chaos Shrine having a near-identical layout; replaced by Clock Town: The Final Day, Mushroom Kingdom IInote From Melee; replaced by the original design of Mushroom Kingdom 3, and Galaxy Toursnote Mostly the same, but the central hub was replaced by Starship Mario due to the former central hub, the Comet Observatory, having a frustrating layout.
Characters used to have individual revival platforms to appear on whenever they lost a life. It was later deemed to have looked good on paper but not in practice, and replaced by a universal one like in the official Smash games.
The old Dojos are a gold mine of old information, a lot of which looks just plain ridiculous now:
Wario was planned for the first game, but ended up being scrapped. He was one of the new characters in the second game, following his appearance in Super Smash Bros. Brawl. There are remnants of his planned appearance, like the Floating Islands Stage, which had sprites and enemies from the Wario Land games.