Video Game: Super Smash Flash

aka: Super Smash Flash 2
Then and now.

"This is my first real flash game, Super Smash Flash! "
McLeod Gaming Website

Super Smash Flash is a series of Flash-based Platform Fighter Super Smash Bros. clones by Mc Leod Gaming, hosted and playable on their website.

The original Super Smash Flash, released in August 2006 on Newgrounds, is somewhat weak; among other things featuring only one attack buttonnote . It was nonetheless notable for its large amount of unlockable content.

The sequel, Super Smash Flash 2, which is currently in demo v0.9b, started out as just a similar fun little project that added special moves but didn't even consider most of the mechanics at first. However, after a number of suggestions and positive reception from fans, it began to piece things together slowly around the bare-bones engine with each new demo version and, after having undergone a full-blown Retool in 2010 with a vow to aim for professional quality, is shaping up to be a true Flash installment of Super Smash Bros..

Now has a character page.

Franchises represented in the original:

New Franchises currently represented in the sequel:

These franchises are also represented through Assist Trophies:

Along with many tropes in the official Super Smash Bros. games, these games contain examples of:

    open/close all folders 

     Tropes present in the series as a whole 

     Tropes present in Super Smash Flash 

     Tropes present in Super Smash Flash 2 

  • Artifact Title: The game has long departed from Super Smash Flash; that game is completely ignored here. The title was officially considered "likely to change" in the official FAQ (until recently) due to the differences, but it's almost definitely permanent at this point as that's what everyone knows it as now.
  • Artificial Stupidity: The earlier demos were criticized for their incompetent A.I., but this was thankfully (or not) fixed.
  • Artificial Brilliance: Demo 09 introduced character-specific AI hints, which made som characters outright brutal to play against. CPU Fox is known for pulling high-level tricks such as cancelling shine into aerials or grabs, and will try known KO options when the rival is damaged. CPU Jigglypuff was given code to use Rest on reaction, if the opponent was close enough. CP Us handle all recovery options and will use them as they need. If you are used to the subpar CP Us of earlier demos, these ones can give you a run for your money.
  • Assist Character: Summoned via Assist Trophies and Poké Balls, as in the official series.
  • Call Back: Despite the technical limitations of Flash's Palette Swap functionality, they were nevertheless able to successfully recreate the Melee colors of Mario, Link, Kirby, and Donkey Kong as alternate costumes.
  • Damn You, Muscle Memory: Players who are used to Super Smash Bros. Crusade tend to have a little trouble here, as the directional inputs are on the other side of the keyboard and the attack and special keys are reversed.
  • Demoted to Extra: Renji and Vegeta were originally planned to be full characters in the sequel, but they were demoted to Assist Trophy and background character respectively.
  • Downloadable Content: Expansion characters for Super Smash Flash 2, though the functionality doesn't exist yet.
  • Easter Egg: In one demo version of Super Smash Flash 2, the credits say that the Wario Ware, Inc. stage was "Made by Wario. Waa haa haa!"
  • Fragile Speedster: Sonic and Tails have become this; Sonic in the ground way (fastest character in ground) and Tails in air.
  • Game Mod: The planned concept of "expansion characters" for Super Smash Flash 2.
  • Gangplank Galleon: Gangplank Galleon itself appears as a stage.
  • Glass Cannon: Kirby is the usual Smash rendition of this trope, as Black Mage. Lloyd, however, is closer to traditional fighting games variant of this trope.
  • Gradual Grinder: Sora's moveset is designed to be like this; lots of combos, little potential for knockouts. According to the devs before the release of v0.8, this is meant to emulate the tendency of Kingdom Hearts's battles to revolve around whittling down the enemy's HP because they just... won't... die.
  • Grandfather Clause: Ichigo, Naruto, and Goku were all programmed before the Retool, and the game has largely been trying to break away from the anime stigmatism that it's been relentlessly criticized for. According to developer Kiki in a forum post (which no longer exists), Naruto in particular wouldn't have made it in if it had been up to her, although she respects how well he gradually developed into a unique character over the years rather than being a generic Shotoclone like in the earlier demos, and is now glad he's in.
  • Jack of All Stats: Who else? Mario.
    • Link is like this, but with projectiles. Sora seems to be like this as well.
    • Naruto is mostly this. His attacks are moderately fast, decently strong, average air attacks, and his special moves are strong in power and range.
  • Kamehame Hadouken: With Goku around, of course this has to be his signature move.
  • Lightning Bruiser: Captain Falcon, Goku, Ichigo, all of them are this in a way.
  • Loads and Loads of Characters: With expansion characters, potentially infinite. Even the list of vanilla playable characters, before it got revised, was impressive for a fangame.
  • Mighty Glacier: Donkey Kong. Slow and huge, but has some of the most dangerous smashes in game.
    • Mega Man is the projectile version of this trope. Slow in both attacks and speed, but with an arsenal of projectiles to make up most situations and give him combo options in long distance.
  • Off Model: Some of the past stages, notably Fourside, Temple, and Peach's Castle, are seriously off-scale compared to their Melee counterparts.
  • Outside Ride: Sand Ocean.
  • Overtook the Manga:
    • Played straight in the earliest demos of 2, which were made after Brawl was announced, but before it was released; back then, Smash Balls had to be picked up off the ground and used by pressing all buttons at once.
    • Inverted since v0.9a, once the official fourth Super Smash Bros. game was announced. Fans have speculated that incoming players from there will run into problems with Mega Man.
  • Palette Swap: As is tradition in Super Smash Bros., these are available as alternate costumes.
  • Power at a Price: In the second game, Goku can use the Kaio-ken, which increases his power at the cost of slowly ticking damage.
  • Power Glows: Characters while holding Smash Balls, many Final Forms, and Kaio-ken Goku.
  • Sprite Vector Mix: Custom-made sprites are used for characters, stages, items, and Assist Characters, while certain effects are flash-animated.
  • Recursive Fanfiction: The game takes many cues from Project M, such as moveset alterations and the Dracula's Castle stage.
  • Super Mode: Some characters' Final Smashes are temporary power-up transformations, called Final Forms. Some Final Forms can use Final Smash-like attacks as one of their Special Moves, although this usually results in the Final Form ending early.
    • Also, Kaio-ken Goku.
  • Trap Master:
    • Bomberman. His neutral special lays up to nine bombs anywhere around the stage which can all be dentonated at any time.
    • Naruto, to an extent, as his attacks strike at distances and angles. He can also leave shadow clones on the ground for the opponents to trip over.
  • Wallbonking: This was a problem in v0.6 on the Hidden Leaf Village stage, where the wall of the building on the right proved to be irresistible to computer players.

Alternative Title(s):

Super Smash Flash 2