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Not pictured: Sheik and Meta Knight.

There are 30 characters in Super Smash Flash (counting Sheik and Meta Knight), of which 15 are available from the beginning. Of the 30 characters from 1, 17 are starting characters in 2 and 7 are cut from the game.note  Note that the characters on this page are divided into two categories: veteransnote  and newcomersnote .

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Veterans

    Mario 
https://static.tvtropes.org/pmwiki/pub/images/01_mario.png
Voiced by: Charles Martinet
Universe: Super Mario Bros.
Debut: Donkey Kong [Arcade], 1981
Playable in: Both games
SSF2 debut: v0.1a
Final Smash: Mario Finale

"Let's-a go!"

The titular protagonist of the Super Mario Bros. series, Mario is the defender of the Mushroom Kingdom and Nintendo's mascot. Typical of the Smash games, Mario stands right smack in the middle of playability.
  • Acrofatic: As usual. While he's not really obese, he does have a belly, which doesn't impede his jumping ability.
  • Art Evolution: His design in 1 was a custom Mega Man 8-esque sprite based on his usual appearance in his home series. Throughout 2's development, Mario's design has gone from a slightly-edited version of his Super Mario World sprite, to a recolor of the previous sprite based on his Brawl appearance, to a higher-quality custom sprite directly based off of Brawl, to a lighter-shaded recolor of the previous sprite based on his Smash 4 appearance.
  • Attack Reflector: His cape can send projectiles back and turn characters around.
  • Brought to You by the Letter "S": The "M" on his cap. Much more noticeable in v0.9b and beyond, when he no longer uses sprites adapted from Super Mario World.
  • Collision Damage: While jumping in 1, due to Super Jump Punch being incorporated.
  • Fireballs: His signature move in both games.
  • Heroes Fight Barehanded: Constitutes most of his moveset, with the exception of his forward smash, and most of his specials.
  • Jack of All Stats: A mainstay in this area. Even in 1, surprisingly.
  • Kamehame Hadoken: His Final Smash, the Mario Finale.
  • Limit Break: Mario Finale, as in the Smash games. Mario creates two huge, spiraling fireballs with the intent of shoving unlucky opponents into the side blast zone.
  • Making a Splash: F.L.U.D.D., in 2's earliest demos, was his side special, functioning like Luigi's Green Missile. Funnily enough, this was before F.L.U.D.D. was added to the official Smash games, with a different function.
  • Meteor Move: His forward aerial in 2, where he throws a downward punch while doing a front flip, will be this if it's sweetspotted.
  • Mythology Gag: Mario Tornado in 2 has been altered to display a Luma afterwards, like the Star Spin in the Galaxy games.
  • Out-of-Character Moment: As in the Smash games, his characterization in 2 is totally different from in his home franchise. He still says "Yahoo!" as he attacks, but most of his animations and line deliveries make him seem rather stoic and serious.
  • Palette Swap: In addition to having many of his Smash alternates, another notable one is based on Shadow Mario. The Luma that appears during Mario Tornado also changes color with each alternate.
  • Perpetual Frowner: Inexplicably in 2, as in Brawl.
  • Pinball Projectile: His Fireballs can bounce off of walls and floors.
  • Pint-Sized Powerhouse: Normally, though he is mid-sized in the Smash series.
  • Playing with Fire: One of his attacks is a fireball, his side smash is a burst of fire from his hand, and his Final Smash is a duo of HUGE twirling fireballs. Taken up to eleven before v0.9, when he turned into Fire Mario... but that was taken out.
  • Primary-Color Champion: The protagonist of his own series who wears a red hat, a red long-sleeved shirt, and blue overalls.
  • Retraux: Has a palette swap based off of his in-game sprite in Super Mario Bros. 3 that's rendered in a retro style. His cape is also rendered this away.
  • Shoryuken: Super Jump Punch, which has a near-identical trajectory as the Street Fighter Shoryuken, but it does not spin and has a much different use in this game series.
  • Shotoclone: He's got a fireball Hadoken and a coin-gathering Shoryuken, is the main character, and part of a Moveset Clone pairing (with Luigi). His Mario Tornado could also be considered a variation of the Hurricane Kick. For the most part, his moves all come from his own games, but that kind of makes the fact that they have been designed to resemble Ryu's all the more noticeable. For example, his spins were never used in any way like they are in Smash... until Super Mario Galaxy, and even then it would be a stretch to equate it with Ryu's hurricane kick. Furthermore, out of all of the fire moves he has in his own series, a never-before-seen Hadoken-type one was seemingly the most preferable for his Final Smash.
  • Spam Attack: Spamming fireballs is a great way to edgeguard and keep a good distance from an opponent.
  • Spin Attack: His Mario Tornado, which acts as his down aerial in 1 and his down special in 2.
  • Super Mode: Only in v0.8 and earlier; he could once turn into Fire Mario, but it was taken out because it was deemed redundant.
  • Supernatural Martial Arts: HEAVY on the martial, minimal on the magical. Less magic/supernatural variety than his brother, but has more powerful fire attacks.
  • White Gloves: Keeps them inexplicably shiny, considering his profession.

    Luigi 
https://static.tvtropes.org/pmwiki/pub/images/02_luigi.png
Voiced by: Charles Martinet
LUIGI SLIDES IN!
Universe: Super Mario Bros.
Debut: Mario Bros. [G&W], 1983
Playable in: Both games
SSF2 debut: v1.0
Final Smash: Poltergust 5000

"Let's-a go..."

The deuteragonist of the Super Mario Bros. series, Luigi is the younger twin brother of Mario. As in the Smash games, Luigi is just as capable as Mario, but uses his quirkiness and hidden talents to his advantage.

  • Art Evolution: His design in 1 was a custom Mega Man 8-esque sprite based on his usual appearance in his home series. In 2, his design is a higher-quality custom sprite that combines his physical Brawl appearance and his Smash 4 colors, with a slight hint of purple in his overalls referencing his Smash 64 overalls (itself a reference to his Super Mario World sprite).
  • Ass Kicks You: The last part of his neutral combo.
  • Badass Adorable: While his animations are even more exaggerated than they are in his home series, Luigi is still a perfectly capable fighter.
  • Brought to You by the Letter "S": The "L" on his cap.
  • Charged Attack: His Green Missile in 2. Of course, it isn't complete without the signature Misfire. It has a 12.5% chance of misfiring on the ground and an 8% chance of doing so in midair.
  • Collision Damage: While jumping in 1, due to Super Jump Punch being incorporated.
  • Confusion Fu: Somewhat. He has odd characteristics, some odd moves, and some of his moves don't hit exactly when you expect them to. Also, his Green Missile misfire is all kinds of jank, regardless of charge.
  • Cowardly Lion: Luigi was always this in Smash Bros., and that doesn't change here.
  • Crouching Moron, Hidden Badass: Luigi is clumsy and cowardly, but his slippery skills can make him a bigger threat than his more composed brother.
  • Fireballs: His neutral special in both games. Unlike Mario's, Luigi's are green and travel more-or-less in a straight line, unaffected by gravity.
  • Heroes Fight Barehanded: Constitutes much of his moveset. Compared to Mario, Luigi's fighting style is more unorthodox and favors open-palm strikes over fists.
  • Limit Break: Poltergust 5000, as in Smash 4. Luigi whips out the titular weapon and vacuums opponents into it as if they were ghosts, before shooting them out towards the upper blast line.
  • Meteor Move: Luigi's down aerial and up/down taunt in 2. The down aerial needs to be sweetspotted for this to work.
  • Moveset Clone: In 1, all of his attacks are the same as Mario's, with the exception of Green Missile. As with the later Smash games, this is a little less the case in 2.
  • Palette Swap: Alongside his alternates from the main Smash games, he has a notable one based on Mr. L, the Green Thunder.
  • Playing with Fire: His green fireballs. In 2, his Green Missile and Fire Jump Punch (the Super Jump Punch when sweetspotted) also burn the opponent.
  • Practical Taunt: Luigi's up/down taunt has him shyly kick the ground. If this kick touches an opponent, they will be meteor smashed. Also falls into the Awesome, but Impractical category, as the taunt itself is fairly slow, and thus is only useful in certain situations.
  • Retraux: Has a palette swap based off of his in-game sprite in Super Mario Bros. 3 that's rendered in a retro style. The Poltergust 5000 is even rendered this way.
  • Secret Character: In 1. To unlock him, clear Adventure mode on Normal or higher using Mario.
  • Sore Loser: In 2. When defeated, he claps like most others, but he's clearly upset he lost.
  • Spin Attack: His Luigi Cyclone, which acts as his down aerial in 1 and his down special in 2.
  • Stock Audio Clip: His voice is merely Mario's pitched up in 1, as it was in the first two Smash games.
  • Supernatural Martial Arts: Heavily on the martial, minimal on the magical, like his brother. Even more martial and less magical in SSF2.
  • Use Your Head: His Green Missile (down attack in 1, side special in 2), up smash, and pummel.
  • Weapons That Suck: The Poltergust 5000, Luigi's Final Smash.
  • White Gloves: Same as Mario.

    Link 
https://static.tvtropes.org/pmwiki/pub/images/08_link.png
Voiced by: Nobuyuki Hiyama (Super Smash Flash), Akira Sasanuma (Super Smash Flash 2)
Universe: The Legend of Zelda
Debut:
Link in name debuts in: The Legend of Zelda [NES], 1986
Link from Super Smash Flash debuts in: The Legend of Zelda: Ocarina of Time [N64], 1998
Link from Super Smash Flash 2 debuts in: The Legend of Zelda: Twilight Princess [Wii/GCN], 2006
Playable in: Both games
SSF2 debut: v0.4a
Final Smash: Triforce Slash

"Scraaaaaah!"

The protagonist of The Legend of Zelda series, Link is one of many incarnations of the spirit of the hero and the chosen champion of the Golden Goddesses. As in the Smash games, Link comes with an arsenal of weapons at his disposal.
  • Alternate Self: Is this to Young Link in Super Smash Flash.
  • Ambidextrous Sprite: A somewhat odd case in 2. In both games, Link is depicted as left-handed. However, Link's in-game sprite in 2 depicts him as right-handed, with him only seeming left-handed in his artwork and if he's facing left. Considering his home series gradually made the Links right-handed to better accomodate the right-handed majority, and his design is based off of his Twilight Princess appearance, it almost looks like this was a deliberate Mythology Gag to the Wii version of said game.Explanation
  • Annoying Arrows: His standard attack in 1 and his neutral special in 2.
  • Art Evolution: In 1, Link's design was a custom Mega Man Zero-esque sprite based on his Melee appearance (itself based on his Ocarina of Time appearance). Throughout 2's development, Link's design has gone from a higher-quality custom sprite based off his Brawl appearance (itself based on Twilight Princess), to an even higher-quality Brawl-based sprite, to a lighter-shaded recolor of the previous sprite based on his Smash 4 appearance.
  • Battle Boomerang: In both games. Link throws a regular boomerang as his down attack in 1 and a Gale Boomerang as his side special in 2.
  • Call-Back: In 2, if an arrow is shot while holding a bomb (or Bob-omb), they'll combine like in Link's Awakening and Twilight Princess.
  • Charged Attack: Several in 2. In addition to the smash attacks, which are shared by everyone, his bow can be charged to shoot farther and faster, and his Spin Attack up special can be charged when used on the ground, as the Spin Attack always was in his games.
  • Composite Character: The Smash franchise tends to build characters off of moves they've used throughout their history (or stuff just straight made up). As no Link has been playable in more than two games, to get a full moveset he's necessarily a composite of almost every Link. As the Link in 2 is based off of the one in Brawl, he's a composite of the different Links up to Twilight Princess.
  • Cool Sword: The Master Sword.
  • Future Badass: In the first game, where he was the grown version of the Hero of Time.
  • Heroic Mime: No dialog in his own games, no spoken words here.
  • Hyperspace Arsenal: All of his weapons come out of nowhere.
  • Jack of All Stats: Moreso than in the official games.
  • Kiai: See the quote at the top of this folder.
  • Legacy Character: The Link in the original is the adult Hero of Time. The Link in 2 is his successor from Twilight Princess.
  • Limit Break: Triforce Slash, as in Brawl and Smash 4. Link uses the Triforce to trap opponents in front of him before wailing on them with his Master Sword, eventually ending with a powerful thrust that sends them flying while simultaneously breaking the trap.
  • Luckily, My Shield Will Protect Me: In 2. If Link is standing still or crouching, his shield will stop most projectiles that touch it, just like in Zelda II: The Adventure of Link. It is easy to forget in a frantic game like this one.
  • Meteor Move: His down tilt in 2 can be this near the tip of his sword.
  • Mighty Glacier: He's quite slow (although not as much as in Brawl), but throughout his moveset, he has strong attacks with great reach.
  • Multi-Slot Character: In the first game, Link is based on his Ocarina of Time incarnation, and is playable in both his adult and young forms, just like Super Smash Bros. Melee.
  • Palette Swap: Alongside some of his Smash alternates, Link also has a notable one based on his in-game appearance in A Link to the Past, complete with pink hair and his weapons also getting recolored based on their in-game appearances there. He also has a Breath of the Wild alternate that similarly changes his weapons' colors to match their equivalents' from said game.
  • Retraux: There's also a palette swap based off of his in-game sprite in The Legend of Zelda that's rendered in a retro style. Naturally, his entire arsenal is also rendered this way; his bombs are even changed to blue to match their color in that game.
  • Skill Gate Character: Most pronounced in the earlier demos. Like the official games, in casual play, he can hit like a train, but put him in competitive play and he just can't keep up. This is gradually being fixed as the demo progresses, however.
  • Spin Attack: The one from his very games, which acts as his up special in 2.
  • Stab the Sky: His up attack in 1 and up aerial in 2.
  • Sword Plant: His down aerial in both games.
  • Wall of Weapons: Which he can use more creatively to his advantage now.
  • Weapon Twirling: As a standard pose and as a taunt.
  • You Will Not Evade Me: His Gale Boomerang in 2 can pull enemies and items toward Link if aimed correctly. To a lesser extent with the Clawshot.

    Zelda 
https://static.tvtropes.org/pmwiki/pub/images/09_zelda.png
Voiced by: Jun Mizusawa
Universe: The Legend of Zelda
Debut:
Zelda in name debuts in: The Legend of Zelda [NES], 1986
Zelda from Super Smash Flash debuts in: The Legend of Zelda: Ocarina of Time [N64], 1998
Zelda from Super Smash Flash 2 debuts in: The Legend of Zelda: Twilight Princess [Wii/GCN], 2006
Playable in: Both games
SSF2 debut: v0.8a
Final Smash: Light Arrow

"Hah!"

The titular princess of The Legend of Zelda series, Zelda is one of many incarnations of the princess of Hyrule. As in the Smash games, Zelda relies on her powerful magic to duke it out with the best of them.
  • Art Evolution: Zelda's design in 1 was a custom Mega Man Zero-esque sprite based off her design in Melee, itself using her design from Ocarina of Time. 2 uses a higher-quality custom sprite based off her Brawl appearance, itself using her design from Twilight Princess.
  • Attack Reflector: Nayru's Love, her neutral special in 2. Not so much in 1, where it was combined with Transform for her down attack.
  • Composite Character: In 1, Zelda can transform to and from her alter ego Sheik. In 2, like in Brawl, she has her Twilight Princess appearance as well as the Light Arrows she used in said game and The Wind Waker, yet can still turn into Sheik a la Ocarina of Time.
  • Deadly Force Field: In 1, Zelda's Transform down attack also incorporated Nayru's Love, which damaged anyone that got too close during the transformation. Nayru's Love returned as her neutral special in 2, with the Smash incarnation's Attack Reflector properties and with Transform as a separate move.
  • Everything's Better with Sparkles: Her attacks involve sparkles.
  • Graceful Ladies Like Purple: In 2, as in Twilight Princess.
  • High-Class Gloves: Wears a set in both games, befitting a princess.
  • Lady of War: She much less looks that part than Sheik, but packs as much of a kick.
  • Late-Arrival Spoiler: Zelda is Sheik. Because of the Smash series, this became less of a spoiler as time went by.
  • Legacy Character: There are a multitude of Zeldas within The Legend of Zelda franchise. There are two different Zeldas in this series.
  • Light 'em Up: Due to...
  • Limit Break: ... Light Arrow, as in Brawl and Smash 4. The arrow won't stop until it reaches the blast line, and thus no one behind the first opponent hit is safe.
  • Meteor Move: Her down aerial (the aptly-named Meteor Heel) and down tilt in 2 are this if sweetspotted.
  • Perpetual Frowner: In 2, befitting her personality in Twilight Princess.
  • Player-Guided Missile: Din's Fire, Zelda's side special in 2 (quite unlike the Din's Fire from her own game).
  • Princesses Prefer Pink: In 1, as in Ocarina of Time.
  • Royals Who Actually Do Something: All of the games she takes her appearances from had a Zelda who qualified.
  • Shock and Awe: Her Lightning Kicks (down aerial in 1, forward and back aerial in 2), Meteor Heel (down aerial in 2) and standard attack in 2 qualify.
  • Squishy Wizard: Zelda mainly attacks with magic, but is quite light.
  • Switch-Out Move: Transform, which switches control to Sheik, and vice versa.
  • Teleportation: Farore's Wind, her up special in 2.

    Sheik 
https://static.tvtropes.org/pmwiki/pub/images/10_sheik.png
Voiced by: Jun Mizusawa
Playable in: Both games
SSF2 debut: v0.8a
Final Smash: Light Arrow

"Tuh!"

A Sheikah warrior from The Legend of Zelda series, Sheik is the alter ego of the Princess Zelda from Ocarina of Time. As in the Smash games, Sheik puts her ninja training to good use on the battlefield.
  • Art Evolution: In 1, her design was a custom Mega Man Zero-esque sprite based on her Ocarina of Time appearance, which was the basis for her Melee design. 2 uses a higher-quality custom sprite based on her Brawl appearance, which was based on her unused character design for a potential Twilight Princess appearance.
  • Bifauxnen: She's a woman disguised as a man.
  • Chain Pain: The aptly named Chain, her former side special in 2, had her attack with a chain with slight electric properties. Has since been replaced with Bouncing Fish in Beta.
  • Charged Attack: Needle Storm, her standard attack in 1 and her neutral special in 2, can be stored in 2. The longer it's charged, the more needles Sheik sends out when it's fired, each one dealing low damage.
  • Composite Character: In 1, Sheik can transform to and from her true form, Zelda. In 2, while Sheik is Ocarina of Time's Zelda, she is being used as the alter ego for the Twilight Princess Zelda here. This even extends to her Final Smash, where she uses the same Light Arrows that Zelda used in Twilight Princess.
  • Deadly Force Field: See Zelda's entry above.
  • Flechette Storm: Needle Storm, which is also a charged attack in 2.
  • Late-Arrival Spoiler: Zelda is Sheik.
  • Light 'em Up: As with Zelda...
  • Limit Break: ... Sheik fires a Light Arrow forward. Differs from Zelda's by having opponents hit by it be launched more horizontally.
  • Ninja: Extrapolated from Ocarina of Time, where she and Impa were the last of the shadow people and were known to ninja vanish.
  • Rapid-Fire Fisticuffs: Her basic stationary attack in 2.
  • Royals Who Actually Do Something: The disguised form of Princess Zelda, who also happens to be a ninja.
  • Sarashi: Wears chest wraps in both games.
  • Smoke Out: Her recovery move, Vanish, has her pause to release a Deku Nut before reappearing elsewhere.
  • Sweet Polly Oliver: A woman disguised as a man, and perceived and presented as such in her original appearance. Her design in 2 (taken from Brawl) makes her femininity clearer, however.
  • Switch-Out Move: Transform, which switches control to Zelda, and vice versa.
  • Teleportation: Vanish, just like a ninja.
  • Walking Spoiler: See Late-Arrival Spoiler above.

    Young Link 
https://static.tvtropes.org/pmwiki/pub/images/52_younglink.png
Voiced by: Fujiko Takimoto
Universe: The Legend of Zelda
Debut:
Link in name debuts in: The Legend of Zelda [NES], 1986
Young Link from Super Smash Flash debuts in: The Legend of Zelda: Ocarina of Time [N64], 1998
Playable in: Super Smash Flash

"Haaaah!"

One of the many incarnations of The Legend of Zelda protagonist Link, specifically the prepubescent Hero of Time. As in the Smash games, Young Link is a Moveset Clone of the adult Link.
  • Adaptation Deviation: In the transition from Melee to Flash, the shield that Young Link is equipped with changes from the Deku Shield to the Hylian Shield.
  • Annoying Arrows: Just like Link's, but they're Fire Arrows.
  • Arrows on Fire: His Fire Arrows. Unlike in Melee, they don't actually have a fire effect, and they don't have an advantage over regular Link's arrows, as they deal the same amount of damage.
  • Heroic Mime: Like pretty much every Link.
  • Junior Counterpart: To the older Link.
  • Kid Hero: He is the Hero of Time, just younger.
  • Legacy Character: One of many Links to take up the mantle.
  • Moveset Clone: Even moreso than in Melee. Young Link's moveset is almost exactly the same as Link's. The only non-visual differences between the two Link's movesets are the amount of hits their side attacks do (but not the overall damage) and Young Link's Boomerang down attack doing a little less damage.
  • My Future Self and Me: Regular Link in 1 is actually the same character as this one, just older.
  • Pint-Sized Powerhouse: Less powerful than Link.
  • Secret Character: To unlock, clear Classic mode with Link.
  • Wall of Weapons: All the same as Link's.

    Samus 
https://static.tvtropes.org/pmwiki/pub/images/11_samus.png
Universe: Metroid
Debut: Metroid [NES], 1986
Playable in: Both games
SSF2 debut: v0.8a
Final Smash: Zero Laser


The protagonist of the Metroid series, Samus Aran is the most renowned bounty hunter in the galaxy. As in the Smash games, Samus dons her Varia Suit with an assortment of weapons she's not afraid to use.


  • Arm Cannon: Her main means of attack come from there.
  • Art Evolution: In 1, Samus' design is a direct rip of the SA-X's Varia Suit sprite from Metroid Fusion. In 2, her design is a custom sprite based on her Varia Suit's Brawl appearance, which combines elements of the Varia Suit's Super Metroid, Metroid Prime, and Zero Mission designs.
  • Artifact Title: The Zero Laser's name made sense in Brawl, as using it forced her to transform into Zero Suit Samus. This is not the case in 2. Funnily enough, the Samus in 2 made it an Artifact Title a few years before Smash 4 would do the same!
  • Beam Spam: Able to spam both missiles and her Charge Shot.
  • Bounty Hunter: The best one in her series.
  • Charged Attack: The aptly named Charge Shot in 2.
  • Collision Damage: Her jumping animation in 1, due to Screw Attack being incorporated.
  • Composite Character: An odd case in 1. While Samus is the character you're playing as, her sprites are actually those of the SA-X from Fusion.
  • Cool Helmet: As part of her standard bounty hunter attire.
  • Decomposite Character: Regular Samus and Zero Suit Samus are separate characters in 2, unlike in Brawl. Funnily enough, the Smash Samus would later become a Decomposite Character herself in Smash 4.
  • Hitbox Dissonance: In 1. Likely due to a glitch in the game's programming, the hitboxes on Samus' machine-gun projectiles double as part of her hurtboxes. This means that she can take damage from far away if an opponent attacks the projectiles.
  • Homing Projectile: Her weaker missiles.
  • Jack of All Stats: Samus is a fairly well-rounded character in 2 with unique strengths of her own, if not a definitive example of this trope like Mario is. While her strength, attack speed, and mobility are merely average, she's heavy and has a good recovery, decent combo potential, and a variety of projectiles with different specific uses.
  • Law of Inverse Recoil: Her Charge Shot and missiles.
  • Limit Break: The Zero Laser, a giant laser that shreds the stage, as in Brawl. As it later did in Smash 4, it doesn't break Samus' armor, and thus Samus continues fighting as normal afterwards.
  • Long-Range Fighter: In 2, Samus has weak melee attacks but powerful projectiles that both her damage-racking and finishing options rely upon. In 1, Samus only has two attacks (her down attack and her jump attack) that aren't projectiles. Just like in her home series, a Samus player must rely on her projectiles to take down foes.
  • Meteor Move: Her down air and up tilt in 2. Up tilt has to connect on a grounded opponent for it to count.
  • More Dakka: Has several attacks in 1 that involve her firing bullets from her cannon like a machine gun.
  • Palette Swap: Alongside the mainline Smash alternates she brings with her in 2, like the Gravity Suit and Fusion Suit, Samus also has a notable one that resemble the Power Suit pre-Varia.
  • Playing with Fire: Her up smash and forward aerial in 2 involves her shooting out fire in an arc.
  • Powered Armor: The video game poster child for it.
  • Retraux: Samus also has a palette swap based off of her in-game Power Suit sprite in Metroid that's rendered in a retro style. Her bombs and missiles are also rendered accordingly.
  • Rocket Jump: Samus can use her bombs like this in 2, based on her Bomb Jump ability from her own games.
  • Shoulders of Doom: Weaponizes them with a tackle during her dash attack in 2.
  • Spin Attack: Her Screw Attack, her jump attack in 1 and her up special in 2.
  • Stone Wall: Samus is very heavy and has above-average recovery capabilities, but her offensive abilities are generally lacking.
  • The Voiceless: When in armor, Samus' voice is never heard. It's assumed that her armor completely mutes her voice, although several games in her series show that she is capable of making herself heard through her helmet.
  • Wave-Motion Gun: The Zero Laser, which also has a vacuum effect.

    Kirby 
https://static.tvtropes.org/pmwiki/pub/images/15_kirby.png
Voiced by: Makiko Ohmoto
Universe: Kirby
Debut: Kirby's Dream Land [GB], 1992
Playable in: Both games
SSF2 debut: v0.1a
SSF2 Specials: Inhale, Hammer, Final Cutter, Stone
Final Smash: Cook Kirby

"Hi!"


The titular protagonist of the Kirby series, Kirby regularly protects his home planet, Popstar, from very powerful enemies. Notably, Kirby was part of a tag-team with Meta Knight in 1 before being playable by himself in 2.


  • Achilles' Heel:
    • His low weight. Hit him hard enough when his damage is high and he won't be coming back.
    • A common tactic for Stone is to float up into the air and drop down as a rock. If Kirby relies on this tactic too much, however, his opponents may become wary of it and get out of the way. This also gives them ample time to counter with the one thing Stone is weak to: grabs.
  • Art Evolution: Kirby's design in 1 is a rip of his sprite in Kirby Super Star. In 2, Kirby's design has gone from a recolor edit of his Kirby: Squeak Squad sprite, to an edited recolor of his Super Star Ultra sprite based on his Brawl appearance, to a custom sprite based on his Brawl and Smash 4 appearances.
  • Badass Adorable: Don't let his appearance fool you. He regularly takes down Eldritch Abominations in his home series, and is no less capable here.
  • Big Eater: Kirby is one of the characters who can eat his enemies.
  • Calling Your Attacks: Amusingly, Kirby also mimics the person he's copied. This has adorable results.
    "Falcon Punch!"
  • Chef of Iron: Cook Kirby has him transform into a chef and cook his foes alive.
  • Composite Character: In the first game, he and Meta Knight were a single tag team character.
  • Cool Starship: His Warp Star could technically count as one, being a "Star Ship" in the most literal sense.
  • Dance Battler: His dash attack in 2 is the Break Spin from the Yo-Yo power in Kirby Super Star.
  • Dishing Out Dirt: Stone, which is invulnerable to strikes but can be grappled out of. Best used on top of somebody else.
  • Extreme Omnivore: Downplayed, when compared to the official Smash games. Kirby's Inhale special will still allow him to swallow opponents up, but it does not have the ability to suck in items.
  • Glass Cannon: In 2, Kirby has impressive attack power, but is one of the lightest characters.
  • Ground Pound: Turns into a rock to do it. He can also turn into other heavy objects from other Nintendo games.
  • Kid Hero: It's vague how old Kirby really is, but he's pretty childlike anyway.
  • Limit Break: Cook Kirby, as in Brawl. Kirby sucks all of his opponents into a pot and cooks them before launching them out. Just like in his own games, it turns all nearby items into food.
  • Meteor Move: In 2, his down aerial and Final Cutter up special are capable of this. Specifically, the down aerial is a series of weak meteor smashes, while the falling portion of Final Cutter is a stronger meteor smash.
  • Palette Swap: Alongside his official colors in Smash, Kirby in 2 brings in a few more alternates based on the Spray Paints from the Flagship duology, Kirby & the Amazing Mirror and Kirby: Squeak Squad. One is based on Orange, one is based on Grape, one is based on Chocolate, and one is based on Carbon.
  • Pint-Sized Powerhouse: Small, but he can hit harder than you'd expect.
  • Playing with Fire: His side attack in 1 is a fireball dash (Burning/Fire power).
  • Power Copying: Kirby's copy ability allows him to copy the neutral special move of the character he inhales.
  • Practical Taunt: Taunting while having a copy ability makes him lose it. His up/down taunt is one of the shortest in the entire series, probably to make it easier to drop the copy when needed.
  • Rapid-Fire Fisticuffs: Has the Vulcan Jab move from the Fighter ability as his standard combo.
  • Retraux: Has a palette swap based off of his in-game sprite in Kirby's Adventure that's rendered in a retro style. Even his Hammer, Final Cutter, and Stone moves are changed to match how they looked in that game.
  • Shout-Out: His Stone ability can transform into, besides the classic rock-with-a-"\ /"-face and among other things, a Thwomp and Lip's garbage block. Exclusive to Flash, he can even transform into a miniature Landmaster... which can even move around and damage opponents!
  • Skill Gate Character: Kirby is a relatively popular character among lower level players, having strong, spammable smash attacks, a simple yet very effective recovery, and generally easy to utilize moves. Downplayed compared to the official Smash games since, while his lack of projectiles can be an issue against certain characters, his strength, speed and combo ability hold up in high-level play.
  • Switch-Out Move: In 1, his standard attack has him switch gameplay to Meta Knight, and vice versa.
  • Taking You with Me: Kirby can kill both an opponent and himself simultaneously by throwing himself with the opponent, using either any of his grabs but the down one or Inhale.
  • Wrestler in All of Us: He has a backdrop and jumping piledriver. They are first noted for their tendency to go off the edge.
  • Your Size May Vary: Hardly noticeable, but it's there. In Kirby's Dream Land 3, he came up to Samus' knees. Here, he roughly reaches her waist.

    Fox 
https://static.tvtropes.org/pmwiki/pub/images/18_fox.png
Voiced by: Shinobu Satouchi (Super Smash Flash), Jim Walker (Super Smash Flash 2)
Universe: Star Fox
Debut: Star Fox [SNES], 1993
Playable in: Both games
SSF2 debut: v0.8a
Final Smash: Landmaster

"Here I come!"


The protagonist of the Star Fox series, Fox McCloud is the leader of the titular mercenary team Star Fox. As in the Smash series, Fox forgoes fighting in his Arwing to put his speed, agility, and trusty gadgets to the test.


  • Art Evolution: In 1, his design was a custom Mega Man 8-esque sprite based on his Melee design, which was inspired by his Star Fox 64 appearance. In 2, he has a different custom sprite based on his Brawl design, which combines the square-shaped head from Star Fox Command, boots that take their color but not their design from Star Fox: Assault, layered flight pants from Star Fox Adventures, and rolled-up sleeves from Star Fox 64 along with other original Smash Bros. embellishments.
  • Asian Fox Spirit: While he lacks the extra tails present in most interpretations, his Fire Fox and Fox Illusion attacks, and even his red scarf, are strong allusions to the kitsune of Japanese folklore.
  • Attack Reflector: His Reflector move in 2.
  • Badass Normal: Fox has no super powers, just being an anthropomorphic fox, but he does have advanced technology.
  • Barrier Warrior: His reflector attacks when it's activated. In fact, it's more useful as an attack than it is as a shield.
  • Beam Spam: With his gun in 2.
  • Blue Oni: To Falco's red; Fox is focused and likes to get the job done, while Falco is rough, tenacious, and a bit of a rogue. Their respective idle animations display their personalities to a T if you look at them separately, and this matches the respective color schemes of their reflectors' barriers and the Speed Echoes during their side specials. Ironically, their respective species and blasters flip the onis around entirely; Fox (a specimen of red fox) uses a blaster with red rapid-fire lasers, while Falco (a literal blue pheasant) uses a blaster with blue slow-shooting lasers.
  • Continuity Cameo: One of his palette swaps is Marcus, his and Krystal's future son from one of the endings of Star Fox Command.
  • Cool Starship: His Arwing.
  • Deadly Force Field: As in Smash, anyone that touches Fox's reflector as it comes out will take damage. Mastering this is a very good way to learn advanced combos in 2. This even applies in 1, where the Reflector didn't even reflect attacks!
  • A Dog Named "Dog": A fox named Fox McCloud.
  • Flash Step: Fox Illusion, his side attack in 1 and his side special in 2. He dashes forward and leaves a trail of blue Speed Echoes.
  • Fragile Speedster: One of the fastest characters, but is highly susceptible to horizontal kills and edgeguards.
  • Funny Animal: An anthropomorphic fox that otherwise acts human.
  • Glass Cannon: Exemplifies this very well in 2. He is gifted with some of the best kill moves since they come out quickly and do massive knockback, and consistently has the best combo abilities thanks to his high fall speed and assortment of quick weak attacks. However, his fall speed is both a blessing and a curse, as it causes him to be juggled very easily, and despite his high fall speed, he is a very light character with a predictable recovery, making him highly susceptible to horizontal kills and edgeguards.
  • Jet Boots: Fire Fox and Fox Illusion are used via jet boots.
  • Limit Break: Summons a Landmaster for Fox to control, as in Brawl and Smash 4.
  • Meteor Move: In 2, Fox's down aerial and down throw will meteor smash. His down aerial is specifically a series of weak meteor smashes, while the down throw is a singular meteor smash that can KO if performed at the edge of a platform.
  • No-Sell: Can't sell his Blaster to anyone in 2, unless it is part of one of his grapple moves where he shoots it. It racks up damage quickly despite this (in fact, the lack of flinching is the trade-off for its ludicrously fast rate of fire), so his opponents would still do their best to avoid it.
  • Playing with Fire: Fire Fox, his down aerial in 1 and his up special move in 2. He also has a taunt where he does the Fire Fox's startup animation, just with no damage.
  • Rapid-Fire Fisticuffs: Kicks, has something akin to Chun-Li's Hyakuretsukyaku as a standard combo.
  • Ray Gun: His Blaster, which serves as his standard attack in 1 and his neutral special in 2. It behaves similar to how it did in Smash 64 in 1, and to how it's been since Melee in 2.
  • Tail Slap: His crouching strike and up aerial, despite foxes not really being known for strong tails.
  • Tank Goodness: His Landmaster tank, and you can Do a Barrel Roll while piloting it.

    Pikachu 
https://static.tvtropes.org/pmwiki/pub/images/20_pikachu.png
Voiced by: Ikue Otani
Universe: Pokémon
Debut: Pokémon Red and Blue [GB], 1996
Playable in: Both games
SSF2 debut: v0.8a
Final Smash: Volt Tackle

"Pika!"


The Electric Mouse Pokémon and the mascot of the Pokémon series. As in the Smash games, it fights using its electric abilities and speed to its advantage.


  • Adaptational Badass: Pikachu might not be very impressive in its home series, but the Smash incarnation is portrayed as one of the more tricky fighters to deal with. This is especially notable in 2, where he's a top-tier character.
  • Anti-Air: Thunder, its down attack and down aerial in 1 and his down special in 2, which covers a respectable vertical area.
  • Art Evolution: Its design in 1 was a custom sprite based on its design in the official Pokémon games at the time. In 2, his design is a different custom sprite based on his design in Brawl, where he is slightly slimmer than the previous official design.
  • Badass Adorable: This little yellow mouse is one tough cookie.
  • Black Bead Eyes: In 1. In 2, he gains brown irises to go with Pikachu's Sugimori art from Gen III onwards (as well as his model in Pokémon X and Y and the updated design of Ash's Pikachu).
  • Charged Attack: Skull Bash in 2. The longer it's charged, the farther it sends Pikachu and the more damage it does when used.
  • Composite Character: Pikachu's voice and mannerisms are heavily based on Ash's Pikachu, but isn't the exact same character due to him coming out of a Poké Ball for his entrance animation, with Ash's Pikachu known to refuse to go in one.
  • Flash Step: Quick Attack, his up special, has him quickly darting in the air up to two times.
  • Fragile Speedster: Quite fast, but quite light and thus easy to launch.
  • Hoist by His Own Petard: In 2. Normally, his down special Thunder attack involves striking himself with lightning and using that lightning to become briefly invulnerable. But the lightning itself counts as a projectile, and all Attack Reflector moves only reverse the horizontal momentum of all projectiles. Therefore, if Pikachu's Thunder so much as touches Mario's Cape or Fox's Reflector, he strikes himself with lightning... and, amusingly, gets harmed by it.
  • Killer Rabbit: It may be a cute yellow mouse, but don't let that fool you. Pikachu is one tough costumer.
  • Lightning Bruiser: It was the top character of Smash 64, the one game in the Smash series notorious for zero-to-death combos. He qualifies in SSF2, as well.
  • Limit Break: Volt Tackle, the signature move of his line, as in Brawl and Smash 4. It functions differently from the Pokémon games or anime though, behaving more like Pulseman's Volteccer instead. After Smash 4's release, a smaller ball of electricity was added to the move as a way for the user to keep track of where the big ball of electricity will move next.
  • Mon: Of the Poké variety. Also counts as the Series Mascot.
  • Palette Swap: In 2, Pikachu's alternates are mostly color swaps based on various other Pokémon, as opposed to the hats from the mainline Smash games. Among others, he has alternates based on Raichu, Eevee, and Pachirisu. He also has an alternate based off of Raichu's scrapped Gorochu evolution, and another that gives him his shiny coloration.
  • Pint-Sized Powerhouse: Small, but packs quite the punch.
  • Pokémon Speak: The games use Pikachu's anime noises from Melee and Brawl, respectively, instead of his home series noises. This would later be ported back into Pokémon X and Y (but only for Pikachu), bringing the business full circle.
  • Retraux: He also has a palette swap based off of his in-game sprite in Pokémon Yellow that's rendered in a retro style.
  • Ride the Lightning: Volt Tackle.
  • Ridiculously Cute Critter: Just take a look at that smile.
  • Secondary Sexual Characteristics: His tail made his sex official in 2. In Pokémon Diamond and Pearl and all Pokémon games since, female Pikachu have a heart-shaped dent in their tails that this Pikachu lacks. The Smash incarnation of Pikachu had always been heavily influenced by Ash's Pikachu, which is also male, and the Flash games follow suit.
  • Shock and Awe: The most famous electric type Pokémon.
  • Use Your Head: During Skull Bash in both games, and his standard combo, dash attack, down throw, forward air, and down air in 2.

    Jigglypuff 
https://static.tvtropes.org/pmwiki/pub/images/21_jigglypuff.png
Voiced by: Rachael Lillis
Universe: Pokémon
Debut: Pokémon Red and Blue [GB], 1996
Playable in: Both games
SSF2 debut: v0.9a
SSF2 Specials: Rollout, Pound, Sing, Rest
Final Smash: Puff Up

"Jigglypuff!"


The Balloon Pokémon of the Pokémon series. As in the Smash games, it is very light and weak, but has quite a few surprising tricks up its sleeve.


  • Ambiguous Gender: There has never been solid confirmation on its gender. In the official games, however, it uses hats from the female trainers.
  • Art Evolution: In 1, Jigglypuff's design is a custom edit of Kirby's sprite from Kirby Super Star. In 2, Jigglypuff's design is a custom sprite based on its appearance from Brawl, but with the game-accurate blue eyes.note 
  • Charged Attack: Rollout in 2. The more it's charged, the faster, longer, and more damaging it will be.
  • Close-Range Combatant: Given its poor range, it's this. Unlike most close-range combatants, its ground game's poor, with slow movement and weak attacks, and it's one of the lightest there is. However, it compensates for this with a terrific aerial game with one of the best air speeds and powerful aerial attacks, being able to "jump" 5 times in the air (together with Pound to slide even further back) to practically guarantee a comeback onto the stage should it survive being launched, and some of its attacks are deceptively far-reaching.
  • Crouching Moron, Hidden Badass: Jigglypuff's most powerful move is falling asleep, but the move is super effective!
  • Difficult, but Awesome: Rest is essentially a One-Hit Kill if it connects, but it has extremely small range and will leave Jigglypuff exposed for a good deal of time if it doesn't connect (since, you know, you fell asleep).
  • Glass Cannon: In 2, its aerial game is incredible, with fast and powerful air attacks; and its Rest is a nigh One-Hit Kill attack, provided it strikes. However, Jiggs is very light, and will be sent flying easily.
  • Grandfather Clause: Around the time the original game was released, Jigglypuff was a recurring character in the anime (and replaced Nidorino in the opening of Pokémon Red and Blue). Since then Jigglypuff is rarely used in any marketing and has become less relevant as the generations go by. Still keeps its spot in Flash, however, because of its popularity in competitive circles.
  • Lethal Joke Character: Being one of the lightest characters and having a very low ground speed, Jigglypuff looks like a terrible character on paper. However, its strengths (having very strong aerial attacks and access to some lethal combo techniques) more than make up for its flaws.
  • Limit Break: Puff Up, as in the Smash games. The move expands Jigglypuff to absurd levels, causing it to push foes off the stage.
  • Magic Music: Its singing, which induces sleep.
  • Mon: The Balloon Pokémon.
  • One-Hit Kill:
    • Rest can do this at low percentages.
    • If Jigglypuff's shield breaks, it will immediately fly up straight into the air and cause it to get KO'd unless it hits a solid ceiling.
  • Palette Swap: Jigglypuff's design in 1 is a sprite edit of Kirby from Super Star. Moveset-wise, they only share the down aerial attack and the stance. In 2, its alternate colors are actual color swaps based on either other Pokémon, its in-game designs in some games, and even its shiny coloration.
  • Pint-Sized Powerhouse: In 2.
  • Pokémon Speak: It's a small, cute playable Pokémon in this series, so this is pretty much a given.
  • Power Creep, Power Seep: In Pokémon, Rest is a non-damaging move meant to remove status conditions and restore HP. In 2, it can somehow cause a KO in one hit!
  • Retraux: Has a palette swap based off of its in-game sprite in Pokémon Red and Blue that's rendered in a retro style.
  • Ridiculously Cute Critter: Just look at those eyes.
  • Rolling Attack: Rollout (down attack in 1, neutral special in 2), which can be charged up in 2 to make one nasty attack.
  • Secret Character: To unlock it in 1, clear Adventure mode. In its 2 debut, v0.9a, it had to be unlocked by clearing the starting ten events in Event mode. This was subverted in the next major patch, v0.9b, as it became available from the beginning.
    • Considering that the Smash Jigglypuff had always been an unlockable character at the time, the Flash series made Jigglypuff a starter character way before the Smash series did the same in Smash 4's Wii U version.
  • Signature Move: Sing is strongly associated with Jigglypuff.
  • Sizeshifter: Puff Up makes it grow to absurd sizes. Better grab on to those ledges!... Or don't, as its final shout will send any nearby opponent flying.

    Mewtwo 
https://static.tvtropes.org/pmwiki/pub/images/53_mewtwo.png
Voiced by: Masachika Ichimura
Universe: Pokémon
Debut: Pokémon Red and Blue [GB], 1996
Playable in: Super Smash Flash

"Hm!"

The Genetic Pokémon of the Pokémon series, Mewtwo is a Legendary Pokémon cloned from the DNA of the Mythical Pokémon Mew. As in the Smash series, Mewtwo fights using its powerful psychic abilities.

    Captain Falcon 
https://static.tvtropes.org/pmwiki/pub/images/14_captainfalcon.png
Voiced by: Ryō Horikawa
Universe: F-Zero
Debut: F-Zero [SNES], 1990
Playable in: Both games
SSF2 debut: v0.8a
Final Smash: Blue Falcon

"Show me your moves!"


The mascot of the F-Zero series, Captain Falcon is a famous bounty hunter and a repeat racer in the F-Zero racing tournaments. As in the Smash series, Captain Falcon steps off the wheel and onto the battlefield using his quick reflexes and fire-enhanced physical attacks.


  • Adaptational Badass: Downplayed, as Captain Falcon has always been a bounty hunter who apparently does not need that thing in his holster. We never see him fight in his home series, however, and it wasn't shown he had super powers.
  • Animal-Themed Superbeing: More obvious in Smash and Flash than in F-Zero, as he never displayed any superpowers (outside of ace driving skills) in his home series.
  • Art Evolution: In 1, his design is a custom sprite based on his Melee design, which was based on his F-Zero X design. In 2, his design has gone from a higher-quality sprite based on his Brawl designnote  to a recolor based on his Smash 4 design.
  • Awesome, but Impractical: His FALCON PUNCH is very powerful (and just fun to use because it looks cool and hearing Captain Falcon is hilarious), but it's too slow to hit anything without good planning, and he's vulnerable while using it.
  • Badass Driver: Naturally, this comes with the territory of being from a racing game series. This skill comes into play for Captain Falcon's Final Smash where he runs you over at mind-numbing speeds.
  • Big "YES!": When successfully pulling his up special move, Falcon Dive.
  • Bring It: One of his taunts commands opponents to "Show me your moves!". Another tells his opponent to "Come on!".
  • Calling Your Attacks: "Falcon Punch!" "Falcon Kick!" "C'mon, Blue Falcon!"
  • Car Fu: His Final Smash has him slamming his opponents with his Blue Falcon at full speed.
  • Cool Car: The Blue Falcon.
  • Cool Starship: The Falcon Flyer, which fighters battle on top of in the Sand Ocean stage.
  • Difficult, but Awesome: His forward air, the Knee Smash, where he uses his knee to damage opponents. It is overall the most powerful aerial attack in the series and is visually entertaining to watch, but it can be rather difficult to land the necessary sweetspot.
  • Elemental Punch: A couple of his attacks, like his Falcon Punch and Falcon Kick, are fire elemental. His forward aerial is electric elemental instead if sweet-spotted.
  • Gratuitous English: Voiced by the Japanese Ryō Horikawa in both games.
  • Heroes Fight Barehanded: Fights purely using punching and kicking attacks, though a few of them have fire properties. Especially notable considering that he has a gun in his holster, which he never uses here.
  • Hot-Blooded: In direct contrast to his home series, where he is usually The Stoic.
  • Large Ham: He delivers no lines subtly.
  • Let's Fight Like Gentlemen: He has a gun in the holster on his belt, which he never uses (he has never been seen using it in the F-Zero storyline either, discounting a comic based off the first game).
  • Lightning Bruiser: He's very fast, has some of the most powerful moves, and has one of the best endurances.
  • Limit Break: Summons the Blue Falcon to run over opponents, as in the Smash games.
  • Megaton Punch: All together now: "FALCON PAWNCH!"
  • Meteor Move: In 2, his down air and his Raptor Boost side special move when performed in the air will meteor smash. If his down air hits near his chest, it becomes a spike.
  • Mythology Gag: His seemingly baseless moveset is a remnant of the prototype title Dragon King: The Fighting Game, before it became a Mascot Fighter.
  • Out-of-Character Moment: Looking at his characterization in his home series after Smash can be jarring, as F-Zero firmly establishes him as a blunt, comically serious bounty hunter, while Smash Bros. has him as a Hot-Blooded and somewhat campy Toku hero. Flash follows the latter.
  • Palette Swap: In addition to having many of his Smash alternates, he also has Flash-original alternates based on Phoenix, Black Shadow, Samurai Goroh, and Baba. All of his palette swaps also change the color of his Blue Falcon, with its color coinciding with whom Falcon's alternate is referencing.
  • Playing with Fire: Several of his attacks involve fire in some form.
  • Pre-Asskicking One-Liner: "Show me ya moves!"
  • Rapid-Fire Fisticuffs: As his standard combo, using only one hand.
  • Secret Character: In his 2 debut, v0.8a, he had to be unlocked by winning a Group match with all of the starter characters. This was subverted two major patches later, v0.9a, as he became available from the beginning.
  • Shock and Awe: His forward aerial, the aforementioned Knee Smash.
  • Signature Move: Falcon Punch. It even became a meme and found its way into his home series. His Knee Smash can also be considered a second signature move.
  • Super-Speed: He is the third fastest character in 1note , and the second fastest character in 2note .
  • Toku: As an animal-themed hero in a mask and bright-colored costume, his moveset and mannerisms are inspired by this genre even if it contrasts with his main series portrayal.
  • White Gloves: More like white and yellow gloves.

    Mr. Game & Watch 
https://static.tvtropes.org/pmwiki/pub/images/23_mrgamewatch.png
MR. GAME & WATCH GETS HIS GAME ON!
Universe: Game & Watch
Debut:
Retroactive debut: Ball [G&W], 1980
Conceptual debut: Super Smash Bros. Melee [GCN], 2001
Playable in: Both games
SSF2 debut: v1.0
SSF2 Specials: Chef, Judge, Fire, Oil Panic
Final Smash: Octopus

(beep noises)

A composite representation of the various generic characters within the Game & Watch games. As in the Smash series, Mr. Game & Watch fights using a variety of characters and items from his home series.
  • Art Evolution: In 1, his design was a custom sprite loosely based on his Melee design. In 2, his design is a different custom sprite directly based on his Brawl design.
  • Charged Attack: The Collect-Type with his Oil Panic down special in 2. Mr. Game & Watch pulls out an oil bucket that can absorb up to three projectiles, with each one turning to oil and filling up one third of the bucket. When he spills the oil on his opponent, the amount of damage and knockback dealt depends on how powerful each absorbed projectile was on their own.
  • Combat Tentacles: His main form of attack during his Final Smash, during which he transforms into a giant version of the titular character from Octopus and floats around the stage to whack opponents with his tentacles.
  • Composite Character: The Game & Watch characters did not have consistent appearances nor were they confirmed to be the same characters every time, so Mr. Game & Watch functions as an amalgamation of many Game & Watch elements. His character model is mostly based on the falling civilians in Fire, but his moves come from many other Game & Watch games.
  • Confusion Fu: His animations don't telegraph a lot of his attacks. Additionally, his Judge attack has random power, knockback, and sometimes other effects, based on a scale of one to nine. One is practically Scratch Damage, while nine is a One-Hit Kill under normal circumstances. On top of all that, the food items launched from his frying pan when he uses his Chef special have erratic flight patterns.
  • Energy Absorption: His Oil Panic down special allows him to absorb up to three projectiles and convert them into oil, which can then be spilled onto an opponent to deal a considerable amount of damage.
  • Fighting Clown: Smacking people with whatever you can get your hands on is passable, but it crosses into ridiculous extremes when you can weaponize stuff like juggling, turtles, fishbowls and food flipped out of a frying pan.
  • Hammerspace: Where anything he uses in combat comes from.
  • Limit Break: As in the Smash games, he turns into the Octopus from the Game & Watch game of the same name, mostly attacking by extending his tentacles.
  • Meteor Move: His down aerial in 2 will knock opponents downward with the initial hit, and his down throw can KO if performed at the edge of a platform.
  • Mythology Gag: Just about every one of his animations is taken from a specific Game & Watch game.
  • Palette Swap: Has many of his Smash alternates, along with some new ones. Notably, because of his simplistic design, he had seventeen palette swaps back when 2 used hue sliders for palette swaps and didn't limit the amount of alternates to twelve.
  • Paper People: Referencing his LCD cell origins, he's completely flat.
  • Practical Taunt: Has a taunt where he sits down and sighs, complete with a visible exhale of air. The air has a non-damaging windbox, so it can be used to get some space from your opponent, or even edgeguard them without giving them another chance to use their up special.
  • Random Effect Spell: In 2, his side special move, Judge, has one of nine outcomes based on the number displayed when used:
    • 1 does 2% damage and deals no hitstun while also hurting himself for 12%.
    • 2 does 4% with a tiny amount of knockback. It also has a chance of stunning the opponent for a moment.
    • 3 does 6% and launches the enemy in his direction. It also does significant damage to shields.
    • 4 does 8% with a slash effect and launches the opponent diagonally.
    • 5 does five electrical hits that chain into each other and do 3% each.
    • 6 does 12% fire damage and large horizontal knockback.
    • 7 does 14% and drops a random food item if an enemy is hit.
    • 8 does 9% and freezes the opponent while also launching them upward with set knockback.
    • 9 does 32% with massive knockback that can One-Hit Kill. Like most moves that can do so, the distinct "PING" sound of the Home-Run Bat plays if it connects.
  • Retraux: He is designed to resemble the extremely choppy animations of the old LCD Game & Watch units.
  • Secret Character: In 1 only. To unlock him, clear the Target Test with every other character.
    • He's notably one of two characters that cannot be unlocked early using the Skip Glitch, with the other being Lloyd. This is due to needing every other character unlocked first, and the Skip Glitch not exactly working for Target Test mode.
    • He's also notable for being the only character that is a starter in 2, but has always been unlockable in official games.

Newcomers

    Meta Knight 
https://static.tvtropes.org/pmwiki/pub/images/16_metaknight.png
Voiced by: Eric Newsome (Super Smash Flash 2)
META KNIGHT TESTS HIS STRENGTH!
Universe: Kirby
Debut: Kirby's Adventure [NES], 1993
Playable in: Both games
SSF2 debut: v0.7a
Final Smash: Galaxia Darkness

"Fight me!"


A mysterious knight from the Kirby series, Meta Knight is Kirby's rival and occasional ally. Notably, Meta Knight teamed up with Kirby in 1 before going it alone for 2. Meta Knight's playability in Flash preceded his debut in Smash by two years, although he was announced for Smash three months prior to the release of Flash.


  • Art Evolution: In 1, Meta Knight used his sprites from Kirby: Nightmare in Dream Land (the Game Boy Advance remake of Kirby's Adventure). In 2, Meta Knight uses a custom sprite based on his Brawl redesign.
  • Black Screen of Death: When Galaxia Darkness connects, the screen fades to black until Meta Knight delivers the ending strike.
  • Cape Wings: He literally turns his cape into his wings and back.
  • Collision Damage: In 1, as with several other characters, he can attack someone with his jumping animation. Meta Knight's jump attack is unique in that he specifically attacks during the tail end of the animation, as he extends his Galaxia forward, and that it actually doesn't deal damage, but will still cause opponents to flinch.
  • Composite Character: In 1. See Kirby above.
  • Cool Mask: His mask is never removed in either game.
  • Cool Sword: Galaxia.
  • Dark Is Not Evil: He has the whole "dark knight" vibe going on, but he's on the heroes' side for the most part.
  • Death of a Thousand Cuts: Most of his moves involve striking the opponent with many weak hits.
  • Fragile Speedster: He's not too hard to launch due to his light weight. However, his fast attacks serve as a good defense, rendering the fragility moot if played well.
  • Limit Break: Galaxia Darkness, as in Brawl and Smash 4. Meta Knight swings his cape around himself, hoping to trap an opponent. If even one opponent gets caught, time stops and the screen fades to black... until Meta Knight suddenly uses his Galaxia to cut through the darkness and every opponent along with it.
  • Master Swordsman: Naturally. He can swing the Galaxia with enough speed to break the sound barrier, and most of his attacks utilize it.
  • Pint-Sized Powerhouse: Is about the same size as Kirby and has impressive attack power.
  • Razor Wings: His grapple strike is with his wings, but it's justified since he explicitly hits with the talons on the wings rather than the wings themselves.
  • Spam Attack: Has a pretty wild one as his neutral jab.
  • The Stoic: In fact, he's so serious that you can easily forget that he looks like Kirby.
  • Switch-Out Move: In 1, his standard attack has him switch gameplay to Kirby, and vice versa.
  • Taking You with Me: Can do this with his up throw if there is no floor underneath him on the way down from flying up with his opponent.
  • Teleport Cloak: His down special, Dimensional Cape, lets him warp a short distance and avoid attacks.
  • This Is a Drill: His side special is a drill attack with his sword.
  • Tornado Move: His Mach Tornado special has him spinning so fast he's basically a tornado.
  • You Fool!: Muttered during his Dimensional Cape special. Even more fitting if he dodges an attack with it, and/or the following sword attack lands.

    Sonic 
https://static.tvtropes.org/pmwiki/pub/images/27_sonic.png
Voiced by: Jason Griffith (Super Smash Flash 2)
SONIC & TAILS TEAM UP FOR BATTLE!
Universe: Sonic the Hedgehog
Debut:
Technical debut: Rad Mobile [Arcade], 1991note 
Official debut: Sonic the Hedgehog [Mega Drive/Genesis], 1991
Playable in: Both games
SSF2 debut: v0.3a
Final Smash: Super Sonic

"Sonic's the name, speed's my game!"


The titular protagonist of the Sonic the Hedgehog series, and the mascot of Sega. Sonic uses his supersonic speed, quills and physical abilites in Flash, even before joining Smash two years later.


  • Art Evolution: In 1 and throughout most of 2's development, Sonic used his sprites from Sonic Battle. As of Beta, Sonic's design is a custom sprite based on his Smash 4 appearance, which is based on his official design as of Sonic Unleashed.
  • Blue Is Heroic: Sonic is the protagonist of his own series, and he's blue. His nickname is even "The Blue Blur."
  • Charged Attack: His Homing Attack (neutral special) and Spin Dash (down special) in 2 will increase the distance they travel (but not the amount of damage dealt) by charging them. The Homing Attack is charged by holding the special button, while the Spin Dash is charged by mashing the special button. The Spin Dash has to be partially charged in order to use the move for anything other than a fake-out.
  • Close-Range Combatant: Fighting with him constantly requires getting in close with the opponent, attacking, then running away to avoid damage.
  • Collision Damage: In 1, his jumping animation not only looks like his trademark Spin Jump in his series, it also behaves like it. In 2, his Super Sonic form relies on this to deal damage, with the amount of damage dealt being proportional to the speed he is going when he touches the opponent.
  • Dance Battler: For his up/down taunt, he performs a windmill. Taking a cue from Smash 4, he even does the splits for his down smash.
  • Fragile Speedster: Comes with the territory.
  • Furry Reminder: Weaponizes his quills for his up throw.
  • Limit Break: Super Sonic. Before Beta, Super Sonic had a full moveset separate from Sonic's. In Beta, it behaves like the Brawl and Smash 4 version, where he flies around and deals Collision Damage proportional to his speed. Unlike that version, though, he can't cross the blast lines without self-destructing.
  • Meaningful Name: Sonic can run at supersonic speeds.
  • Meteor Move: His down aerial and Sonic Eagle (forward aerial) in 2 when it lands at the start of the move and with his heel, respectively. Before Beta, there was also Bounce Attack, the aerial version of his Spin Dash special move.
  • Multi-Slot Character: In the first game, he is playable alongside his Golden Super Mode, Super Sonic, as a separate character. The second game does away with this and makes Super Sonic his transformation for his Final Smash.
  • Palette Swap: Unlike in the real Smash games, Sonic changes to distinct colors for his alternate colors in 2. Most of his alternates reference his massive supporting cast, like Tails, Knuckles, Shadow, and Sticks. He also has an alternate with washed-out colors based on his Classic appearance since Sonic Generations, and another based on his design at the beginning of his first game's promotional comic.
  • Rolling Attack: A trademark of Sonic. His Spin Dash down attack and jump attack were this in 1. In 2, in addition to his Spin Dash returning as a now-chargeable down special, he also has his neutral air, up smash, dash attack, down throw, ledge attack, and Homing Attack (neutral special).
  • Shout-Out: He also has a palette swap based on Sash Lilac, an expy of Sonic.
  • Speed Echoes: During his side special, Light Dash.
  • Spring Jump: His up special, the Spring Jump.
  • Super Mode: Super Sonic in the sequel. In the original, he was a separate character entirely.
  • Super-Speed: Naturally. He's the fastest character in 2, and the second fastest in 1, just after Super Sonic.
  • Wheel o' Feet: His infamous "You're too slow!" side taunt from Brawl is back in 2, complete with him performing the Super Peel Out while doing so. He also does this in his running animation in 2, naturally.

    Tails 
https://static.tvtropes.org/pmwiki/pub/images/28_tails.png
Voiced by: Amy Palant and Kate Higgins (Super Smash Flash 2)note 
SONIC & TAILS TEAM UP FOR BATTLE!
Universe: Sonic the Hedgehog
Debut: Sonic the Hedgehog 2 [Master System/Game Gear], 1992
Playable in: Both games
SSF2 debut: v0.7
Final Smash: Tornado

"Yeah!"

A young, two-tailed fox from the Sonic the Hedgehog series, Miles "Tails" Prower is Sonic's best friend and sidekick. Tails uses his gadgets and tails in combat.
  • Arm Cannon: His Energy Ball, from Sonic Battle. He uses it in his standard, up, and down aerial attacks in 1 and as his neutral special in 2.
  • Art Evolution: In 1 and throughout most of 2's development, Tails used his sprites from Sonic Battle. As of Beta, Tails' design is a custom sprite based on his official design as of Sonic Unleashed.
  • Assist Character: His up special, the Remote Robot, has him throw out a small Tails-shaped robot that walks around. If an opponent touches it, it will latch onto the opponent and promptly explode. While the Remote Robot is visually based on the one from Tails Adventure, it functions like the Chu2 Bomb from Sonic Battle and, even more closely, Bowser Jr.'s Mechakoopa special move in the official Smash games.
  • Charged Attack: His Spin Dash down special in 2, like Sonic's. Unlike Sonic's, it charges by holding down the special button, can be executed instantly, has a finite charge, allows him to jump while charging, deals more damage the longer it's charged, cannot be turned around, and stops as soon as he hits an opponent.
  • Extendo Boxing Glove: The Magic Hand, an invention of Tails from Sonic Battle. Tails uses it to perform Magic Hook for his down attack in 1 and his down smash in 2.
  • Grapple Move: Tails' Airlift side special in 2 is a command grab inspired by his tendency to carry allies that grab onto him while he's flying starting with Sonic 3, but there's an offensive element here. Here, he dives to grab an opponent and flies with them in the direction you pick, but he kicks them away after a few moments. There are plenty of applications for this move; it has good horizontal range that could help get Tails back on stage, he can grab someone attempting to edgeguard him offstage and fly towards the stage to save himself, he can use it to edgeguard someone and make it harder for them to get back on stage, and he can even save offstage teammates by using it on them (provided Team Attack is on).
  • Instant Flight: Just Add Spinning!: His midair jumps naturally involve using his tails in this method. His former up special, Tails Whirlwind, is slightly different since he spins his entire body rather than just his tails to gain some height.
  • Limit Break: Tails gets on the Tornado and flies from one side to the other three times, all while dropping bombs in his path. There are a few moments between attacks that allow you to control the height at which you start the attack, but you can control the trajectory of the attack once it takes place.
  • Meteor Move: His down aerial, Tails Dunk, in 2.
  • Pac-Man Fever: For his up/down taunt, Tails whips out a Game Gear and plays one of his spinoff games, Tails Adventure. If the taunt button is held, he will continue playing it.
  • Palette Swap: Like Sonic, Tails has several alternates based on his home series' cast in 2. His character-based colors include Sonic, Cream, Rouge, and Blaze, among others.
  • Punny Name: His real name is Miles Prower, as in "miles per hour," a common measurement of speed.
  • Recoil Boost: In 2, his Energy Ball neutral special gives him some height when used in the air.
  • Rolling Attack: In addition to his Spin Dash, there's his up smash, dash attack and neutral air.
  • Shout-Out: Tails also has a palette swap based on Klonoa, whose design wouldn't look out of place in the Sonic franchise.
  • Sore Loser: In 2. When defeated, he claps like most others, but is clearly a little upset.
  • Spin Attack: His side attack in 1.
  • Tail Slap: Several of his attacks involve attacking with his tails.

    Knuckles 
https://static.tvtropes.org/pmwiki/pub/images/49_knuckles.png
Universe: Sonic the Hedgehog
Debut: Sonic the Hedgehog 3 [Mega Drive/Genesis], 1994
Playable in: Super Smash Flash


A strong echidna from the Sonic the Hedgehog series, Knuckles the Echidna is one of Sonic's friends and the guardian of the Master Emerald. Knuckles uses his strength and spiked fists in battle.


  • Charles Atlas Superpower: His strength isn't explicitly abnormal or superhuman, and seems to be part of his nature. As shown in his down attack, he can even pick up large pieces of land and throw them at his opponent.
  • Collision Damage: Like Sonic, Knuckles' jumping animation incorporates the Sonic games' Spin Jump, and thus deals damage.
  • Dishing Out Dirt: His down attack, Rock Free Fall, from Sonic Battle. It is the attack with the highest range in the game, and was pretty powerful and spammable to boot. He was a common choice in the Multi-Man Melee modes because of this, even recommended for this purpose in the official guide.
  • Extremity Extremist: With the exceptions of his jump attack and, to an extent, his down attack, Knuckles only uses his hands to fight.
  • Meaningful Name: Knuckles not only uses just his hands in battle, but the spikes on his knuckles are his defining visual trait.
  • Red Is Heroic: A red echidna on the side of good. While he initially antagonized Sonic, that was because Dr. Eggman manipulated him into believing Sonic was the bad guy and Eggman was the good guy.
  • Red Oni: Usually, to Sonic's blue, but this varies. Knuckles is sometimes calm, at least when he's not fighting. On the other hand, he's quick to anger. Their fur colors also match this dynamic.

    Shadow 
https://static.tvtropes.org/pmwiki/pub/images/54_shadow.png
Voiced by: Shinobu Satouchinote 
Universe: Sonic the Hedgehog
Debut: Sonic Adventure 2 [Dreamcast], 2001
Playable in: Super Smash Flash


An artificial hedgehog from the Sonic the Hedgehog series, Shadow the Hedgehog is one of Sonic's chief rivals and an occasional ally. Shadow uses his powerful chaos energy abilities in battle.


  • The Ageless: Is at least fifty years old, yet he looks roughly the same age as Sonic. This is due to the circumstances of his creation.
  • Anti-Hero: The example in his home series. He'll do anything to achieve his goals, even if his methods clash with the other heroes'. That being said, he's ultimately doing what he believes is right, and he has used more purely heroic methods before.
  • Hitbox Dissonance: Shadow's down aerial attack has him fire a projectile straight down with considerable range... but said projectile is invisible. It is not only Shadow's sole projectile attack, but also the only invisible projectile in the game.
  • Ki Manipulation: Shadow is naturally able to utilize chaos energy to empower himself and use a wide set of techniques, most famously Chaos Control. In Flash, all but one of his attacks utilize chaos energy.
  • Meaningful Name: Shadow is a black hedgehog that has a dark past and a mysterious demeanor.
  • Red and Black and Evil All Over: Not quite evil anymore, but his general fur color scheme is this.
  • The Rival: One of Sonic's chief rivals. This eventually developed into a Friendly Rivalry.
  • Secret Character: To unlock him, clear Adventure mode with Sonic, Tails and Knuckles.
  • Stock Audio Clip: Curiously, Shadow's voice clips come from Fox's in Melee.

    Super Sonic 
https://static.tvtropes.org/pmwiki/pub/images/55_supersonic.png
Universe: Sonic the Hedgehog
Debut: Sonic the Hedgehog 2 [Mega Drive/Genesis], 1992
Playable in: Super Smash Flashnote 

"Now I'll show you!"


Sonic's most recurring super form in the Sonic the Hedgehog series, Super Sonic is the result of Sonic harnessing the power of the seven Chaos Emeralds. Super Sonic is a Moveset Clone of Sonic in 1, while being relegated to Sonic's Final Smash in 2.


  • Collision Damage: Like Sonic, Super Sonic's jumping animation incorporates the Sonic games' Spin Jump, and thus deals damage.
  • Demoted to Extra: Is a Final Smash instead of a separate character in Super Smash Flash 2. Got demoted even further in Beta, as he had his own moveset before then.
  • Golden Super Mode: The entire character.
  • Informed Ability: In Super Smash Flash, he was identical to normal Sonic, except cosmetically and ironically having slower attack speed, despite the fact Super Sonic is supposed to be the faster version of normal Sonic.
  • Multi-Slot Character: In the first game, Super Sonic is a completely separate character from Sonic. Compared to normal Sonic, Super Sonic has higher jumps and damage output, but ironically has slower attacks and a larger hitbox. The second game does away with this and makes Super Sonic the regular Sonic's Final Smash.
  • Secret Character: In 1 only. To unlock him, clear Classic mode with Sonic without getting a Game Overnote . In 2, he became regular Sonic's Final Smash.
  • Tornado Move: His former down special in 2, as part of Sonic's Final Smash.

    Mega Man X 
https://static.tvtropes.org/pmwiki/pub/images/50_megamanx.png
Universe: Mega Man
Debut: Mega Man X [SNES], 1993
Playable in: Super Smash Flash


The titular protagonist of the Mega Man X subseries of the Mega Man series, Mega Man Xnote  is the successor to the original Mega Man, likewise becoming his time period's champion. X uses his X-Buster to deal with opponents.


  • 24-Hour Armor: More specifically his helmet. X is the only Mega Man not shown to have some kind of synthetic/artificial hair, and one of the few who does not take off his helmet when the smoke goes down at the end of the adventure.
  • Arm Cannon: The Mega Buster Mark 17, aka the X-Buster.
  • Blue Oni: Usually the blue to Zero's red. However, in his home series, this eventually got switched around. Their trademark colors also match this dynamic.
  • Charged Attack: Averted, since in 1 there are no charge attacks.
  • Demoted to Extra: From a playable character in 1 to part of his predecessor's Final Smash in 2.
  • Long-Range Fighter: Notably, X is the only character in the game with all of his attacks being projectiles.
  • Meaningful Name: In algebra, the X stands for an unknown variable that could have unlimited potential.
  • Reluctant Warrior: Usually doesn't like resorting to violence, but will if he has to. As his series progressed, however, this aspect of his personality started to fade away.
  • Sensitive Guy: To Zero's Manly Man.
  • Vocal Dissonance: His only voice clip when jumping sounds more fitting for Classic Mega Man, and even that's stretching it.
  • "X" Makes Anything Cool: Subverted, since 1 erroneously calls him "Megaman," without the X.

    Zero 
https://static.tvtropes.org/pmwiki/pub/images/56_zero.png
Universe: Mega Man
Debut: Mega Man X [SNES], 1993
Playable in: Super Smash Flash


One of the main characters of the Mega Man X subseries of the Mega Man series, Zero is a robot designed to help Dr. Wily take over the world, but wound up becoming a Maverick Hunter alongside Mega Man X in a twist of fate. Zero uses his Z-Buster and Z-Saber to handle opponents.


    Lloyd 
https://static.tvtropes.org/pmwiki/pub/images/34_lloyd.png
Voiced by: Scott Menville
Universe: Tales
Debut: Tales of Symphonia [GCN], 2003
Playable in: Both games
SSF2 debut: v0.1a
Final Smash: Falcon's Crest

"Come on, bring it!"


The protagonist of Tales of Symphonia, Lloyd Irving went on a journey with his childhood friend after finding himself banished from his village. Lloyd uses his Material Blades to combat opponents.


  • Ambidextrous Sprite: Played straight in 1 and most of 2's development, but subverted in Beta. Since Beta, Lloyd always wields the Flamberge on his right hand and the Vorpal Sword on his left hand. As such, the Material Blade he uses in each of his attacks depends on the direction he's facing at the time. Ironically, this clashes with the positions of his respective swords in his official artwork for 2, which is how they were positioned prior to Beta.
  • Animal Battle Aura: His side smash, Beast.
  • Anime Hair: Has tall hair that spikes up.
  • Art Evolution: In 1 and for most of 2's development, he reused his sprites from Tales of the World: Nakiri Dungeon 3. As of Beta, he uses a modified version of those same sprites, adding more detail and color to the sprites.
  • Bifurcated Weapon: His Material Blades are actually the two parts of one sword called the Eternal Sword. He uses the Eternal Sword proper during his battle intro and Falcon's Crest.
  • Blade Spam: Sword Rain, his standard attack in 1 and his rapid jab combo in 2.
  • Calling Your Attacks: Does this for a good portion of his attacks in both games.
  • Charged Attack: Holding the special button during Rising Falcon in 2 will have Lloyd rise higher before going for the dive attack.
  • Cool Swords: The aforementioned Material Blades.
  • Dual Wielding: The only character to do so in 1, and one of two in 2 (with Pit being the other). Funnily enough, both of them use Bifurcated Weapons.
  • Limit Break: Falcon's Crest, his ultimate arte in his home game. Lloyd attempts to trap opponents in front of him with a twinkle of light. If this connects, Lloyd combines his swords into the Eternal Sword before jumping up and slamming the Eternal Sword into the trapped opponents.
  • Palette Swap: Some of them are based on his alternate costumes in his home game, while the rest are based on either his teammates from his home game (Genis, Raine and Kratos, amongst others) or the protagonists of the direct sequel Dawn of the New World (Emil and Marta).
  • Secret Character: In 1 only. To unlock him, clear Adventure mode after having one hour of total play time.
    • He's notable for being one of only two characters in 1 that couldn't be unlocked early using the Skip Glitch, with the other being Mr. Game & Watch. This is because the Skip Glitch, as a time-saving method of unlocking characters, actually hinders Lloyd's unlock criteria.
  • Shockwave Stomp: His down smash, based on Demonic Circle. His former down special, Grave Blade, also counted.
  • Sore Loser: In 2. When defeated, Lloyd doesn't applaud the winner(s). He instead drops his head down to the side in defeat.
  • Spectacular Spinning: His Tempest side special has him somersault forward in the air, attacking with his swords in the process. If the move lands, he continues spinning, rising in the air in the process.
  • Sword Beam: Demon Fang, his down attack in 1 and his standard special in 2. Lloyd can use Double Demon Fang in 2 by pressing the special button again before he fires the first one.

    Cloud 
https://static.tvtropes.org/pmwiki/pub/images/58_cloud_3.png
Voiced by: Hikaru Midorikawanote 
Universe: Final Fantasy
Debut: Final Fantasy VII [PS1], 1997
Playable in: Super Smash Flash


The protagonist of Final Fantasy VII, Cloud Strife is a mercenary who joined up with the eco-terrorist group AVALANCHE in order to take down the evil Shinra Energy Company. He fights using his trusty Buster Sword in Flash, well before joining Smash nine years later.


    Crono 
https://static.tvtropes.org/pmwiki/pub/images/57_crono.png
Voiced by: Jun Fukuyamanote 
Universe: Chrono
Debut: Chrono Trigger [SNES], 1995
Playable in: Super Smash Flash


The protagonist of Chrono Trigger, Crono embarks on an adventure through time when his best friend's teleportation device malfunctions and sends a young girl to the past. Crono uses his katana to combat opponents.


    Naruto 
https://static.tvtropes.org/pmwiki/pub/images/37_naruto.png
Voiced by: Kira Bucklandnote  (Super Smash Flash), Junko Takeuchi (Super Smash Flash 2)
Universe: Naruto
Debut: Naruto - Chapter 1: "Naruto Uzumaki!!!" [Manga], 1999
Playable in: Both games
SSF2 debut: v0.5a
Final Smash: Tailed Beast Rush

(in Japanese) "Believe it!"


The titular protagonist of the Naruto franchise, Naruto Uzumaki is a ninja wanting to prove his worth to the civilians in his home village of Konoha by becoming their Hokage, or village leader. Naruto uses his ninjutsu training to fight opponents.


  • Animal Battle Aura: The Nine-Tails Chakra during his former Final Smash, Kyūbi Naruto, is appropriately shaped like a fox. While he still uses this chakra for his current Final Smash, Tailed Beast Rush, the Super Mode is different and has no fox-shaped aura.
  • Art Evolution: In 1, his design reused his sprites from Naruto: Ninja Council, back when the anime adaptation of Naruto was still covering Part I of the manga. For most of 2's development, his design reused his sprites from Jump Ultimate Stars, by which point the anime made it to Part II of the manga under the name Naruto: Shippūden. In a minor patch between v0.9a and v0.9b, Naruto's sprites were modified to fit 2's aesthetic more.
  • Bare-Fisted Monk: Jarringly, in 1. Naruto didn't use jutsus or chakra in any of his attacks, instead relying on his body to attack. Said attacks also generated damaging shockwaves, so his range still wasn't exactly lacking.
  • Bilingual Bonus: In 2, Naruto only speaks Japanese. This was a stylistic choice, as the original Japanese version of the Naruto anime is commonly accepted as the standard version.
  • Charged Attack: In 2. His Rasengan will increase in power the more it's charged. When fully charged, it becomes Rasenshuriken. In earlier builds, it instead became Ōdama Rasengan when fully charged.
  • Grandfather Clause: In 2. Along with the other anime characters (not named Luffy), it's been made clear that if it wasn't for the fact that he was programmed before the Retool, he wouldn't be in.
  • Grievous Harm with a Body: He isn't exactly careful with his shadow clones - they spend most of the battle either unconscious or getting tossed around.
  • Ki Manipulation: Rasengan and Rasenshuriken.
  • Limit Break: Tailed Beast Rush, which has Naruto and a shadow clone double-team his opponents with a series of attacks in Nine-Tails Chakra Mode.
  • Me's a Crowd: Many of his attacks in 2 involve the Shadow Clone Jutsu.
  • Meteor Move: His down tilt, down throw, and forward aerial in 2.
  • Palette Swap: In 2, some of Naruto's alternates are based on his series' cast, such as Sakura, Sasuke, Kakashi, Kiba, and Hinata. There's also an alternate based on Naruto's younger appearance (with the orange and blue jacket, rather than orange and black).
  • Razor Wind: Rasenshuriken, the most powerful non-Final-Smash-based projectile in 2.
  • Secret Character: In 1 only. To unlock him, beat Adventure mode with all thirteen starter characters.
  • Shout-Out: Naruto also has a palette swap based on Izuku "Deku" Midoriya, likely in reference to the latter's fan nickname, "Green Naruto." Naruto has another palette swap based on Saitama, with the brown hair referencing Saitama's wig.
  • Sore Loser: In 2. When he's defeated, rather than clap for the winner(s), he instead crosses his arms and pouts.
  • Super Mode: The Nine-Tails Chakra Mode during his Final Smash. Before Beta, Naruto instead became Kyūbi Naruto, which is specifically his Version 1 (and, in some attacks, Version 2) jinchūrchi form.
  • Trap Master: His primary fighting style involves using his shadow clones to get the opponents where he wants them.
  • Voice Grunting: In 1.
  • Wall of Weapons: Downplayed. He uses standard ninja tools in his throws and, in earlier demos, specials, but in v0.8 and beyond, he primarily uses nothing but his chakra.

    Inuyasha 
https://static.tvtropes.org/pmwiki/pub/images/59_inuyasha.png
Voiced by: Eric Desrosiers
Universe: Inuyasha
Debut: Inuyasha - Chapter 1: "The Accursed Youth" [Manga], 1996
Playable in: Super Smash Flash


The titular protagonist of the Inuyasha franchise, Inuyasha is a dog youkai-human hybrid that seeks out the Shikon Jewel in hopes of becoming a full youkai. Inuyasha uses his claws and his sword, Tessaiga, in battle.


    Mr. Incredible 
https://static.tvtropes.org/pmwiki/pub/images/60_mrincredible.png
Universe: The Incredibles
Debut: The Incredibles [Film], 2004
Playable in: Super Smash Flash


The protagonist of The Incredibles franchise, Mr. Incredible, real name Robert Parr, is a super-strong retired superhero with a super-powered family who returns to action to save the world from the villainous Syndrome. Mr. Incredible uses his super-strength in battle.


    Blade 
https://static.tvtropes.org/pmwiki/pub/images/51_blade.png
Universe: McLeodGamingnote 
Debut: Super Smash Flash [Computer], 2006
Playable in: Super Smash Flash


A fan-made Sonic the Hedgehog character, Blade is a red hedgehog who carries a sword in battle.


    Blue 
https://static.tvtropes.org/pmwiki/pub/images/61_blue.png
Universe: McLeodGamingnote 
Debut: Super Smash Flash [Computer], 2006
Playable in: Super Smash Flash


A fan-made Sonic the Hedgehog character, Blue is a blue hedgehog who carries a sword in battle. He is a Moveset Clone of Blade.



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