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Characters / Super Smash Flash 2

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WARNING: Do not add characters exclusive to the pre-Retool roster.

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Information on the Super Smash Flash veterans can be found here.

Information on the non-playable characters throughout the series can be found here.

There are 47 playable characters confirmed for Super Smash Flash 2 (counting Sheik as separate from Zelda), 30 of which are new additions to the roster. Note that the characters are divided into two categories: veteransnote  and newcomersnote .

Before the retool, there was a roster set for the game. The differences from the current roster were:


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Voiced by: Samantha Kelly
Debut: Super Mario Bros. [NES], 1985
SSF2 debut: v0.7
Final Smash: Peach Blossom

"This is fun!"

The princess of the Mushroom Kingdom and the usual Damsel in Distress in the Super Mario Bros. series. As in the Smash series, Peach gets her hands dirty by using her innate magic powers and an assortment of items (and assistants) that she brought along.

Debut: Super Mario Bros. [NES], 1985
SSF2 debut: v1.0
Final Smash: Giga Bowser

The main antagonist of the Super Mario Bros. series, Bowser is the King of the Koopas and repeat kidnapper of Princess Peach. As in the Smash series, Bowser uses his fire-breathing powers, strength, and weight to deal with his opponents.

  • Breath Weapon: Wouldn't be Bowser without his fire breath, which acts as his neutral special.
  • Composite Character: Bowser combines many elements from his various Smash incarnations. His moveset, feral stance, and design are mostly based on his Brawl appearance, but his running animation and default color scheme are from Smash 4.note  His forward smash, where he does a headbutt, also deals explosion damage, much like it did in Project M.
  • Fireballs: Spits one out during his neutral special, Fire Breath. Notably, this is different from the Smash version of this move, as he spews out a diminishing-over-time stream of fire there.
  • Grapple Move: His Flying Slam side special is a command grab.
  • Ground Pound: His Bowser Bomb down special, which is based off his ground pound in Super Mario Bros. 3.
  • Limit Break: Giga Bowser, as in Smash. Bowser transforms into an even bigger, more monstrous version of himself, with a buffed moveset. Said form was first seen as the True Final Boss in Melee's Adventure mode.
  • Meteor Move: His down air is this near the end of the attack.
  • Palette Swap: Alongside other alternates, he has some based on Meowser, Dark Bowser, Midbus, and Dry Bowser.
  • Playing with Fire: His Fire Breath special. It has him spit a fireball forward (though he can also shoot it slightly downward or slightly upward), rather than a stream of fire as in Smash.
  • Practical Taunt:
    • Bowser's "throw-head-back-and-roar" taunt used to have a damaging windbox that sent nearby opponents up and behind him.
    • Giga Bowser's taunt instead has him roar while leaning forward, which has a damaging windbox that sends nearby opponents away from him.
  • Primal Stance: As in Melee and Brawl.
  • Retraux: Has a palette swap based off of his in-game sprite in Super Mario Bros. 3 that's rendered in a retro style.
  • Sore Loser: When he's defeated, he responds with sarcastic clapping.
  • Spin Attack: His down smash, neutral air, down air, and Whirling Fortress up special all qualify.
  • Use Your Head: His up air, forward throw, and forward smash. His forward smash also causes an explosion at the end of the move.
  • Wrestler in All of Us: His Flying Slam side special, where he grabs an opponent, flips in the air with them, and suplexes them.

    Donkey Kong
Universe: Donkey Kong
Donkey Kong in name debuts in: Donkey Kong [Arcade], 1981
Current Donkey Kong debuts in: Donkey Kong Country [SNES], 1994
SSF2 debut: v0.8a
Final Smash: Arcade

The titular protagonist of the Donkey Kong series since Donkey Kong Country, Donkey Kong is the grandson of the original Donkey Kong and the reigning king of the Kongo Jungle. As in the Smash games, DK prefers to use his strength and fists in battle.

Voiced by: Hironori Miyata
As Ganon: The Legend of Zelda [NES], 1986
As Ganondorf: The Legend of Zelda: Ocarina of Time [N64], 1998
SSF2 debut: v1.3
Final Smash: Dark Beast Ganon


The Gerudo form of Ganon, the main antagonist of The Legend of Zelda series. Ganondorf primarily uses dark magic-enhanced physical attacks, as in the Smash games, while also putting the Sword of Sages to use.
  • Amazing Technicolor Population: As a Gerudo, Ganondorf has grayish-green skin.
  • Attack Reflector: His neutral aerial has him perform a backhand while swinging his cape, which can reflect projectiles if timed properly. The move is based on his Dead Man's Volley standard special from Project M, itself based on an attack he used in Ocarina of Time.
  • Badass Cape: A staple of Ganondorf. Doesn't get more awesome than being able to swing it around while backhanding projectiles... without it tearing apart in the process.
  • BFS: Wields the Sword of Sages, which was used in an attempt to kill him in Twilight Princess. Taking a page from his Ultimate moveset, he uses the sword in his smash attacks.
  • Casting a Shadow: Has a good deal of dark magic-enhanced attacks.
  • Charged Attack: As in Project M, his Volcano Kick up tilt has an uncharged and charged version. The charged version behaves as it does in the official games: creating a vaccuum that can suck in nearby opponents before slamming his foot into the ground, causing an explosion in the process. The uncharged version will meteor smash opponents at the heel.
  • Composite Character: Along with some original additions to his moveset, Ganondorf uses his design and most of his base moveset from Brawl and Smash 4, his down special from one of his custom moves in Smash 4, his smash attacks from Ultimate, his neutral aerial and chargeable up tilt from Project Mnote , and his up/down taunt from Meleenote .
  • Energy Ball: Launches one at his opponent during his up throw.
  • Evil Laugh: In his standard taunt and victory pose.
  • Evil Overlord: He's not called The King of Evil for nothing. In Smash, he is consistently one of the most evil playable characters in the series. In Flash, Ganondorf stands out as the most evil character in the series, since there aren't as many playable villains in Flash.
  • Evil Redhead: An evil Gerudo.
  • Hammered into the Ground: Any opponent standing directly in front of Dark Beast Ganon will be buried if they get in the way of the stomp.
  • Immune to Flinching: His Warlock Punch has super armor up until the attack is about to land.
  • Kung-Fu Wizard: As in Smash, he mostly uses his powerful dark magic to enhance his physical attacks.
  • Limit Break: Dark Beast Ganon, based on his Brawl Final Smash. Ganondorf transforms into Ganon and charges forward, running over any opponents in his way.
  • Megaton Punch: His Warlock Punch neutral special, where he throws a dark magic-enhanced backfist. It's even more powerful if it's reversed on startup.
  • Meteor Move: His down air, uncharged up tilt, Flame Choke side special, aerial Wizard's Dropkick down special, and the stomp from Dark Beast Ganon (on aerial opponents). His down air is strong enough to kill at 0%.
  • Mighty Glacier: One of the slowest-moving, heaviest, and strongest characters in the game. Some of his attacks aren't as slow as his movement speed would suggest, but most of them are unsafe.
  • Moveset Clone: As in Smash, Ganondorf takes several cues from Captain Falcon. Throughout the Smash games, Ganondorf went through some Divergent Character Evolution that gradually made him a semi-clone of Falcon. Ganondorf's moveset in Flash reflects his later Smash moveset, with a few other moves changed to make him even less of a semi-clone here.
  • Neck Lift: A successful Flame Choke, Gerudo Hawk, or back throw will put his opponent on the receiving end of this.
  • Palette Swap: Alongside some of his Smash alternates, Ganondorf has new alternates usually based on either his appearances in other The Legend of Zelda games or other antagonists in the series. The last two are different. One is based on Zelda's appearance in A Link to the Past, while the other is based on, of all things, King Harkinian's appearance in the infamous CD-i games.
  • Red and Black and Evil All Over: The King of Evil is a redhead clad in black armor.
  • Secret Character: While he is a starter character as of Beta v1.3, it was confirmed that every character added to Beta after the v1.0 patch would be an unlockable character in the final game.
  • Shock and Awe: Several of his elementally-enhanced attacks use electricity instead of dark magic.
  • Taking You with Me: Can be done by landing an aerial Flame Choke and dropping over a bottomless pit.
  • Wrestler in All of Us: The aptly-named Wizard's Dropkick.

    Zero Suit Samus
Voiced by: Alésia Glidewell
Universe: Metroid
General suitless Samus debuts in: Metroid [NES], 1986
Zero Suit debuts in: Metroid: Zero Mission [GBA], 2004
SSF2 debut: v0.9b
Final Smash: Crystal Flash

"Is that all?"

The protagonist of the Metroid series, without her signature armor. As in the Smash games, what she lacks in armor and weaponry, she makes up for in speed and agility.

  • Adaptational Badass: Samus is the galaxy's biggest badass, even being a super athlete due to the Chozo infusing their blood in her. However, in the Metroid games where she's without her power suit, she's at best good at stealth against the creatures she normally fights without a problem and is only armed with what she calls a "rather useless emergency pistol." In Smash and Flash, her pistol becomes a versatile energy whip and she puts her Chozo-infused blood to physical use, being able to hit hard regardless of who (or what) she's facing.
  • Boobs of Steel: Samus is by far the bustiest of Nintendo's female characters, and they do not stop her from having the most physical moveset of the female characters.
  • Bounty Hunter: She's still Samus, just without her power suit.
  • Charged Attack: Her paralyzer can be charged to increase its time of effect.
  • Cool Starship: Her ship, simply titled "Samus's Starship" or "Gunship." It only shows up on the entrance, unfortunately.
  • Decomposite Character: Zero Suit Samus and regular Samus are separate characters here, unlike in Brawl. Funnily enough, the Smash Zero Suit Samus would later become a Decomposite Character in Smash 4.
  • Empowered Badass Normal: Stripped of her Power Suit, but she's still got her Chozo blood.
  • Faceship: Her gunship still looks like the Varia Suit's helmet, which provides a connection to regular Samus even though the two are now separate characters.
  • Fetal Position Rebirth: Crystal Flash, which not only damages opponents caught in its energy field, but also heals Samus by a total of 37% damage.
  • Fragile Speedster: What the Zero Suit lacks in weight, it makes up for in sheer speed and agility — with almost enough reach and power in her aerial attacks to make her a Lightning Bruiser.
  • Kick Chick: Her kicks are even stronger than her whip attacks.
  • Late-Arrival Spoiler: Just in case you didn't know...
  • Latex Space Suit: The Zero Suit, meant to be used inside her Power Suit.
  • Limit Break: Crystal Flash. Unlike in its home series, this move can do some serious damage in 2, while still being able to regain some of her health.
  • Meteor Move: Her down aerial, Plasma Wire up special, and Flip Jump down special are capable of this. Specifically, her down aerial is this no matter what, Plasma Wire is this on the last hit, and using the follow-up kick during Flip Jump is this if it hits immediately.
  • Ms. Fanservice: In general, what with her Latex Space Suit and generous features.
  • Palette Swap: Alongside her official Smash alternates, Zero Suit Samus notably has some based on her Varia Suit and Dark Samus.
  • Playing with Fire: Her beam whip can set enemies on fire.
  • Retraux: She also has a palette swap based off of her Justin Bailey sprite in Metroid that's rendered in a retro style.
  • Shock and Awe: Her plasma whip can also electrocute her opponents.
  • Static Stun Gun: Her Paralyzer, which will stun an opponent regardless of how powerful they are. It can be reconfigured into a plasma whip, which will still shock opponents without the stun.
  • The Stoic: More obvious here than with regular Samus, since you can actually see her face and hear her voice; she remains cool-headed and unemotional throughout the battle and doesn't talk much. When she does, it's confident and condescending.
  • Terse Talker: Her battle quotes are infrequent and very short, which doesn't deviate too much from armored Samus' portrayal as a Heroic Mime.
  • Whip It Good: Zero Suit Samus' Paralyzer has a plasma whip function, which she uses in her grab, Plasma Wire up special, and Plasma Whip side special.

Voiced by: Kazumi Totaka
Universe: Yoshi
Debut: Super Mario World [SNES], 1990
SSF2 debut: v0.8a
Final Smash: Super Dragon


A recurring ally of the Mario Bros. and the titular protagonist of the Yoshi subseries of the Super Mario Bros. series. As in the Smash series, Yoshi uses his speed, chameleon-like tongue and egg-based abilities to fight.

  • Anti-Air: His Egg Throw can only be thrown in an arc. It's very easy to miss on opponents who are up close and on the ground, but those approaching from above better watch out, as it's a particularly powerful projectile.
  • Art Evolution: Before Beta v1.0.3, Yoshi used recolored sprites from Yoshi's Island DS, with the recolor being based on his Brawl design. Since then, Yoshi uses custom sprites more directly based on his Brawl design.
  • Badass Adorable: It's not hard to view him this way, especially with his cartoon-y voice. The games seem to be sticking to this, as other animal characters such as Donkey Kong and Bowser were upgraded to having a more realistic look and sound, while Yoshi stayed himself. Justified though, as trying to make Yoshi look more realistic would seem very out of character.
  • Balloon Belly: When performing his Egg Lay move, Yoshi briefly bloats up.
  • Big Eater: Yoshi uses his tongue to grab enemies into his mouth and release them as eggs. And yes, he is a male.
  • Creator Cameo: Not exactly by a creator, but Yoshi is voiced by Kazumi Totaka, who composed the Yoshi's Story score.
  • Dinosaurs Are Dragons: His Super Dragon attack has him grow wings and attack via fire-breathing; all these powers he could get in Super Mario World.
  • Ground Pound: His down special, right from his own games.
  • Half-Dressed Cartoon Animal: Saddle and shoes, but that's it.
  • Improbable Weapon User: Eggs, that explode.
  • Lightning Bruiser: His ground speed is high, his air speed is one of the fastest, and he possesses attacks that are generally quick and powerful.
  • Limit Break: Super Dragon (which uses the shell abilities from Super Mario World).
  • Meteor Move: His forward air (a strong singular meteor) and down air (a series of weak, rapid-fire meteors).
  • Multipurpose Tongue: It is used in two different attacks.
  • No Biological Sex: According to the Japanese version of Melee, Yoshis are neither male or female, and produce asexually.
  • No-Sell: Yoshi's double jump has armor, meaning he is quite resistant to knockback. Yoshi still takes full damage, though, so it is mainly just to make getting back on the stage easier. Said armor is also not super armor, but knockback-based armor, meaning it will fail if an attack deals enough knockback to power through the armor.
  • Palette Swap: In addition to the canon Yoshi colors from his games, there's also an alternate based on Yoob from Mario & Luigi: Partners in Time.
  • Pokémon Speak: As usual, the only thing he says is "Yoshi!".
  • Primal Stance: Funnily enough, Yoshi's design evolution in Flash went the opposite route it did in the Smash series. He used to stand upright, owing to his sprites coming from Yoshi's Island DS. However, he now has his Brawl design, which portrayed him with his hunched ride-ready stance from his earlier appearances.
  • Proj-egg-tile: His up special, the aptly-named Egg Throw, has him throw an egg in an upward arc. The trajectory can be altered before he throws it.
  • Rolling Attack: His side special, which makes him charge inside a spinning egg. Be careful not to go over an edge.
  • Shockwave Stomp: His Ground Pound generates damaging stars on contact with the ground which count as projectiles (meaning they can be reflected).
  • Super Mode: Yoshi's Final Smash can transform Yoshi, a dinosaur, into a fire-breathing dragon with angel wings. It is based off of the Yoshi power-ups from Super Mario World.
  • Tail Slap: A few of his attacks utilize this, such as his down smash.
  • Use Your Head: In many of his attacks.

Voiced by: Dex Manley
Universe: Star Fox
Debut: Star Fox [SNES], 1993
SSF2 debut: v1.0
Final Smash: Arwing

"Hands off my prey!"

The ace pilot of the titular mercenary team of the Star Fox series, Falco Lombardi is an arrogant, yet reliable wingman of Fox McCloud, the Star Fox team's leader. As in the Smash series, Falco forgoes space combat for hand-to-hand combat, while also using a few gadgets to aid him in battle.

  • Ace Pilot: Of the Star Fox mercenary team, and a cocky one at that. He even prefers using the Arwing over the team's other tactical options, and does so for his Final Smash.
  • Attack Reflector: His Reflector down special. It behaves as it does in Melee, which not only reflects energy attacks, but also launches opponents that are too close on startup upwards (as opposed to Fox's launching them horizontally).
  • Badass Normal: Falco has no super powers, just being an anthropomorphic pheasant, 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.
  • Brooklyn Rage: Reuses his Brawl voice clips, which give him shades of this.
  • Colour-Coded for Your Convenience: The lasers in Falco's blaster are blue, while the lasers in Fox's blaster are red. Starting with Beta v1.0.3, the opposite is true for their down and side specials; the barrier emitted from Falco's reflector and the Speed Echoes during Falco Phantasm are red, to differentiate them from the blue in Fox's corresponding moves.
  • Cool Starship: His Arwing, which he puts to use for his Final Smash.
  • Deadly Force Field: As in Melee, anyone that touches Falco's reflector as it comes out will take damage. Mastering this is a very good way to learn more advanced combos.
  • Flash Step: Falco Phantasm, his side special. He dashes forward and leaves a trail of red Speed Echoes.
  • Funny Animal: An anthropomorphic pheasant that otherwise acts human.
  • In a Single Bound: Falco is one of the highest jumpers in the series, befitting a bird who outright prefers the air.
  • Jet Boots: Fire Bird and Falco Phantasm are used via jet boots.
  • Limit Break: Falco gets in his Arwing and flies off-screen, leading to a First-Person Shooter where he can then open fire on his opponents with a flurry of lasers, a stronger laser with a short cooldown period, or a limited supply of Smart Bombs.
  • Meteor Move: Falco's down aerial, down throw, and Falco Phantasm side special are this. However, his down aerial needs to be sweetspotted, and his down throw is completely incapable of KO-ing on its own.
  • Moveset Clone: Shares his specials and several regular attacks with Fox, but with different properties. The names for his up and side specials are also different, but follow the same naming convention.
  • Playing with Fire: His Fire Bird up special.
  • Rapid-Fire Fisticuffs: Spins his wings in this manner during his neutral combo.
  • Ray Gun: His blaster, which he uses for his neutral special Blaster and in some of his throws. Compared to Fox's blaster in 2, Falco's has blue lasers, has a slower rate of fire, and will cause opponents to flinch. However, it behaves like Fox's used to behave in Smash 64, which is also where its behavior came from in 1.
  • Razor Wings: Uses his wings in this manner in some of his attacks.
  • Red Oni: To Fox's blue; Falco is rough, tenacious, and a bit of a rogue, while Fox is more focused and likes to get the job done. 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' properties flip the onis around entirely; Falco (a literal blue pheasant) uses a blaster with blue slow-shooting lasers, while Fox (a specimen of red fox) uses a blaster with red rapid-fire lasers.
  • Tail Slap: His down tilt.

Voiced by: Satomi Koorogi
Universe: Pokémon
Debut: Pokémon Gold and Silver [GBC], 1999
SSF2 debut: v1.1
Final Smash: Electric Terrain


The Tiny Mouse Pokémon, and the pre-evolved form of Pikachu. As in the Smash series, Pichu is a Moveset Clone of Pikachu, but will damage himself every time he uses electricity.

  • Ambiguous Gender: Subverted. Unlike their evolved forms, Pichu have no Secondary Sexual Characteristics, and thus it's impossible to tell the gender of this particular Pichu just by looking at it. However, Pichu's introduction trailer wastes no time confirming that this particular one is male.
  • Ascended Extra: Introduced as a Poké Ball Pokémon in Beta before being revealed as a character. However, the Poké Ball Pichu is still in the game, and it's smaller than the playable Pichu.
  • Badass Adorable: Much cuter than Pikachu, but can dish out as much pain.
  • Charged Attack: Skull Bash, like Pikachu's, but Pichu's deals recoil damage due to being an electric attack. The Discharge version subverts this by immediately launching at full power, at the cost of extra recoil damage.
  • Critical Status Buff: The all-new Discharge mechanic. When Pichu hits 50% damage, his electric moves become much more powerful and his special moves gain new properties, at the expense of dealing more recoil damage.
  • Flash Step: Agility, Pichu's version of Pikachu's Quick Attack, which can be done up to two times in different directions. Unlike the Smash version, it actually damages opponents that touch Pichu, and its Discharge version will emit a damaging field of electricity at the end of each dash.
  • Glass Cannon: Between his extremely light weight and self-damaging electric attacks, Pichu just can't take a hit. But he's very nimble and can dish out a lot of pain with his electric attacks.
  • I Shall Taunt You: The only character to have four different taunts, as his up taunt is different from his down taunt. This references how, in Melee, Pichu had two completely different taunts dependent on the direction he was facing.
  • Idle Animation: One of only two characters (the other being Goku) to have two idle stances, one for his pre-Discharge state and another for his Discharge state.
  • Kiai: When using Electric Terrain, he lets out the same surprisingly-mighty scream his Smash counterpart does when using Volt Tackle in Ultimate.
  • Lethal Joke Character: As opposed to his Smash counterpart's pure Joke Character appearance in Melee.
  • Limit Break: Electric Terrain. Pichu creates a massive sphere of electricity, eventually discharging it and covering the ground around it with static electricity for a few seconds.
  • Loophole Abuse: His down special, Thunder, only damages Pichu if the lightning bolt makes contact. If this move is only used when it is safe, it maintains all the utility of Pikachu's version of the move (attacking from above while below platforms, attacking from behind when jumping horizontally, etc.), in exchange for only losing a small amount of damage.
  • Meteor Move: His down aerial and Thunder down special.
  • Mon: The Tiny Mouse Pokémon.
  • Moveset Clone: Once again, of Pikachu, though not quite to the same degree as in Melee. For instance, his neutral special is not Thunder Jolt, but Electro Ball, which is fired diagonally upwards (downwards in the air).
  • Palette Swap: Unlike his accessories in Smash, Pichu's alternates in Flash change his colors, mostly in reference to other Pokémon. Some of his more notable ones give him the colors of Plusle, Minun, Mimikyu, and his shiny coloration.
  • Pint-Sized Powerhouse: The smallest character in the game, but can pack as much of a punch as Pikachu.
  • Pokémon Speak: Naturally.
  • Power Incontinence: The reason for his electric recoil damage. Though Pichu has the same abilities as Pikachu, he can't properly store his electricity due to being younger and more inexperienced.
  • Resting Recovery: Instead of just crouching like other characters, Pichu naps on the floor, which heals damage... very slowly. This makes Pichu one of only a handful of characters that can heal on their own.
  • Retraux: He also has a palette swap based off of his in-game sprite in Pokémon Gold and Silver that's rendered in a retro style.
  • Ridiculously Cute Critter: Even moreso than Pikachu.
  • Secret Character:
    • In his 2 debut, v1.1, he had to be unlocked by playing Pikachu in a match in any non-Training game mode and accumulating at least 172% damage.
    • While he is a starter character as of Beta v1.2, it was confirmed that every character added to Beta after the v1.0 patch would be an unlockable character in the final game.
  • Self-Damaging Attack Backfire: Poor little guy still gets hurt by his own electricity, even when taunting or using his Final Smash.
  • Shock and Awe: He's an Electric-type Pokémon, after all.
  • Use Your Head: Moreso than Pikachu, likely due to his smaller stature and proportionally-bigger head.

Voiced by: Sean Schemmel
Universe: Pokémon
Official debut: Pokémon: Lucario and the Mystery of Mew [Anime], 2005
Technical game debut: Pokémon Mystery Dungeon: Rescue Team [GBAnote /DSnote ], 2005note 
Official game debut: Pokémon Diamond and Pearl [DS], 2006
SSF2 debut: v1.2
Final Smash: Aura Storm

"Behold the power of Aura!"

The Aura Pokémon, Lucario is a master of martial arts and Aura techniques. As in the Smash series, he uses his Aura to deal more damage as he takes more damage.

  • Ambiguous Gender: Subverted. Lucario have no Secondary Sexual Characteristics, and thus it's impossible to tell the gender of this particular Lucario just by looking at it. However, the YouTube description in Lucario's introduction trailer referred to this Lucario with male pronouns, confirming this Lucario as male. Also, like the Smash counterpart, this Lucario has the personality and voice actor (since Smash 4) of the Lucario from Pokémon: Lucario and the Mystery of Mew, which was male.
  • Badass Adorable: He looks kinda cute, yet he has a masculine voice and some fighting skills.
  • Badass Baritone: Much like Meta Knight, he speaks in a deep, masculine voice.
  • Bare-Fisted Monk: Except when picking up items, of course. He does not attack with the multiple spikes protruding from his body at all, even though that's a staple of Lucario in his home series. The predatory aspects of his species seem completely excised in Smash and Flash.
  • Charged Attack: His neutral special, Aura Sphere, a standard projectile that can be stored. Deals more damage and travels faster the longer it's charged. It also grows larger and thus even stronger at higher damage percentages.
  • Comeback Mechanic: His unique Aura mechanic increases his damage and knockback output and boosts the properties of his specials as he takes more damage and has less stocks than his opponent. At high percentages, he effectively becomes a Glass Cannon, becoming dangerously lethal but also liable to be KO'd if his player makes a mistake.
  • Counter-Attack: Lucario's down special, Feint. Lucario makes a defensive stance and dodges any attack that comes his way for a second. He then throws a paralyzing punch, regardless of whether or not someone attacked him.
  • Crippling Overspecialization: The Aura mechanic can make him a formidable fighter in a regular match, but his reliance on the mechanic can make game modes like Stamina and Home-Run Contest difficult.
  • Energy Ball: Aura Sphere, his neutral special.
  • Faux Flame: His aura attacks produce this effect.
  • Flash Step: Extreme Speed, his up special, is a quick dash towards a changeable direction.
  • Grapple Move: Lucario's Force Palm will grab the opponent at close range, but become a regular attack at distance. As in Project M, grabbing an opponent with the aerial version will shoot them downward at the end of the move.
  • Kamehame Hadoken: Both moves. His Aura Storm resembles a Kamehameha, while his Aura Sphere resembles a Hadoken. Very fitting when you realize that Lucario shares his voice actor with Goku, whose first son (Gohan) shares his voice actor with Ryu.
  • Ki Manipulation: His aura abilities are treated like this, involving the use of life energy to attack.
  • Kung-Fu Wizard: Just like in his home series, Lucario specializes in both physical attacks and aura manipulation techniques.
  • Limit Break: Aura Storm, as in Brawl. Lucario jumps to the top of the stage and fires a beam of concentrated aura downwards. It can be angled to the left or right.
  • Meteor Move: The last hit of his down aerial and his aerial Force Palm at grab range are this.
  • Mon: The Aura Pokémon.
  • Palette Swap: In addition to having some of his Smash alternates, Lucario has new alternates that are a bit more distinct. Most notably, one of his alternates gives him his shiny coloration.
  • Pokémon Speak: Averted. Lucario speaks like a human, unlike the other playable Pokémon.
  • Power Glows: Lucario has a constant stream of blue aura surrounding his hands. The glow becomes more intense the more damaged he is, representing his increased power.
  • Power Palms: If no target is in direct proximity, Force Palm fires a bolt of energy from Lucario's palm. The size and length of the bolt scales with Lucario's Aura. If a target is grabbed by Force Palm, Lucario instead fires the bolt directly into the grabbed target, blasting it.
  • Secret Character: While he is a starter character as of Beta v1.2, it was confirmed that every character added to Beta after the v1.0 patch would be an unlockable character in the final game.
  • Super Speed: Extreme Speed, as the name implies. Following a brief pause, Lucario rockets at high speed in the inputted direction, and can potentially ram into targets if he directs his trajectory into them. The speed and distance traveled scale with Lucario's Aura; at very high Aura, Extreme Speed can cover astonishing distances and allows Lucario to survive even the deepest of depths (as long as he doesn't directly cross the lower blast line).
  • Supernatural Martial Arts: His attacks are mostly calm Tai Chi Chuan movements.

Voiced by: Makiko Ohmoto
Universe: EarthBound
Debut: EarthBound [SNES], 1994
SSF2 debut: v0.7
Final Smash: PK Starstorm


The protagonist of EarthBound, Ness is a child with psychic powers who goes on an adventure to save the world after receiving a warning from the future. As in the Smash series, Ness uses his psychic powers, yo-yo, and bat in combat.

  • Adaptational Badass: Invoked. In his home game, his PSI abilities are focused more on healing than combat. Paula taught him PK Fire and PK Thunder in preparation for Smash, and Poo taught him the secret of PK Starstorm. This is downplayed as of Beta, as PK Starstorm takes cues from the Ultimate incarnation, specifically by having Paula and Poo appear to help Ness use the move.
  • The All-American Boy: What he was designed to be, coming from the game that's set in Eagleland.
  • Art Evolution: Before Beta v1.2, his design was a custom edit of Fuusuke's sprites from Jump Ultimate Stars. For Beta v1.2, he was given a completely custom sprite based on his Smash 4 appearance.
  • Ash Face: His intro animation has him appearing covered in soot, which is what happens if you collide into something while running up for a PSI Teleport in his home game.
  • Awesome, but Impractical:
    • The only way you're going to hit someone with a fully-charged PK Flash is if there are a third or fourth player to keep each other busy, the opponent is incapacitated/somehow not paying attention, or as an edgeguard to catch an opponent returning to the stage.
    • PK Thunder as a recovery move, since it has an extra "step" to the process that, if interrupted (such as the opponent merely jumping into it), will cause Ness to fall to his doom. It also tends to fail horribly in tight vertical corridors or below one-way platforms.
    • PK Starstorm, before Beta, was so segmented with the falling meteors that in at any level higher than casual play it could be very easily dodged with one or two hits at best. In Beta, the move functions like its Smash 4 counterpart, so it has short range, even if you can control the angle at which the meteors fall.
  • Badass Adorable: Admit it, you want to give the boy a hug.
  • Balance Buff: PK Thunder gets two that put it ahead of the official Smash games. First, if Ness presses Shield while controlling the projectile, it'll continue along whatever path it's on, and Ness will immediately cancel his animation and be able to move and attack again, making the projectile a more viable offensive option. Second, hitting a wall or opponent with the projectile no longer puts Ness in a helpless state and allows him to try the move again, reducing the Weaksauce Weakness aspect of his recovery.
  • Batter Up!: His forward smash involves him swinging forward with his bat. He can even use it to reflect projectiles.
  • Black Bead Eyes: A staple in the EarthBound series.
  • Calling Your Attacks: "PK Flash!" "PK Fire!" "PK Thunder!" "PK STARSTORM!!!"
  • Chromatic Arrangement: His three offensive specials. PK Fire (side special) is red, PK Thunder (up special) is blue, and PK Flash (neutral special) is green. Somewhat appropriately, PK Fire is fairly straightforward (The Hero), PK Thunder is a player-guided projectile that doubles as an unconventional and highly technical recovery move (The Smart Guy), and PK Flash is slow moving but is one of his most powerful attacks at its maximum (The Big Guy), matching the stereotypes of the trope.
  • Death from Above: PK Starstorm, Poo and Kumatora's move in his home series.
  • Difficult, but Awesome: He has some awkward ways to get his moves to work, and his PK Thunder recovery move is one of the hardest to use. However, he also causes high damage, has incredible jumps, is the only character that can regain health by absorbing enemy attacks, and anyone that can use PK Thunder as a recovery move well has the ability to use one of the most powerful saving maneuvers in the game.
  • Energy Absorption: His down special, PSI Magnet, causes energy attacks to heal him by the amount they should have damaged him. Notably, it makes him one of only a handful of characters who can heal on their own, and the only one to do so with an absorbing move.
  • Gratuitous English: Speaks English, but is voiced by a Japanese voice actor. Justified, as he's supposed to be American.
  • Improbable Weapon User: He fights with a baseball bat and a yo-yo.
  • Kid Hero: One of Flash's youngest contenders at about 13 years old.
  • Killer Yo-Yo: His up and down smashes have him using his yo-yo.
  • Light 'em Up:
    • PK Flash is a green ball of light that gains power the longer it's on the screen. Hard to hit with, but it's very powerful when done.
    • PK Starstorm is his Final Smash, calling down meteors of light onto the arena.
  • Limit Break: PK Starstorm, a meteor shower that was Prince Poo's Signature Move in EarthBound. It behaves like the Smash 4 version (firing the meteors in a short-ranged stream that can be angled) but starts up like the Ultimate version (Paula and Prince Poo himself appearing to help Ness use the move).
  • Meteor Move: His down aerial.
  • Mind over Matter: A few of his regular attacks are PSI-boosted, and he uses this as a means for his double jump.
  • Palette Swap: Alongside some of his Smash alternates, he also has one based on Lucas, some more based on Lucas' Smash alternates, and, most notably, a transparent "Ghost Ness" alternate based on his unconscious appearance in his home game. For the Lucas and ghost alternates, this also changes the colors for Paula and Poo.
  • Pint-Sized Powerhouse: Due to his PSI abilities.
  • Player-Guided Missile: Ness's PK Thunder is a fully-steerable bolt of electricity, and hitting himself with it will make him a literal Player-Guided Missile. He also has PK Flash, which can be guided left or right before detonating it.
  • Playing with Fire: PK Fire is a little lightning bolt that erupts into a small pillar of fire upon impact, which hits the target multiple times and sometimes even locks them in place as a result.
  • Primary-Color Champion: Wears a red cap and sneakers along with a blue-and-yellow-striped shirt as his Iconic Outfit.
  • Psychic Powers: He'd hardly represent his home game without them.
  • Rapid-Fire Fisticuffs: Kicks. His down tilt can be rapidly spammed.
  • Retraux: He also has a palette swap based on the in-game sprites of Ninten, the protagonist of EarthBound Beginnings, that's rendered in a retro style. Paula and Poo, whose colors are respectively based on Ana and Teddy from the same game, are also rendered this way.
  • Shock and Awe: PK Thunder takes the form of a string of lightning that can either be used to hit something, or to hit Ness himself as a recovery move that also does damage. Literally a Player-Guided Missile.
  • Squishy Wizard: Though he's not entirely fragile for one, he can be hard to use. His unwieldy recovery move doesn't help.
  • Weaksauce Weakness: Compared to the official Smash games, it's downplayed. He still needs to hit himself with PK Thunder to recover, but if the projectile hits a wall or an opponent, Ness won't go into a helpless state and can use the move again, making this a setback rather than an instant KO.

Voiced by: Hikaru Midorikawa
Universe: Fire Emblem
SSF2 debut: v0.9b
Final Smash: Critical Hit

(in Japanese) "Everyone, look at me!"

The prince of Altea and the protagonist of the first and third Fire Emblem games (along with their remakes). As in the Smash series, Marth uses his sacred sword Falchion in battle.

  • Armor-Piercing Attack: Shield Breaker, his neutral special, is a slow charged attack that breaks shields easily, and will always shatter shields when fully charged. Characters with broken shields are briefly stunned and left wide open for punishment. At high percentages, this is deadly.
  • Attention Whore: His dialogue translates to such, a stark contrast to his canon personality. This might be in part due to a Retcon. His personality in the original NES incarnation was incredibly childish and naive, as opposed to the more mature persona he adopted in Shadow Dragon, though at no point was Marth portrayed as cocky.
    "Minna, miteite kure!" ("Everyone, look at me!")
  • Badass Normal: Possibly one of the best examples in the game. None of his attacks come with any sort of flashy elemental effects; they are just simple sword moves.
  • Bilingual Bonus: Marth's Japanese was kept un-dubbed in 2.
  • Charged Attack: Shield Breaker, dealing more damage and knockback the longer it's charged and is Marth's strongest non-Final Smash attack when fully charged.
  • Close-Range Combatant: No ranged abilities, just a sword. Best get used to getting into stabbing-range.
  • Combos: His side-special attack (Dancing Blade) is a four-part combo attack. The first two swipes are easy enough to do and are fairly weak, but the second two hits require timing and finish off the move.
  • Counter-Attack: The aptly-named Counter.
  • Damn You, Muscle Memory!: Shield Breaker is designed to exploit this, as most players' immediate response to seeing a slow charged attack is to shield. Doing so against Shield Breaker will wind up with their shield shattered, leaving them stunned.
  • Difficult, but Awesome: Downplayed. While he can fight fine without doing so, hitting opponents with the very tip of his sword makes his attacks hurt all the more.
  • Grandfather Clause: Despite Fire Emblem: Shadow Dragon and Fire Emblem: Awakening being released in the West, Marth still speaks in Japanese in 2 as he always has. Notably, Marth received an English voice actor in Code Name: S.T.E.A.M, which resulted in Marth speaking English in the Western releases of Ultimate... but Marth still retains his Japanese voice for SSF2.
  • Implausible Fencing Powers: Counter can parry (but not deflect) any projectile, no matter if it's a bullet, arrow, missile, or energy blast. However, It Only Works Once per use.
  • Lightning Bruiser: He's got range, power, speed, and good defensive abilities.
  • Limit Break: Critical Hit, involving Marth dashing at somebody and hitting them with a Critical Hit from his home series. Very nearly always a One-Hit Kill.
  • Meteor Move: His down aerial and Dancing Blade side special are capable of this. His down aerial has to be sweetspotted, and the up and down variants of the second follow-up strike of Dancing Blade are this.
  • One-Hit Kill: His Final Smash except under the most extraordinary circumstances. Even at zero damage, it will typically send whoever it hits flying clear off the stage and to their death.
  • Out-of-Character Moment: Several of his taunts and win quotes coming from Smash don't match up with his Fire Emblem portrayal.
  • Royals Who Actually Do Something: He's a prince, and a great warrior while he's at it.
  • Weak, but Skilled: His playstyle. His attacks, while fast, are normally weak unless he hits with the tip of his sword. Skilled Marth players know how to take advantage of this for either combos or KO power.

Voiced by: Antony Del Rio
Universe: Kid Icarus
Debut: Kid Icarus [NES], 1986
SSF2 debut: v1.0
"That all you got?"

The protagonist of the Kid Icarus series, Pit is a flightless angel that captains the army of Palutena, the Goddess of Light. As in the Smash series, Pit uses a variety of weapons to claim victory.

  • Annoying Arrows: With extra emphasis on the annoying, if you don't know how to deal with them. They move fast and, in skilled hands, can hit near anywhere.
  • Attack Reflector: The Guardian Orbitars can reflect projectiles.
  • Bifurcated Weapon: Just like in Smash and Uprising, he wields a bow that can split into twin blades.
  • Bow and Sword in Accord: In a way, as his bow is also his sword.
  • Charged Attack: His bow can be briefly charged, making the arrows move faster and deal additional damage.
  • Dual Wielding: His bow can be split into two swords, effectively combining the Bow and Sword in Accord trope into a single weapon. He's one of only two characters that can dual wield weapons, the other being Lloyd; both also happen to have Bifurcated Weapons that make this possible.
  • Kid Hero: Looks like this, but is actually much older. As of Uprising, he's at least 38 if not Really 700 Years Old.
  • Light 'em Up: The Palutena's Bow fires arrows of light that can be controlled mid-flight. The Arrow of Light, one of the Three Sacred Treasures, can fire numerous types of light arrows.
  • Limit Break: Three Sacred Treasures, as in Smash 4. Pit equips the titular weapons (The Wings of Pegasus, Mirror Shield and Arrow of Light) and fires four different rounds of light arrows, some of which home in on nearby opponents. Pit finishes by firing a fifth round into the sky, which causes pillars of damaging light to rain down on the battlefield.
  • Magic Missile Storm: What his Final Smash, Three Sacred Treasures, amounts to.
  • Meteor Move: His down aerial is this if sweetspotted.
  • No "Arc" in "Archery": Being made of light, his arrows are unaffected by gravity.
  • Palette Swap: Alongside his official Smash alternates, he also has a notable one based on Viridi from Kid Icarus: Uprising. His returning Dark Pit alternate now more closely resembles Dark Pit, since Dark Pit isn't playable in Flash.
  • Player-Guided Missile: His arrows can be redirected mid-air.
  • Retraux: He also has a palette swap based off of his in-game sprite in the first Kid Icarus that's rendered in a retro style. His entire arsenal, save for the arrows used in his Palutena's Bow neutral special, is rendered accordingly.

Voiced by: Charles Martinet
Universe: Wario
SSF2 debut: v0.7
Final Smash: Wario-Man

"Wah, wah, WAH!"

The titular protagonist of the Wario series, Wario started off as an evil counterpart of Mario before becoming the anti-hero of his own series, where he is (mostly) motivated by greed. As in the Smash series, Wario uses his strength and wackiness in combat.

  • Acrofatic: Not only can he fly during his Final Smash, he's incredibly agile otherwise.
  • Adaptational Comic Relief: Downplayed for Wario, whose wackiness is dialed down. Exaggerated with Wario-Man, however... before Beta put him in line with his portrayal in the official Smash games... which itself is a straight example of this trope compared to his home series!
  • Art Evolution: Before Beta, Wario's design was a recolor of his Wario Land 4 sprites, with the recolor based on his Brawl overalls outfit. Starting with Beta, Wario is a custom sprite directly based on his Smash 4 overalls outfit.
  • Ass Kicks You: His forward throw has him jabbing his butt into the opponent, while his down throw has him sit on the opponent. His former down aerial was a butt-based ground pound.
  • Badass Biker: Downplayed, in comparison to Brawl and Smash 4. He doesn't have the Biker outfit anymore, and the only time he can actually ride a bike is while being Wario-Man. Subverted as of Beta, as not even Wario-Man uses the bike anymore.
  • Battle Intro: Notably, his is different from his Smash incarnation's. Whereas in Smash he drives in on his motorcycle, in Flash he emerges from a purple Warp Pipe.
  • Brought to You by the Letter "S": The "W" on his cap and gloves.
  • Canon Foreigner: In line with his official Smash appearances, the majority of his moves here are original, like the Wario Waft and Corkscrew specials.
  • Charged Attack: Wario Waft charges slowly when not being used.
  • Charles Atlas Superpower: While his gut has a lot of girth, his arms are visibly ripped with muscle. A punch from this guy will hurt.
  • Close-Range Combatant: He's a very fast and strong fighter that both lacks projectiles and range in most of his physical moves.
  • Clothes Make the Superman: Wario-Man, his Final Smash.
  • Cool Bike: Only if you're using Wario-Man. Though don't use it too much. The bike was removed in Beta.
  • Evil Laugh: A trademark of the character.
  • Fartillery: His Wario Waft, which can become an explosive fart after enough time passes.
  • Fat Bastard: His primary trait is his greed, be it for food or money.
  • Flanderization: Partially inverted. His 2 portrayal gives way more importance to Wario Land, ditching his biker outfit and Wario Bike special from Brawl while bringing back the Shoulder Bash to replace the Wario Bike, as in the Brawl mod Project M. Because of this, his Toilet Humor character in Flash is less overwhelming.
  • Gasshole: One of his most powerful attacks is farting near an opponent.
  • Ground Punch: His down smash, based on the Earthshake Punch from Wario Land: Shake It!.
  • Hoist by His Own Petard: Pre-Beta. Be careful not to use the bike while as Wario-Man, as it goes Too Fast to Stop.
  • Lightning Bruiser: He has a surprising amount of air mobility for a character of his weight, and can hit pretty hard.
  • Limit Break: Wario-Man. He becomes stronger and faster, and using an aerial move will keep him aloft.
  • Meteor Move: Used to have one in his down air, which was his Ground Pound from the Wario Land series.
  • Palette Swap: Alongside Wario's Smash alternates, there's one based on Mario (similar to the one in Smash, but with the overalls and shirt more accurate to Mario), another based on a hypothetical "Fire Wario" to match Mario and Luigi's versionsnote , and another one based on the color scheme of his WarioWare outfit (which is also his default design in Smash).
  • Power Creep, Power Seep: Wario-Man can fly in his Smash and Flash appearances, while he seemingly couldn't do so in WarioWare.
  • Real Men Wear Pink: His Wario-Man getup. He also has a few palette swaps that feature pink, like his WarioWare biker color.
  • Retraux: He also has a palette swap based off of his in-game sprite in Super Mario Land 2 that's rendered in a retro style.
  • Shout-Out: Wario also has a palette swap based on Clarence Lardbottom, who looks like he could pass as Wario's relative.
  • Signature Move: His signature Shoulder Bash from Wario Land makes an appearance as his side special in 2, after being a forward smash in Brawl and being ditched in Smash 4.
  • Stout Strength: He's rather fat, especially when compared to the Mario Bros., but he's also quite strong with large biceps.
  • Super Mode: His Final Smash, Wario-Man, makes his attacks super fast and more powerful. He can even use his aerial attacks to fly!
  • Toilet Humor: His Wario Waft attack, in which he farts lethally. He needs to wait for it to charge, though.
  • Too Fast to Stop: Pre-Beta, trying to use his motorcycle as Wario-Man would in most cases lead to a self-destruct KO.
  • Use Your Head: Several of his attacks.

    Mega Man
Universe: Mega Man
Debut: Mega Man [NES], 1987
SSF2 debut: v0.5b
Final Smash: Mega Legends

The titular protagonist of the classic Mega Man series, Mega Man was a robotic lab assistant named Rock who was upgraded into a combat robot to stop the nefarious Dr. Wily from taking over the world. Mega Man uses his trademark Mega Buster and an assortment of abilities he took from the various Robot Masters he's fought. While initially a newcomer, Mega Man was retroactively changed to a veteran when he was confirmed to be a Smash fighter four years later.

  • Arm Cannon: His Mega Buster, where most of his projectiles come from.
  • Art Evolution: Pre-Beta, Mega Man reused his sprites from Mega Man 7. As of Beta, Mega Man's sprites are custom-made and based on his Smash 4 appearance.
  • Assist Character: Beat, a robotic bird, gives Mega Man a lift during his up special, Beat Call. Later on, Beat did the same thing as a custom up special for the Smash incarnation of Mega Man (there, simply referred to as Beat), although that version doesn't allow Mega Man to shoot Solar Bullets during the lift. Mega Man X, Star Force Mega Man, Mega Man Volnutt, and MegaMan.EXE all appear to help Mega Man during his Final Smash, Mega Legends. Rush, a robot dog, used to appear as part of Mega Man's old Final Smash, Super Adapter.
  • Battle Boomerang: His neutral attack, Quick Boomerang, has him fire a group of short-range boomerangs.
  • Beam Spam: The Solar Bullets from his Mega Buster neutral special can be fired all over the place uncharged to stop any onslaught within a limited range.
  • Blue Is Heroic: He's not called "The Blue Bomber" for nothing.
  • Bottomless Pit Rescue Service: His up special, Beat Call, has Mega Man call in Beat to give him a lift. This has been Beat's primary function in Mega Man's home series since it was changed in Mega Man 7.note 
  • Charged Attack: His Mega Buster special can be charged by holding the special button. The projectiles fired are Solar Bullets by default, but will change into the Charge Shot as it charges. The Charge Shot itself has three phases, each one making the projectile larger and more powerful.
  • Grandfather Clause: His moveset was decided and programmed long before it was announced that he would appear in the official Smash games. That being said, Mega Man's moveset was eventually made to be more like his Smash counterpart, while still having some different moves.
  • Limit Break: Mega Legends, as in Smash. Mega Man fires a Black Hole Bomb forward. If an opponent gets sucked in, they will be transported to a black area where Mega Man calls in four other Mega Men to help him fire on them with a combined beam attack.
  • Making a Splash: Water Wave, his down special, has Mega Man fire a water projectile towards the ground that generates a series of mini-waves upon contact with the ground.
  • Meteor Move: His down aerial, a downward Noise Crush, is this if it hits at the start of the move.
  • Mythology Gag: All of his attacks, animations, and palette swaps are directly based off the various attacks, animations, and Special Weapon colors he's had in not only his own series, but also in crossover titles. This even applied to his former taunts, before they were changed to his Smash counterpart's taunts: one turned him into his NES sprite, another was his taunt from Marvel vs. Capcom 2, and the last one was his animation from the Mega Man 2 title screen.
  • Retraux: Like in the official Smash games later, his animations are intended to resemble his NES sprite's movements. In a former taunt, he even turned into his NES sprite. The SSF2 developers also made sure that Mega Man blinks in his Idle Animation, something that his Smash counterpart doesn't do.note  He also has a palette swap based off of his NES sprite that's rendered in a retro style; Beat, the Crash Bomber, and the drill in his forward aerial are also rendered accordingly.
  • Rocket Punch: Hard Knuckle, which serves as his forward smash.
  • Shoryuken: As in Smash, Mega Man's up tilt is the Mega Upper.
  • Stance System: Used to have one in his Weapon Change down special. It allowed Mega Man to choose what attack he would use for his neutral special.
  • Sticky Bomb: Crash Bomber, his side special.
  • Wall of Weapons: Typical of him.

Universe: Pac-Man
Debut: Pac-Man [Arcade], 1980
SSF2 debut: v1.0
Final Smash: Super Pac-Man

The titular protagonist of the Pac-Man series, Pac-Man is a round yellow character that loves to eat dots and fend off ghosts. As in the Smash games, Pac-Man not only draws on his abilities in his home series, but from sprites and items from other Namco franchises.

  • Airplane Arms: He runs in this style in his dash animation, in the same way as Sonic and Mega Man.
  • Ascended Extra: Pac-Man, in his classic wedge form, was originally an Assist Trophy. His reveal tagline, "Pac-Man breaks the trophy!", even lampshades this.
  • Assist Character: Blinky, Inky, Pinky, and Clyde show up in his smash attacks; respectively, on his forward, up, and down (for both Pinky and Clyde) smashes. A Galaxian also shows up in his Bonus Fruit special.
  • Attack of the 50-Foot Whatever: His Final Smash has him transform into Super Pac-Man.
  • Badass Adorable: Just look at him cheerfully resting in the grass kicking his feet right before he curb stomps you multiple times in the air in quick succession.
  • The Cameo: Pac-Man's up/down taunt has him summoning characters from various Namco franchises.
  • Charged Attack: Bonus Fruit, where Pac-Man charges a projectile that takes the shape of the point-giving Bonus Fruits from his home game. Unlike some charged attacks which just provide stronger versions of the same move, Bonus Fruit's charge levels are completely different moves with their own behaviors and effects.
    • The Cherry bounces twice and is fairly weak.
    • The Strawberry bounces thrice and is only slightly stronger than the Cherry.
    • The Orange flies straight with no regard for gravity and has good speed. It knocks opponents at a semi-spike angle.
    • The Apple bounces four times and knocks opponents straight upwards. It's always thrown at a diagonal angle, making it easy to throw offstage at people.
    • The Melon moves slowly in a slight arc, with the trade-off being that it's the second strongest Bonus Fruit.
    • The Galaxian flies in a loop before continuing forward at an angle, of which there are several options it can pick from. It can also hit multiple times.
    • The Bell moves on a strange arc, going up in a curved path and then dropping straight downwards. When it hits an enemy, it paralyzes them, leaving them open to a follow-up attack.
    • The Key is the strongest Bonus Fruit of them all. It deals high damage, high knockback, moves incredibly fast in a straight line when thrown, and can pierce through enemies.
  • Composite Character: Switches between his Pac-Man World appearance and the old pizza-with-a-slice-missing ball form. He also has attacks that invoke elements from other retro Namco games, such as Galaga's alien Tractor Beam and Mappy's springboard.
  • Confusion Fu:
    • The Bonus Fruit special can come out as eight possible projectiles; cherries, strawberry, orange, apple, melon, Galaxian, bell, and key, charged in that order. Each one has different properties, movements, and effects, such as the orange moving straight at decent speed and knocking enemies at a semi-spike angle, the bell causing stun while flying in a strange arc, and the key doing big damage and flying scarily fast.
    • The Fire Hydrant as a projectile can be launched in dozens of different trajectories, including backwards depending on the move used.
  • Fighting Clown: Just like in Smash Bros., he fights by summoning other Namco characters and items.
  • Heroic Mime: You won't hear a peep from him, only Namco sound effects.
  • Jack of All Stats: Pac-Man has an above average mix of speed, damage, and recovery options and a versatile moveset that's prepared for any situation. His primary weakness is that all of his specials can be used against him by the opponent in some way.
  • Limit Break: Transforms into Super Pac-Man, who appears as a giant sprite to munch on Pac-Man's opponents.
  • Making a Splash: Pac-Man's Fire Hydrant sprays water at regular intervals, pushing things away. This can be used by Pac himself to charge an attack or grab while moving, or by throwing his fruits into it to give them a burst of speed or alter their trajectory.
  • Painfully Slow Projectile: The Melon form of the Bonus Fruit moves so slowly that you can run up to it and pick it up in midair. It can then be used for all kinds of janky setups after doing so.
  • Palette Swap: Unlike in Smash, which mostly added different-colored Wing Shoes and armbands to his design, his Flash alternates give him full-blown alternate colors mostly based on the various ghosts throughout the series. He even has one based on the ghosts' vulnerable appearance.
  • Perpetual Smiler: As in Smash 4, he nearly always has a gleeful grin on his face.
  • Retraux: He also has a palette swap based off of his in-game sprite in Pac-Land that's rendered in a retro style. His fire hydrant is also rendered accordingly.

Voiced by: Kyle Hebert
Universe: Street Fighter
Debut: Street Fighter [Arcade], 1987
SSF2 debut: v1.2
"Talk is cheap."

The main protagonist and mascot of the Street Fighter series, Ryu is a master of the Ansatsuken fighting style who wanders the world in order to perfect his skills. As in the Smash series, Ryu brings much of his usual moveset with him, including the use of classic input commands that activate more powerful versions of attacks.

  • Armor-Piercing Attack: A fully charged Focus Attack will completely pierce through an active shield, leaving its victim even more vulnerable to punishment. In addition, his "strong" side tilt attack, Collarbone Breaker, is a two-hitting attack that does quite a number on shields; not quite enough to break a full one, but a slightly weakened one is another story.
  • Big Ol' Eyebrows: His eyebrows apparently go over his headband.
  • Blood Knight: A relatively benign example, Walking the Earth to find strong opponents.
  • Button Mashing: It's how you use his light attacks. You do so by tapping the button REALLY fast (and his light up tilt and light down tilt can be comboed this way).
  • Calling Your Attacks: This is one of the guys that codified the idea of calling out regular special moves, so it's only natural he'd do so in Smash and Flash too. He's also the first character to get multiple variations on his attack call outs instead of just a single one, in order to represent the different variations on his moves.
  • Challenge Seeker: Ryu enters the scene looking for a challenge and a chance to take on different fighters than the ones he's previously faced.
  • Charged Attack: His down special is the chargeable Focus Attack from Street Fighter IV. As in that game, it can tank one hit while it's being charged, and when it connects on a grounded opponent, it either launches or slowly crumples them depending on how long it was charged, with a fully charged version having the longest crumple and also shield-breaking properties.
  • Combos: His moveset is built around this, strongly based on the gameplay style from the Street Fighter games.
  • Damn You, Muscle Memory!: Zig-zagged.
    • His specials can be done with the special button if the original Street Fighter commands are inputted, just like in his home game. On the other hand, those used to Ryu's controls in Smash need to get used to not being able to also use these inputs with the attack button.
    • His Focus Attack takes some getting used to for Street Fighter IV veterans, where it was done by pressing both medium punch and medium kick, as in Smash and Flash it is not done by pressing both standard and special attack inputs.
    • Unlike in the Street Fighter games, you're not forced to face your opponents and can turn in either direction as you please. Ryu players who rely on the command versions on his specials will need to keep track of which way he's facing, unless they want to lead themselves into scenarios where attempting to throw a Shakunetsu Hadoken in mid-air ends up with them Tatsumaki-ing off the stage in the other direction. Ironically, this can be especially bad for players used to Ryu's controls in Ultimate; to lessen the impact of this trope, Ultimate Ryu automatically faces opponents in one-on-one situations. In Flash, Ryu takes after his Smash 4 incarnation, not his Ultimate incarnation, so he doesn't automatically face opponents for any reason.
    • Also unlike his Smash incarnation, he has high air acceleration. This can affect how Ryu is played, especially when it comes to things like combos.
  • Flat "What": He sometimes gives a surprised "What!?" after being KO'd.
  • Hurricane Kick: Naturally, he uses the original Tatsumaki Senpukyaku as his side special. Using the quarter-circle back input from the Street Fighter games makes it hit harder and travel farther.
  • Kamehame Hadoken: He brings his iconic Hadoken fireball with him. He has the basic one, a stronger one via the classic quarter-circle forward command, the fiery Shakunetsu Hadoken with a half-circle forward input, and the powerful Shinku Hadoken by activating his Final Smash from a distance.
  • Ki Manipulation: Ryu's Hadoken charges his ki into a sphere and launches it as a blue fireball.
  • Limit Break: The only one in the game to have two, dependent on whether or not he's close to an opponent. If he is, he uses the Shin Shoryuken, a souped-up Shoryuken; if he's not, he uses the Shinku Hadoken, a souped-up Hadoken.
  • Mechanically Unusual Fighter: A pretty ironic example. He's the archetype of a basic traditional Fighting Game character, and he brings a few of those games' mechanics with him. However, Flash, being based on Smash, is not a traditional fighting game, so it really makes Ryu stand out even compared to the game's other oddballs.
    • Ryu has "weak" and "strong" variations to many of his regular and special attacks that are pulled off depending on how long the attack button is pressed. In the case of neutral and tilt attacks, if they hit their mark, many of the weaker ones can be lag cancelled into stronger ones, and those into special moves.
    • The chargeable Focus Attack can be cancelled into a dash by double-tapping a direction, either while charging or after hitting. This makes him the only character capable of cancelling a non-storable chargeable attack, and without using his shield even.
    • Stronger versions of his special attacks can be done by doing their classic inputs from Street Fighter + the special button: ↓↘→ for Hadoken, ↓↙← for Tatsumaki, and →↓↘ for Shoryuken. In addition, the fiery, multi-hitting Shakunetsu Hadoken can be fired by inputting a ←↙↓↘→ command.
    • His Final Smash changes depending on whether or not there's an opponent directly in front of him, making him the only character to have two different Final Smashes (Shinku Hadoken at a distance, and Shin Shoryuken up close).
  • Meteor Move: His down aerial, Straight Punch.
  • Palette Swap: In addition to his Smash alternates (which are mostly his Super Street Fighter II Turbo alternates), he also has notable ones based on Ken Masters, his original appearance, and Evil Ryu.
  • Secret Character: While he is a starter character as of Beta v1.2, it was confirmed that every character added to Beta after the v1.0 patch would be an unlockable character in the final game.
  • Shoryuken: As one of his trademark moves, he'd better have it. His up special is the classic shoryuken, and inputting the classic shoryuken command will make it stronger and give it more invulnerability frames. His up-close Final Smash is also the Shin Shoryuken, a more powerful, three-hit variant of the shoryuken.

Voiced by: Keith Silverstein
Universe: Castlevania
Debut: Castlevania [NES], 1986
SSF2 debut: v1.2
Specials: Axe, Cross, Ring Grapple, Holy Water
Final Smash: Grand Cross

"If you will fight, then stand resolute!"

The first and most notable protagonist of the Castlevania series, Simon Belmont comes from a long line of vampire hunters that specialize in taking down Dracula whenever he ressurects and puts humanity in danger. Simon uses an assortment of weapons in battle, chiefly his family's Vampire Killer whip. Coincidentally, Simon barely missed out on being a newcomer to Flash, because he was announced to be a Smash newcomer just two days prior.

  • Ancestral Weapon: The Vampire Killer whip is the Belmont Clan's family heirloom, and it specializes in taking down Dracula whenever he arises.
  • Battle Boomerang: The crosses he throws during his side special return to him after traveling a short distance, giving the potential to hit opponents multiple times.
  • Building Swing: His recovery move, Ring Grapple, has him using the momentum from swinging on a ring to launch himself into the air, a la Super Castlevania IV.
  • Composite Character: As in Smash, some of Simon's moves actually originate from his descendant, Richter. This is actually less the case in Flash, compared to his Smash counterpart, as only Tackle (dash attack) and Grand Cross (Final Smash) originate from Richter. That being said, Simon can use Grand Cross in the non-canon fighting game Castlevania: Judgment.
  • Goomba Springboard: His down aerial is a diving stomp that allows him to bounce off of opponents that get hit.
  • Holy Is Not Safe: All of his weapons are holy weapons, which should mean that they will only harm evil or otherwise dark beings. However, to make the game fair for both Simon and his opponents, they'll deal the same amount of damage to characters like Pit and Link as they will to characters like Black Mage or Bowser.
  • Holy Water: Uses a bottle of this during his down special, Holy Water. When it hits the ground, it creates a blue pillar of fire that travels forward a short distance.
  • Limit Break: Grand Cross, as in Smash. Simon summons a coffin that attempts to suck in nearby opponents. If successful, they're transported to a dark wastleland where Simon grabs the coffin with his Vampire Killer, chucks it into the air, and creates a barrage of holy crosses from the ground that bombard the coffin.
  • Long-Range Fighter: Just about all of his moves involve throwing an item or swinging his whip.
  • Mechanically Unusual Fighter: He is the only character with angled aerial attacks, being able to angle both his back and forward aerials up or down. This gives him a total of nine aerial attacks, only one of which (his down aerial) isn't a whip attack.
  • Meteor Move: His down aerial and down tilt are capable of being this; his down aerial has to hit clean, while his down tilt has to hit right in front of him.
  • Palette Swap: Most of his alternates are based on the appearances of other members of the Belmont Clan. Most of the ones that aren't are either based on his appearance or alternates in other games, or Alucard.
  • Red Is Heroic: Has red hair, as he uses his Castlevania Chronicles design.
  • Religious Bruiser: Uses holy weapons to combat his opponents.
  • Retraux: He also has a palette swap based off of his in-game sprite in Castlevania that's rendered in a retro style. His weapons are also rendered accordingly.
  • Secret Character: While he is a starter character as of Beta v1.2, it was confirmed that every character added to Beta after the v1.0 patch would be an unlockable character in the final game.
  • There Can Be Only One: If he wins against another Simon, this is his victory quote: "One Simon Belmont is enough for this world."
  • Whip It Good: Uses his Vampire Killer whip as his main weapon, although it is not an Epic Flail as in Ultimate.
  • Wrestler in All of Us: Hits a German suplex on the opponent for his back throw.

Voiced by: Haley Joel Osment
Universe: Kingdom Hearts
Debut: Kingdom Hearts [PS2], 2002
SSF2 debut: v0.6
Final Smash: Trinity Limit

"Give me strength!"

The protagonist of the Kingdom Hearts series, Sora is a boy from Destiny Islands who embarks on an elaborate journey to prevent an evil known as the Heartless from destroying every world. In Flash, Sora uses his Kingdom Key Keyblade and a few spells in battle. While initially a newcomer, Sora was retroactively changed to a veteran when he was confirmed to be a Smash fighter thirteen years later.

  • Anime Hair: One wonders how the heck he manages to keep it so consistently spiky.
  • Art Evolution: Pre-Beta v1.2, Sora was a recolor of his Kingdom Hearts: Chain of Memories sprites, with said recolor being based on his Kingdom Hearts II design. Starting with Beta v1.2, Sora uses custom sprites more directly based on his II design.
  • Assist Character: Donald Duck and Goofy appear to activate the Trinity Limit during Sora's Final Smash.
  • Cheerful Child: Sora is this in spades.
  • Combos: He's dependent on these. If you don't deal out a Death of a Thousand Cuts, then you're dead.
  • Composite Character: Has his voice and appearance from Kingdom Hearts II, Flowmotion from Kingdom Hearts 3D [Dream Drop Distance], and the Command Deck from Kingdom Hearts: Birth by Sleep Final Mix.
  • Fire, Ice, Lightning: His Command Deck down special cycles between the three elements, in that order.
  • Fragile Speedster: Very fast and has a lot of combo potential, but has little KO power and a light weight.
  • An Ice Person: He can use Blizzard magic, which can freeze foes solid.
  • Magic Knight: He may cut opponents up a lot with the Keyblade, but he can't finish a match without Thunder, his only reliable KO move. As of Beta, Fire also has decent KO potential, and he gains access to Blizzard as well, which helps him extend his combos.
  • Mythology Gag:
    • Pre-redesign, Jiminy Cricket showed up during one of his taunts, which referenced how he uses his journal to keep track of how many enemies Sora has defeated.
    • Pre-redesign, his entrance animation had him exit from The Door to Darkness from Kingdom Hearts while entering the battlefield. Post-redesign, he exits from a keyhole-shaped portal a la Kingdom Hearts II.
    • The "Battle of 99 Heartless?" Event, which stars him, is based on the famous "Battle of 1000 Heartless" segment from II.
    • While he is mostly based on his appearance in II, he also has Flowmotion from Dream Drop Distance and the Command Deck from Birth by Sleep Final Mix included in his moveset.
  • Palette Swap: The first half of his alternates are based on the various forms he can take throughout the Kingdom Hearts series. The other half are based on some of the other protagonists of the series (Roxas, Goofy, Donald Duck, Kairi, and Riku, respectively).
  • Playing with Fire: He can use Fire magic, which burns opponents and launches them away.
  • Shock and Awe: Thunder, which was his down special until it was changed to be included in the Command Deck in Beta.
  • Suspiciously Similar Substitute: Prior to Sora's official inclusion in Super Smash Bros. Ultimate, he was this to Cloud Strife,note  as a famous spiky-haired sword-wielding protagonist from a very similar Square Enix JRPG series.note 
  • Throwing Your Sword Always Works: Strike Raid.


Voiced by: Charles Martinet
Universe: Super Mario Bros.note 
Debut: Mario Tennis [N64], 2000
SSF2 debut: v1.2
Final Smash: Vine Megastrike

"Sit down, loser!"

The bad counterpart to Luigi, Waluigi loves nothing more than causing mischief. In Flash, Waluigi puts his mischief-making to the test by using his wackiness and a few dangerous tricks up his sleeve.
  • Ascended Extra: From an Assist Trophy in the official games to a fully playable character here. He also reverses this by using a Piranha Plant (playable in Ultimate) for one of his special moves.
  • Assist Character: His down special has him summon a Piranha Plant to potentially throw opponents towards him.
  • Attack Reflector: Similarly to Ness's bat, Waluigi's forward smash, his tennis racket, can reflect projectiles if timed correctly.
  • Brought to You by the Letter "S": Waluigi has his "Γ" on his hat, a vertical mirror of Luigi's "L" which reflects his presence as an Evil Counterpart. Though it's too small to be seen on Waluigi's sprite most of the time, it's visible on his render, and it also gets superimposed over him if he lands the sweetspot of Whirluigi.
  • Charged Attack: Purple Torpedo, his version of Luigi's Green Missile. Amongst other notable differences from Green Missile, it is actually at its strongest in the second-to-last charging state, and weakens afterwards.
  • Dance Battler: Weaponizes a windmill for his down smash and ice-skating-like maneuvers during his dash attack and up special.
  • Evil Counterpart: To Luigi, from whom he steals a few moves and animations (albeit making them even odder).
  • Eye Poke: Does one for his forward tilt.
  • Flower-Pot Drop: In addition to Piranha Plant behaving as an Assist Character, the pot itself can be dropped on an enemy, dealing 8% and a decent amount of knockback.
  • Hammered into the Ground: If Waluigi hits a grounded opponent with Waluigi Dice and it rolls a 5, they'll be buried in the ground and become stuck, leaving them open for a followup attack.
  • Hoist by His Own Petard: Think relying on the homing properties of Purple Torpedo is always a good recover strategy? A savvy opponent can put themself in a position where it would be harder for Waluigi to recover from when the move ends.
  • Homing Projectile: Makes himself one during his Purple Torpedo special. If no opponent is in front of him, he will instead launch himself straight forward similarly to Luigi's Green Missile.
  • I Know Madden Kombat: He wields a tennis racket.
  • Limit Break: Vine Megastrike, based on his "Wall-Luigi!" Super Ability and "Purple Spike" Mega Strike specials in Mario Strikers Charged. He first summons purple thorny vines to trap opponents in front of him, tossing the opponents into the air if it connects. He then jumps, suddenly glows purple and white with a white thorny vine in his hand, and uses the vine to deliver a powerful whip strike to his opponents.
  • Mechanically Unusual Fighter: Waluigi, even when compared to Luigi, is quite wonky.
    • Unlike most up aerials, which are good for sending opponents upward, Waluigi's sends opponents downward.
    • Purple Torpedo, his answer to Luigi's Green Missile, has a specific frame window for a misfire to happen, as opposed to it being random. Said frame window is near the end of, but not quite at the end of, the charge.
    • His Whirluigi up special's attack properties are the opposite of those of Luigi's Super Jump Punch, barring its "one hit only" rule; rather than dealing a good amount of damage and knockback if connecting at the start of the move, it does so if it connects at the very end.
  • Meteor Move: His down tilt, down aerial, up aerial, and Waluigi Dice can be this. Down tilt consists of three weak meteor smashes, down aerial meteor smashes at the start, the second hit of his up aerial meteor smashes, and the Waluigi Dice will spike an aerial opponent if it rolls a 5.
  • Mythology Gag:
    • His use of a potted Piranha Plant as an Assist Character is partially a reference to Mario Party 3. Waluigi's official artwork for that game depicts him carrying a potted Piranha Plant, and a Piranha Plant is Waluigi's default partner in Duel Mode. Said Piranha Plant's design and animations are also based on its Ultimate incarnation.
    • His victory pose has him doing three crotch chops, a reference to his infamous goal celebration in Mario Strikers Charged.
  • Palette Swap: Notable ones include a "Fire Waluigi" color scheme (to match the Fire Flower alternates for Mario, Luigi, and the hypothetical color scheme for Wario's) and one that uses Luigi's colors (complementary to Luigi's own Waluigi-based outfit). In addition, his Piranha Plant and the Waluigi Dice change color with each alternate (the former based on other Piranha Plant subspecies, the latter matching the main color of Waluigi's hat).
  • Random Effect Spell: Waluigi Dice, where he throws a Mario Party die which explodes with various effects depending on which number comes up:
  • Secret Character: While he is a starter character as of Beta v1.2, it was confirmed that every character added to Beta after the v1.0 patch would be an unlockable character in the final game.
  • Something about a Rose: After Waluigi whips the enemy during a successful Vine Megastrike, he'll pull the vine whip back, turn it into a rose, and pose with it.
  • Take That!: Waluigi's status as a playable character in Flash is implied to be one to the official Smash games, as Waluigi has gained a reputation as a major Butt-Monkey in Smash due to the developers' perceived unwillingness to make him a playable character. Of note:
    • He was announced as a playable character two months after he was confirmed to be returning as an Assist Trophy yet again in Ultimate. At the time of the reveal, there was no development time on him, giving the strong implication that they added him to the roster in response to Smash not doing so in Ultimate.
    • Many fans (jokingly or not) found it surprising that a Piranha Plant, a common Mook in the Mario games, was chosen as a playable character in Smash before Waluigi. Waluigi's use of a Piranha Plant as an Assist Character in his Flash moveset is (at least partially) a jab at this; as seen in his gameplay reveal trailer, Waluigi can even call off his Piranha Plant by literally jabbing it. Furthermore, said trailer starts with him stealing a character slot in the SSF2 roster, echoing what the fans felt the Piranha Plant did to Waluigi in Ultimate (again, jokingly or not).
    • His congratulations screen for Classic Mode has him stomping on an Assist Trophy, the very item he's confined to in the official Smash games.

    Bandana Dee
Universe: Kirby
Debut: Kirby Super Star [SNES], 1996
SSF2 debut: v1.0
Final Smash: Flare Beam

A bandana-clad member of the Waddle Dee species from the Kirby series, Bandana Waddle Dee is a former enemy and current ally of Kirby. He joins Flash using his trademark spear, a parasol, and a Beam rod.

  • Adaptation Name Change: Intentionally referred to by his fan-coined name (Bandana Dee), rather than his canon name (Bandana Waddle Dee). He's the only character in the Flash series with this distinction.
  • Ascended Extra: Originally an Assist Trophy (and a rather pathetic one, at that), based on his appearance in Kirby Super Star Ultra. Now a fully playable character based on Kirby's Return to Dream Land, where he originally became an ascended extra within his home series.
  • Badasses Wear Bandanas: He wears a blue bandana and he's certainly more badass than most other Waddle Dees. Especially since he's based on his Return to Dream Land appearance, which was when he Took a Level in Badass within his home series.
  • Blade on a Stick: His trademark spear.
  • Charged Attack: Beam Whip, his default neutral special, will change into Wave Beam if the special button is held for long enough.
  • Composite Character: Bandana Dee uses his trademark spear, but said spear can now morph into a parasol and a rod. The parasol is usually the weapon for the Parasol Waddle Dees, while the rod is usually the weapon Kirby uses when using the Beam ability, which he can get from inhaling Waddle Doos.
  • Heroic Mime: Not surprising considering he doesn't have a mouth, although he has text dialogue in his home series. However, he can use sound clips from the Kirby games for some of his animations (one of his taunts uses the 1-Up jingle, while his Star KO sound clip uses the death jingle), and he also has his Voice Grunting from the more recent Kirby titles.
  • Instant Flight: Just Add Spinning!: Spins his spear to fly like a helicopter during his up special, Waddle Copter.
  • Javelin Thrower: His side special, Spear Throw. If it hits someone when it touches the ground, it can pin the opponent, much like Corrin's Dragon Lunge in Smash.
  • Limit Break: Flare Beam, the Super Ability that Kirby could use after inhaling a Super Waddle Doo in Return to Dream Land. Bandana Dee dons a large jester hat and a bigger Beam rod before creating a large ball of electricity that can be controlled by the player.
  • Meteor Move: His down aerial and Parasol Dive (aerial version of Parasol Drill down special) are both a series of meteor smashes.
  • Morph Weapon: His spear can turn into a Beam rod (neutral special, forward air, up smash) or a parasol (intro, down special, up throw, forward smash).
  • Palette Swap: His are mostly based on the colorations of other Waddle Dees, but several of them are based on his own alternates in the Kirby series, and one is based on Shadow Dedede.
  • Parasol of Pain: His spear can turn into one, though it's used in his intro as a Parasol Parachute.
  • Player-Guided Missile: His Final Smash, Flare Beam, has him control a big ball of electricity.
  • Retraux: He also has a palette swap based off of the in-game sprite of a typical Waddle Dee in Kirby's Adventure, rendered in a retro style. His spear and the jester hat used during Flare Beam are given the same retro treatment.
  • Shock and Awe: All of his moves with the Beam rod will shock the opponent, but only Beam Whip produces the X-Ray Sparks typical of electric attacks.
  • Taking You with Me: His forward throw, like Kirby's, involves him flipping with the opponent and performing a piledriver, which will KO them both if this is done from the edge of the stage.
  • Weapon Twirling: Shows up a decent amount in his moveset, such as his neutral air and down smash.

Voiced by: Alésia Glidewell
Universe: Star Fox
Debut: Star Fox Adventures [GCN], 2002
SSF2 debut: v1.2
Final Smash: Fireburst Pod

"Try me."

A Cerinian vixen and Fox McCloud's love interest, Krystal joined Team Star Fox after their escapade in Sauria.note  Krystal uses her staff and a few gadgets to assist her in battle.

  • Boom Stick: Her staff can fire magic flares and ice beams.
  • Charged Attack: Her Grenade down special will have her throw the grenade further if the special button is held.
  • Colour-Coded for Your Convenience: Her Sniper Rifle's shots and the Speed Echoes during Krystal Rush are purple to differentiate them from Fox and Falco's equivalent moves.
  • Composite Character: Her appearance combines elements of her designs from Star Fox Adventures, Star Fox: Assault, and Star Fox Command. She also wields her staff from Adventures (with the upgrades that Fox unlocked throughout that story) as well as a few weapons from Assault.
  • Diving Kick: Her Krystal Rush side special is this in the air.
  • Glass Cannon: While she can dish out a fair amount of damage, her recovery options are fairly limited.
  • Goomba Springboard: Krystal Rush will have Krystal bounce off of opponents if the move connects. It even looks like a Goomba Stomp if the aerial version connects.
  • An Ice Person: Krystal uses the staff's Ice Blast during her down throw.
  • Kick Chick: If she's not using her staff, sniper rifle, or grenades, she's mostly using kicks.
  • Kung-Fu Wizard: Has no problem getting physical, even with a magic staff and military-grade weapons at her disposal.
  • Limit Break: Fireburst Pod. She takes out the titular weapon and fires a beam from it into the air, after which roughly twenty grenades drop down from the sky.
  • Magic Staff: Her staff is just as effective as a melee weapon as it is as a magic caster.
  • Meteor Move: Her down aerial and Staff Rocket Boost up special can be this. Her down aerial has to hit at the tip of the flare emitting from her staff, while the Staff Rocket Boost has to hit at the start.
  • Palette Swap: Most of her alternates are based on other female characters in the Star Fox series. Some of the more notable ones that aren't are based on her Assault appearance, Fox, and Panther.
  • Secret Character: While she is a starter character as of Beta v1.2, it was confirmed that every character added to Beta after the v1.0 patch would be an unlockable character in the final game.
  • Slide Attack: Her Krystal Rush is a sliding kick when used on the ground.
  • Sniper Rifle: Her neutral special equivalent to Fox and Falco's Blasters is the Sniper Rifle from Assault. Compared to the blasters, the rifle is effectively a Mighty Glacier: it takes some time to set up and shoot, will shoot one powerful shot before being put away, can be angled before shooting, and said shot is purple.
  • Tail Slap: Her up tilt.

Universe: Chibi-Robo!
Debut: Chibi-Robo! [GCN], 2005
SSF2 debut: v0.9b
Final Smash: Giga-Robo

The titular tiny robot from the Chibi-Robo! series, Chibi-Robo's primary job is to ensure his owners, the Sandersons, are happy. In Flash, he uses his plug as a weapon while also bringing along a variety of tools from his home series.

  • Arm Cannon: The Chibi-Blaster, a weak, aimable laser.
  • Catch and Return: Similar to Villager's Pocket neutral special in Smash, Chibi-Robo's Pick Up down special allows him to grab projectiles and use them later... including, in earlier builds, the projectiles of some Final Smashes. He is the only character in the game that can catch projectiles.
  • Helicopter Blender: His up special, the Chibi-Copter, can be used to attack opponents from below.
  • Hyperspace Arsenal: Can store anything in his head with no problems, including a spoon, a toothbrush, a miniature helicopter, and other opponents' projectiles.
  • Improbable Weapon User: Toothbrush, spoon, tongs...
  • Limit Break: Chibi-Robo summons Giga-Robo, who stomps the ground numerous times, burying grounded opponents while meteor smashing aerial opponents.
  • Meaningful Name: "Chibi" is a Japanese word that can be translated as "short." As such, Chibi-Robo literally means "short robot," which fits the character's description. This also applies to Giga-Robo, as "giga" is derived from the Greek word for "giant."
  • Meteor Move: His down aerial. Giga-Robo's stomps will also do this to airborne opponents.
  • Mickey Mousing: As in the first game in his home series, almost every move Chibi-Robo makes is accompanied with a musical note.
  • Palette Swap: Most of his are based on other characters in his home series. Telly Vision and Giga-Robo also get corresponding color changes for each alternate.
  • Power Cord Tail: Has an electric plug tail that he's not afraid to put to use here.
  • Robot Buddy: His fighting style keeps fulfilling his role from his source games, scrubbing away at everything and putting things away, although smacking everyone around in the process. It's no wonder this Chibi-Robo in particular is in a tournament instead of with a customer... and like his source games, he gets his own in the form of the non-interfering Telly Vision.
  • Shock and Awe: Attacks based on his plug-tail have an electrically-charged sweetspot at the plug itself.
  • Tail Slap: Many of his attacks involve his plug-tail.
  • The Voiceless: Doesn't speak, relying on body language and even a few signs here and there to get the point across.

Voiced by: Darcy Maguire-Wheelahan
Universe: Golden Sun
Debut: Golden Sun [GBA], 2001
SSF2 debut: v1.0
Specials: Vine, Move, Scoop, Gaia
Final Smash: Judgment


The protagonist of the Golden Sun series, Isaac is a Venus Adept, meaning he can use a psychic-elemental type of magic known as Psynergy. In Flash, Isaac uses a Short Sword and various Psynergy spells in battle.

  • Anime Hair: Of the Spiky Hair variety.
  • Ascended Extra: In the transition from his Brawl appearance to Flash, he has gone from an Assist Trophy to a playable character.
  • BFS: At the beginning of his Final Smash, Isaac uses the Ragnarok spell, which consists of him summoning a giant orange sword in front of him.
  • Dishing Out Dirt: As a Venus Adept, this is his specialty. As such, if he isn't using his Short Sword or a Psynergy hand, he's almost certainly using Venus Psynergy attacks.
  • Friend to All Living Things: His reveal trailer introduced him by healing a flower that Chibi-Robo had grown attached to by using Growth.
  • Giant Hands of Doom: Uses a Psynergy hand for blocking, recovery, and combat.
  • Heroic Mime: Averted. Isaac is the first character that the dev team has needed to hire a voice actor for, as he had too few sound clips in Super Smash Bros. Brawl to use, and they felt that it would be off-putting if he didn't have a voice at all.
  • Limit Break: Judgment. Isaac first uses Ragnarok, summoning a huge orange sword to stab the ground in front of him. If an opponent gets hit, a cutscene plays where the opponent gets transported to a grassy plain, at which point Isaac uses Summon Magic to summon the spirit Judgment. Judgment promptly fires an Energy Ball at the opponent, which causes a massive explosion that engulfs the plain and transports the players back to the stage.
  • Magic Knight: Just as capable in combat as he is with magic.
  • Meteor Move: His down aerial is a series of weak meteor smashes.
  • Palette Swap: Most of his are based on his allies in his home series. He also notably has one based on his design in Golden Sun: Dark Dawn.
  • Primary-Color Champion: Blue clothes, red armor over the clothes, and a yellow scarf.
  • Scarf of Asskicking: Has a yellow scarf and he's not afraid to throw down.

    Black Mage
Universe: Final Fantasy
Debut: Final Fantasy [NES], 1987
SSF2 debut: v0.7
Specials: Stop, Haste, Warp, Meteor
Final Smash: Warriors of Light

A member of the job class of the same name in the Final Fantasy series, the Black Mage is a mage that primarily uses an attack/effect style of magic known as Black Magic. In Flash, the Black Mage fights using a variety of Black Magic spells, with some Blue Magic and Summon Magic spells thrown in for good measure. He was the first character revealed that wasn't on the first roster - his introduction officially began the retool.

Universe: Bomberman
Debut: Bomberman [MSX and various home computers], 1983
SSF2 debut: v0.9a
Final Smash: Revenge Cart

The titular protagonist of the Bomberman series, the White Bomberman is a robot who specializes in creating bombs with his hands. In Flash, Bomberman puts this trait to use throughout his moveset.

Universe: Rayman
Debut: Rayman [Atari Jaguar, PS1, Sega Saturn], 1995
SSF2 debut: v1.2
Final Smash: Bzzit


The titular protagonist of the Rayman series, Rayman is a magical creature that protects the Glade of Dreams. Rayman joins Flash using mostly his floating hands and feet, while also bringing along some power-ups from his home series.

  • Bear Trap: Has a chained version in the LockJaw, which acts as his standard special. If an opponent gets chomped, they will then be thrown aside.
  • Big Creepy-Crawlies: Bzzit, a mosquito-like creature that appears during Rayman's Final Smash.
  • Blow You Away: Vortex, his side special.
  • Conjoined Eyes: As has been the case from Rayman 3 onward.
  • Floating Limbs: Of course.
  • Helicopter Hair: A signature of his. It's used to recover during his Helicopter up special.
  • Improvised Platform: His Plum down special, which has him drop a plum directly underneath him, doubles as a platform. Attacking the plum will launch it in the direction you attacked in while gaining height, making it very useful as a recovery move if you attack it while standing on it.
  • Limit Break: Summons Bzzit for a ride, at which point Rayman can command Bzzit to either shoot projectiles or suck in opponents with his proboscis.
  • Long-Range Fighter: Has impressive melee range due to his floating hands and feet.
  • Mechanically Unusual Fighter: Unlike with most characters, his down special is his primary vertical recovery option.
  • Meteor Move: His down aerial is a multi-hit attack that spikes at the end.
  • Palette Swap: Rayman has multiple alternates based on the colors he became upon collecting a Laser-Washing Powder powerup in Rayman 3. He also has one based on the Punk outfit from Rayman Raving Rabbids, and one more based on Bad Rayman from Rayman.
  • Rocket Punch: Naturally, Rayman's punches amount to this due to his lack of limbs. This is also the case with his head and feet.
  • Secret Character: While he is a starter character as of Beta v1.2, it was confirmed that every character added to Beta after the v1.0 patch would be an unlockable character in the final game.
  • Shout-Out: Has a palette swap based on Ed, the protagonist of Tonic Trouble. Rayman creator Michel Ancel was the one who conceptualized the game, and Rayman himself made a few cameos in the game.
  • White Gloves: Wears a pair as per usual.

Debut: Super Smash Bros. Melee [GCN], 2001
SSF2 debut: v1.0
Final Smash: Home-Run Combo

An anthropomorphic sandbag from the official Smash games whose job is usually to be attacked by other fighters without fighting back. It seems Sandbag has had enough, as he now joins the battle with an unorthodox fighting style and a lot of tricks up his sleeve.

  • Air-Dashing: His Sanddash down special has him stand in place at first, while suddenly dashing in one of four directions depending on the button pressed (up, down, left, or right). Pressing left or right in the air will send him diagonally downward in that direction.
  • April Fools' Day: Subverted.
    • When Sandbag was revealed in 2016 in SSF2 Dev Blog #5, practically no one believed it to be true as the trailer was released on that day.note  However, two days later, SSF2 Dev Blog #5.1 confirmed that Sandbag really is a playable character.
    • Received a Call-Back in 2021, when a trailer was released that showcased revamped sprites for Sandbag and the Waiting Room stage, and new stages consisting of the artwork for Mario, Peach, and Black Mage. The resprites were later confirmed to be legitimate.
  • Art Evolution: His design was updated in v1.3.1 to better match 2's aesthetic.
  • Ascended Extra: Goes from being a mere punching bag in Smash to a playable character in Flash. However, he still fills his usual role for the Home-Run Contest and in other Flash-exclusive sports minigames.
  • Batter Up!: His Final Smash, where he gets sweet revenge for all the times he was used in the Home-Run Contest.
  • Breaking the Fourth Wall: When he's winding up to hit his opponent during Home-Run Combo, Sandbag winks at the camera.
  • Dynamic Entry: His Sandgrab side special has him dive forward headfirst. If he touches an opponent, he flips again and throws them away. If he doesn't touch an opponent and lands on the ground before the animation completes, he flips forward to attack opponents in front of him.
  • Hammerspace: His capsules during Capsule Spawn, Bob-ombs during Bob-omb Toss, and baseball bats during his Final Smash, Star KO animation and victory animation have to come from somewhere...
  • Hoist by His Own Petard:
    • Bob-omb Toss can cause this trope in many ways:
      • Take enough damage, and it will quickly launch you into the upper blast line.
      • Use it underneath a ceiling (or at a high enough damage to reach a ceiling), and you'll hit the ceiling and launch yourself downward towards the lower blast line. The only way to avoid this is to tech, but that becomes harder to do the closer you are to the ceiling and the more damage you've sustained.
      • If you're already carrying an item that's not a Bob-omb, the move won't work and will instead leave you helpless. This will also occur if you happen to be invincible at the time, since you need to take damage in order to use it properly.
    • If you're carrying a battering item, be careful where you perform his dash attack, since you'll jump off the ledge. Pre-v1.3.1, this was fatal if there was a bottomless pit.
  • Lethal Joke Character: Even the developers admitted that "he was designed as the ultimate joke character."
  • Limit Break: Home-Run Combo, where Sandbag throws a Smash Ball to the ground in front of him. If an opponent gets hit, he transports them both to the Home-Run Stadium, where he dishes out a beatdown that ends with him stopping time, taking out a Home-Run Bat, and using it to launch the opponent to kingdom come. Basically, he does to the opponent what the opponent usually does to him in the Home-Run Contest.
  • Mechanically Unusual Fighter: As the resident Lethal Joke Character, Sandbag's playstyle is very unorthodox. Of note:
    • He cannot grab ledges, because he has no hands. Although this doesn't stop him from being able to grab opponents.
    • He can only move by hopping, since he has no feet. This results in him only moving a set distance at a time before he can hop again; this even includes when he dashes, although he does cover more distance.
    • He can use the battering items (Home-Run Bat, Fan, Beam Sword, etc.) a little more creatively than just with a single-hit normal attack and a more powerful single-hit forward smash. He also has access to a Weapon Twirling, multi-hitting forward tilt and a Sword Plant dash attack. Pre-v1.3.1, his normal and smash attacks even hit twice as opposed to once.
    • Most characters exhaust all of their recovery options once their up special is used up. Not only can Sandbag continue to use his Bob-omb Toss for as long as he can stay alive while doing so, but he can also use Sanddash after each instance, which can give him more height without having to immediately injure himself again. And since Sandbag doesn't become helpless in any capacity after using his up special, he still has access to Sandgrab.
  • Meteor Move: Down smash (first hit), down throw, down aerial, and side taunt. His down aerial is one of the strongest meteor smashes in the game.
  • Palette Swap: Most of his are basic color changes, but his twelfth color is based on the colors of the Fighting Silhouette Team.
  • Practical Taunt:
    • His side taunt has him faceplant, which will meteor smash nearby opponents.
    • His former side taunt had him squat very quickly. Using it before and after dashes would make Sandbag move around the stage much faster than usual.
  • Rocket Jump: His Bob-omb Toss up special has him using a Bob-omb to blast himself into the air; he can use it as many times as he likes. It damages himself every time he uses it, which makes it riskier to use at higher percentages.
  • Sealed Evil in a Can: Is this to Cleodbot, a gag character used in promotional materials for SSF2, who uploaded his consciousness into Sandbag in an attempt to leak info.
  • Secret Character:
    • In his 2 debut, v1.0, Sandbag had two methods of unlocking him: completing Classic mode using a random character on Normal difficulty or higher without using continues, or winning an online match against a player who either is a SSF2 developer, has already beaten a developer, or has already unlocked Sandbag. Notably, he is the only character to have had more than one unlock method.
    • This was subverted in v1.2, as he is now a starter character like everyone else. That being said, he's slated to be an unlockable character in the final game.
  • Training Dummy: As usual, Sandbag is an anthropomorphic training dummy used in various minigames. Unusually, he's also a playable character with an unorthodox fighting style.
  • The Voiceless: Justified, since he doesn't have a mouth. That being said, he can use sound clips from the Mr. Saturn and Party Ball items.

Voiced by: Masakazu Morita
Universe: Bleach
Debut: Bleach - Chapter 1: "Strawberry and the Soul Reapers" [Manga], 2002
SSF2 debut: v0.1a
Final Smash: Mugetsu

(in Japanese) "I'll kill you."

The protagonist of the Bleach franchise, Ichigo Kurosaki was the first character programmed into Super Smash Flash 2. The Soul Reaper is ready to deal out death with his trusty sword Zangetsu and a variety of techniques.

  • Art Evolution: Pre-v0.9b, Ichigo reused his sprites from Jump Ultimate Stars. In v0.9b, Ichigo's sprites were modified to fit 2's aesthetic more.
  • BFS: Wields Zangetsu's Shikai form, a six-foot khyber knife.
  • Bilingual Bonus: He only speaks Japanese. This was a stylistic choice, as the original Japanese version of the Bleach anime is commonly accepted as the standard version.
  • Charged Attack:
    • His Getsuga Tenshō neutral special is charged by holding the special button. The less-than-fully-charged version travels somewhat fast and hits once with a little bit of knockback. The fully-charged version is bigger, slower, doesn't travel as far, and hits multiple times with weak knockback.
    • His Gazan down special automatically charges as Ichigo drops down; Zangetsu will glow more and more blue as the move charges. The more distance Ichigo drops down during the move, the more damaging the attack will be.
  • Flash Step: Naturally, considering his home franchise coined the term. He uses it in a good portion of his moveset, from wide-range moves like his side special to shorter-range moves like his double jump.
  • Grandfather Clause: 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.
  • Instant Flight: Just Add Spinning!: His Kōtei-ki Tōshin up special, where he spins Zangetsu around like a helicopter, is this in the air.
  • Laughing Mad: A fully-charged Getsuga Tenshō in his now-scrapped Bankai form came with his crazed Hollow laugh.
  • Lightning Bruiser: Downplayed, in terms of the "lightning" aspect. His sword swings hurt, and a good portion of them are fairly fast, but they're not lightning fast. His ground mobility (walking, dashing, etc.) isn't remarkable, either.
  • Limit Break: Mugetsu, where he transforms into his Final Getsuga Tenshō form and generates a wave of black energy that deals high damage and knockback.
  • Meteor Move: His down aerial and Gazan down special are this.
  • Palette Swap: Mostly based on other main characters in the Bleach series. He also has one based on his incomplete Fullbringer form, and another based on his inner Hollow.
  • Shout-Out: Ichigo also has two palette swaps based on fellow swordsmen: Himura Kenshin and Cloud Strife. Cloud also happened to be a playable character in SSF1.
  • Sudden Soundtrack Stop: When he uses Mugetsu, the music stops when he prepares the attack; the music returns after the attack ends.
  • Super Mode: The Final Getsuga Tenshō, where he merges with Zangetsu, which he uses during his Final Smash. In earlier builds, he used Bankai, complete with his own moveset. He also has his Hollow form, which was used in his fully-charged neutral special in Bankai form; it has since been relegated to a cameo during his up/down taunt.
  • Sword Beam: Getsuga Tenshō, his signature attack. A larger, more powerful one can be used during Mugetsu if it is either done in the air or if the wave of black energy runs out of ground to travel on.
  • Teleport Spam: The Flash Step is in nearly all of his movements and standard attacks, as he used it that often in the show. This is meant to make him a decisive character in his playstyle - fast movements but slow attacks force and encourage him to take advantage of every opening to strike.

Voiced by: Sean Schemmel
Universe: Dragon Ball
Debut: Dragon Ball - Chapter 1: "Bulma and Son Goku" [Manga], 1984
SSF2 debut: v0.7
Final Smash: Meteor Combination

"See ya!"

The Saiyan martial artist crashes in, living to fight! Can Son Goku win this strange new tournament? Find out next time, on Super Smash Flash 2!
  • Art Evolution: Pre-v0.9b, Goku reused his sprites from Jump Ultimate Stars. In v0.9b, Goku's sprites were modified to fit 2's aesthetic more.
  • Awesome, but Impractical: The fully-charged Kamehameha is basically a projectile Falcon Punch; like in his home series and with the Falcon Punch, the charging leaves him highly vulnerable. It can be fired at less than full charge, but then it's too weak to do any good.
  • Battle Aura: And how. Not surprising, though, considering he comes from the Trope Codifier. He even weaponizes it - touching his aura while he charges sparks the Kaio-ken.
  • Beam Spam: His Ki Blasts side special - weak, fast, and very effective. It even made him a bit overpowered in v0.7 - the firing animation had to be slowed down.
  • Bilingual Bonus: Averted. Out of the four anime characters in the game, Goku is the only one to use his English voice actor (likely due to the infamous Vocal Dissonance he has in the Japanese version).
  • Blinded by the Light: Uses the Solar Flare during his down throw.
  • Charged Attack: Naturally, the Kamehameha. It comes in four charging phases, with each phase increasing the range and power of the move.
  • Combined Energy Attack: The final blow from Goku's Final Smash comes from him using the Genki Dama (Spirit Bomb), an Energy Ball created from the ki of other life forms.
  • Combos: He's very much designed around these, having a more traditional Fighting Game-like style. This is increased in Kaio-ken to obscene levels.
  • Flying Brick: The only character in a Smash game, fanmade or otherwise, to be one; even his Super Smash Bros. Crusade equivalent doesn't qualify. Here, he's a Lightning Bruiser capable of Beam Spam and Flight (courtesy of Peach) — a force to be reckoned with.
  • Grandfather Clause: 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.
  • Human Hammer-Throw: Goku uses his famous Dragonthrow for his back throw.
  • Idle Animation: One of only two characters (the other being Pichu) to have two idle stances, one for his usual state and another for his Kaio-ken state.
  • Kamehame Hadoken: Wouldn't be Goku without him being able to use the Kamehameha, as that's his signature move in his home series.
  • Ki Manipulation: Naturally. As a general rule, if he's not simply punching, kicking, or grabbing, he's using ki.
  • The Last Dance: The most popular strategy for the Kaio-ken is to use it when already at a fatal percentage.
  • Lightning Bruiser: Especially in Kaio-ken.
  • Limit Break: Meteor Combination. Goku Instant Transmissions toward a nearby opponent and kicks them. If successful, they're both sent to a wasteland where Goku wails on the opponent while cycling through some of his various Super Modes, finishing them off with a Super Saiyan Blue-enhanced Spirit Bomb.
  • Meteor Move: His forward aerial. Normally, it is this when an opponent is just under Goku at the very end of the move, but it will always be this while using Kaio-ken.
  • Mythology Gag: The Meteor Combination has enough of these to the point that the original move is simply the basis of the attack.
    • As Goku cycles through his various Super Modes (which was not part of the original move), he very briefly reaches Perfected Ultra Instinct in between his Super Saiyan God and Super Saiyan Blue transformations. This is a reference to Dragon Ball Super: Broly, where Super Saiyan God Goku seemingly did the same thing as he transformed into Super Saiyan Blue during his fight with Broly.note 
    • In place of the heavy punch to the stomach that acts as the original move's penultimate attack, Goku does the Super God Shock Flash move he used on Golden Frieza in Dragon Ball Z: Resurrection ‘F’. It helps that Goku is in Super Saiyan Blue form at this point, as that's the form Goku was in when he used it on Golden Frieza.
    • In place of the Super Kamehameha that ended the original move, Goku (back in base form at this point) uses the Spirit Bomb. Partway through the attack, Goku transforms back into Super Saiyan Blue, says "See ya!" while saluting, and uses his ki to force the Spirit Bomb further into the opponent before it explodes. This references the Super Spirit Bomb that Goku used to kill Kid Buu; not only did Goku need to transform from base form to Super Saiyan to power through Kid Buu's defenses, but he also took a moment to bid farewell to Kid Buu just before the finishing touch.
      • Going off the above reference, Goku going Super Saiyan Blue instead of just Super Saiyan is likely a reference to Goku's attempt to strengthen the Universe 7 Spirit Bomb he used on Jiren during the Tournament of Power.
  • Overclocking Attack: The Kamehameha is simply too overwhelming to be reflected or absorbed. Awesome, but Impractical the full attack may be, it can easily be used in this way to counter anyone who's overly trigger-happy with those defensive moves.
  • The Pollyanna: Goku usually defaults to this.
  • Power at a Price: The Kaio-ken quickly racks up damage for both you and your opponent.
  • Shonen Hair: The Akira Toriyama special. His hair is just as spiky and ridiculous as it's ever been.
  • Super Mode: Naturally, as his home series is practically the Trope Codifier. Here, he has access to Kaio-ken, Super Saiyan, Super Saiyan God, Super Saiyan Blue, and (briefly) Perfected Ultra Instinct. He'll always have access to Kaio-ken in normal gameplay (provided the opponent touches him as he tries activating it), but the other forms are only seen during his Final Smash.
  • Wave-Motion Gun: The Kamehameha.

Voiced by: Mayumi Tanaka
Universe: One Piece
Debut: One Piece - Chapter 1: "Romance Dawn" [Manga], 1997
SSF2 debut: v1.0
Final Smash: King Kong Gun

(in Japanese) "Alrighty!"

The protagonist of the One Piece series, Monkey D. Luffy is the captain of the Straw Hat Pirates, who dreams of one day finding the titular One Piece treasure to become king of the pirates. Luffy uses a variety of techniques made possible because of a mystical fruit he ate. Notably, Luffy was the last of the "Shonen Four"note  to be added to the game.
  • Adaptation Deviation: His Gum-Gum Pistol in Flash is not the strong punch it is in canon, instead being a long-ranged version of his grabnote . He is also given a Gum-Gum Snap move as his up special, a move that doesn't exist in any One Piece media.
  • Balloon Belly: Befitting a Rubber Man, Luffy can inflate any area of his body, including his belly. In Flash, he does this to perform his Gum-Gum Balloon down special and as part of his transformation into the Boundman form of Gear Fourth during his Final Smash.
  • Big Eater: The elastic stomach probably helps.
  • Bilingual Bonus: He only speaks Japanese. This was a stylistic choice, as the original Japanese version of the One Piece anime is commonly accepted as the standard version.
  • Good Old Fisticuffs: To go with his simple personality and self-admitted inability at anything except fighting, Luffy doesn't use weapons nor does he practice any martial arts, resorting to the most basic fighting style of simple punches and kicks. Still, he's such a creative and gifted fighter that he can take on martial artists and win with just his own free-form style. Of course, in Flash, he has no problem using any of the items that can spawn on the battlefield, including weapons.
  • Grievous Harm with a Body: During Gum-Gum Rocket, Luffy slingshots his own body into the opponent.
  • Immune to Flinching: Gum-Gum Balloon gives him heavy armor while he's inflated, and thus he can tank a respectable amount of damage within that time frame.
  • Limit Break: Luffy enters Gear Fourth (specifically his Boundman form) and delivers a King Kong Gun.
  • Long-Range Fighter: Comes with the territory of being a Rubber Man. His forward smash (an elongated punch) even increases in range the more it's charged.
  • Mechanically Unusual Fighter: He's a grappler, a first for the franchise. His only special that doesn't fall into the You Will Not Evade Me category is Gum-Gum Balloon.
  • Meteor Move: His forward aerial, down aerial, and Gum-Gum Snap up special.
  • No Shirt, Long Jacket: Uses his post-Time Skip design, where his only top is an open-button jacket.
  • Palette Swap: Most of his are based on his various outfits throughout his series' arcs, but he also has some based on other One Piece characters, and one based on his Nightmare Luffy form.
  • Rapid-Fire Fisticuffs: His neutral combo ends this way, with him using Gomu Gomu no Gatling.
  • Red Is Heroic: Luffy's main color scheme is red and he's, for the most part, a heroic person willing to do anything for his friends.
  • Rubber Man: The result of eating a Devil Fruit known as the Gomu Gomu no Mi (dubbed translation "Gum-Gum Fruit," literal translation "Rubber Rubber Fruit").
  • Super Mode: While Luffy does have multiple, only one appears in this game, that being Gear Fourth, which he uses as part of his Final Smash, King Kong Gun.
  • To Be a Master: His dream is to become King of the Pirates, which means he has to become the strongest pirate.
  • X-Ray Sparks: His version of this when taking electric damage is unique. Rather than showing his skeleton, it shows a slab of meat with a bone sticking through it, where his stomach would be.
  • "X" Marks the Hero: He has an X-shaped scar across his chest as a gift from Akainu's attack at Marineford.