The All-Seeing A.I.: Much like the original series, the AI will most likely be more aware about its surrounds and nearby items than most human players would. Art Evolution: Very clear. From directly ripped and MS-painted sprites in the original game, to ripped-but-tweaked sprites in the early sequel demos, to every character having entirely-custom, uniformly-styled sprites. Home Stage: In the first game, despite its many characters, there were only five franchises having stages of their own. Which were: Peach's Castle and Mushroom Kingdom II for Mario. Temple for The Legend of Zelda. Dreamland for Kirby. Pokmon Stadium for Pokmon. And Emerald Hill Zone for Sonic. In the second game, due to the larger file size limits, every franchise with a playable character gets at least one stage based on their series. Meteor Move: In 1, every character's up attack and down aerial can dunk opponents. This can be difficult to pull off, as the opponent needs to not only be airborne, but also either moving slowly or not at all. 2 has meteor smashes and spikes, with the same functionality they have in the official Smash games, but a few characters don't have access to either. Platform Fighter: Much like the original Smash Bros. series. Retool: There were two notable ones in total: The transition from Flash to Flash 2 completely rebuilt the mechanics and the focus from the ground up. Demo v0.7 of 2 was the official turning point from "anything-goes fangame" to aiming for professional quality. Ring Out: Just like in the original Super Smash Bros. games. Stock Footage: Present, but diminishing rapidly. The original didn't have any of its own sprites, save for the Pokmon Stadium stage. All others were taken from The Spriters' Resource. The earliest demos of 2 also used ripped sprites; Lloyd and the Sonic characters used the same sprites as in Super Smash Flash, Sora was ripped from Kingdom Hearts: Chain of Memories, and the anime characters were ripped from Jump Ultimate Stars. Gradually, however, more and more of the characters began getting entirely custom-made sprites, to the point where the series is now fairly well-known for its quality graphics. Amusingly, the earlier, lower-quality custom sprites for Link, Ness, and Mewtwo*He was planned for the original, pre-retool roster, but is now uncertain. later became stock footage when they were salvaged by Super Smash Bros. Crusade. The original also didn't have originally composed music (save for the How to Play track), ripping songs from Melee, the "Smashing... Live!" album for Melee, and in one case, The Matrix Reloaded. 2 also used ripped music from various sources, including remixes from other composers, before gradually replacing them with the dev team's own remixes and even giving SSF2 its own theme to use as a Leitmotif for all Smash-related content. Ultimate Showdown of Ultimate Destiny: The first game is this, full stop, with characters like Blade and Mr. Incredible. Traces of this sentiment remain in 2, at least in development; Cleod thinks that the anime characters fit in well (although the other developers don't), and he has a personal soft spot for the Original Characters who were planned to be in but had to be removed due to losing contact with their creators.

 Artifact Title: The game has long departed from Super Smash Flash; that game is completely ignored here. The title was originally considered "likely to change" in the official FAQ due to the differences, but it's definitely permanent at this point as that's what everyone knows it as now. Artificial Brilliance: Demo 0.9 introduced character-specific A.I. hints, which made some characters outright brutal to play against. CPU Fox is known for pulling high-level tricks such as cancelling shine into aerials or grabs, and will try known KO options when the rival is damaged. CPU Jigglypuff was given code to use Rest on reaction, if the opponent was close enough. CPUs handle all recovery options and will use them as they need. High-level CPUs are very good at working in teams; they seem to be in perfect sync with their teammate. For example, if one plays against Mega Man and Captain Falcon: Mega Man will often try to grab the player if they're at high levels of damage, leaving them helpless against the nearby Captain Falcon performing a reverse Falcon Punch. This works with almost any duo or, if you're feeling masochistic, trio. Artificial Stupidity: On the World Tournament stage, CPUs are programmed to stay in the ring and avoid the grass. This makes sense when hazards are on, as any fighter who touches the grass is instantly KOed. With hazards off, though, the grass is safe to stand on, but the CPU fails to recognize this and acts as if it's still an instant kill. Hanging out on the grass will result in a CPU trying to chase you down, only to turn around the second they're in the air above the grass. Repeatedly. Sandbag in particular, if he launches you far enough out of the ring, will rack up his damage and eventually KO himself wavering between his options and slipping off the ring's edge, then using his up special, Bob-omb Toss, blowing himself away while you just stand there. The level 9 Luffy CPU is rather aggressive and likes to use his special moves frequently, but this often has the side effect of him overshooting his attacks and barreling right down the nearest bottomless pit, leading to a KO. Assist Character: Summoned via Assist Trophies and Pok Balls, as in the official series. Damn You, Muscle Memory!: Players who are used to Super Smash Bros. Crusade tend to have a little trouble here, as the directional inputs are on the other side of the keyboard and the attack and special keys are reversed. Demoted to Extra: Renji, Riku, and Vegeta were originally planned to be full characters in the sequel. Vegeta became a background character on Planet Namek, while Renji and Riku became Assist Trophies. Unfortunately for Renji, he was eventually removed entirely. Easter Egg: Black Mage has a taunt where he takes out a lute and usually plays part of the song it could in the first Final Fantasy. However, if he is under the effect of a Metal Box, the song played will instead be a metal version of the first few notes of the Final Fantasy fanfare. The bottom of the Central Highway stage has a hidden sign depicting Cut Man in his 8-bit sprite. It was initially only possible to see it by tricking the camera into moving below the normal lower boundary of the camera's range, but this is no longer possible to see without going through the game's files. The background of the stage also contains a neon sign depicting Proto Man fighting a Met, and a traffic sign reading "Raccoon City." Usually, the Nintendo 3DS stage will randomly pick a color variant for the 3DS every time you play a match. However, setting your name to match those of specific SSF2 developers will allow you to automatically get a specific color variant for as long as you keep that name. So far, we have Refurin (Yellow), ElvisDitto (Flame Red), Jamal (Orange), Gabe (Cerulean Blue), Liki (Green), PixelBoy (Goldnote based on the 3DS XL that came with the A Link Between Worlds bundle), Zuko (Orange + Black) and Turbo (NES Edition). This method is the only way to play with these color variants, with the exception of ElvisDitto's and Gabe's. Fragile Speedster: Sonic and Tails are pretty much this. Specifically, Sonic is this on the ground and Tails in the air. Gangplank Galleon: Gangplank Galleon itself appears as a stage. Gender Flip: Averted. Unlike the first game, the announcer here is voiced by a male. Glass Cannon: Kirby is the usual Smash rendition of this trope, as is Black Mage. Lloyd, however, is closer to the traditional fighting games variant of this trope. Grandfather Clause: Ichigo, Naruto, and Goku were all programmed before the Retool, and the game has largely been trying to break away from the anime stigmatism that it's been relentlessly criticized for. According to developer Kiki in a forum post (which no longer exists), Naruto in particular wouldn't have made it in if it had been up to her, although she respects how well he gradually developed into a unique character over the years rather than being a generic Shotoclone like in the earlier demos, and is now glad he's in. As aforementioned in Artifact Title, the name of the game will stay as Super Smash Flash 2, in spite of the fact that it's considered a reboot and not a sequel to the first game, because it's been around for long enough that changing it would be pointless now. Holiday Mode: The Waiting Room stage has Halloween and Christmas themes that appear during the months of October and December, respectively. Jack of All Stats: Who else? Mario. Link is like this, but with a focus on projectiles. Kamehame Hadoken: With Goku and Ryu around, of course this had to be their respective signature moves. Leitmotif: The game has had one since version 0.9a, where it was used in the menus, Battlefield, and Waiting Room. There have since been even more uses for it. Long Song, Short Scene: The song that plays while loading matches in Classic mode. Even slow computers are likely to finish loading well before it loops. Mighty Glacier: Donkey Kong. Slow and huge, but has some of the most dangerous smashes in the game. Ganondorf one-ups Donkey Kong in this department. Mega Man is the projectile version of this trope. Slow in both attack and movement speed, but with an arsenal of projectiles to make up most situations and give him combo options in long distance. Minigame Zone: Arena Mode, the first element with no equivalent in the Super Smash Bros. series to be introduced, is a mode with several multiplayer minigames that play with the physics engine. Nostalgia Level: Along with the Past Stages from 64, Melee, Brawl, and Project M, The Sand Ocean stage is a composite of both Big Blue from Melee and the stage where Meta Ridley was fought in Brawl's Subspace Emissary. The Silph Co. stage has all kinds of nods to Saffron City from 64, including the layout of the first area and the design of the moving platforms. Justified, as most of the fighting on Saffron City took place on top of Silph Co.'s roof. Outside Ride: Sand Ocean. Palette Swap: As is tradition in Super Smash Bros., these are available as alternate costumes, with each character planned to have twelve colors in total. Power at a Price: Goku can use the Kaio-ken, which increases his power at the cost of slowly ticking damage. Power Glows: Characters while holding Smash Balls, many Super Modes, and Kaio-ken Goku. Pragmatic Adaptation: Many aspects of Smash have been modified to work around Flash's limitations. For instance: As proper costumes and palette swaps are virtually impossible to apply to sprites in Flash, SSF2 used hue sliders to create alternate colors instead. It's difficult to recreate iconic costumes from Smash this way, but SSF2 has its own unique costumes, such as a semi-transparent version of Ness nicknamed "Ghost Ness." Subverted in this case as of Beta, as the developers were eventually able to make actual palette swaps for most of the characters using a specific technique, with every character planned on getting a full set of twelve palette swaps. Bowser's Fire Breath move uses particle effects which would have tanked SSF2's performance, so Bowser instead shoots a single powerful fireball, serving as an extra reference to the original Mario games while also giving him a useful projectile. Recursive Fanfiction: The game takes many cues from Project M, such as Turbo Mode, moveset alterations (Wario and Sonic in particular), and the Dracula's Castle stage. Red Eyes, Take Warning: The characters on the menu screen for Multi-Man Smash will gain glowing red eyes if you put the cursor over the hardest difficulty, Cruel Smash. Retraux: Downplayed with the three Mushroom Kingdom stages, which clearly use design elements from their retro incarnations but are resprited to match SSF2's style and perspective. Played straighter with the PAC-MAZE and Urban Champion stages. Most characters who debuted in (or at least appeared in) NES or Game Boy games have a Palette Swap which changes them into their colors from those games, complete with palette limitations and Deliberately Monochrome for Game Boy characters. Shout-Out: The version of DJ K.K. that plays on Smashville includes a subtle portion of U.N. Owen Was Her? in its arrangement. Some of the characters' Palette Swaps reference characters from other franchises, often due to similarities between them. Sprite Vector Mix: Custom-made sprites are used for characters, stages, items, and Assist Characters, while certain effects are flash-animated. Stock Shnen Hero: Not just the famed Shonen Four (Goku, Naruto, Ichigo, and Luffy) but several others qualify (Mario, Sonic, Pit, Lloyd, and Sora), making up nearly a quarter of the roster. Compounding this is the initially planned roster including a number of Stock Shonen Rivals (Vegeta, Sasuke, Renji, Shadow, Kratos Aurion, Riku, and Meta Knight), of which Meta Knight is the only one to appear post-retool due to being a Smash veteran. Stopped Numbering Sequels: The penultimate release was officially titled Super Smash Flash 2 Beta rather than "v0.9c" as most of the fanbase previously expected. The reason? The team felt that the v0.9 series was named too early, expecting the final release to be ready much sooner than it actually would be. The re-titling signifies that it actually is the end of the line this time. Super Mode: Some characters' Final Smashes are temporary power-up transformations, called Final Forms. Before Beta, some Final Forms could use Final Smash-like attacks as one of their special moves, although this usually resulted in the Final Form ending early. Kaio-ken Goku is currently the only non-Final Smash example. Trap Master: Bomberman. His neutral special lays up to five bombs anywhere around the stage which can all be detonated at any time. Naruto, to an extent, as his attacks strike at distances and angles. He can also leave shadow clones on the ground for the opponents to trip over.


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