Games that play in your browser — phone or desktop.

Game review

Super Smash Flash 2

7 / 10

Developer
McLeodGaming (SSF2 Team, led by Gregory "Cleod9" McLeod)
Publisher
McLeodGaming
Released
29 May 2017
Platforms
Browser (Flash), Windows, macOS, Linux
Genre
Platform fighter
Monetisation
Entirely unmonetised at the point of use. The developers state on their own download page (checked 5 September 2026), "We are not accepting any monetary compensation on behalf of Super Smash Flash 2" — no ads inside the game, no premium tier, no site-lock revenue deal. Google AdSense banners do run around the download page itself on supersmashflash.com, but not in the client.
Players
Local same-screen and online versus play is the game's entire design centre of gravity. A grassroots competitive scene has run its own tournaments for over a decade, including the ongoing Flash Mountain series (2023–2025).

The short version

Super Smash Flash 2 is a strange thing to score, because the number has to account for two almost unrelated projects: a genuinely well-built Melee-style fighting engine with a roster big enough to argue about for hours, and a nineteen-year production that has never once let itself be finished. Judged purely as a free fan fighter, it earns its reputation — the hitboxes are considered, the cast is enormous, and a real tournament community still shows up for it more than a decade after its Apex 2013–2015 peak. Judged as a piece of software you can reliably sit down and play today, it's shakier: it is built in ActionScript 3, the version of Flash that Ruffle's browser emulation still handles unevenly, so the "just click play" pitch that used to define this genre no longer quite works without a native install.

What keeps the score at a 7 rather than higher is less any single flaw than the accumulation of "still" — still in beta after two decades, still adding characters nobody asked for alongside characters everybody did, still asking Mac users to fight Gatekeeper to run an Adobe AIR build. None of that erases what the project got right: a free, ad-free, genuinely playable crossover fighter that outlived the platform it was built on without ever being formally finished, and without Nintendo ever pulling the plug.

Biggest strengths

  • Genuinely free with no monetisation built into the client itself; the developers explicitly say they take no money for it
  • Nineteen years of continuous, still-active development have produced one of the largest rosters of any fan fighting game — 48-plus characters spanning Nintendo, third-party games, anime, manga and original creations
  • A dedicated competitive community has run its own tournaments for over a decade, including the Flash Mountain series as recently as 2025, long after the game's Apex 2013–2015 spotlight

Biggest weaknesses

  • Still formally a "beta" as of September 2026 — nineteen years after development began, McLeodGaming has never shipped a numbered 1.0
  • The roster's kitchen-sink approach — Naruto and Goku sharing a select screen with Mario and original fan characters like Black Mage — reads to a lot of players as scattershot rather than curated, and it is a recurring point of community argument
  • Browser play leans on Ruffle, and Ruffle's ActionScript 3 support — the language SSF2 itself is written in — is still incomplete, so the game does not reliably run in-browser the way older AS2 Flash games now do

Who it's for: Smash Bros. fans who want a free, browser-descended alternative with a much stranger roster, and anyone curious what a hobbyist project looks like after nineteen years of continuous, unpaid iteration.

Our recommendation: Worth installing the native client rather than fighting the browser version — the game underneath is a legitimately solid fighter, but go in knowing it has never been, and may never be, "finished."

7 / 10

Super Smash Flash 2 has been "in beta" for longer than some of the people who play it have been alive. Development began in 2007, the first public beta build went out in January 2015, "Beta 1.0" arrived in May 2017, and the most recent public build — Beta 1.4.0.1 — is still labelled a beta in September 2026. McLeodGaming has never shipped a numbered full release. That fact sits at the centre of everything else worth saying about the game: an engine that is, on its own terms, a genuinely capable free fighting game has spent nineteen years never quite being allowed to be finished.

From a six-month Newgrounds project to a permanent one

The original Super Smash Flash was a different, much smaller thing: a single Flash file Gregory "Cleod9" McLeod built in roughly six months and uploaded to Newgrounds on 21 August 2006, recreating Super Smash Bros. Melee's cast and mechanics from scratch with 28 playable characters. It landed a Newgrounds Daily Feature, a Best of the Month award for August 2006, and holds a 4.46-out-of-5 score across more than 8,000 votes and over 13 million views on Newgrounds today — genuinely large numbers for a solo-coded 2006 Flash game, even allowing for how loosely Newgrounds' star system correlates with actual quality. Contemporary comments on it were mixed; reviewers of the era called it buggy and criticised its controls, which is a fair description of a first Flash fighting game built without outside help.

Super Smash Flash 2 started life in 2007 as a planned sequel and quickly became something else: a ground-up reboot, built to fix the original's control problems rather than extend its content. That rebuild is why the project's timeline reads the way it does — version 0.4a in January 2009 marked the point the game's systems got meaningfully more complex, and version 0.7 in January 2011 added its first surprise post-launch character, Black Mage, establishing a pattern of periodic content drops that continued for the next decade and a half. The beta cast eventually grew to 48-plus playable characters, spanning Nintendo's own roster, third-party crossovers like Sonic and Ichigo Kurosaki, anime imports like Naruto and Goku, and originals like Black Mage — up from the 28 to 30 characters in the 2006 original.

The fighter underneath is the part that actually works

Strip away the surrounding drama about beta status and roster choices, and what's left is a competent Melee-style platform fighter: hitboxes that read as deliberately tuned rather than placeholder, a moveset roster deep enough that character match-ups have supported a real competitive scene, and enough mechanical depth that Apex — one of the biggest Smash Bros. tournament series of its era — gave SSF2 an indie-game tournament slot in 2013, 2014 and 2015. That's not nostalgia talking; per McLeodGaming's own reported figures, the game peaked at roughly one million plays in a single day on 20 January 2013 and sustained 400,000-plus daily plays for a stretch afterward, numbers that only make sense if the fighting itself held up under sustained, serious play rather than just curiosity clicks. The fact that a community-run series like Flash Mountain was still hosting SSF2 events through 2025, more than a decade after Apex, is the strongest evidence available that the engine, not just the premise, earned its audience.

Where that evaluation gets more complicated is the roster. Fan communities have called it "notorious" for exactly the reason that made it appealing in the first place: it doesn't discriminate by franchise. Mario, Sonic and Naruto share a select screen with entirely original McLeodGaming creations like Black Mage, and reasonable players land on opposite sides of whether that's a strength — a genuinely unbounded crossover no licensed Smash game could ever offer — or a symptom of a project that's spent so long adding whatever caught the developers' interest that it never developed a coherent identity. Both readings are defensible from the same cast list, which is itself telling.

Nineteen years, and never a cease-and-desist

It's worth pausing on what SSF2 didn't happen to, because it's unusual. Nintendo has a well- documented history of shutting down fan projects that use its characters, and a free game built entirely around an unlicensed crossover of its most valuable fighting-game IP, running for nineteen years with millions of plays, is exactly the kind of target that history would predict getting a legal letter. It never did. McLeodGaming's own community even turned the absence of one into a running joke — an April Fools' Day post in 2009 claimed Nintendo had sent a takedown notice, with a link that actually redirected to a Rick Astley video — precisely because the real thing never arrived. That survival is presumably helped by the project's flat refusal to monetise: there is no premium tier, no ad-supported client, nothing resembling commercial exploitation of Nintendo's characters to point to, just McLeodGaming's own statement that they take no money for it at all. It's a strategy that has now outlasted almost every other unlicensed Flash-era crossover of its kind.

Playing it in 2026 is not the one-click experience it used to be

This is where the review has to be honest about a gap between reputation and current reality. SSF2 is written in ActionScript 3, and as of this review (checked 5 September 2026), Ruffle — the open-source Flash emulator that has quietly kept thousands of AS2 Flash games playable in modern browsers — still handles AS3 unevenly. Community trackers following SSF2 specifically report the game getting past its loading screen in most cases but not running reliably start-to-finish, with full compatibility not expected until late 2026 or early 2027. That means the "click a link and it just works" experience that defines browser-Flash preservation elsewhere on this site does not reliably hold for SSF2 today.

The dependable route is McLeodGaming's own native client: installers and portable builds for 64-bit and 32-bit Windows, a 64-bit standalone build for macOS, and a Chrome-based route for Linux, all still distributed from supersmashflash.com. That client predates the Flash-death problem entirely, since it's a compiled Adobe AIR application rather than a browser plugin — but AIR brings its own friction. The Mac build in particular has generated enough "app is damaged" and Gatekeeper rejection reports over the years that McLeodGaming maintains a standing troubleshooting page just for Catalina-and-later compatibility fixes. None of this is unplayable-bad; it's the ordinary tax of running old cross-platform middleware on operating systems that have tightened their security model several times since SSF2 first targeted them. It's just not the frictionless pitch the "beta" label implies for a game this actively maintained.

Verdict

Super Smash Flash 2 is two things wearing one beta label: a Smash Bros. clone with real mechanical depth and a roster large enough to sustain a genuine, still-running competitive scene, and a nineteen-year production that has never let itself cross the finish line into a numbered release. Both are true, and both belong in the score. It earns real credit for what it built and what it refused to charge for, and it loses ground for asking players to work around an incomplete Ruffle build or an AIR installer just to reach a game that has, by any reasonable definition, been out for a decade. A 7.0 reflects a genuinely good free fighter that has spent almost two decades treating "finished" as optional.

Pros and cons

Pros

  • Genuinely free with no monetisation built into the client itself; the developers explicitly say they take no money for it
  • Nineteen years of continuous, still-active development have produced one of the largest rosters of any fan fighting game — 48-plus characters spanning Nintendo, third-party games, anime, manga and original creations
  • A dedicated competitive community has run its own tournaments for over a decade, including the Flash Mountain series as recently as 2025, long after the game's Apex 2013–2015 spotlight
  • The pixel-art presentation still draws specific praise from outside the fan community — Polygon singled out its "low-fi" aesthetic — despite running on Flash-era tooling
  • Survived close to two decades as an unlicensed Nintendo crossover without ever receiving an actual cease-and-desist, a rarer outcome than it sounds for a project this size and this old

Cons

  • Still formally a "beta" as of September 2026 — nineteen years after development began, McLeodGaming has never shipped a numbered 1.0
  • The roster's kitchen-sink approach — Naruto and Goku sharing a select screen with Mario and original fan characters like Black Mage — reads to a lot of players as scattershot rather than curated, and it is a recurring point of community argument
  • Browser play leans on Ruffle, and Ruffle's ActionScript 3 support — the language SSF2 itself is written in — is still incomplete, so the game does not reliably run in-browser the way older AS2 Flash games now do
  • The Mac build's dependency on Adobe AIR has caused years of Gatekeeper and "damaged app" friction serious enough that the developers maintain a standing troubleshooting page for it
  • Single-player content is limited to Classic Mode, Target Smash and other side-modes carried over from the Smash Bros. template, not an original campaign — this is a versus game first

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 7.5 / 10
  • Visuals 7.5 / 10
  • Performance 6 / 10
  • Value 9 / 10
  • Originality 5.5 / 10
  • Multiplayer 7 / 10
  • Monetisation 8.5 / 10