User:Steamboat Williy

Beta 1.3.0
Getup roll multiplier 0.65 → 0.7 Ledge getup X speed 0 → 5.5 Ledge getup duration 17 frames → 16 frames Ledge getup intangibility frame 1-16 → frame 1-15 Ledge roll intangibility frame 1-12 → frame 1-18 Ledge roll animation retimed SFX improved on ledge getup, ledge roll Damage 8% → 6%, priority 7 → 3, hitstop 0 frames → 2 frames, self hitstop 0 frames → 1 frame, weight KB 100 → 0, BKB 0 → 75, KBG 110 → 25 Can now reverse hit Ledge getup X speed 0 → 9 Startup 13 frames → 11 frames Active duration 2 frames → 3 frames Endlag 9 frames → 10 frames Intangibility frame 1-15 → frame 1-12 First active frame hitbox size increased overall Extra SFX added

Special moves


Black Mage is a newcomer starter character in Super Smash Flash 2, making his debut as a surprise unlockable character starting in v0.7. Black Mage is the first bonus character to appear in SSF2, as his appearance was not slated for the game's initial planification. His sprites are custom-made and based on his appearance in . True to his home-series, he primarily makes utility with devastating black magic to combat his opponents, but as an extra, he also utilizes Blue Magic and Summon Magic, as regarded in his "Goblin Punch" and "Chocobo Kick" attacks. Black Mage is ranked 14th on the current tier list, a drastic improvement over the 39th spot out of 40 at the previous tier list. Black Mage has a solid aerial game, good reach in the majority of his attacks, long-lasting hitboxes, and a variety of KO options. He is also one of the only characters who possess a psuedo-wavedash: if Black Mage performs his forward aerial while he is in close proximity to the ground, his momentum will slide slightly horizontally, allowing him to follow up quickly with a combo extender or finisher. Black Mage's strengths involve incredible combo and edgeguarding games, some of the best KO power, disjointed hitboxes, high damage-racking capabilities and spacing game despite his small size and sub-par weight. Black Mage is one of the best edgeguarders in the game: due to the large variety of tools he can utilize to cover almost all attempts to guard-break him, along with the large combination of attacks he can make usage of for different situations, to the point where he has the potential to take off an opponent's stock every time he knocks them off-stage; as aforementioned, his meteor is a solid KOing and gimping tool; his back aerial powerfully semi-spikes opponents, and his forward aerial provides long range to push far-away opponents back even more. Due to this, it is extremely hard to guard-break Black Mage. He boasts good range with several disjointed attacks, powerful combos. He also sports a solid aerial game, including an excellent damage-racking option and outstanding combo starter in his neutral aerial, forward aerial being a good combo extender and approaching tool, back aerial being an excellent combo extender and KO option, up aerial being useful for juggles, and down aerial possessing great potential to kill opponents early, especially when sweetspotted, and a heavily powerful grab and throw game, with a down throw that can potentially chain grab into itself and set up tech-chases, two KO throws in his forward and back throw, and his up throw being a good combo starter; he also possesses a command grab with a large range that can strike most opponents below himself, and a variety of KO options in all of his smash attacks, all aerials, especially down aerial (during the meteor-smash activation), throws, as well as for his formidable special moves, Haste and Meteor. Black Mage possesses the unique ability to change the form of his smash attacks by fully charging them, effectively increasing their range, knockback and KO potential, and even turning two of them into projectiles. Lastly, he can make usage of Stop to stop the opponent in place for a while (especially for setting up for a free KO), to enhance his combo game, making them vulnerable to KO confirms, and even reflect a projectile. As such, he has a primary method to deal with projectiles and camping, which can be useful in matchups against characters with projectile-heavy playstyles, such as and.

True to his nature as a squishy wizard, Black Mage's status as a floaty, defenseless, sluggish lightweight gives him high vulnerability. His slow accelerated falling speed and his gimpable recovery (the latter's path is heavily slow and renders him critically vulnerable to gimps) give him heavily poor endurance. His mobility is average at best, while his strong tools are either really slow or lack range, forcing him to rely primarily on forward tilt, neutral aerial, forward aerial, back aerial, and uncharged Meteors for his somewhat-disappointing neutral game. His combos are unforgiving and several of his attacks require precise spacing to be the most effective, giving him a steeper learning-curve than most characters at higher levels of play. In turn, Black Mage has a rather weak neutral game: due to his mediocre mobility and over-reliance on forward aerial, forward tilt, forward smash, and back aerial, as well as the former two attacks, Meteor, and Stop as spacing options. In a similar turn, most of his combo finishers and breakers are rather slow, and his combos, while dealing a lot of damage, are easy to drop, giving him a steeper learning-curve due to a greater emphasis on precision and reading the opponent. Black Mage possesses only average mobility overall at best, allowing rushdowners (i.e., , , , and ) to outpace him. Moreover, Black Mage's overall range is still mediocre than a handful of the cast. Therefore, he has difficulty fighting against characters with greater reach and disjoints than his or those possessing lots of disjointed hitboxes that out-range his, such as, Mr. Game & Watch and. Black Mage is also brought down by his situational recovery, which covers a long distance, but is very predictable and easy to gimp: as he is completely vulnerable and defenseless to attacks until he gets his teleport into place, with a large window of time that the opponent can gimp him out of the charging stage. Black Mage's light weight and lack of reliable approaching options also hinder his effectiveness, with the former making him easy to KO early, and the latter making him predictable and easy to restrain at arm's length. He also possesses below-average accelerated falling speed, which allows him to be especially KO'd vertically early. Lastly, while his threat is certainly not to be overlooked, his array of problems, as well as his mediocre matchups, still prevent him from competing with higher-tiered characters: this includes an especially poor matchup against, who possesses much stronger priority and projectiles, and has a method to nullify projectiles himself without much fear of getting zoned out or punished. Though his strengths are not to be underestimated, his learning-curve is steep and only players who have truly mastered the character can make usage of him with effectiveness. Black Mage's array of problems have only apparently increased as the metagame has developed. He also has disadvantageous matchups against most of the higher-ranked characters, keeping him out of higher-tiers. However, Black Mage is still an interesting, if difficult character with significant strengths and fewer weaknesses, resulting in a solid high-tier placement.

Attributes
Black Mage is a short middleweight, being tied with as the fourth-lightest members of the weight class, who sacrifices his mobility, endurance and speed for great power, range and versatile playstyle. While Black Mage is rather small and light in relation to the majority of retrospectively proportioned characters, he is of average size among the entire cast. This can make him somewhat difficult to hit, but also means that most of his moveset is burdened by short range, which makes spacing crucial for avoiding punishment. Remaining true to his home-series and paralleling truly to a realistic wizard, Black Mage primarily utilizes Black Magic, but as an extra, he also utilizes Blue Magic and Summon Magic, as regarded in his "Goblin Punch" and "Chocobo Kick" attacks, but is burdened by pratically slow mobility, rendering him as a powerful, yet slow, floaty wizard: with his mobility being measured in a direction that reflects this polarization. Although his walking is above-average, his running speed is average, and his dashing speed is slightly above-average, his air friction is above-average, and his air acceleration is tied for the ninth-fastest, his air speed is tied for the sixth-slowest, his gravity is tied for the ninth-lowest, and his accelerated falling speed is tied for the eighth-slowest in the game. Although his double jump is the tenth-lowest, and his short hop is the second-lowest in the game, his grounded jump is surprisingly the highest in the game (despite possessing typically the strongest jumping ability in the series). Overall, these attributes collectively fail to give Black Mage the edge when it comes to overall movement and renders his mobility pratically sluggish, but his overall exceptional mobility both on the ground and vertically makes him more of a rushdown-oriented character in practice. As mentioned above, Black Mage primarily utilizes Black Magic, but as an extra, he also utilizes Blue Magic and Summon Magic, as regarded in his "Goblin Punch" and "Chocobo Kick" attacks. This gives him a staple asset: good disjointed range, a good spacing game and some of the best KO power in the game. While possessing fairly damaging combos and attacks, he boasts plenty of reliable and powerful finishers in his kit that makes his power comparable to heavyweights, such as his smash attacks, dash attack (which grants him Super Armor), forward throw, back throw, up throw, aerials (especially back/down air), and Haste. He can juggle with his up tilt and up aerial. His down aerial is a powerful meteor smash and when sweetspotted, it inflicts Death that hovers next to the opponent, forcing the opponent to play more defensively (by shielding and dodging it), which will serve a steep spike to the opponent after a certain amount of time. Unlike the rest of the game's cast, Black Mage is the only distinctive character with the unique ability to change the form of his smash attacks by fully charging them; his down smash at full charge makes it difficult for opponents to land or can force them into the air or into shield, setting them up to be grabbed or walled out with forward aerials; his forward smash is a large projectile and is great for making it difficult for opponents to recover, as well as also being an outstanding kill move and combo tool; as for his up smash, it has great potential to KO opponents early off the ceiling of the stage and has impressive vertical range that can even hit opponents on the top platforms of Battlefield or Galaxy Tours. When fully charged, his smash attacks cover great distances (especially both his down and forward smashes): for instance, his down smash makes it difficult for opponents to land or can force them into the air or into shield, setting them up to be grabbed or walled out with forward aerials; his forward smash is a large projectile and is great for making it difficult for opponents to recover, as well as also being an outstanding KO option and combo tool; as for his up smash, it has great potential to KO opponents early off the ceiling of the stage and possesses impressive and immense vertical range that can even hit opponents on the top platforms of or Galaxy Tours. Black Mage also possesses a solid aerial game. All of his aerial attacks have lingering and disjointed hitboxes and, in the case of neutral aerial and up aerial, multiple hits. Their duration is the primary reason Black Mage is deceptively difficult to challenge in the air and even the ground, as opponents will most likely collide within an attack's final frames if they attempt to challenge his moveset. All of his aerials also have enough range to be spaced correctly, thanks to Black Mage's exceptional aerial mobility, allowing him to zone and approach opponents safely in the air and the ground. Each of Black Mage's aerials also have their own distinct strengths: his neutral aerial is notable for being an outstanding combo starter due to its initial multi-hits meteor smashing the opponents with weight-independent set knockback, leading into high-damaging combos and follow-ups. Neutral aerial is also Black Mage's fastest aerial, is one of the strongest multi-hitting aerial attacks due to a strong finishing hit and its above-average damage-output, and can easily gimp characters with poor recoveries as its initial hitboxes are sufficient enough to do so, and it can drag the opponent down closer to the blast zone to secure early KOs and gimps, and put the opponent in disadvantage. Due to possessing multiple hitboxes that provides immense coverage, in combination of its high speed and power, it is a great approaching and out-of-shield tool that can break combos with effectiveness. Forward aerial, the Chocobo Kick, is a good combo extender and approaching tool that can space his opponents out effectively, but it also extends his hurtbox as well due to extending his leg-hurtbox, making him easier to hit if met with proper reaction. It can easily put the opponents off-stage, and is the primary component of the wall of pain technique: once an opponent with a poor recovery is launched off-stage, Black Mage can follow up with several other forward/back aerials until they reach the blast zone, where Black Mage can finish the opponent off with another forward/back or a neutral aerial, or even follow up into Haste to finish the opponent off if landed correctly. Back aerial is Black Mage's strongest aerial, killing middleweights under 105% by the edge of Final Destination, being an excellent combo extender and KO option, exceptional frame-data, remarkable range, given Black Mage's small size. However, it possesses the least amount of range Black Mage's other aerial attacks provide, making it a situational finisher. His up aerial's deceptively long-lasting hitboxes, consistent multi-hit nature and vertical range make it useful for juggles and being an anti-air, and can easily rack up damage when juggling. However, it has below-average overall range, making it a situational finisher near the upper blast line. Lastly, possesses great potential to KO opponents early, especially when sweetspotted, and it is useful as a high-damaging out-of-shield and pressuring option that can lead into tech-chases. It is also effective as a zero-to-death anti-juggling tool that can deal up to 80% off a single combo or string, especially against characters with low mobility or a slow moveset, such as. As well, landing with it can allow Black Mage to follow up with several other moves, especially up smash, forward smash, down tilt, Stop or forward tilt when considering its hitstun, allowing Black Mage to take stocks incredibly early. However, down aerial is Black Mage's slowest aerial, making it quite predictable and easy to intercept. It also has an interesting trait of possessing a tipper that flashes red, and the scythe being red-colored occasionally. If the opponet collidies with down air's hitbox during these situations, Death will appear hovering next to the opponent before serving a powerful meteor smash after five seconds (approximately 65 frames) that can KO incredibly early, forcing the opponent to over-rely on air dodging and shielding in order to avoid punishment and putting them at huge disadvantage, and it can lead into diverse, high-damaging combos and follow-ups. Black Mage is one of the best edgeguarders in the game, and his guard is hard to break, as evident with his special moveset. Black Mage can utilize his neutral special move, Stop, to freeze and reflect projectiles and potentially edge-guard, giving him a method to nullify most characters with the disadvantage in projectile-camping; it also paralyzes his opponents who come in contact, leaving them open (depending on how long stop has been charged) for guaranteed follow-ups, KO confirms and combos. His side special move, Haste, possesses a moment of intangibility and a white-glowing orb that functions as a grabbox, making it a pseudo-counterattacking command grab. If the opponent makes contact with the grabbox, the move will unleash a series of high-damaging, powerful punches and staff-blows before finishing with a final blow with immense launching power that can KO incredibly early, making it a prominent finisher of the wall of pain. His down special move, Meteor, unleashes a Meteor that can be charged to make it grow drastically larger, turning it into a powerful Meteorite that boasts immense power to KO even super heavies quite early, especially by the ledge. These factors collectively make it a formidable edgeguarding, zoning and camping tool to render it one of the best tools in the neutral game and competitive play. Ironically, Black Mage himself also suffers from being easy to edgeguard, and being off-stage is a very disadvantageous position for Black Mage to be in, especially against characters with great edge-games, such as. Black Mage possesses a good grab game, despite possessing the seventh-shortest grab in the current demo. His pummel, despite possessing only average strength, is fairly quick, allowing Black Mage to rack up damage by pummeling an opponent before throwing them. His down throw can potentially chain into itself and set up tech-chases, two KO throws in his forward throw and back throw, and his up throw being a good combo starter; he also possesses a command grab with a large range that can hit most downed and laying-prone opponents. He is also able to chain grab with his down throw at low percents, and can allow him to rack up a lot of damage on his opponent, in combination of down throw's ability to poison the opponent, dealing gradually 18%, giving Black Mage some of the best damage-racking capabilites. His up throw can be a good combo starter or chain grab, and has effectiveness as a last-resort KO throw in other scenarios. His forward and back throw can KO at high percentages. In theory, forward throw is unsurprisingly the second-strongest forward throw and most consistent KO throw in the game (surpassed by only 's forward throw), and his forward throw can set up his excellent edge-guarding ability or launch the opponent at a disadvantageous spot off-stage where recovering is ineffective, it not killing outright. Overall, Black Mage has a solid combo game and a lot of KO potential, as well as being exceptionally effective at edgeguarding and walling opponents out. However, Black Mage's particular problems primarily come from his merely average mobility and situational recovery. His primarily flaw, however, is his awful mobility. An awkward running speed, the fourth-lowest traction, a mediocre wavedash, the sixth-slowest air speed, an almost nonexistent jumping height, short-ranged tilt attacks and aerial attacks all make approaching with Black Mage a chore, which gives him disadvantageous matchups against rushdowners with high agility (ex. and ). Even with possessing a pseudo-wavedash; due to Black Mage's high traction, it is critically short and not exceptionally useful as a mobility-based tool. Additionally, Black Mage's range, despite being deceptively disjointed, and priority is generally sub-par, giving him trouble fighting against characters with long range (i.e. ) or disjointed hitboxes (i.e. and ). His up special move, Warp, although giving him a pratically long and safe recovery, is easily predictable because the opponent knows where he is going to land based on the green circle's positioning, and can punish him easily for recovering. It is also very predictable and generally easy to gimp, as he is especially vulnerable to attack until he gets his teleport into place. Additionally, Warp's path is very slow and visually predictable, so attempting to position the green circle towards ledges against a skilled edgeguarder is very comittial, making him quite easy to edgeguard and edgehog, and Warp has limited time recovering and Black Mage will near the lower blast line when performed off-stage below due to descending quite quickly, albeit still slowly, during the move, so he must position quickly in order to recover, as one single mistake with Warp while recovering off-stage will result in Black Mage almost never recovering or potentially leading into an SD that can inadvertently cost him an early stock. As mentioned before, while Black Mage is a formidable edgeguarder himself, Black Mage himself also ironically suffers from being easy to edgeguard: due to his poor air mobility and predictable recovery, and being off-stage is a very disadvantageous position for Black Mage to be in due to his difficulty to return back on-stage due to his poor air speed. His poor air speed not only hinders his ability to return back to the stage, but also his recovery as well. This gives him disadvantageous matchups against skilled edgeguarders and characters with great edge-games, such as and, but most notoriously, , and semi-spikes, meteor smashes, and even edgehogs are each capable of instantenously gimping him, with the former two launching Black Mage too far for him to recover at all if possessing more than above-average power. Black Mage also has issues dealing with characters who can outcamp him. In this scenario, Stop can only reflect a single projectile one-sided at a time. A prime example of this would be 's and 's Bonus Fruit and Fire Hydrant: Fox's Blaster is fast, can be spammed, covers a good distance and fails to make the opponent flinch, so even when reflected, it will not deter Fox from projectile-camping Black Mage. PAC-MAN's Bonus Fruit and Fire Hydrant are both another prime examples: the former travels at a high horizontal distance and immense speed (especially with the Key), which makes timing Stop to reflect them difficult, if not impossible, and even if reflected, PAC-MAN can pick them back up to shoot them back at Black Mage with drastically perfect timing or if hit, and the latter cannot be reflected at all when getting launched or sent tumbling. In combination of his poor mobility, this gives him less options on how to prevent camping. Disadvantage is considered the greatest weakness towards Black Mage due to these collective issues, especially considering his infamous fragility. Black Mage's slow air speed and above-average air friction both makes him vulnerable to combos, chain grabs and juggles and makes the ability to traverse his aerial momentum and drift problematic. He also has unimpressive endurance: his low accelerated falling speed and being tied with for being the third-lightest middleweights make him susceptible to early KOs, especially off the top boundary off the stage. His decidely average grounded speed and awkward wavedash gives him notoriously poor matchups against agile rushdowners who can outspeed him (ex. and ). His mediocre range and low priority also give him trouble fighting against characters with long range (i.e. ) or disjointed hitboxes (i.e. and ) who can either outspeed or out-prioritize him, and is also prone to getting gimped, edgeguarded or edgehogged due to his difficulty of returning back on-stage with his heavily predictable recovery. As a squishy and fragile wizard, Black Mage especially cannot endure strong blows at high precentages, a weakness reprised from the original . Moreover, his neutral game is also somewhat disappointing: his mobility is average at best, he has an aforementioned heavily poor disadvantage, while his strong tools are either lurdiculously slow or lack range, forcing him to rely primarily on forward tilt, neutral aerial, forward aerial, back aerial, and uncharged Meteors for his somewhat-disappointing neutral game. His combos are unforgiving and several of his attacks require precise spacing to be the most effective, giving him a steeper learning-curve than most characters at higher levels of play. In turn, Black Mage has a rather weak neutral game: due to his mediocre mobility and over-reliance on forward aerial, forward tilt, forward smash, and back aerial, as well as the former two attacks, Meteor, and Stop as spacing options. In a similar turn, most of his combo finishers and breakers are rather slow, and his combos, while dealing a lot of damage, are easy to drop, giving him a steeper learning-curve due to a greater emphasis on precision and reading the opponent. Most of his finishers are also rather sluggish and smart opponents can escape his combos, so Black Mage's players must have good cerebral and technical ability to be able to make reads and overwhelm opponents. Despite his overestimated threat as a unique zoner, he tends to lose against most other higher-tiered characters in matchups. As such, this includes a pair of especially poor matchups against and, respectively: the former possesses much stronger priority and projectiles, and has a method to nullify and reflect projectiles himself without much fear of getting zoned out or punished himself; the latter not only boasts fast enough frame-data and mobility to out-manuever and pressure him, but his moveset also boasts enough power to punish and annihilate Black Mage at exceptionally early precents. This trait is also shared with and, allowing them to assault Black Mage withut much fear of succumbing punishment themselves, a major flaw retained since FINAL FANTASY, due to Black Mage possessing lower HP and more vulnerability of all classes. Lastly, despite his own formidable offense, Black Mage himself also suffers from poor defensive capabilities. Despite its long distance, his rolls are both slow, often punishable with sparing usage. Black Mage is also notoriously frail overall: although his gravity and falling speed are both fairly low, his moderately light weight causes him to sustain well-abve-average knockback across the cast (specifically, the 5th-highest knockback vertically, and the 7th-highest knockback horizontally among middleweights), which especially forces him to succumb to early KOing blows, whereas due to his mediocre momentum canceling abilities, Black Mage will generally lack a method to secure himself from it. In addition, his up special move, Warp, his only recovering tool is exploitable due to the undesirable combination of its defenselessness, which leaves him pratically vulnerable to an early gimp or a strong meteor smash, and its high predictability based on the warp's location makes it easy to read, leaving him with only one vulnerable, gimping recovering move at his disposal without a method to protect himself. As such, due to his awkward defensive game, he is almost, if not fully, rendered a totally defenseless character relative to the cast.

Overall, Black Mage is generalized as a heavily polarizing and frail, yet offensive zoner-based glass cannon who plays a lot of diverse archetypes at most times in play, yet his overall unique playstyle and his aforementioned prominent perks above renders Black Mage quite the formidable threat at all levels of play. Black Mage possesses some of the best raw power and deceptively disjointed range for his small size, and he can easily rack up damage, edgeguard, zone out and ledge-trap to drastically pressure his opponents before finishing them off with one of Black Mage's best finishers at the major expense of being held back by low defensive capabilities and being very vulnerable himself, like in the original  series. As such, Black Mage's players must find methods to defend themselves that are performed in a more irregular manner than most of the cast, otherwise a single mistaken defense will result in Black Mage succumbing to a heavy punish, giving him even more difficulty to play more defensively than the other characters, which is further compounded by the fact that Black Mage gets terminated earlier than most of the cast, especially compared to his other members of his own weight class. Moreover, the combination Black Mage's heavily poor disadvantage, his predictable recovery, his somewhat lacking combo game, his poor mobility, weak defense, low speed, sub-par overall reach, unimpressive endurance and predictable recovery forces him to generally play more of a bait-and-punish playstyle than a zoning playstyle most of the time due to a greater emphasis on precision and reading the opponent, giving him a steeper learning-curve in order to win the neutral game and only players who have truly mastered the character can play him with great effectiveness.

Ground attacks
When fully charged, he instead creates larger-sized icy crystals that travel across the platform in each direction and the rest of the stage until reaching an edge. It deals mostly vertical knockback, but still lacks KO potential (unless with vertical DI), but can extend combos relatively well due to freezing opponents longer. Due to the icy crystals traveling across the rest of the length of the stage, it is also one of best camping and trapping tools, as it can force the opponent to jump over it or perform a long-distanced up special in order to defend themselves from the ice, although the crystals are vulnerable to absorption. Both versions have high knockback scaling, but are unable to KO until the opponent is dealt more than 115% damage. Overall, it is one of the more unique, yet effective and useful smash attacks in SSF2. Based on Blizzaga, first introduced in FINAL FANTASY.

Changes from v0.9a
Black Mage has received a mixture of buffs and nerfs during the transitions into each metagame. While Black Mage has received comparatively a few changes in comparison to other characters, Black Mage has nevertheless been buffed during patches. As a prime example, Black Mage benefits from the the reduction of hitstun due to being less susceptible to combos while being able to combo more easier himself like last demo. Due to those positive changes, Black Mage is perceived as a more effective character.

Notable players

 * Corvid
 * Drarky

Tier placement history
Initially, Black Mage was considered to be the best character in the game upon his introduction/debut in demo v0.7, due to his disproportionately powerful attacks in his kit and high KO power, despite being ranked at 12th place near the bottom of C tier in the particular tier list during his debut. However, in the weeks that followed, he was drastically nerfed (even after his lacking tier-placement during his debut in SSF2): causing him to fall to the bottom of the tier list, being ranked as low as the peak of 14th place in the following tier list, as the 2nd-worst character after in the game, in the particular tier "Kirby n' Friends," and then hovered up to 15th place at the middle of D tier, perceived as a low-tier character. In demo v0.9a, he finally crawled out of the low-tiers due to a number of buffs he received. In demo v0.9a, Black Mage was ranked at 15th place near the bottom of B tier as a lower high-tier. In demo v0.9b, he was initially seen as a pratically strong character as a reflection of that perception: placing 8th overall. However, as the metagame progressed, his flaws became increasingly more visible, causing him to fall six places, from the top to the bottom of A tier, and continued to languish near the bottom of high-tier until the release of Beta. In Super Smash Flash 2 Beta, Black Mage has fallen from his place as a lower high-tier character from 0.9b, now ranking 31st on the initial tier list out of 39, ranking him squarely at the middle of C+ tier just above and  and rendering him a low-tier. Despite the buffs he received during the transition to the next metagame, Black Mage is still hindered by the quality-to-life/universal changes to the metagame, even after dropping one spot to the 32nd spot (still remaining a low-tier) during metagame 1.0.3.2, and later falls 39th out of 40 characters in metagame 1.1.0.1, causing him to be rendered a bottom-tier character and as the 2nd-worst character again, only rivaled by, who later took 's spot overtime, 4th place as a top-tier. Shortly after crawling up to 42nd place out of 46 in patch 1.2.0, Black Mage continued to lanugish near the upper ends of mid-tier/lower ends of high-tier, excluding patch 1.2.2, whereas he was ranked at the 29th position in that tier list, until in metagame 1.2.3, where Black Mage had received his best position in SSF2 Beta yet, 10th place at the top of A+ tier, rendering him a lower top-tier/upper high-tier. In the 1.3.0 tier list, with the inclusion of new characters in the game, Black Mage rose to 34th, going from the second-worst character to the bottom part of the mid-tier, as the 2nd lowest-ranking mid-tier after, before drastically rising up to 17th place of A tier, once again perceived as a solid high-tier. While a majority of those rankings remained scarce, those acheivements and improvements have allowed Black Mage to find a rather solid placement as a high-tier character, due to the expansion of tiers and characters in the final tier list.

Trivia

 * Black Mage is the only character whose fully-charged smash attacks provide drastically different functionality in comparison to his uncharged smash attacks.
 * He is the only newcomer and third-party character with this characteristic trait.
 * Black Mage is the only character whose down throw induces poisoning on opponents. He is one of only two characters so far to induce said status (the other being, if she pulls an Oddish from her down special).
 * In demo v0.7, whereas Black Mage was introduced as a surprise unlockable character, Black Mage could be easily unlocked in demo v0.7 by playing 10 battles on Brawl Mode, then defeating him in a duel on Chaos Shrine. Performing this also unlocked the latter stage.
 * However, the game also provided a glitch that could be performed to unlock him earlier: which was done by selecting the CPU in the player-3 slot to Lloyd and the player playing as ; entering the stage Tower of Salvation, the player must inhale Lloyd and then spit him out, which resulted in Lloyd being trapped in the particular "Star" form. The player then must self-destruct until they ran out of stocks, and then would be able to fight and unlock Black Mage.
 * Black Mage, along with, , , , , and , are the only characters so far who currently wear their default costumes in Team Battle when they are picked on the blue team.
 * Black Mage and Mega Man are the only characters so far whose normal attacks provide the functionality as projectiles. In Black Mage's case, his fully-charged forward smash.

Trivia

 * Kirby's stock icon is one of only six to show eyes (the others being, , , Zombie, and Enderman). The most likely reason is to actually tell that it is his stock icon, as it is otherwise a simplistic pink circle.
 * It also greatly resembles his stock icon in the original Super Smash Bros.
 * This is also not counting or Larry, as the eyes depicted for the former are not his actual eyes, and the latter lacks his irises.
 * Kirby's pose resembles his character artwork in Kirby Super Star, but rotated to slightly face the screen. Coincidentally, this was also used for his character select artwork in the original Super Smash Bros.
 * Coincidentally, his pose is also used for his Wrestler artwork in Kirby Fighters 2 (with the difference between the mask and the angry frown).
 * Kirby is the only Kirby series character to keep his Final Smash between Smash 4 and Ultimate.
 * Since Kirby is the starter character of World of Light and part of the starter roster, he is the only character that is not unlockable in the game for any mode.
 * This also makes Kirby the only character in the entire series that is never unlocked in any mode.
 * This means it is impossible to see the message saying that "Kirby Joins the Battle!". Modding the game to display this message (through setting Kirby's fighter spirit to rematchable) will reveal that Kirby does not have a text string for this instance, and the message will simply read "Joins the Battle!"
 * Despite his status as the mode's starter character and the closest thing to the main character, Kirby's depiction in marketing or artwork for Ultimate is no more prominent than any of the other starter characters, apart from and  who collectively serve as the game's mascots.
 * Due to his various Copy Abilities, Kirby has the highest amount of voice clips for any character in the game, with 95 clips (121 if DLC is included).
 * Because of the copy ability, Kirby has the most unique character models for any character in the game. There are 81 different models, with 648 models if alternate costumes are counted.
 * Barring who is the only fighter of the  series, Kirby is the only starter character in Ultimate whose universe has more than one character to not include any characters in their  unlock table, as Meta Knight is in Link's, and  is in 's.
 * Unlike other characters, Kirby can actually taunt online when playing outside of arenas, but only to discard his copy ability.
 * As a result of not being captured, Kirby is one of the few characters that doesn't have copies of him produced by Dharkon or Galeem during their boss fights.
 * Since Kirby was never possessed by Galeem like everyone else, his presence in many spirit battles went unclear for some time, until Masahiro Sakurai addressed this in an interview; stating that Galeem managed to analyze Kirby halfway through the story, making it possible to create puppets of him.
 * Ironically, Kirby has the most spirit battle appearances of all characters, with 60 total.
 * Kirby is one of the five veterans from Smash 4 to have their Boxing Ring alias changed in Ultimate, the others being Link, King Dedede,, and.