- This article is about Black Mage's appearance in Super Smash Flash 2. For the character in other contexts, see Black Mage.
| Black Mage |
in Super Smash Flash 2
|Final Smash||Random Encounter|
Black Mage is a playable newcomer character in Super Smash Flash 2. Released in demo v0.7, Black Mage was the first unannounced or surprise character to appear in SSF2. His sprites are custom made and based on his appearance in Final Fantasy. He mainly uses devastating magic to combat his opponents, but as an extra, he also uses Blue Magic, as seen in his "Goblin Punch" and "Chocobo Kick" attacks. Black Mage is a starter character since demo v0.8a.
Black Mage is ranked 8th on the tier list; A large leap from his 15th place position last demo. Black Mage has a solid aerial game, good reach in the majority of his attacks, long-lasting hitboxes, and a variety of KO moves, including his forward and up smashes, meteor, and dash attack. Black Mage is one of the best edge guarders in the game due to the large variety of attacks he can use for different situations, making it is extremely hard to guard break Black Mage. Additionally, he has a way to reflect projectiles with his neutral special, Stop, which can be useful against characters with powerful projectiles such as Samus'.
However, most of his finishers are rather sluggish and smart opponents can escape his combos, so Black Mage players must have good cerebral and technical ability to be able to make reads and overwhelm enemies. Black Mage also has quite poor mobility, so he can easily be outmaneuvered by fast characters like Captain Falcon and Fox. Black Mage is also brought down by his recovery; while it covers good distance, it is predictable, with a large window of time that the enemy can gimp him out of the charging stage. Black Mage's lack of reliable approach options also hinder his effectiveness.
His great power potential is certainly not to be overlooked, but his array of problems, as well as his mediocre matchups, prevent him from going into the higher tiers. Who for some reason in v0.9b, don't had happen, this means, in v0.9b, Black Mage finally is in the higher tiers.
Black Mage uses devastating magic in his attacks. Black Mage has good reach in most of his attacks with many of them having disjointed range. Black Mage has KO moves in his uncharged forward and up smash, dash attack (which grants him Super Armor) and Meteor. When fully charged, his smash attacks covers great distances, especially both his down and forward smashes. Black Mage has good priority and reach in his aerials giving him a solid aerial game. Black Mage is one of the best edge guarders in the game and his guard is hard to break. Black Mage can use Stop to freeze and reflect projectiles giving him a way to nullify most characters projectile camping; it also paralyzes his opponents who come in contact leaving them open(depending on how long stop has been charged). He can juggle with his up tilt and up aerial. His down aerial is a meteor smash and when Sweet spotted, it inflicts death which will meteor smash the opponent after a certain amount of time. Black Mage has a decent grab game, despite possessing the seventh shortest grab in the current demo, being able to chain grab with his down throw. His back throw can kill at high percentages and his forward throw can set up his excellent edge guarding ability. Black Mage can use Haste to edge guard his opponents. Warp gives him a long recovery.
However, Black Mage suffers from poor mobility which allows characters with better mobility to rush him down. (ex. Captain Falcon and Fox). Even with having a pseudo wavedash; due to Black Mage's high traction it is very short and not very useful for mobility. Warp, although gives him a long recovery is easily predictable because the opponent knows where he is going to land based on the green circle. He has problems dealing with characters who can really camp him out and Stop can only reflect one projectile on one side at a time. A prime example of this would be Fox's Blaster; Fox's blaster is fast, can be spammed, covers a good distance and does not make the opponent flinch so even when reflected it will not deter Fox from projectile camping Black Mage. Also combined with his poor mobility gives him less options on how to prevent camping.
|Standard attack 1||Punches forward with his right hand.||2%|
|Standard attack 2||Punches forward with his left hand. Decent knockback.||5%|
|Down tilt||Takes out a knife and stabs it forward across the floor.||7%|
|Down smash||Uncharged: Uses Blizzaga on the floor adjacent to him, freezing enemies on hit.||Fully charged: The Blizzaga spell travels along the floor. Both versions have high knockback scaling, but are unable to KO until the opponent is with 115% damage or higher.||9%|
|Side tilt||Swings his staff forwards.||8%|
|Forward smash||Uncharged: Uses Thundaga on enemies in front of him. Very powerful, though slow start up.||Fully charged: Creates a pillar of thunder that advances across the entire stage. 20% per hit. Black Mage's most reliable KO move.||14%|
|Up tilt||Does a Goblin Punch above himself in an arc.||9%|
|Up smash||Uncharged: Uses Firaga as a fire uppercut, a.k.a. Shoryuken.||Fully charged: Two pillars of flame pop out of the ground on either side of Black Mage and converge on him. When they meet, an explosion occurs. Pillars pushes the opponent for a explosion, the attack have a total of eleven hits||20%|
|Dash attack||Uses Petrify on himself while he falls/trips on the floor. Grants him Super Armor, but he can be grabbed out of it. Good knockback.||14%|
|Neutral aerial||Spins around in a great fireball. Eight hits.||2%|
|Forward aerial||Chocobo kick. One of his best aerials and can be used to wall-chain. If short hopped close to the ground he will perform a Pseudo Wavedash.||9%|
|Back aerial||Stabs with his knife behind him. It is a powerful semi-spike.||6%|
|Up aerial||Uses Flood magic to attack upwards. Good juggler.||10%|
|Down aerial||Black Mage swipes a scythe downwards in an arc. This move can send opponents in different directions. Anyone who touches the blade at the beginning of the move will be sent downwards. Anyone who touches the blade at the end of the arc will be sent diagonally downwards. Anyone who touches the blade at the very end of the move is sent upwards with good knockback. Different parts of the attack do different damage. If the blade hits the opponent at a certain angle (an image of Death will show), a grim reaper will hover above the opponent and attack the opponent after a randomly decided period of time. It is a meteor smash. The Grim Reaper effect is actually disconnected from the actual damage-dealing swipe, and as such has a separate hitbox (can hit even if the swipe may miss); most importantly however, is that the status may be inflicted even if the opponent is shielding or invincible after returning by the revival platform.||6%|
|Grab||Grabs the opponent.||N/A|
|Forward throw||Creates a small tornado to lift the opponent up, then hurls them forward.||10%|
|Back throw||Levitates the opponent backwards, then stabs the ground with the end of his staff, causing a pillar of earth to jut out of the ground.||8%|
|Up throw||Changes his hat into a Cactuar and uses 1000 Needles on the opponent.||1%|
|Down throw||Uses Bio Magic to poison the opponent with his staff. Does no damage, poisons the enemy. Poison have a during time of over 6.5 seconds. It is the second most damaging throw in the demo. But in SSF2 Beta, this was greatly nerfed, with the poisoning ending when Black Mage stops to poison oponent.||1%|
|Ledge attack||Hits forward with his staff.||8%|
|100% ledge attack||Leaps high into the air and stabs a giant broadsword into the ground.||8%|
|Floor attack||Swings staff on both sides.||5%|
|Standard special move||Stop||He stops opponents from moving. The longer this move is charged, the longer the opponent is kept in hitstun. When you start charging there are no numbers, but the more you charge it the more roman numerals appear, counting up to six (VI). Once fully charged, Black Mage will automatically use the move. This move is very useful for edgeguarding since it can stop opponents in the air, allowing Black Mage to attack them freely. Black Mage may also freeze any projectile with Stop.||N/A|
|Side special move||Haste||He slowly summons an image of himself in front of him that quickly disappears if the purple line in front of himself doesn't touch an opponent. If the line does touch an opponent, the Black Mage then teleports to the opponent and attacks him with a series of quick combos with his staff and fists. This attack sends the opponent flying with the last blow, and Black Mage moves to the direction he was facing in a flash. This move is very useful for combos and combo finishers due to its powerful knockback. This is also a very useful attack in Team Battles since Black Mage can use Haste to finish the team member's combo. This move cancels all momentum when used out of hitstun. However, no horizontal distance is gained (unless if the attack connects with an opponent), making this move somewhat useful for recovery. It is widely considered to be one of the best edge-guarding moves in the game due to its huge range, accuracy, and overall distance it uses and the fact that it does not leave Black Mage helpless if the attack connects. 10 hits.||1%|
|Up special move||Warp||When the spell is launched, a small green ring will appear that you can move with the arrow keys, the Black Mage will teleport to the ring when the move ends. The longer the special attack button is held, the farther the ring will go. It's one of the best recoveries in the game if Black Mage uses the maximum distance, especially when he is falling, making it very hard to K.O. Black Mage with a meteor smash or a semi-spike. However, its vulnerability during startup and predictability limits its usefulness a bit, despite the very long range. On the up side, he can change the direction his warp ring moves, confusing opponents.||style="background: #ececec; color: grey; vertical-align: middle; text-align: center; " class="table-na" | N/A|
|Down special move||Meteor||Summons a meteor from the air or ground which can be charged. As it charges, it rises and inflates in size if on the ground. If in the air, it will do those effects in his hands. When the special button is let go, the meteor will crash diagonally to the ground harming anyone in range with a large explosion. This attack is very useful for edgeguarding, especially against characters with linear recoveries, and for striking and pressuring enemies who are standing on platforms.||5%|
|Final Smash||Random Encounter||Summons several monsters on-stage that attack opponents which culminates with a huge explosion called "Flare".||2-11%|
|On-screen appearance||Gets chosen from a list of playable characters.|
|Taunts||Standard: Spins and raises a hand into the air while a small melody from the Final Fantasy victory theme plays.||Side: Takes out a rat's tail and pokes it.||Down: Plays the lute from Final Fantasy.|
|Victory theme||Victory theme from the Final Fantasy series.|
|Victory pose||Jumps on his scepter and makes a win pose while floating along with a green, red, yellow or blue gem|
|Lose pose||Claps to winner.|
Changes from v0.9a
Black Mage has received a mix of buffs and nerfs. Black Mage benefits from the lower hitstun due to being less susceptible to combos while being able to combo like last demo. Black Mage is seen as a more effective character.
- Dash attack does more knockback.
- Fully charged up smash is stronger.
Grab and throws
In competitive play
Tier placement history
Since his introduction into Super Smash Flash 2; Black Mage was already viewed as a low-bottom tier character. In the tier lists for demos v0.7; Black Mage was ranked 12th of C tier on the first list and was ranked 14th of Kirby tier on the second list. In demo v0.8b; Black Mage's tier position didn't change that much when he ranked 15th of D tier. In demo v0.9a; Black Mage held on to his 15th place position where he is now viewed as a mid tier character. However, in demov 0.9b, Black Mage has risen into A tier where he is ranked 8th and is finally no longer viewed as a low, mid or bottom tier character anymore.
- Black Mage is the only character whose fully charged smash attacks are different from his non-charged smash attacks.
- Black Mage is the only character whose down throw induces poisoning on opponents. He is one of 2 characters so far to induce said status (the other being Peach, if she pulls an Oddish from her down special).
- Black Mage could be unlocked in demo v0.7 by playing 10 battles on Brawl mode, then beating him in a duel on Chaos Shrine. Doing this also unlocked the latter stage.
- Black Mage, along with Sonic, Zero Suit Samus, Marth and Mega Man are the only characters so far who wear their default costumes in team battle when they are on the blue team.
- Black Mage and Mega Man are the only characters so far whose normal attacks act as projectiles. In Black Mage's case; his fully charged forward smash.