Bonus

Bonuses, also referred to as bonus points, are special points in the series awarded to the player after certain conditions are met during a match. Most bonuses add points to the player's score, though some can deduct them.
== In Super Smash Flash ==
There are 36 unique bonuses in Super Smash Flash that can be obtained in Group matches or in levels of Classic, Adventure, or All-Star. This is a list of the bonuses in Super Smash Flash accompanied by the amount of points earned for obtaining them and their requirements for doing so.
Name 	Points given	Requirement
150% Damage 	1,000 	Take 150% damage or more.
200% Damage 	3,000 	Take 200% damage or more.
250% Damage 	7,000 	Take 250% damage or more.
300% Damage 	10,000 	Take 300% damage or more.
350% Damage 	15,000 	Take 350% damage or more.
Adventure Clear 	50,000 	Clear Adventure.
Airhog 	5,000 	Jump over 100 times.
All Ground 	6,000 	Use all ground attacks against opponents.
All-Star Clear 	50,000 	Clear All-Star.
Berserker 	3,500 	Attack in frenzy.
Bird of Prey 	4,000 	Use only s.
Cement Shoes 	4,000 	Never jump or midair jump.
Classic Clear 	50,000 	Clear Classic.
Crouch Master 	500 	Crouch at least 50 times.
Exceptional Aim 	4,000 	Hit opponents with at least 75% of attacks used.
Falls 	−500× 	Get KO'd. Points are multiplied by number of falls.
Full Power 	2,000 	Clear a level or match with 0% damage.
Heavy Damage 	20,000 	Take 400% damage or more.
Impervious 	7,000 	Do not get attacked.
KO's 	500× 	Score a KO. Points are multiplied by number of KO's.
Last Second 	5,000 	Clear with 0:01 left on the timer.
Lethal Weapon 	7,000 	Use a wide variety of attacks.
Level Clear 	5,000 	Clear a level in Classic, Adventure, or All-Star.
Lucky Number Seven	3,000 	Clear with 0:07 left on the timer.
Lucky Threes 	3,330 	Clear with 3:33 left on the timer.
Master of Suspense	2,500 	Surprise the crowd at least 10 times.
Melee Master 	100,000 	Clear All-Star without recovering any damage.
Perfect Aim 	10,000 	Hit opponents with all attacks used.
SD's 	−500× 	Perform a self-destruct. Points are multiplied by number of self-destructs.
Smash King 	3,000 	Use side attacks for at least 85% of all attacks.
Smash Maniac 	3,500 	Use only side attacks.
Smash-less 	1,500 	Use no side attacks.
Statue 	500 	Barely move horizontally at all.
Stiff Knees 	300 	Do not crouch.
Switzerland 	12,000 	Do not attack opponents or take damage.
Very-Hard Clear 	200,000 	Clear Classic, Adventure, or All-Star on Very Hard difficulty.
== In Super Smash Flash 2 ==
There are 77 unique bonuses in Super Smash Flash 2, though unlike in SSF, they can only be obtained in levels of Classic or All-Star. This is a list of the bonuses in Super Smash Flash 2 accompanied by the amount of points earned for obtaining them and their requirements for doing so.
Name 	Points given	Requirement
150% Damage 	2,000 	Clear a match with 150% damage or more.
200% Damage 	5,000 	Clear a match with 200% damage or more.
250% Damage 	10,000 	Clear a match with 250% damage or more.
300% Damage 	15,000 	Clear a match with 300% damage or more.
350% Damage 	20,000 	Clear a match with 350% damage or more.
Aerialist 	2,500 	Do not jump from the ground during a match, instead using only midair jumps.
All Aerial 	1,500 	Hit opponents with all standard aerial attacks at least once each during a match.
All Ground 	3,000 	Hit opponents with all standard ground attacks at least once each during a match.
All Special 	1,500 	Hit opponents with all special attacks at least once each during a match.
All Throw 	1,500 	Hit opponents with all throws at least once each during a match.
All Variations 	12,000 	Hit opponents with all moves at least once each during a match.
Ambler 	2,500 	Spend at least 40% of the time during a match walking and less than 40% of the time running.
Angelic 	2,000 	Clear a match while being revived.
Backstabber 	100× 	Attack an opponent from behind. Points are multiplied by number of attacks landed from behind.
Berserker 	2,500 	Use an average of 60 attacks per minute during a match.
Bird of Prey 	2,000 	Attack using only aerial attacks during a match.
Cement Shoes 	4,000 	Do not jump or midair jump during a match.
Cleared on Easy 	50,000 	Clear Classic or All-Star on Easy difficulty.
Cleared on Hard 	250,000 	Clear Classic or All-Star on Hard difficulty.
Cleared on Insane 	500,000 	Clear Classic or All-Star on Insane difficulty.
Cleared on Normal 	100,000 	Clear Classic or All-Star on Normal difficulty.
Cliff Hanger 	1,000 	Grab ledges an average of 6 times per minute during a match.
Crystals 	400× 	Points are multiplied by number of crystals destroyed during Crystal Smash in Classic.
Cuddly Bear 	2,500 	Grab opponents without pummeling or throwing them during a match.
Damage 	25× 	Points are multiplied by percentage of damage dealt during a match.
Dedicated Specialist	3,000 	Attack using only a single special move during a match.
Eagle 	1,500 	Spend at least half of the time during a match in midair.
Extreme Damage 	25,000 	Clear a match with 400% damage or more.
Fighter Stance 	500 	Clear a match while taunting.
Final Smash 	1,000× 	Land a Final Smash. Points are multiplied by number of Final Smashes landed.
First Strike 	500 	Land the first attack in a match.
Fists of Fury 	2,500 	Grab and pummel opponents without throwing them during a match.
Flawless Finish 	25,000 	Defeat in Classic without taking any damage.
Full Power 	2,000 	Clear a match with 0% damage after taking damage.
Giant KO 	4,000 	KO the giant opponent in stage 3 of Classic.
Impervious 	8,000 	Do not take any damage during a match.
Instant Poser 	100× 	Taunt within one second of an opponent being KO'd. Points are multiplied by number of times this occurs.
Item Pitcher 	1,000 	Throw items without using them in any other way.
Jackpot 	1,500 	Clear a match with a damage percentage consisting of the same number for each digit.
Last Second 	5,000 	Clear a match in Classic with 0:01 left on the timer.
Lucky Threes 	3,330 	Clear a match in Classic with 3:33 left on the timer.
Marathon Man 	2,500 	Spend at least 40% of the time during a match running and less than 40% of the time walking.
Metal Bros. KO 	10,000 	KO the Metal Bros. in stage 9 of Classic on Hard or Insane difficulty.
Metal KO 	5,000 	KO the metal opponent in stage 9 of Classic on Easy or Normal difficulty.
Meteor Clear 	3,000 	Clear a match by KO'ing with a meteor smash.
Meteor Smash KO 	800× 	KO an opponent with a meteor smash. Points are multiplied by number of KO's scored with meteor smashes.
No Damage Clear 	500,000 	Clear Classic or All-Star without taking any damage.
No Heal 	2,500× 	Clear a match in All-Star without using a healing item. Points are multiplied by number of consecutive matches cleared without using a healing item.
No Heal Clear 	100,000 	Clear All-Star without using a healing item.
No Hurry 	1,500 	Clear a match without dashing.
No Items 	1,000 	Clear a match without using items.
No Miss 	2,500× 	Clear a match in Classic without losing a stock. Points are multiplied by number of consecutive matches cleared without losing a stock.
No Miss Clear 	50,000 	Clear Classic without losing a stock.
Opportunist 	−1,000 	Do not attack for 30 seconds during a match.
Pacifist 	10,000 	Clear a match without dealing any damage.
Perfect! 	10,000 	Clear Break the Targets or Crystal Smash in Classic.
Pitcher 	6,000 	Attack using only grabs and throws during a match.
Poser 	2,000 	Taunt an average of 8 times per minute during a match.
Poser Power 	700× 	Land an attack using a taunt. Points are multiplied by number of attacks landed with taunts.
Risky 	1,500 	Clear a match without shielding.
Rock Steady 	3,000 	Do not get knocked to the ground during a match.
Run, Don't Walk 	1,500 	Do not walk during a match, instead only running.
Shooting Star 	5,000 	Clear a match while being Star KO'd or Screen KO'd.
Single Move 	3,000 	Attack using only one move during a match.
Smash King 	1,000 	Attack using smash attacks for at least 50% and less than 100% of all attacks during a match.
Smash Maniac 	2,000 	Attack using only smash attacks during a match.
Specialist 	2,000 	Attack using only special moves during a match.
Speed Demon 	4,000 	Clear a match within 20 seconds.
Speedster 	2,000 	Clear a match in less than 40 seconds but more than 20 seconds.
Stale Moves 	−2,000 	Use the same move for at least 40% of all attacks during a match, unless less than 16 attacks total were used or only one move was used.
Stiff Knees 	250 	Clear a match without crouching.
Smash-less 	1,500 	Clear a match without using smash attacks.
Star Finish 	3,000 	Clear a match with a Star KO.
Star KO 	500× 	Star KO an opponent. Points are multiplied by number of Star KO's scored.
Targets 	250× 	Points are multiplied by number of targets destroyed during Break the Targets in Classic.
Time Remaining 	500× 	Points are multiplied by number of seconds left after clearing a match in Classic.
Used a Continue 	−20,000 	Clear Classic or All-Star after using a continue.
== Trivia ==
*Although the official strategy guide page for SSF lists the requirements for obtaining bonuses, seven of them (Level Clear, Exceptional Aim, Perfect Aim, Statue, Lucky Threes, Lucky Number Seven, Last Second) are completely unlisted.
**The page also lists a bonus called Self-Destructor worth −2000 points, which would be obtained by having many self-destructs, but this bonus is not actually present in-game.
Category:Terms
Category:Super Smash Flash
Category:Super Smash Flash 2
Category:Super Smash Flash series