No. Super Nintendo Entertainment System does
not have sprite scaling abilities, and neither does Mega Drive for that matter.
Art of Fighting uses several, non sprite scaling tricks and swaps between different sprites to achieve the faked version of same effect Neo Geo uses; true (one way) sprite scaling. One way because neo geo also cannot enlarge a sprite, it can only shrink one. Though, with arcade cartridges that would go to very massive sizes, the constraint was worth the space sacrificed.
Most other examples of "sprite scaling" are mode 7 backgrounds, which is in the most arse way to say that none of it is sprites; it is always background tiles that are by definition not sprites. There is few games though, where the effect is used on a boss monster or such, giving the illusion but it is not true sprite scaling, and with limitations.
The only example you showed; SuperFX(2) being used as sprite accelerator is only case of sprite scaling on the hardware. 3D acceleration tends to do such effects manageable, as it does add 3D shapes and objects as parts of some levels. Though, the fact yoshi's island manages a lot of SuperFX accelerated stuff while maintaining 60fps is the true miracle. There is lot of simplification tricks to make every effect in the game run at the desired framerate.
This is to say; aside SuperFX, and creative reverse uses of Mode 7, other types of sprite scaling is brute forced with code, not using any SNES specific graphical features to accelerate such. Or using existing feature set, that does not include sprite scaling, to fake it. Swapping sprites is very common, was even done on NES. One would likely say "what is the difference is there, fake sprite scaling is still sprite scaling?" but then we would have to also claim GameBoy has 3D acceleration because Faceball came for it. Or GBA, though, the explanation for GBA is simply capable enough CPU, same way DOOM and even Quake work on just the IBM CPU.
This video, and this channel in general with sharopolis does have many examples and breakdown explanations of these faked sprite scales. They all are really cool.
I do think these are all clever, hella cool but I do have to debunk a sentence like "SNES has Sprite Scaling Capabilities" when normal understanding of that sentence is wrong. As far as gaming devices went, sprite scaling hardware existed on arcade platforms, out of which Neo Geo is prominent, as is Sega's various systems. 32x, Sega CD and Saturn are likely only home systems with straight out sprite scaling hardware capability, if we disqualify 3D(acceleration) as it's own thing, namely Playstation and any game on it.