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{{ArticleIcons|series=y}}
{{ArticleIcons|series=y}}
[[File:Sephiroth Neutral B 3 SSBU.gif|thumb| Sephiroth's [[Gigaflare]] is an example of a projectile.]]
[[File:MarioFireballWiiU.jpg|thumb|Mario's [[fireball]] is an example of a projectile.]]


A '''projectile''' is an attack or object that operates independently of the character that used it. They are typically used to create pressure on an opponent. This may be shield pressure or pressure to give up stage control. Common examples of projectiles include the [[Charge Shot]], [[Blaster]] shots, and thrown [[item]]s. Almost all projectiles can be [[reflect]]ed, while others can also be [[absorb]]ed.
A '''projectile''' is an attack or object that operates independently of the character that used it. They are typically used to evoke pressure on an opponent. This may be shield pressure or pressure to give up stage control. Common examples of projectiles include the [[Charge Shot]], [[Blaster]] shots, and thrown [[item]]s. Almost all projectiles can be [[reflect]]ed, while others can also be [[absorb]]ed.


A majority of characters have at least one projectile attack, while some have two or even three, and for the most part, one of these projectiles serves as the character's [[neutral special]] attack. It is considered a disadvantage to lack a projectile (with there being 13 characters who do not have a projectile), as they can be very useful in both [[approach]]ing and [[camp]]ing out opponents' approaches. Projectiles also cause the target to take [[hitlag]] while the user does not, which allows a few free frames of action.
A majority of characters have at least one projectile attack, while some have two or even three, and for the most part, one these projectiles serves as the character's [[neutral special]] attack. It is considered a disadvantage to lack a projectile, as they can be very useful in both [[approach]]ing and [[camp]]ing out opponents' approaches. Projectiles also cause the target to take [[hitlag]] while the user does not, which allows a few free frames of action.


As projectiles are (in general) considered [[Specials: Indirect|indirect attacks]], the vast majority of enemies in the [[Subspace Emissary]] resist them outside of any weak points they may have — in fact, only [[Porky]], [[Meta Ridley]], and [[Tabuu]] do not. Projectiles are also generally [[special move]]s executed with the [[B]] button, but since ''[[Brawl]]'', some characters, such as {{SSBB|Snake}}, {{SSBB|Olimar}}, the {{SSB4|Villager}}, and {{SSB4|Mega Man}}, have [[standard attack]]s that are projectiles.
As projectiles are (in general) considered [[Specials: Indirect|indirect attacks]], the vast majority of enemies in the [[Subspace Emissary]] resist them outside of any weak points they may have — in fact, only [[Porky]], [[Meta Ridley]], and [[Tabuu]] do not. Projectiles are also generally [[special move]]s executed with the [[B]] button, but since ''[[Brawl]]'', some characters, such as {{SSBB|Snake}}, {{SSBB|Olimar}}, the {{SSB4|Villager}}, and {{SSB4|Mega Man}}, have [[standard attack]]s that are projectiles.
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|[[Byleth]]||[[Failnaught]]||{{y}}||{{y}}/{{n}}||Only the max charged arrows can be absorbed.
|[[Byleth]]||[[Failnaught]]||{{y}}||{{y}}/{{n}}||Only the max charged arrows can be absorbed.
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|rowspan="2"|[[Charizard]]||[[Flamethrower]]||{{y}}||{{y}}||Can be tilted up and down. Can be held forever, but fire length gradually decreases.
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|[[Rock Smash]] fragments||{{y}}||{{n}}|| 
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|[[Cloud]]||[[Blade Beam]]||{{y}}||{{y}}||
|[[Cloud]]||[[Blade Beam]]||{{y}}||{{y}}||
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|[[Rocketbarrel Boost]] (when the barrels come off)||{{y}}||{{n}}{{GameIcon|SSBB}}<br>{{y}}{{GameIcon|SSB4}}||Has a random trajectory. Cannot be shielded. The barrels explode when crashing into the stage, which can be absorbed in ''SSB4''.
|[[Rocketbarrel Boost]] (when the barrels come off)||{{y}}||{{n}}{{GameIcon|SSBB}}<br>{{y}}{{GameIcon|SSB4}}||Has a random trajectory. Cannot be shielded. The barrels explode when crashing into the stage, which can be absorbed in ''SSB4''.
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|[[Dr. Mario]]||[[Megavitamins]]||{{y}}||{{y}}{{GameIcon|SSBM}}<br>{{n}}{{GameIcon|SSB4}}{{GameIcon|SSBU}}||Affected by gravity, and bounces on the ground.
|[[Dr. Mario]]||[[Megavitamins]]||{{y}}||{{y}}{{GameIcon|SSBM}}<br>{{n}}{{GameIcon|SSB4}}||Affected by gravity, and bounces on the ground.
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|rowspan="3"|[[Duck Hunt]]||[[Trick Shot]]||{{y}}||{{y}}||Can be launched higher and/or farther by pressing the special move button repeatedly. Explodes after a while, or if it hits an enemy. The explosion alone can be absorbed, but the hit right before it cannot.
|rowspan="3"|[[Duck Hunt]]||[[Trick Shot]]||{{y}}||{{y}}||Can be launched higher and/or farther by pressing the special move button repeatedly. Explodes after a while, or if it hits an enemy. The explosion alone can be absorbed, but the hit right before it cannot.
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|rowspan="5"|[[Falco]]||{{b|Blaster|Falco}}||{{y}}||{{y}}||Follows a straight trajectory, and causes flinching. The lasers are also used in his back, up, and down throws, and can also be reflected and absorbed in said moves.
|rowspan="5"|[[Falco]]||{{b|Blaster|Falco}}||{{y}}||{{y}}||Follows a straight trajectory, and causes flinching. The lasers are also used in his back, up, and down throws, and can also be reflected and absorbed in said moves.
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|[[Reflector (Falco)|Reflector]]||{{n}}{{GameIcon|SSBB}}{{GameIcon|SSBU}}<br>{{y}}{{GameIcon|SSB4}}||{{n}}||Considered a projectile in ''Brawl'' and ''SSB4''. Reflectors do not affect the trajectory, but they will reflect the hitbox.
|[[Reflector (Falco)|Reflector]]||{{n}}{{GameIcon|SSBB}}<br>{{y}}{{GameIcon|SSB4}}||{{n}}||Considered a projectile in ''Brawl'' and ''SSB4''. Reflectors do not affect the trajectory, but they will reflect the hitbox.
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|[[Up throw]] (blaster)||{{y}}||{{y}}||The lasers fired from the blaster are projectiles
|[[Up throw]] (blaster)||{{y}}||{{y}}||The lasers fired from the blaster are projectiles
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|[[Splat Bomb]]||{{y}}||{{y}}||A projectile that explodes after a fixed time. The bomb needs a certain amount of ink to be activated, and if the Ink Tank does not have enough ink, Inkling cannot throw a bomb. Its trajectory can be controlled by how long the player holds the special button.
|[[Splat Bomb]]||{{y}}||{{y}}||A projectile that explodes after a fixed time. The bomb needs a certain amount of ink to be activated, and if the Ink Tank does not have enough ink, Inkling cannot throw a bomb. Its trajectory can be controlled by how long the player holds the special button.
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|[[Joker]]||[[Eiha/Eigaon]]||{{y}}||{{y}}||A slow-moving projectile which does a small amount of damage when it connects, but deals continuous damage for a short amount of time.
With [[Arsène]] active, the move becomes Eigaon, which covers more distance and travels faster. It also does more continuous damage.
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|rowspan="4"|[[Isabelle]]||[[Dash attack]]||{{y}}||{{n}}||Trips and drops a small pot.
|rowspan="4"|[[Isabelle]]||[[Dash attack]]||{{y}}||{{n}}||Trips and drops a small pot.
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|[[Lloid Trap]]||{{y}}||{{n}}||Planted in the ground and shoots out vertically. Activates when someone steps over it.  
|[[Lloid Trap]]||{{y}}||{{n}}||Planted in the ground and shoots out vertically. Activates when someone steps over it.  
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|rowspan="2"|[[Ivysaur]]||[[Bullet Seed]]||{{y}}||{{n}}||Can be held for limited time.
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|[[Razor Leaf]]||{{y}}||{{n}}||Goes farther if the control stick is flicked.
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|rowspan="2"|[[Joker]]||[[Eiha/Eigaon]]||{{y}}||{{y}}||A slow-moving projectile which does a small amount of damage when it connects, but deals continuous damage for a short amount of time.
With [[Arsène]] active, the move becomes Eigaon, which covers more distance and travels faster. It also does more continuous damage.
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|[[Grappling Hook]]||{{y}}||{{n}}||Reflectors will block the Grappling Hook, but will not harm Joker.
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|[[Kazuya]]||[[Devil Blaster]]||{{y}}||{{y}}||A long ranged projectile that can fire straight ahead, or it can be angled upward or downward.
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|[[Ken]]||[[Hadoken]]||{{y}}||{{y}}||A slow, blue energy projectile. Input Hadoken is larger and deals more damage.
|[[Ken]]||[[Hadoken]]||{{y}}||{{y}}||A slow, blue energy projectile. Input Hadoken is larger and deals more damage.
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|[[Super Dedede Jump]] (stars produced)||{{y}}||{{y}}||&nbsp;
|[[Super Dedede Jump]] (stars produced)||{{y}}||{{y}}||&nbsp;
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|rowspan="2"|[[King K. Rool]]||[[Blunderbuss]]||{{y}}||{{n}}||Can be sucked back in, and be shot again in certain directions. If a Kannonball hits something, it'll fall down and retain its hitbox until it disappears.
|rowspan="2"|[[King K. Rool]]||[[Blunderbuss]]||{{y}}||{{n}}||Can be sucked back in, and be shot again in certain directions.
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|[[Crownerang]]||{{y}}||{{n}}||Tries to return to King K. Rool. Grants King K. Rool damage based armor (12%) starting at frame 6 that lasts up until the move ends. Crown will always try travel in its general direction, and can't be stopped by other attacks, but it can still be reflected. If King K. Rool fails to catch the crown, it'll become an item that can be picked up by other players. The move can't be used again until King K. Rool retrieves the crown.
|[[Crownerang]]||{{y}}||{{n}}||Tries to return to King K. Rool.
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|rowspan="3"|[[Kirby]]||{{b|Inhale|Kirby}} (spit-out character and swallow)||{{y}}||{{n}}||The character turned into a star will be shot out of Kirby's mouth in a straight trajectory in front of him if he spits that character out. If he swallows a character, the star will appear behind him with the same properties but with much shorter range. If reflected and it hits Kirby, he will keep his [[copy ability]], but the swallow animation will stop a few frames earlier.
|rowspan="3"|[[Kirby]]||{{b|Inhale|Kirby}} (spit-out character and swallow)||{{y}}||{{n}}||The character turned into a star will be shot out of Kirby's mouth in a straight trajectory in front of him if he spits that character out. If he swallows a character, the star will appear behind him with the same properties but with much shorter range. If reflected and it hits Kirby, he will keep his [[copy ability]], but the swallow animation will stop a few frames earlier.
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|rowspan="2"|[[Luigi]]||[[Fireball]]||{{y}}||{{y}}||Follows a straight trajectory.
|rowspan="2"|[[Luigi]]||[[Fireball]]||{{y}}||{{y}}||Follows a straight trajectory.
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|[[Grab aerial]] {{GameIcon|SSBU}} (after the plunger is shot out)||{{n}}||{{n}}||Travels downward. The hitbox is active until the plunger either hits the ground or disappears.
|[[Grab aerial]] (after the plunger is shot out)||{{n}}||{{n}}||Travels downward. The hitbox is active until the plunger either hits the ground or disappears.
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|rowspan="2"|[[Mario]]||[[Fireball]]||{{y}}||{{y}}||Affected by gravity, and bounces on the ground.
|rowspan="2"|[[Mario]]||[[Fireball]]||{{y}}||{{y}}||Affected by gravity, and bounces on the ground.
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|[[Up aerial]] {{GameIcon|SSBU}}||{{y}}||{{n}}||Hits opponents repeatedly and pushes them upward.
|[[Up aerial]] {{GameIcon|SSBU}}||{{y}}||{{n}}||Hits opponents repeatedly and pushes them upward.
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|[[Mythra]]||[[Ray of Punishment / Chroma Dust]]||{{y}}||{{y}}||After leaping in the air, fires a blast of light, or a fan of smaller light beams if the attack button is pressed a second time.
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|rowspan="3"|[[Ness]]||[[PK Flash]]||{{y}}||{{y}}||Affected by gravity and can be tilted forward and backwards.
|rowspan="3"|[[Ness]]||[[PK Flash]]||{{y}}||{{y}}||Affected by gravity and can be tilted forward and backwards.
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|[[PK Thunder]]||{{y}}||{{y}}||Controllable.
|[[PK Thunder]]||{{y}}||{{y}}||Controllable.
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|rowspan="3"|[[Olimar]]||All smash attacks||{{n}}{{GameIcon|SSBB}}<br>{{y}}{{GameIcon|SSB4}}{{GameIcon|SSBU}}||{{n}}||rowspan="3"|All of Olimar's Pikmin attacks—namely, his [[smash attack]]s, directional [[aerial]]s, [[grab]]s, [[throw]]s, [[Pikmin Chain]] in ''Brawl'', and [[Pikmin Throw]]—are considered projectiles due to the Pikmin being the active object, not Olimar.
|rowspan="3"|[[Olimar]]||All smash attacks||{{y}}||{{n}}||rowspan="3"|All of Olimar's Pikmin attacks—namely, his [[smash attack]]s, directional [[aerial]]s, [[grab]]s, [[throw]]s, [[Pikmin Chain]] in ''Brawl'', and [[Pikmin Throw]]—are considered projectiles due to the Pikmin being the active object, not Olimar.
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|[[Pikmin Throw]]||{{y}}||{{n}}
|[[Pikmin Throw]]||{{y}}||{{n}}
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|rowspan="2"|[[Piranha Plant]]||[[Ptooie]]||{{y}}||{{n}}||
|rowspan="2"|[[Piranha Plant]]||[[Ptooie]]||{{y}}||{{n}}||
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|[[Poison Breath]]||{{y}}||{{n}}||Does not cause flinching.
|[[Poison Breath]]||{{y}}||{{y}}||Does not cause flinching.
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|[[Pit]]||[[Palutena Bow]]||{{y}}||{{y}}||Chargeable and controllable. Can be held for a limited time, and can be aimed up.
|[[Pit]]||[[Palutena Bow]]||{{y}}||{{y}}||Chargeable and controllable. Can be held for a limited time, and can be aimed up.
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|[[Pyra]]||[[Blazing End]]||{{y}}||{{n}}||Throws her sword in a spinning motion. While the sword is out, she cannot use any attack.  
|rowspan="5"|[[Pokémon Trainer]]||[[Flamethrower]] ([[Charizard]])||{{y}}||{{y}}||Can be tilted up and down. Can be held forever, but fire length gradually decreases.
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|[[Rock Smash]] fragments (Charizard)||{{y}}||{{n}}||&nbsp;
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|[[Bullet Seed]] ([[Ivysaur]])||{{y}}||{{n}}||Can be held for limited time.
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|[[Razor Leaf]] (Ivysaur)||{{y}}||{{n}}||Goes farther if the control stick is flicked.
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|[[Water Gun]] ([[Squirtle]])||{{y}}||{{n}}||When charged, [[push]]es opponents and does no damage unless uncharged. Can be tilted up and down.
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|rowspan="3"|[[Richter]]||[[Axe]]||{{y}}||{{n}}||Travels in a parabolic arc.
|rowspan="3"|[[Richter]]||[[Axe]]||{{y}}||{{n}}||Travels in a parabolic arc.
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|rowspan="2"|[[Rosalina]]||[[Luma Shot]]||{{y}}||{{n}}||When distanced, Luma can be called back.
|rowspan="2"|[[Rosalina]]||[[Luma Shot]]||{{y}}||{{n}}||When distanced, Luma can be called back.
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|[[Star Bits]]{{GameIcon|SSBU}} ||{{y}}*||{{y}}*||*Only the two custom variants are projectiles in ''Smash 4''; the standard move is not, which means it is neither reflectable or absorbable. As of Ultimate it is a projectile.
|[[Star Bits]]{{GameIcon|SSBU}} ||{{y}}*||{{y}}*||*Only the two custom variants are projectiles in "Smash 4"; the standard move is not, which means it is neither reflectable or absorbable. As of Ultimate it is a projectile.
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|[[Ryu]]||[[Hadoken]]||{{y}}||{{y}}||A slow, blue energy projectile. Input Hadoken is larger and deals more damage. Shakunetsu Hadoken is orange, fiery, and deals multiple hits.
|[[Ryu]]||[[Hadoken]]||{{y}}||{{y}}||A slow, blue energy projectile. Input Hadoken is larger and deals more damage. Shakunetsu Hadoken is orange, fiery, and deals multiple hits.
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|{{b|Bomb|Samus}}||{{y}}||{{n}}{{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSBB}}<br>{{y}}{{GameIcon|SSB4}}||Detonates either instantly upon contact with an opponent, or from ''Brawl'' onward, after a set period of time. In ''SSB4'', the explosion can be absorbed, but the hit right before it cannot.
|{{b|Bomb|Samus}}||{{y}}||{{n}}{{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSBB}}<br>{{y}}{{GameIcon|SSB4}}||Detonates either instantly upon contact with an opponent, or from ''Brawl'' onward, after a set period of time. In ''SSB4'', the explosion can be absorbed, but the hit right before it cannot.
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|rowspan="3"|[[Sephiroth]]||[[Flare / Megaflare / Gigaflare]]||{{y}}||{{y}}||A chargeable attack with three stages. The attack will travel less distance the longer the move has been charged, but on the upside, the move's power and the size of the explosion increases. While charging the move can be canceled with the jumping, shielding, or dodging, it does not store the current state of the charge.
|rowspan="2"|[[Sephiroth]]||[[Flare / Megaflare / Gigaflare]]||{{y}}||{{y}}||A chargeable attack with three stages. The attack will travel less distance the longer the move has been charged, but on the upside, the move's power and the size of the explosion increases. While charging the move can be canceled with the jumping, shielding, or dodging, it does not store the current state of the charge.
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|[[Shadow Flare]]||{{y}}||{{y}}||Characters who get hit by the initial beam will be circled by balls of darkness, which will attack them after a certain amount of time. Up to five balls can circle a character at a time, and charging the move will increase the number of shadow balls circling the player on hit. Other characters can be hit by the shadow balls as they circle the target.
|[[Shadow Flare]]||{{y}}||{{y}}||Characters who get hit by the initial beam will be circled by balls of darkness, which will attack them after a certain amount of time. Up to five balls can circle a character at a time, and charging the move will increase the number of shadow balls circling the player on hit. Other characters can be hit by the shadow balls as they circle the target.
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|[[Scintilla]]||{{y}}||{{y}}||The move itself [[counterattack|counters]] attacks.
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|rowspan="3"|[[Simon]]||[[Axe]]||{{y}}||{{n}}||Travels in a parabolic arc.
|rowspan="3"|[[Simon]]||[[Axe]]||{{y}}||{{n}}||Travels in a parabolic arc.
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||[[Sonic]]||[[Spring Jump]] (aerial usage)||{{n}}||{{n}}||&nbsp;
||[[Sonic]]||[[Spring Jump]] (aerial usage)||{{n}}||{{n}}||&nbsp;
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||[[Sora]]||[[Magic]]||{{y}}||{{y}}||Contains three different spells in the following order: Firaga, Thundaga, and Blizzaga. Casting the currently active spell will change it to the next spell on the list.
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|[[Squirtle]]||[[Water Gun]]||{{y}}||{{n}}||When charged, [[push]]es opponents and does no damage unless uncharged. Can be tilted up and down.
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|rowspan="6"|[[Steve]]||[[Minecart]]||{{y}}||{{n}}||Needs iron to use. Opponents caught in an empty minecart will need to [[button mash]] to escape.
|rowspan="6"|[[Steve]]||[[Minecart]]||{{y}}||{{n}}||Needs iron to use. Opponents caught in an empty minecart will need to [[button mash]] to escape.
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|[[Phantom Slash]]||{{y}}||{{n}}||
|[[Phantom Slash]]||{{y}}||{{n}}||
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|rowspan="2"|[[Zero Suit Samus]]||[[Paralyzer]]||{{y}}||{{y}}||Stuns opponent in place. Chargeable for a limited amount of time.
|[[Zero Suit Samus]]||[[Paralyzer]]||{{y}}||{{y}}||Stuns opponent in place. Chargeable for a limited amount of time.
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|[[Power Suit Piece]]s {{GameIcon|SSBB}} ||{{y}}||{{n}}||Exclusive to her appearence in ''Brawl''.
 
Starts off the match with three throwable items from her discrarded power suit. The armor pieces are very powerful if properly used as they deal high damage and knockback and synergise very well with Zero Suit Samus' long [[glide toss]], granting her great stage control and allowing her to utilize them for combos, approaches, or even KO's if the opponent is at a high enough percent. Due to Zero Suit Samus becoming a separate character and no longer being connected to Samus in the later games, the armor pieces do not exist in ''Smash 4'' or ''Ultimate'' and therefore, cannot be utilized.
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