Sephiroth's Gigaflare 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 items. Almost all projectiles can be reflected, while others can also be absorbed.

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 approaching and camping 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 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 moves executed with the B button, but since Brawl, some characters, such as Snake, Olimar, the Villager, and Mega Man, have standard attacks that are projectiles.

Projectiles used by charactersEdit

This table includes all non-Final Smash projectiles for every character, as well as some important properties of each. Note that, while a projectile may not be absorbable, that does not exclude the ability to be Pocketed.

Character Projectiles Reflectable Absorbable Unique/Special Properties
Banjo & Kazooie Egg Firing / Breegull Blaster    
Shock Spring Jump (aerial usage)    
Rear Egg     The explosions can be absorbed
Bayonetta Bullet Climax     Chargeable, though that only affects the first two shots. Pressing the special move button repeatedly causes her to continue firing.
Bowser Fire Breath     Size and length decreases as Bowser continues to breathe, and releasing the special move button causes the move to passively charge up over time
Bowser Jr. Mechakoopa    
Abandon Ship!     The Clown Car becomes a projectile after being abandoned.
Clown Cannon    
Byleth Failnaught    /  Only the max charged arrows can be absorbed.
Charizard Flamethrower     Can be tilted up and down. Can be held forever, but fire length gradually decreases.
Rock Smash fragments      
Cloud Blade Beam    
Corrin Dragon Fang Shot     Only the projectile attack can be absorbed. Can be charged to change size and damage.
Daisy Toad     The spores produced on a successful counterattack are projectiles.
Vegetable     Produces a vegetable item, and rarely Bob-ombs or Mr. Saturns.
Dark Pit Silver Bow     Chargeable and controllable. Can be held for a slightly limited time, and can be aimed up.
Dark Samus Charge Shot     Follows straight trajectory; chargeable. Can be charged while on the ground or in midair. Fired at a lower elevation compared to Samus.
Missile     Can fire a homing missile or super missile.
Bomb     Detonates either instantly upon contact with an opponent or after a set period of time.
Diddy Kong Peanut Popgun     Can be charged, which increases damage and speed while flattening the movement angle, but charging too much causes the move to fail. Can be grabbed and subsequently thrown as an item. The overcharge explosion in SSB4 cannot be reflected or absorbed.
Banana Peel     Produces a Banana Peel.
Rocketbarrel Boost (when the barrels come off)     
  
Has a random trajectory. Cannot be shielded. The barrels explode when crashing into the stage, which can be absorbed in SSB4.
Dr. Mario Megavitamins     
   
Affected by gravity, and bounces on the ground.
Duck Hunt Trick Shot     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.
Clay Shooting     The clay pigeon is shot if the special move button is pressed, and the resulting explosion of the pigeon can be absorbed. If hit by an attack (including ones that normally would reflect projectiles), then it breaks automatically.
Wild Gunman    
Falco Blaster     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.
Reflector    
  
  Considered a projectile in Brawl and SSB4. Reflectors do not affect the trajectory, but they will reflect the hitbox.
Up throw (blaster)     The lasers fired from the blaster are projectiles
Back throw (blaster)     The lasers fired from the blaster are projectiles
Down throw (blaster)     The lasers fired from the blaster are projectiles
Fox Blaster     Follows a straight trajectory, and does not cause flinching (except in Smash 64). The lasers are also used in Fox's back, up and down throws from Melee onward, and can also be reflected and absorbed in said moves.
Up throw (blaster)     The lasers fired from the blaster are projectiles
Back throw (blaster)     The lasers fired from the blaster are projectiles
Down throw (blaster)     The lasers fired from the blaster are projectiles
Greninja Water Shuriken    
Hydro Pump     Does not cause flinching.
Hero Frizz/Frizzle/Kafrizz    
Woosh/Swoosh/Kaswoosh    
Command Selection (Snooze)     Puts opponents to sleep
Command Selection (Sizz)    
Command Selection (Sizzle)    
Command Selection (Bang)    
Command Selection (Kaboom)    
Command Selection (Whack)     Can instantly KO opponents
Command Selection (Thwack)     Can instantly KO opponents
Ice Climbers Ice Shot     
  
Bounces off shields, causing it to travel the other direction. Hugs the ground, following a straight trajectory.
Blizzard      
Inkling Splattershot     Requires ink to use.
Splat Bomb     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.
Isabelle Dash attack     Trips and drops a small pot.
Forward aerial     Fires a slingshot pellet.
Back aerial     Fires a slingshot pellet.
Lloid Trap     Planted in the ground and shoots out vertically. Activates when someone steps over it.
Ivysaur Bullet Seed     Can be held for limited time.
Razor Leaf     Goes farther if the control stick is flicked.
Joker Eiha/Eigaon     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.

Grappling Hook     Reflectors will block the Grappling Hook, but will not harm Joker.
Kazuya Devil Blaster     A long ranged projectile that can fire straight ahead, or it can be angled upward or downward.
Ken Hadoken     A slow, blue energy projectile. Input Hadoken is larger and deals more damage.
King Dedede Inhale (spit-out character)     Spits in a straight trajectory.
Waddle Dee Toss  /   /  Affected by gravity, and can be angled up or down, and shortened or lengthened. Waddle Doos' Beam Whip can be reflected or absorbed, Gordos and thrown items can be reflected, while tossed Waddle Dees and Waddle Doos cannot.
Gordo Throw     Can be reflected by any attack that deals at least 2%.
Super Dedede Jump (stars produced)      
King K. Rool Blunderbuss     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.
Crownerang     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.
Kirby Inhale (spit-out character and swallow)     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.
Final Cutter (shock wave)     Produces a wave after Kirby touches the ground, hugging it and following a straight trajectory.
May copy another character's neutral special projectile.
Link Forward smash       Shoots a spinning Sword Beam, which only comes out when Link is at 0% damage.
Boomerang/Gale Boomerang     Tries to return to Link. Can be angled. In Brawl and SSB4, it produces a windbox effect on return.
Bomb       
  
Produces a Bomb, which acts as an item. It explodes after seven seconds, and can deal self-damage.
Bow/Hero's Bow/Bow and Arrows     Can be charged, and held forever (or for three seconds in Ultimate) before releasing. The charge affects the firing speed and distance. Affected by gravity, and stops moving when it hits the ground. In Ultimate, arrows dropped on the ground or attached to a wall become throwable items, and two arrows can be fired at once if Link uses his neutral special while holding an arrow.
Remote Bomb     A bomb that bounces off opponents and has to be detonated by pressing down special again. Cannot be detonated when held or during special fall.
Lucario Aura Sphere     Waves up and down slightly; moves perfectly straight when fully charged. Can be held indefinitely, which damages foes who touch the projectile.
Force Palm's aura     At close range, grabs the opponent instead of spawning a projectile.
Lucas PK Freeze     Affected by gravity, and can be tilted forward or backward.
PK Fire     Travels directly forward, and disappears after about 3/8 of the way across Final Destination.
PK Thunder     Controllable.
Luigi Fireball     Follows a straight trajectory.
Grab aerial   (after the plunger is shot out)     Travels downward. The hitbox is active until the plunger either hits the ground or disappears.
Mario Fireball     Affected by gravity, and bounces on the ground.
F.L.U.D.D.     Pushes opponents while not inflicting any damage. Can be tilted up or down.
Mega Man Neutral attack, forward tilt and neutral aerial     Fires up to three shots.
Forward smash    
Up aerial     Hits opponents repeatedly and pushes them upward.
Down aerial     Meteor smashes opponents.
Metal Blade    
Crash Bomber     Can be passed from player to player much like a Gooey Bomb. Explosion can be absorbed.
Leaf Shield     Can only be reflected when Mega Man fires the leaves.
Mewtwo Shadow Ball     Huge recoil when used fully charged. Waves up and down slightly. Can be held forever, and in Melee, it damages foes who touch the ball during charging. Small Shadow Balls are launched during Mewtwo's forward throw (which can also be absorbed).
Disable      
Forward throw (shadow balls)     The shadow balls fired are projectiles
Mii Brawler Shot Put    
Mii Gunner Forward aerial    
Charge Blast    
Laser Blaze    
Grenade Launch     Can be charged for longer distance. The multi-hitting explosion can be absorbed, but the hit right before it cannot.
Flame Pillar    
Stealth Burst     Reflectors cannot affect the projectile as it is travelling, but they will reflect the explosion.
Gunner Missile    
Lunar Launch    
Bomb Drop     Detonates instantly upon contact with an opponent. The explosion can be absorbed, but the hit right before it cannot.
Up throw (shots)     The shots fired from the arm cannon is a projectile
Back throw (shots)     The shots fired from the arm cannon is a projectile
Mii Swordfighter Gale Strike    
Shuriken of Light    
Chakram    
Min Min Punch (Ramram)     When attacking with the Ramram, the chakram projectile is flung in an upward circle that goes away from and returns towards Min Min.
Mr. Game & Watch Chef     
    
Random trajectory. In Brawl, the projectiles created by Kirby copying this move can be absorbed, unlike the Mr. Game & Watch version.
Forward aerial       Travels directly downward, and activates after either half a second or upon contact with the stage.
Up aerial       Hits opponents repeatedly and pushes them upward.
Mythra Ray of Punishment / Chroma Dust     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.
Ness PK Flash     Affected by gravity and can be tilted forward and backwards.
PK Fire     Creates gravity-affected fire pillar on impact. Trajectory changes when used in midair.
PK Thunder     Controllable.
Olimar All smash attacks   
   
  All of Olimar's Pikmin attacks—namely, his smash attacks, directional aerials, grabs, throws, Pikmin Chain in Brawl, and Pikmin Throw—are considered projectiles due to the Pikmin being the active object, not Olimar.
Pikmin Throw    
All other Pikmin-based attacks    
Pac-Man Bonus Fruit     Effects change depending on the object thrown. All have a hurtbox which means they can take knockback.
Fire Hydrant     Reflectable while airborne. Water produced by the hydrant is also reflectable.
Palutena Autoreticle     Targets opponents; does not fire any projectiles if there are no targets in range.
Explosive Flame     Produces a multi-hitting explosion a set distance away from Palutena.
Celestial Firework     Flies straight upward from the ground.
Peach Toad     The spores produced on a successful counterattack are projectiles.
Vegetable     Produces a vegetable item, and rarely Bob-ombs, Mr. Saturns, or in Melee and Brawl, Beam Swords.
Pichu Thunder Jolt     Causes 1% recoil damage (0.7% in Ultimate). Hugs the stage.
Thunder     Causes 3% recoil damage (3.5% in Ultimate) if the bolt hits Pichu.
Pikachu Thunder Jolt     Hugs the stage, can travel up walls, along ceilings, and below the edge (except in SSB). Has a diagonal trajectory in the air.
Thunder     Cannot go through platforms above Pikachu.
Piranha Plant Ptooie    
Poison Breath     Does not cause flinching.
Pit Palutena Bow     Chargeable and controllable. Can be held for a limited time, and can be aimed up.
Pyra Blazing End     Throws her sword in a spinning motion. While the sword is out, she cannot use any attack.
Richter Axe     Travels in a parabolic arc.
Cross     Tries to return to Richter. Goes farther by flicking the control stick
Holy Water     Drops diagonally downwards. Can be caught and used as a regular item that can be used against Richter.
Ridley Plasma Breath     Consists of five projectiles that increase in size and damage when charged. Affected by gravity, bounces on the ground.
R.O.B. Robo Beam     Can reflect off surfaces at certain angles, can be tilted up and down. Charges automatically.
Gyro     Produces a Gyro item. Has a hurtbox.
Robin Discarded Levin Sword and tomes     Discarded weapons act as projectiles and throwable items.
Thunder     Properties change depending on charge level.
Arcfire     Bursts into a column of flame on impact.
Elwind     Can meteor smash opponents.
Rosalina Luma Shot     When distanced, Luma can be called back.
Star Bits   *  * *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.
Ryu Hadoken     A slow, blue energy projectile. Input Hadoken is larger and deals more damage. Shakunetsu Hadoken is orange, fiery, and deals multiple hits.
Samus Charge Shot     Follows straight trajectory; chargeable. In Smash 64, it can go on for an infinite distance. From Melee onward, it will disappear if it doesn't hit anything for a few seconds. In Ultimate, the move can now be charged in midair, or be cancelled by jumping or air dodging, as with other chargeable moves.
Missile     Can fire a homing missile or super missile.
Bomb       
  
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.
Sephiroth Flare / Megaflare / Gigaflare     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.
Shadow Flare     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.
Scintilla     The move itself counters attacks.
Simon Axe     Travels in a parabolic arc.
Cross     Tries to return to Simon. Goes farther by flicking the joystick.
Holy Water     Drops diagonally downwards. Can be caught and used as a regular item that can be used against Simon.
Sheik Needle Storm     Can be tilted up and down. Can be charged forever, but only six needles can be held and fired.
Vanish      
  
Considered a projectile because the explosion and hitbox do not follow Sheik.
Burst Grenade     Only the explosion can be absorbed.
Snake Hand Grenade     
  
Can be picked up, grenade itself does not cause flinching and can be tilted forward and backward (when tilted backwards it will fall next to Snake). Can also injure the user. Detonates after few seconds. Does not explode on contact.
Remote Missile     
  
Controllable. Shielding against it makes the user lose control of its trajectory.
Cypher (once let go of)      
Up smash     
  
 
Down smash        
C4     
  
 
Taunt     Affected by gravity. Can be picked up by opponents (while Snake is still inside of it), though only Donkey Kong can move around while holding it.
Sonic Spring Jump (aerial usage)      
Sora Magic     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.
Squirtle Water Gun     When charged, pushes opponents and does no damage unless uncharged. Can be tilted up and down.
Steve Minecart     Needs iron to use. Opponents caught in an empty minecart will need to button mash to escape.
TNT     Characters who step on the pressure plate will take less knockback from the explosion.
Down tilt (flame)    
Down smash (lava)    
Down aerial (anvil)     Needs iron to use.
Down throw (anvil)     Needs iron to use.
Terry Power Wave     Both grounded and aerial versions can be reflected and absorbed.
Toon Link Hero's Bow     Can be charged, and held forever (three seconds in Ultimate) before releasing. The charge affects the firing speed and distance.
Boomerang     Tries to return to Toon Link. Can be angled.
Bomb       
   
Produces a bomb item. Explode after some seconds. Can damage the user.
Villager Dash attack     Trips and drops a small potted plant.
Forward smash     Drops a bowling ball.
Forward aerial     Fires a slingshot pellet.
Back aerial     Fires a slingshot pellet.
Lloid Rocket     Explodes after a while or after hitting an object. Explosion alone can be absorbed.
Timber (cut tree and woodchip)    
Wario Wario Bike (once dismounted, can be thrown)     Can be destroyed (resulting in two tires that can also be picked up and thrown in Brawl).
Wii Fit Trainer Sun Salutation     Heals the user when fully charged. Has a weak windbox and can be absorbed while it is being charged.
Header     Heads a soccer ball at a downward angle. The ball can essentially be reflected by any attack (in some cases a reflector's hitbox will even take presidence over the reflecting effect itself). The headbutt acts as a melee attack that can meteor smash.
Wolf Blaster     Follows straight trajectory; acts as a melee attack in close ranges.
Yoshi Egg Throw     Can be tilted forward, backward, up and down (when tilted backward the egg will go next to Yoshi). Holding down the special button will make the egg travel further.
Yoshi Bomb (stars)      
Young Link Fire Bow     Can be charged, and held forever (three seconds in Ultimate) before releasing. The charge affects the firing speed and distance.
Boomerang     Tries to return to Young Link.
Bomb     Produces a bomb item. Explode after some seconds. Can damage the user.
Zelda Din's Fire     Reflectors cannot affect the projectile as it is traveling, but they will reflect the explosion.
Phantom Slash    
Zero Suit Samus Paralyzer     Stuns opponent in place. Chargeable for a limited amount of time.
Power Suit Pieces       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.

Characters without projectilesEdit

The following playable characters currently lack any projectiles.