In Melee, missiles are quite powerful, to the point where Super Missiles can KO at higher damage percentages due to average knockback. Samus can even create a form of obstacle course with missiles if she fires Super Missiles in the air if she falls to the ground and then back in the air by way of missile cancelling.
However, in Brawl, the Missiles have been severely nerfed in knockback and speed, and are best for comboing or spacing. CPU's still use this attack very prominently.
Special Move customization was added in Super Smash Bros. 4. These are the variations:
Missiles are explosive projectiles that are staples in the Metroid games. Once Samus finds a Missile Launcher, she can fire Missiles at any time as long as she has ammo remaining. Since Missiles do more damage than most Beam weapons and are the only way to access certain areas and damage some enemies, collecting Missile Expansions to increase ammo space is critical. In later games, different kinds of missiles are introduced, such as Ice Missiles.
Super Missiles were introduced in Super Metroid as rarer, more powerful Missiles. In Metroid Prime, Metroid Prime 2: Echoes, and Metroid: Other M, Super Missiles are fired by combining a Charge Shot and five Missiles.
Homing Missiles appeared in Metroid Prime as the standard for most missile types, but Super Smash Bros. Melee was released before Metroid Prime, meaning that the idea of homing missiles first appeared in Melee. From Metroid Prime 2: Echoes onwards, Samus could collect an upgrade called the Seeker Missile, which allowed her to fire up to five simultaneous missiles at five targets.
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