Editing Projectile
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
| Latest revision | Your text | ||
| Line 5: | Line 5: | ||
==Overview== | ==Overview== | ||
An object is considered a projectile when it fully separates from a character and is no longer fully controllable by the player, but still has a [[hitbox]]. A rule of thumb is that projectiles are able to be [[reflected]], with a majority of them also being able to be [[absorb]]ed. If a projectile is reflected, ownership is changed to the opponent and all cases where ownership is relevant now applies to said opponent. There are some fringe cases where an object that looks like a projectile is not in practice, like {{SSBU|Sephiroth}}'s [[Gigaflare]] stops being a projectile upon exploding, but these cases are few and far between. Projectiles can vary greatly in size, shape, speed, and interaction depending on its intended purpose. | An object is considered a projectile when it fully separates from a character and is no longer fully controllable by the player, but still has a [[hitbox]]. A rule of thumb is that projectiles are able to be [[reflected]]ed, with a majority of them also being able to be [[absorb]]ed. If a projectile is reflected, ownership is changed to the opponent and all cases where ownership is relevant now applies to said opponent. There are some fringe cases where an object that looks like a projectile is not in practice, like {{SSBU|Sephiroth}}'s [[Gigaflare]] stops being a projectile upon exploding, but these cases are few and far between. Projectiles can vary greatly in size, shape, speed, and interaction depending on its intended purpose. | ||
The main purpose of a projectile is for long-range combat. A character with a projectile can attack opponents in a situation where they may not be able to attack back, giving a tangible advantage if the opponent is reckless. Projectiles are also great for applying pressure. In an effort to not be hit by a projectile, an opponent will either have to [[shield]] or dodge a specific way, both strategies carrying significant risks that can be exploited by a player well versed in matchup knowledge. | The main purpose of a projectile is for long-range combat. A character with a projectile can attack opponents in a situation where they may not be able to attack back, giving a tangible advantage if the opponent is reckless. Projectiles are also great for applying pressure. In an effort to not be hit by a projectile, an opponent will either have to [[shield]] or dodge a specific way, both strategies carrying significant risks that can be exploited by a player well versed in matchup knowledge. | ||