Projectile: Difference between revisions

Lucario and Lucas were in the wrong alphabetical order. LucaRio comes before LucaS.
(Lucario and Lucas were in the wrong alphabetical order. LucaRio comes before LucaS.)
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A majority of characters have at least one projectile attack, while some have two or even three. 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.
A majority of characters have at least one projectile attack, while some have two or even three. 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 - in fact, only [[Porky]], [[Meta Ridley]], and [[Tabuu]] do not.
As projectiles are (in general) considered [[Specials: Indirect|indirect attacks]], the vast majority of enemies in the [[Subspace Emissary]] resist them - in fact, only [[Porky]], [[Meta Ridley]], and [[Tabuu]] do not. Projectiles are also generally [[special move]]s executed with the [[B]] button, but some characters, including, {{SSBB|Snake}}, the {{SSB4|Villager}}, and {{SSB4|Mega Man}} have [[smash attack]]s that are projectiles.


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|[[Bowser]]||[[Fire Breath]]||{{y}}||{{y}}||Size and length decreases as Bowser continues to breathe, releasing the move slowly recharges it.
|[[Bowser]]||[[Fire Breath]]||{{y}}||{{y}}||Size and length decreases as Bowser continues to breathe, releasing the move slowly recharges it.
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|[[Captain Falcon]]||colspan="4"|None.
|[[Captain Falcon]]||colspan="4"|—
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|rowspan="3"|[[Diddy Kong]]||[[Peanut Popgun]]||{{y}}||{{n}}||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.
|rowspan="3"|[[Diddy Kong]]||[[Peanut Popgun]]||{{y}}||{{n}}||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.
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|[[Rocketbarrel Boost]] (when the barrels come off)||{{y}}||{{n}}||Has a random trajectory. Cannot be shielded.
|[[Rocketbarrel Boost]] (when the barrels come off)||{{y}}||{{n}}||Has a random trajectory. Cannot be shielded.
|-
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|[[Donkey Kong]]||colspan="4"|None.
|[[Donkey Kong]]||colspan="4"|—
|-
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|[[Dr. Mario]]||[[Megavitamins]]||{{y}}||{{n}}||Affected by gravity, bounces on the ground.
|[[Dr. Mario]]||[[Megavitamins]]||{{y}}||{{n}}||Affected by gravity, bounces on the ground.
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|[[Fox]]||[[Blaster (Fox)|Blaster]]||{{y}}||{{y}}||Follows straight trajectory. Does not cause [[flinch]]ing (except in ''Smash 64''). The lasers are also used in Fox's back, down and up throws in ''Melee'' and ''Brawl'' (can also be absorbed and reflected).
|[[Fox]]||[[Blaster (Fox)|Blaster]]||{{y}}||{{y}}||Follows straight trajectory. Does not cause [[flinch]]ing (except in ''Smash 64''). The lasers are also used in Fox's back, down and up throws in ''Melee'' and ''Brawl'' (can also be absorbed and reflected).
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|[[Ganondorf]]||colspan="4"|None.
|[[Ganondorf]]||colspan="4"|—
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|[[Greninja]] ||[[Water Shuriken]]||{{Indeterminate}}||{{Indeterminate}}||
|-
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|rowspan="2"|[[Ice Climbers]]||[[Ice Shot]]||{{y}}||{{y}}[[Image:SSBM Icon.png|16px|link=Melee]]<br>{{n}}[[Image:SSBB Icon.png|16px|link=Brawl]]||Bounces off shields, causing it to travel the other direction. Hugs the ground, following straight trajectory.
|rowspan="2"|[[Ice Climbers]]||[[Ice Shot]]||{{y}}||{{y}}[[Image:SSBM Icon.png|16px|link=Melee]]<br>{{n}}[[Image:SSBB Icon.png|16px|link=Brawl]]||Bounces off shields, causing it to travel the other direction. Hugs the ground, following straight trajectory.
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|[[Blizzard]]||{{y}}||{{y}}||&nbsp;
|[[Blizzard]]||{{y}}||{{y}}||&nbsp;
|-
|-
|[[Ike]]||colspan="4"|None.
|[[Ike]]||colspan="4"|&mdash;
|-
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|[[Jigglypuff]]||colspan="4"|None.
|[[Jigglypuff]]||colspan="4"|&mdash;
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|rowspan="3"|[[King Dedede]]||[[Inhale]] (spit-out character)||{{n}}||{{n}}||Spits in straight trajectory.  
|rowspan="3"|[[King Dedede]]||[[Inhale]] (spit-out character)||{{n}}||{{n}}||Spits in straight trajectory.  
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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="3"|[[Kirby]]||[[Inhale]] (spit-out character)||{{n}}||{{n}}||Spits in straight trajectory.
|rowspan="3"|[[Kirby]]||[[Inhale]] (spit-out character and swallow)||{{y}}||{{n}}||The character that's been 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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|[[Final Cutter]]'s shock wave||{{y}}||{{y}}||Produces a wave after Kirby touches the ground, hugging it and following a straight trajectory.
|[[Final Cutter]]'s shock wave||{{y}}||{{y}}||Produces a wave after Kirby touches the ground, hugging it and following a straight trajectory.
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|-
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|[[Bow]]/[[Hero's Bow]]||{{y}}||{{n}}||Can be charged, and held forever before releasing. The charge affects the firing speed and distance. Affected by gravity, stops moving when it hits the ground.
|[[Bow]]/[[Hero's Bow]]||{{y}}||{{n}}||Can be charged, and held forever before releasing. The charge affects the firing speed and distance. Affected by gravity, stops moving when it hits the ground.
|-
|rowspan="2"|[[Lucario]]||[[Aura Sphere]]||{{y}}||{{y}}||Waves up and down slightly; moves perfectly straight when fully charged. Can be held forever (damages foes who touch the Aura).
|-
|[[Force Palm]]'s aura||{{y}}||{{y}}||In very close distance, acts as a throw instead.
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|rowspan="3"|[[Lucas]]||[[PK Freeze]]||{{y}}||{{y}}||Affected by gravity and can be tilted forward and backwards.
|rowspan="3"|[[Lucas]]||[[PK Freeze]]||{{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.
|-
|rowspan="2"|[[Lucario]]||[[Aura Sphere]]||{{y}}||{{y}}||Waves up and down slightly; moves perfectly straight when fully charged. Can be held forever (damages foes who touch the Aura).
|-
|[[Force Palm]]'s aura||{{y}}||{{y}}||In very close distance, acts as a throw instead.
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|[[Luigi]]||[[Fireball]]||{{y}}||{{y}}||Follows straight trajectory.
|[[Luigi]]||[[Fireball]]||{{y}}||{{y}}||Follows straight trajectory.
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|[[F.L.U.D.D.]]||{{y}}||{{n}}||[[Push]]es opponents and does no damage. Can be tilted up and down.
|[[F.L.U.D.D.]]||{{y}}||{{n}}||[[Push]]es opponents and does no damage. Can be tilted up and down.
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|[[Marth]]||colspan="4"|None.
|[[Marth]]||colspan="4"|&mdash;
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|[[Meta Knight]]||colspan="4"|None.
|[[Meta Knight]]||colspan="4"|&mdash;
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|rowspan="2"|[[Mewtwo]]||[[Shadow Ball]]||{{y}}||{{y}}||Huge recoil when used fully charged. Waves up and down slightly. Can be held forever (damages foes who touch the ball during charging). Small Shadow Balls are launched during Mewtwo's forward throw (which can also be absorbed).
|rowspan="2"|[[Mewtwo]]||[[Shadow Ball]]||{{y}}||{{y}}||Huge recoil when used fully charged. Waves up and down slightly. Can be held forever (damages foes who touch the ball during charging). Small Shadow Balls are launched during Mewtwo's forward throw (which can also be absorbed).
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|[[PK Thunder]]||{{y}}||{{y}}||Controllable.
|[[PK Thunder]]||{{y}}||{{y}}||Controllable.
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|rowspan="3"|[[Olimar]]||[[Pikmin Throw]]||{{y}}||{{n}}||Pikmin latch onto target (unless it's a Purple, in which case the target will be knocked away).
|[[Olimar]]||colspan="4"|All of Olimar's Pikmin attacks - namely, his [[smash attack]]s, directional [[aerial]]s, [[grab]]s, [[throw]]s, [[Pikmin Chain]], and [[Pikmin Throw]] - are considered projectiles due to the Pikmin being the active object, not Olimar.
|-
|[[Pikmin Chain]]||{{n}}||{{n}}||&nbsp;
|-
|colspan="4"|All of Olimar's Pikmin attacks - namely, his [[smash attack]]s, directional [[aerial]]s, [[grab]]s, and [[throw]]s - are considered projectiles due to the Pikmin being the active object, not Olimar.
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|-
|rowspan="2"|[[Peach]]||[[Toad]]||{{y}}||{{y}}||The spores produced on a successful counterattack are projectiles.
|rowspan="2"|[[Peach]]||[[Toad]]||{{y}}||{{y}}||The spores produced on a successful counterattack are projectiles.
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|rowspan="2"|[[Pichu]]||[[Thunder Jolt]]||{{y}}||{{y}}||Causes 1% [[recoil damage]]. Hugs the stage.
|rowspan="2"|[[Pichu]]||[[Thunder Jolt]]||{{y}}||{{y}}||Causes 1% [[recoil damage]]. Hugs the stage.
|-
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|[[Thunder]]||{{y}}||{{y}}||Causes 3% recoil damage if the bolt hits Pichu.
|{{b|Thunder|Pokémon}}||{{y}}||{{y}}||Causes 3% recoil damage if the bolt hits Pichu.
|-
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|rowspan="2"|[[Pikachu]]||[[Thunder Jolt]]||{{y}}||{{y}}||Hugs the stage, can travel up walls, along ceilings, and below the edge (except in SSB). Has diagonal trajectory in the air.
|rowspan="2"|[[Pikachu]]||[[Thunder Jolt]]||{{y}}||{{y}}||Hugs the stage, can travel up walls, along ceilings, and below the edge (except in SSB). Has diagonal trajectory in the air.
|-
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|[[Thunder]]||{{y}}||{{y}}||Cannot go through platforms above Pikachu.
|{{b|Thunder|Pokémon}}||{{y}}||{{y}}||Cannot go through platforms above Pikachu.
|-
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|[[Pit]]||[[Palutena's Arrow]]||{{y}}||{{n}}||Chargeable and controllable. Can be held for a limited time, and can be aimed up.
|[[Pit]]||[[Palutena's Arrow]]||{{y}}||{{n}}||Chargeable and controllable. Can be held for a limited time, and can be aimed up.
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|[[Gyro]]||{{y}}||{{n}}||Produces a Gyro item.
|[[Gyro]]||{{y}}||{{n}}||Produces a Gyro item.
|-
|-
|[[Roy]]||colspan="4"|None.
|[[Roy]]||colspan="4"|&mdash;
|-
|-
|rowspan="3"|[[Samus]]||[[Charge Shot]]||{{y}}||{{y}}||Follows straight trajectory; chargeable. In ''Smash 64'', it can go on for an infinite distance. In ''Melee'' and ''Brawl'', it will disappear if it doesn't hit anything for a few seconds.
|rowspan="3"|[[Samus]]||[[Charge Shot]]||{{y}}||{{y}}||Follows straight trajectory; chargeable. In ''Smash 64'', it can go on for an infinite distance. In ''Melee'' and ''Brawl'', it will disappear if it doesn't hit anything for a few seconds.
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|rowspan="2"|[[Zelda]]||[[Din's Fire]]||{{y}}||{{y}}||Reflectors cannot affect the projectile as it is travelling, but they will reflect the explosion.
|rowspan="2"|[[Zelda]]||[[Din's Fire]]||{{y}}||{{y}}||Reflectors cannot affect the projectile as it is travelling, but they will reflect the explosion.
|-
|-
|Phantom Armor||{{y}}||{{Indeterminate|25}}||Confirmed to be a reflectable projectile, not yet known if it's absorbable.
|[[Phantom Slash]]||{{y}}||{{Indeterminate|25}}||Confirmed to be a reflectable projectile, not yet known if it's absorbable.
|-
|-
|[[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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