Reflection: Difference between revisions

77 bytes added ,  4 years ago
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Changed some grammar errors and added a note that Snake's up special can't reflect.
m (Changed some grammar errors and added a note that Snake's up special can't reflect.)
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'''Reflection''' is a phenomenon wherein one [[fighter]] gains control of an enemy's projectile and uses it as their own attack. Most, but not all projectiles reverse direction upon being reflected, sending them back to their original users.
'''Reflection''' is a phenomenon wherein one [[fighter]] gains control of an enemy's projectile and uses it as their own attack. Most, but not all projectiles reverse direction upon being reflected, sending them back to their original users.


To be reflected, a projectile must come into contact with an attack or object that reflects, such as the aptly-named [[Reflector]], [[Ness]]'s [[forward smash]], or a character wearing a [[Franklin Badge]]. Most reflectors increase the damage done by projectiles, while some also increase their speed. Projectiles can be reflected from any direction, and can be reflected multiple times to multiplicatively increase the damage dealt.
To be reflected, a projectile must come into contact with an attack or object that reflects, such as the aptly-named [[Reflector]], [[Ness]]'s [[forward smash]], or a character wearing a [[Franklin Badge]]. Most reflectors increase the damage done by projectiles, while some also increase their speed. Projectiles can be reflected in any direction and can be reflected multiple times to multiplicatively increase the damage dealt.


In ''SSB64'' and ''Melee'', if a projectile is too strong for a reflector, the reflector breaks as if it was a [[shield]] and [[stun]]s its user. From ''Brawl'' onwards, the projectile simply ignores the reflector and hits its user anyway. In the case of Ness's or Lucas's forward smash, should the overpowered projectile collide with the move's hitbox without striking the user, he will undergo a proportionally-substantial amount of lag due to being [[priority|outprioritized]].
In ''SSB64'' and ''Melee'', if a projectile is too strong for a reflector, the reflector breaks as if it was a [[shield]] and [[stun]]s its user. From ''Brawl'' onwards, the projectile simply ignores the reflector and hits its user anyway. In the case of Ness's or Lucas's forward smash, should the overpowered projectile collide with the move's hitbox without striking the user, he will undergo a proportionally-substantial amount of lag due to being [[priority|outprioritized]].
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In ''Ultimate'', a visual indicator in the form of a flashing blue hexagon (referencing Fox's [[Reflector_(Fox)|Reflector]]) was added to all reflecting moves when struck by a projectile as an indicator that the item was reflected with the damage multiplier appended accordingly.
In ''Ultimate'', a visual indicator in the form of a flashing blue hexagon (referencing Fox's [[Reflector_(Fox)|Reflector]]) was added to all reflecting moves when struck by a projectile as an indicator that the item was reflected with the damage multiplier appended accordingly.
Oddly, Snake's up special is a projectile but it can't reflect the projectile.


==List of reflectors==
==List of reflectors==