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{{ArticleIcons|series=y}}
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[[File:Sephiroth Neutral B 3 SSBU.gif|thumb| Sephiroth's [[Gigaflare]] is an example of a projectile.]]
[[File:MarioFireballWiiU.jpg|thumb|Mario's [[fireball]] 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 [[item]]s. Almost all projectiles can be [[reflect]]ed, while others can also be [[absorb]]ed.
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 [[item]]s. Almost all projectiles can be [[reflect]]ed, while others can also be [[absorb]]ed.


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 [[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, and for the most part, one 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 [[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 outside of any weak points they may have — in fact, only [[Porky]], [[Meta Ridley]], and [[Tabuu]] do not. Projectiles are also generally [[special move]]s executed with the [[B]] button, but since ''[[Brawl]]'', some characters, such as {{SSBB|Snake}}, {{SSBB|Olimar}}, the {{SSB4|Villager}}, and {{SSB4|Mega Man}}, have [[standard attack]]s that are projectiles.
As projectiles are (in general) considered [[Specials: Indirect|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 move]]s executed with the [[B]] button, but since ''[[Brawl]]'', some characters, such as {{SSBB|Snake}}, {{SSBB|Olimar}}, the {{SSB4|Villager}}, and {{SSB4|Mega Man}}, have [[standard attack]]s that are projectiles.
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|{{b|Banana Peel|move}}||{{y}}||{{n}}||Produces a [[Banana Peel]].
|{{b|Banana Peel|move}}||{{y}}||{{n}}||Produces a [[Banana Peel]].
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|[[Rocketbarrel Boost]] (when the barrels come off)||{{y}}||{{n}}{{GameIcon|SSBB}}<br>{{y}}{{GameIcon|SSB4}}{{GameIcon|SSBU}}||Has a random trajectory. Cannot be shielded. The barrels explode when crashing into the stage, which can be absorbed in ''SSB4''.
|[[Rocketbarrel Boost]] (when the barrels come off)||{{y}}||{{n}}{{GameIcon|SSBB}}<br>{{y}}{{GameIcon|SSB4}}||Has a random trajectory. Cannot be shielded. The barrels explode when crashing into the stage, which can be absorbed in ''SSB4''.
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|[[Dr. Mario]]||[[Megavitamins]]||{{y}}||{{y}}{{GameIcon|SSBM}}<br>{{n}}{{GameIcon|SSB4}}{{GameIcon|SSBU}}||Affected by gravity, and bounces on the ground.
|[[Dr. Mario]]||[[Megavitamins]]||{{y}}||{{y}}{{GameIcon|SSBM}}<br>{{n}}{{GameIcon|SSB4}}||Affected by gravity, and bounces on the ground.
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|rowspan="3"|[[Duck Hunt]]||[[Trick Shot]]||{{y}}||{{y}}||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.
|rowspan="3"|[[Duck Hunt]]||[[Trick Shot]]||{{y}}||{{y}}||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.
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|[[Razor Leaf]]||{{y}}||{{n}}||Goes farther if the control stick is flicked.
|[[Razor Leaf]]||{{y}}||{{n}}||Goes farther if the control stick is flicked.
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|rowspan="2"|[[Joker]]||[[Eiha/Eigaon]]||{{y}}||{{y}}||A slow-moving projectile which does a small amount of damage when it connects, but deals continuous damage for a short amount of time.
|[[Joker]]||[[Eiha/Eigaon]]||{{y}}||{{y}}||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.
With [[Arsène]] active, the move becomes Eigaon, which covers more distance and travels faster. It also does more continuous damage.
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|[[Grappling Hook]]||{{y}}||{{n}}||Reflectors will block the Grappling Hook, but will not harm Joker.
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|[[Kazuya]]||[[Devil Blaster]]||{{y}}||{{y}}||A long ranged projectile that can fire straight ahead, or it can be angled upward or downward.
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|[[Ken]]||[[Hadoken]]||{{y}}||{{y}}||A slow, blue energy projectile. Input Hadoken is larger and deals more damage.
|[[Ken]]||[[Hadoken]]||{{y}}||{{y}}||A slow, blue energy projectile. Input Hadoken is larger and deals more damage.
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|rowspan="2"|[[Luigi]]||[[Fireball]]||{{y}}||{{y}}||Follows a straight trajectory.
|rowspan="2"|[[Luigi]]||[[Fireball]]||{{y}}||{{y}}||Follows a straight trajectory.
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|[[Grab aerial]] {{GameIcon|SSBU}} (after the plunger is shot out)||{{n}}||{{n}}||Travels downward. The hitbox is active until the plunger either hits the ground or disappears.
|[[Grab aerial]] (after the plunger is shot out)||{{n}}||{{n}}||Travels downward. The hitbox is active until the plunger either hits the ground or disappears.
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|rowspan="2"|[[Mario]]||[[Fireball]]||{{y}}||{{y}}||Affected by gravity, and bounces on the ground.
|rowspan="2"|[[Mario]]||[[Fireball]]||{{y}}||{{y}}||Affected by gravity, and bounces on the ground.
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|[[PK Thunder]]||{{y}}||{{y}}||Controllable.
|[[PK Thunder]]||{{y}}||{{y}}||Controllable.
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|rowspan="3"|[[Olimar]]||All smash attacks||{{n}}{{GameIcon|SSBB}}<br>{{y}}{{GameIcon|SSB4}}{{GameIcon|SSBU}}||{{n}}||rowspan="3"|All of Olimar's Pikmin attacks—namely, his [[smash attack]]s, directional [[aerial]]s, [[grab]]s, [[throw]]s, [[Pikmin Chain]] in ''Brawl'', and [[Pikmin Throw]]—are considered projectiles due to the Pikmin being the active object, not Olimar.
|rowspan="3"|[[Olimar]]||All smash attacks||{{y}}||{{n}}||rowspan="3"|All of Olimar's Pikmin attacks—namely, his [[smash attack]]s, directional [[aerial]]s, [[grab]]s, [[throw]]s, [[Pikmin Chain]] in ''Brawl'', and [[Pikmin Throw]]—are considered projectiles due to the Pikmin being the active object, not Olimar.
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|[[Pikmin Throw]]||{{y}}||{{n}}
|[[Pikmin Throw]]||{{y}}||{{n}}
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|rowspan="2"|[[Piranha Plant]]||[[Ptooie]]||{{y}}||{{n}}||
|rowspan="2"|[[Piranha Plant]]||[[Ptooie]]||{{y}}||{{n}}||
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|[[Poison Breath]]||{{y}}||{{n}}||Does not cause flinching.
|[[Poison Breath]]||{{y}}||{{y}}||Does not cause flinching.
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|[[Pit]]||[[Palutena Bow]]||{{y}}||{{y}}||Chargeable and controllable. Can be held for a limited time, and can be aimed up.
|[[Pit]]||[[Palutena Bow]]||{{y}}||{{y}}||Chargeable and controllable. Can be held for a limited time, and can be aimed up.
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|rowspan="2"|[[Rosalina]]||[[Luma Shot]]||{{y}}||{{n}}||When distanced, Luma can be called back.
|rowspan="2"|[[Rosalina]]||[[Luma Shot]]||{{y}}||{{n}}||When distanced, Luma can be called back.
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|[[Star Bits]] ||{{y}}*{{GameIcon|SSB4}}<br>{{y}}{{GameIcon|SSBU}}||{{y}}*{{GameIcon|SSB4}}<br>{{y}}{{GameIcon|SSBU}}||*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.
|[[Star Bits]]{{GameIcon|SSBU}} ||{{y}}*||{{y}}*||*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.
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|[[Ryu]]||[[Hadoken]]||{{y}}||{{y}}||A slow, blue energy projectile. Input Hadoken is larger and deals more damage. Shakunetsu Hadoken is orange, fiery, and deals multiple hits.
|[[Ryu]]||[[Hadoken]]||{{y}}||{{y}}||A slow, blue energy projectile. Input Hadoken is larger and deals more damage. Shakunetsu Hadoken is orange, fiery, and deals multiple hits.
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|[[Missile]]||{{y}}||{{n}}||Can fire a homing missile or super missile.
|[[Missile]]||{{y}}||{{n}}||Can fire a homing missile or super missile.
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|{{b|Bomb|Samus}}||{{y}}||{{n}}{{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSBB}}<br>{{y}}{{GameIcon|SSB4}}{{GameIcon|SSBU}}||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.
|{{b|Bomb|Samus}}||{{y}}||{{n}}{{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSBB}}<br>{{y}}{{GameIcon|SSB4}}||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.
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|rowspan="3"|[[Sephiroth]]||[[Flare / Megaflare / Gigaflare]]||{{y}}||{{y}}||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.
|rowspan="3"|[[Sephiroth]]||[[Flare / Megaflare / Gigaflare]]||{{y}}||{{y}}||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.
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|rowspan="3"|[[Sheik]]||[[Needle Storm]]||{{y}}||{{n}}||Can be tilted up and down. Can be charged forever, but only six needles can be held and fired.
|rowspan="3"|[[Sheik]]||[[Needle Storm]]||{{y}}||{{n}}||Can be tilted up and down. Can be charged forever, but only six needles can be held and fired.
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|[[Vanish]]||{{n}}||{{n}}{{GameIcon|SSBM}}{{GameIcon|SSBB}}<br>{{y}}{{GameIcon|SSB4}}{{GameIcon|SSBU}}||Considered a projectile because the explosion and hitbox do not follow Sheik.
|[[Vanish]]||{{n}}||{{n}}{{GameIcon|SSBM}}{{GameIcon|SSBB}}<br>{{y}}{{GameIcon|SSB4}}||Considered a projectile because the explosion and hitbox do not follow Sheik.
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|[[Burst Grenade]]||{{y}}||{{y}}||Only the explosion can be absorbed.
|[[Burst Grenade]]||{{y}}||{{y}}||Only the explosion can be absorbed.
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||[[Sonic]]||[[Spring Jump]] (aerial usage)||{{n}}||{{n}}||&nbsp;
||[[Sonic]]||[[Spring Jump]] (aerial usage)||{{n}}||{{n}}||&nbsp;
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||[[Sora]]||[[Magic]]||{{y}}||{{y}}||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.
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|[[Squirtle]]||[[Water Gun]]||{{y}}||{{n}}||When charged, [[push]]es opponents and does no damage unless uncharged. Can be tilted up and down.
|[[Squirtle]]||[[Water Gun]]||{{y}}||{{n}}||When charged, [[push]]es opponents and does no damage unless uncharged. Can be tilted up and down.
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|[[Phantom Slash]]||{{y}}||{{n}}||
|[[Phantom Slash]]||{{y}}||{{n}}||
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|rowspan="2"|[[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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|[[Power Suit Piece|Power Suit Pieces]] ||{{y}}||{{n}}||Exclusive to her appearance 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.
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