Reflection: Difference between revisions

13 bytes added ,  1 year ago
→‎Properties: Lucas’s f-smash has the same reflection property as Ness’s.
m (→‎List of reflectors: Witch Time is a pseudo-reflector. See associated notes.)
(→‎Properties: Lucas’s f-smash has the same reflection property as Ness’s.)
Tags: Reverted Mobile edit
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==Properties==
==Properties==
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, as well as the speed at which they travel back, and can also change their remaining active period (lifespan) to further adjust how much effective distance they can cover. Reflected projectiles also change ownership from the original user to the reflector, damaging the original user if they are hit. Projectiles can be reflected in any direction, and can be reflected multiple times to multiplicatively increase the damage dealt. A projectile can theoretically be reflected an infinite amount of times as long as it is active and will change ownership every time, though most reflecting attacks can only reflect projectiles up to a certain damage threshold before some kind of counter-measure activates.
To be reflected, a projectile must come into contact with an attack or object that reflects, such as the aptly-named [[Reflector]], [[Ness]] or [[Lucas]]'s [[forward smash]], or a character wearing a [[Franklin Badge]]. Most reflectors increase the damage done by projectiles, as well as the speed at which they travel back, and can also change their remaining active period (lifespan) to further adjust how much effective distance they can cover. Reflected projectiles also change ownership from the original user to the reflector, damaging the original user if they are hit. Projectiles can be reflected in any direction, and can be reflected multiple times to multiplicatively increase the damage dealt. A projectile can theoretically be reflected an infinite amount of times as long as it is active and will change ownership every time, though most reflecting attacks can only reflect projectiles up to a certain damage threshold before some kind of counter-measure activates.


In ''[[Super Smash Bros.]]'' and ''[[Super Smash Bros. Melee]]'', if a projectile is too strong for a reflector, the reflector breaks as if it was a [[shield]] and [[stun]]s the user. From ''[[Super Smash Bros. Brawl]]'' onward, the projectile simply ignores the reflector and hits the user. 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, they undergo a proportionally-substantial amount of lag due to being [[priority|outprioritized]].
In ''[[Super Smash Bros.]]'' and ''[[Super Smash Bros. Melee]]'', if a projectile is too strong for a reflector, the reflector breaks as if it was a [[shield]] and [[stun]]s the user. From ''[[Super Smash Bros. Brawl]]'' onward, the projectile simply ignores the reflector and hits the user. 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, they undergo a proportionally-substantial amount of lag due to being [[priority|outprioritized]].
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