Projectile: Difference between revisions
SacredFire37 (talk | contribs) (→Projectiles used by characters: Olimar's smash attacks can't be reflected in Brawl) Tag: Mobile edit |
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|{{b|Banana Peel|move}}||{{y}}||{{n}}||Produces a [[Banana Peel]]. | |{{b|Banana Peel|move}}||{{y}}||{{n}}||Produces a [[Banana Peel]]. | ||
|- | |- | ||
|[[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''. | |[[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''. | ||
|- | |- | ||
|[[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}}{{GameIcon|SSBU}}||Affected by gravity, and bounces on the ground. | ||
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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. | ||
|- | |- | ||
|[[Star Bits]]{{GameIcon|SSBU}} ||{{y}}*| | |[[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. | ||
|- | |- | ||
|[[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. | ||
|- | |- | ||
|{{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. | |{{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. | ||
|- | |- | ||
|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. | ||
|- | |- | ||
|[[Vanish]]||{{n}}||{{n}}{{GameIcon|SSBM}}{{GameIcon|SSBB}}<br>{{y}}{{GameIcon|SSB4}}||Considered a projectile because the explosion and hitbox do not follow Sheik. | |[[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. | ||
|- | |- | ||
|[[Burst Grenade]]||{{y}}||{{y}}||Only the explosion can be absorbed. | |[[Burst Grenade]]||{{y}}||{{y}}||Only the explosion can be absorbed. | ||
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|rowspan="2"|[[Zero Suit Samus]]||[[Paralyzer]]||{{y}}||{{y}}||Stuns opponent in place. Chargeable for a limited amount of time. | |rowspan="2"|[[Zero Suit Samus]]||[[Paralyzer]]||{{y}}||{{y}}||Stuns opponent in place. Chargeable for a limited amount of time. | ||
|- | |- | ||
|[[Power Suit Piece]] | |[[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. | 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. |
Latest revision as of 01:26, November 29, 2024
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 items. Almost all projectiles can be reflected, while others can also be absorbed.
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 approaching and camping 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 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 moves executed with the B button, but since Brawl, some characters, such as Snake, Olimar, the Villager, and Mega Man, have standard attacks that are projectiles.
Projectiles used by characters[edit]
This table includes all non-Final Smash projectiles for every character, as well as some important properties of each. Note that, while a projectile may not be absorbable, that does not exclude the ability to be Pocketed.
Character | Projectiles | Reflectable | Absorbable | Unique/Special Properties |
---|---|---|---|---|
Banjo & Kazooie | Egg Firing / Breegull Blaster | |||
Shock Spring Jump (aerial usage) | ||||
Rear Egg | The explosions can be absorbed | |||
Bayonetta | Bullet Climax | Chargeable, though that only affects the first two shots. Pressing the special move button repeatedly causes her to continue firing. | ||
Bowser | Fire Breath | Size and length decreases as Bowser continues to breathe, and releasing the special move button causes the move to passively charge up over time | ||
Bowser Jr. | Mechakoopa | |||
Abandon Ship! | The Clown Car becomes a projectile after being abandoned. | |||
Clown Cannon | ||||
Byleth | Failnaught | / | Only the max charged arrows can be absorbed. | |
Charizard | Flamethrower | Can be tilted up and down. Can be held forever, but fire length gradually decreases. | ||
Rock Smash fragments | ||||
Cloud | Blade Beam | |||
Corrin | Dragon Fang Shot | Only the projectile attack can be absorbed. Can be charged to change size and damage. | ||
Daisy | Toad | The spores produced on a successful counterattack are projectiles. | ||
Vegetable | Produces a vegetable item, and rarely Bob-ombs or Mr. Saturns. | |||
Dark Pit | Silver Bow | Chargeable and controllable. Can be held for a slightly limited time, and can be aimed up. | ||
Dark Samus | Charge Shot | Follows straight trajectory; chargeable. Can be charged while on the ground or in midair. Fired at a lower elevation compared to Samus. | ||
Missile | Can fire a homing missile or super missile. | |||
Bomb | Detonates either instantly upon contact with an opponent or after a set period of time. | |||
Diddy Kong | Peanut Popgun | 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. The overcharge explosion in SSB4 cannot be reflected or absorbed. | ||
Banana Peel | Produces a Banana Peel. | |||
Rocketbarrel Boost (when the barrels come off) | Has a random trajectory. Cannot be shielded. The barrels explode when crashing into the stage, which can be absorbed in SSB4. | |||
Dr. Mario | Megavitamins | Affected by gravity, and bounces on the ground. | ||
Duck Hunt | Trick Shot | 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. | ||
Clay Shooting | The clay pigeon is shot if the special move button is pressed, and the resulting explosion of the pigeon can be absorbed. If hit by an attack (including ones that normally would reflect projectiles), then it breaks automatically. | |||
Wild Gunman | ||||
Falco | Blaster | Follows a straight trajectory, and causes flinching. The lasers are also used in his back, up, and down throws, and can also be reflected and absorbed in said moves. | ||
Reflector | Considered a projectile in Brawl and SSB4. Reflectors do not affect the trajectory, but they will reflect the hitbox. | |||
Up throw (blaster) | The lasers fired from the blaster are projectiles | |||
Back throw (blaster) | The lasers fired from the blaster are projectiles | |||
Down throw (blaster) | The lasers fired from the blaster are projectiles | |||
Fox | Blaster | Follows a straight trajectory, and does not cause flinching (except in Smash 64). The lasers are also used in Fox's back, up and down throws from Melee onward, and can also be reflected and absorbed in said moves. | ||
Up throw (blaster) | The lasers fired from the blaster are projectiles | |||
Back throw (blaster) | The lasers fired from the blaster are projectiles | |||
Down throw (blaster) | The lasers fired from the blaster are projectiles | |||
Greninja | Water Shuriken | |||
Hydro Pump | Does not cause flinching. | |||
Hero | Frizz/Frizzle/Kafrizz | |||
Woosh/Swoosh/Kaswoosh | ||||
Command Selection (Snooze) | Puts opponents to sleep | |||
Command Selection (Sizz) | ||||
Command Selection (Sizzle) | ||||
Command Selection (Bang) | ||||
Command Selection (Kaboom) | ||||
Command Selection (Whack) | Can instantly KO opponents | |||
Command Selection (Thwack) | Can instantly KO opponents | |||
Ice Climbers | Ice Shot | Bounces off shields, causing it to travel the other direction. Hugs the ground, following a straight trajectory. | ||
Blizzard | ||||
Inkling | Splattershot | Requires ink to use. | ||
Splat Bomb | A projectile that explodes after a fixed time. The bomb needs a certain amount of ink to be activated, and if the Ink Tank does not have enough ink, Inkling cannot throw a bomb. Its trajectory can be controlled by how long the player holds the special button. | |||
Isabelle | Dash attack | Trips and drops a small pot. | ||
Forward aerial | Fires a slingshot pellet. | |||
Back aerial | Fires a slingshot pellet. | |||
Lloid Trap | Planted in the ground and shoots out vertically. Activates when someone steps over it. | |||
Ivysaur | Bullet Seed | Can be held for limited time. | ||
Razor Leaf | Goes farther if the control stick is flicked. | |||
Joker | Eiha/Eigaon | 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. | ||
Grappling Hook | Reflectors will block the Grappling Hook, but will not harm Joker. | |||
Kazuya | Devil Blaster | A long ranged projectile that can fire straight ahead, or it can be angled upward or downward. | ||
Ken | Hadoken | A slow, blue energy projectile. Input Hadoken is larger and deals more damage. | ||
King Dedede | Inhale (spit-out character) | Spits in a straight trajectory. | ||
Waddle Dee Toss | / | / | Affected by gravity, and can be angled up or down, and shortened or lengthened. Waddle Doos' Beam Whip can be reflected or absorbed, Gordos and thrown items can be reflected, while tossed Waddle Dees and Waddle Doos cannot. | |
Gordo Throw | Can be reflected by any attack that deals at least 2%. | |||
Super Dedede Jump (stars produced) | ||||
King K. Rool | Blunderbuss | Can be sucked back in, and be shot again in certain directions. If a Kannonball hits something, it'll fall down and retain its hitbox until it disappears. | ||
Crownerang | Tries to return to King K. Rool. Grants King K. Rool damage based armor (12%) starting at frame 6 that lasts up until the move ends. Crown will always try travel in its general direction, and can't be stopped by other attacks, but it can still be reflected. If King K. Rool fails to catch the crown, it'll become an item that can be picked up by other players. The move can't be used again until King K. Rool retrieves the crown. | |||
Kirby | Inhale (spit-out character and swallow) | The character 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. | ||
Final Cutter (shock wave) | Produces a wave after Kirby touches the ground, hugging it and following a straight trajectory. | |||
May copy another character's neutral special projectile. | ||||
Link | Forward smash | Shoots a spinning Sword Beam, which only comes out when Link is at 0% damage. | ||
Boomerang/Gale Boomerang | Tries to return to Link. Can be angled. In Brawl and SSB4, it produces a windbox effect on return. | |||
Bomb | Produces a Bomb, which acts as an item. It explodes after seven seconds, and can deal self-damage. | |||
Bow/Hero's Bow/Bow and Arrows | Can be charged, and held forever (or for three seconds in Ultimate) before releasing. The charge affects the firing speed and distance. Affected by gravity, and stops moving when it hits the ground. In Ultimate, arrows dropped on the ground or attached to a wall become throwable items, and two arrows can be fired at once if Link uses his neutral special while holding an arrow. | |||
Remote Bomb | A bomb that bounces off opponents and has to be detonated by pressing down special again. Cannot be detonated when held or during special fall. | |||
Lucario | Aura Sphere | Waves up and down slightly; moves perfectly straight when fully charged. Can be held indefinitely, which damages foes who touch the projectile. | ||
Force Palm's aura | At close range, grabs the opponent instead of spawning a projectile. | |||
Lucas | PK Freeze | Affected by gravity, and can be tilted forward or backward. | ||
PK Fire | Travels directly forward, and disappears after about 3/8 of the way across Final Destination. | |||
PK Thunder | Controllable. | |||
Luigi | Fireball | Follows a straight trajectory. | ||
Grab aerial (after the plunger is shot out) | Travels downward. The hitbox is active until the plunger either hits the ground or disappears. | |||
Mario | Fireball | Affected by gravity, and bounces on the ground. | ||
F.L.U.D.D. | Pushes opponents while not inflicting any damage. Can be tilted up or down. | |||
Mega Man | Neutral attack, forward tilt and neutral aerial | Fires up to three shots. | ||
Forward smash | ||||
Up aerial | Hits opponents repeatedly and pushes them upward. | |||
Down aerial | Meteor smashes opponents. | |||
Metal Blade | ||||
Crash Bomber | Can be passed from player to player much like a Gooey Bomb. Explosion can be absorbed. | |||
Leaf Shield | Can only be reflected when Mega Man fires the leaves. | |||
Mewtwo | Shadow Ball | Huge recoil when used fully charged. Waves up and down slightly. Can be held forever, and in Melee, it damages foes who touch the ball during charging. Small Shadow Balls are launched during Mewtwo's forward throw (which can also be absorbed). | ||
Disable | ||||
Forward throw (shadow balls) | The shadow balls fired are projectiles | |||
Mii Brawler | Shot Put | |||
Mii Gunner | Forward aerial | |||
Charge Blast | ||||
Laser Blaze | ||||
Grenade Launch | Can be charged for longer distance. The multi-hitting explosion can be absorbed, but the hit right before it cannot. | |||
Flame Pillar | ||||
Stealth Burst | Reflectors cannot affect the projectile as it is travelling, but they will reflect the explosion. | |||
Gunner Missile | ||||
Lunar Launch | ||||
Bomb Drop | Detonates instantly upon contact with an opponent. The explosion can be absorbed, but the hit right before it cannot. | |||
Up throw (shots) | The shots fired from the arm cannon is a projectile | |||
Back throw (shots) | The shots fired from the arm cannon is a projectile | |||
Mii Swordfighter | Gale Strike | |||
Shuriken of Light | ||||
Chakram | ||||
Min Min | Punch (Ramram) | When attacking with the Ramram, the chakram projectile is flung in an upward circle that goes away from and returns towards Min Min. | ||
Mr. Game & Watch | Chef | Random trajectory. In Brawl, the projectiles created by Kirby copying this move can be absorbed, unlike the Mr. Game & Watch version. | ||
Forward aerial | Travels directly downward, and activates after either half a second or upon contact with the stage. | |||
Up aerial | Hits opponents repeatedly and pushes them upward. | |||
Mythra | Ray of Punishment / Chroma Dust | After leaping in the air, fires a blast of light, or a fan of smaller light beams if the attack button is pressed a second time. | ||
Ness | PK Flash | Affected by gravity and can be tilted forward and backwards. | ||
PK Fire | Creates gravity-affected fire pillar on impact. Trajectory changes when used in midair. | |||
PK Thunder | Controllable. | |||
Olimar | All smash attacks | All of Olimar's Pikmin attacks—namely, his smash attacks, directional aerials, grabs, throws, Pikmin Chain in Brawl, and Pikmin Throw—are considered projectiles due to the Pikmin being the active object, not Olimar. | ||
Pikmin Throw | ||||
All other Pikmin-based attacks | ||||
Pac-Man | Bonus Fruit | Effects change depending on the object thrown. All have a hurtbox which means they can take knockback. | ||
Fire Hydrant | Reflectable while airborne. Water produced by the hydrant is also reflectable. | |||
Palutena | Autoreticle | Targets opponents; does not fire any projectiles if there are no targets in range. | ||
Explosive Flame | Produces a multi-hitting explosion a set distance away from Palutena. | |||
Celestial Firework | Flies straight upward from the ground. | |||
Peach | Toad | The spores produced on a successful counterattack are projectiles. | ||
Vegetable | Produces a vegetable item, and rarely Bob-ombs, Mr. Saturns, or in Melee and Brawl, Beam Swords. | |||
Pichu | Thunder Jolt | Causes 1% recoil damage (0.7% in Ultimate). Hugs the stage. | ||
Thunder | Causes 3% recoil damage (3.5% in Ultimate) if the bolt hits Pichu. | |||
Pikachu | Thunder Jolt | Hugs the stage, can travel up walls, along ceilings, and below the edge (except in SSB). Has a diagonal trajectory in the air. | ||
Thunder | Cannot go through platforms above Pikachu. | |||
Piranha Plant | Ptooie | |||
Poison Breath | Does not cause flinching. | |||
Pit | Palutena Bow | Chargeable and controllable. Can be held for a limited time, and can be aimed up. | ||
Pyra | Blazing End | Throws her sword in a spinning motion. While the sword is out, she cannot use any attack. | ||
Richter | Axe | Travels in a parabolic arc. | ||
Cross | Tries to return to Richter. Goes farther by flicking the control stick | |||
Holy Water | Drops diagonally downwards. Can be caught and used as a regular item that can be used against Richter. | |||
Ridley | Plasma Breath | Consists of five projectiles that increase in size and damage when charged. Affected by gravity, bounces on the ground. | ||
R.O.B. | Robo Beam | Can reflect off surfaces at certain angles, can be tilted up and down. Charges automatically. | ||
Gyro | Produces a Gyro item. Has a hurtbox. | |||
Robin | Discarded Levin Sword and tomes | Discarded weapons act as projectiles and throwable items. | ||
Thunder | Properties change depending on charge level. | |||
Arcfire | Bursts into a column of flame on impact. | |||
Elwind | Can meteor smash opponents. | |||
Rosalina | Luma Shot | When distanced, Luma can be called back. | ||
Star Bits | * |
* |
*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. | |
Ryu | Hadoken | A slow, blue energy projectile. Input Hadoken is larger and deals more damage. Shakunetsu Hadoken is orange, fiery, and deals multiple hits. | ||
Samus | Charge Shot | Follows straight trajectory; chargeable. In Smash 64, it can go on for an infinite distance. From Melee onward, it will disappear if it doesn't hit anything for a few seconds. In Ultimate, the move can now be charged in midair, or be cancelled by jumping or air dodging, as with other chargeable moves. | ||
Missile | Can fire a homing missile or super missile. | |||
Bomb | 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. | |||
Sephiroth | Flare / Megaflare / Gigaflare | 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. | ||
Shadow Flare | Characters who get hit by the initial beam will be circled by balls of darkness, which will attack them after a certain amount of time. Up to five balls can circle a character at a time, and charging the move will increase the number of shadow balls circling the player on hit. Other characters can be hit by the shadow balls as they circle the target. | |||
Scintilla | The move itself counters attacks. | |||
Simon | Axe | Travels in a parabolic arc. | ||
Cross | Tries to return to Simon. Goes farther by flicking the joystick. | |||
Holy Water | Drops diagonally downwards. Can be caught and used as a regular item that can be used against Simon. | |||
Sheik | Needle Storm | Can be tilted up and down. Can be charged forever, but only six needles can be held and fired. | ||
Vanish | Considered a projectile because the explosion and hitbox do not follow Sheik. | |||
Burst Grenade | Only the explosion can be absorbed. | |||
Snake | Hand Grenade | Can be picked up, grenade itself does not cause flinching and can be tilted forward and backward (when tilted backwards it will fall next to Snake). Can also injure the user. Detonates after few seconds. Does not explode on contact. | ||
Remote Missile | Controllable. Shielding against it makes the user lose control of its trajectory. | |||
Cypher (once let go of) | ||||
Up smash | ||||
Down smash | ||||
C4 | ||||
Taunt | Affected by gravity. Can be picked up by opponents (while Snake is still inside of it), though only Donkey Kong can move around while holding it. | |||
Sonic | Spring Jump (aerial usage) | |||
Sora | Magic | 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. | ||
Squirtle | Water Gun | When charged, pushes opponents and does no damage unless uncharged. Can be tilted up and down. | ||
Steve | Minecart | Needs iron to use. Opponents caught in an empty minecart will need to button mash to escape. | ||
TNT | Characters who step on the pressure plate will take less knockback from the explosion. | |||
Down tilt (flame) | ||||
Down smash (lava) | ||||
Down aerial (anvil) | Needs iron to use. | |||
Down throw (anvil) | Needs iron to use. | |||
Terry | Power Wave | Both grounded and aerial versions can be reflected and absorbed. | ||
Toon Link | Hero's Bow | Can be charged, and held forever (three seconds in Ultimate) before releasing. The charge affects the firing speed and distance. | ||
Boomerang | Tries to return to Toon Link. Can be angled. | |||
Bomb | Produces a bomb item. Explode after some seconds. Can damage the user. | |||
Villager | Dash attack | Trips and drops a small potted plant. | ||
Forward smash | Drops a bowling ball. | |||
Forward aerial | Fires a slingshot pellet. | |||
Back aerial | Fires a slingshot pellet. | |||
Lloid Rocket | Explodes after a while or after hitting an object. Explosion alone can be absorbed. | |||
Timber (cut tree and woodchip) | ||||
Wario | Wario Bike (once dismounted, can be thrown) | Can be destroyed (resulting in two tires that can also be picked up and thrown in Brawl). | ||
Wii Fit Trainer | Sun Salutation | Heals the user when fully charged. Has a weak windbox and can be absorbed while it is being charged. | ||
Header | Heads a soccer ball at a downward angle. The ball can essentially be reflected by any attack (in some cases a reflector's hitbox will even take presidence over the reflecting effect itself). The headbutt acts as a melee attack that can meteor smash. | |||
Wolf | Blaster | Follows straight trajectory; acts as a melee attack in close ranges. | ||
Yoshi | Egg Throw | Can be tilted forward, backward, up and down (when tilted backward the egg will go next to Yoshi). Holding down the special button will make the egg travel further. | ||
Yoshi Bomb (stars) | ||||
Young Link | Fire Bow | Can be charged, and held forever (three seconds in Ultimate) before releasing. The charge affects the firing speed and distance. | ||
Boomerang | Tries to return to Young Link. | |||
Bomb | Produces a bomb item. Explode after some seconds. Can damage the user. | |||
Zelda | Din's Fire | Reflectors cannot affect the projectile as it is traveling, but they will reflect the explosion. | ||
Phantom Slash | ||||
Zero Suit Samus | Paralyzer | Stuns opponent in place. Chargeable for a limited amount of time. | ||
Power Suit Pieces | 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. |
Characters without projectiles[edit]
The following playable characters currently lack any projectiles.