Projectile
Aprojectile is an attack or object that operates independently of the character that used it. A majority of characters in theSmash series have at some point used at least one projectile as part of their moveset, as well as manyitems andstage hazards utilizing projectiles.
Overview[edit]
An object is considered a projectile when it fully separates from a character and is no longer fully controllable by the player, but still has ahitbox. A rule of thumb is that projectiles are able to bereflected, with a majority of them also being able to beabsorbed. If a projectile is reflected, ownership is changed to the opponent and all cases where ownership is relevant now applies to said opponent. There are some fringe cases where an object that looks like a projectile is not in practice, likeSephiroth'sGigaflare stops being a projectile upon exploding, but these cases are few and far between. Projectiles can vary greatly in size, shape, speed, and interaction depending on its intended purpose.
The main purpose of a projectile is for long-range combat. A character with a projectile can attack opponents in a situation where they may not be able to attack back, giving a tangible advantage if the opponent is reckless. Projectiles are also great for applying pressure. In an effort to not be hit by a projectile, an opponent will either have toshield or dodge a specific way, both strategies carrying significant risks that can be exploited by a player well versed in matchup knowledge.
A majority of characters have at least one projectile attack, while some have two or even three. If a character were to have a projectile attack, it is most likely theneutral special attack. It is generally considered a disadvantage to lack a projectile (with there being 13 characters who do not have a projectile), as these characters can be easily walled out and unable toapproach a player who runs away andcamps, making getting in close enough to actually deal damage a slow and risky process. they can be very useful in bothapproaching andcamping out opponents' approaches. Projectiles also cause the target to takehitlag while the user does not, which allows a few free frames of action.
As projectiles are (in general) consideredindirect attacks, the vast majority of enemies in theSubspace Emissary resist them outside of any weak points they may have — in fact, onlyPorky,Meta Ridley, andTabuu do not. Projectiles are also generallyspecial moves executed with thespecial move button, but some characters such asSnake,Olimar,Villager, andMega Man havestandard attacks that are projectiles.
Projectiles used by characters[edit]
| This article or section is incomplete. You can help SmashWiki byexpanding or finishing it. The editor who added this tag elaborates:needs a list for items, stage hazards, and bosses |
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 bePocketed. Any character not listed has never been able to spawn a projectile under normal circumstances.
| 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 rarelyBob-ombs orMr. 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 inSSB4 cannot be reflected or absorbed. | ||
| Banana Peel | Produces aBanana 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 inSSB4. | |||
| 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 inBrawl andSSB4. 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 causeflinching (except inSmash 64). The lasers are also used in Fox's back, up and down throws fromMelee 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) | Caninstantly KO opponents | |||
| Command Selection (Thwack) | Caninstantly 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. WithArsène 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. | ||
| Up throw (laser) | The beam is identical to Kazuya'sDevil Blaster. | |||
| 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 hiscopy 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. | |||
| Maycopy another character'sneutral special projectile. | ||||
| Link | Forward smash | Shoots a spinningSword Beam, which only comes out when Link is at 0% damage. | ||
| Boomerang/Gale Boomerang | Tries to return to Link. Can be angled. InBrawl andSSB4, it produces awindbox effect on return. | |||
| Bomb | Produces aBomb, 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 inUltimate) before releasing. The charge affects the firing speed and distance. Affected by gravity, and stops moving when it hits the ground. InUltimate, 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 acrossFinal Destination. | |||
| PK Thunder | Controllable. | |||
| Luigi | Fireball | Follows a straight trajectory. | ||
| Grab aerial | 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 andneutral 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 aGooey 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 inMelee, 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. InBrawl, 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, hissmash attacks, directionalaerials,grabs,throws,Pikmin Chain inBrawl, andPikmin 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 ahurtbox 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 rarelyBob-ombs,Mr. Saturns, or inMelee andBrawl,Beam Swords. | |||
| Pichu | Thunder Jolt | Causes 1%recoil damage (0.7% inUltimate). Hugs the stage. | ||
| Thunder | Causes 3% recoil damage (3.5% inUltimate) 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 regularitem 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 | Canmeteor smash opponents. | |||
| Rosalina | Luma Shot | When distanced, Luma can be called back. | ||
| Star Bits | *Only the two custom variants are projectiles inSmash 4; the standard move is not, which means it is neither reflectable or absorbable. As ofUltimate, 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. InSmash 64, it can go on for an infinite distance. FromMelee onward, it will disappear if it doesn't hit anything for a few seconds. InUltimate, 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 fromBrawl onward, after a set period of time. InSSB4, 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 itselfcounters 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 regularitem 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 onlyDonkey 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 tobutton 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 inUltimate) 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 inBrawl). | ||
| Wii Fit Trainer | Sun Salutation | Heals the user when fully charged. Has a weakwindbox 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 canmeteor 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 inUltimate) 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 inBrawl. Starts off the match with three throwable items from her discarded power suit. The armor pieces are very powerful if properly used as they deal high damage and knockback and synergize very well with Zero Suit Samus' longglide 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 inSmash 4 orUltimate and therefore, cannot be utilized. | |||
Projectiles generated by items[edit]
This table includes allitems that spawn a projectile, as well as some important properties of them. Note that, a projectile spawned by an item can still bepocketed even if it is notabsorbable, unless the item cannot be pocketed. Any item not listed here has never been able to spawn a projectile.
| Item | Projectiles spawned | Reflectable | Absorbable | Unique/Special Properties |
|---|---|---|---|---|
| Allthrowable items | The item itself | When thrown, the item becomes a projectile. When aPoké Ball orMaster Ball is reflected, ownership of the Pokémon inside changes to thefighter who reflected it, and not the thrower. Some items explode when they come into contact with the ground or another fighter, and the explosions of some of these items can be absorbed fromSmash 4 onward. | ||
| Banana Gun | Banana | Contrary to its appearance, the explosion cannot be absorbed. The banana bullet will instead be reflected by moves that can both absorb and reflect projectiles, such asOil Panic. | ||
| Banana Peel | Causes opponents totrip if they step on it. | |||
| Bullet Bill | The player | Transforms the user into aBullet Bill and launches them forward in a direction. | ||
| Cracker Launcher | Firecrackers | Firecrackers bounce off walls and explode when they come in contact with the floor or an opponent. The user can tilt the control stick to aim at different angles. | ||
| Drill | Drill head | Hits multiple times. Can get stuck in walls and will explode after a few seconds if that happens. Explosion can cause the fighter who fired the drill to take damage if they get caught in the explosion. Explosion can be absorbed. | ||
| Drill base | ||||
| Fire Flower | Fire | |||
| Hammer | Hammer head | |||
| Killer Eye | Lasers | Will fire more often if an opponent is in its line of vision. | ||
| Lip's Stick | Spores | Spores only spawn if aforward tilt orforward smash is used while holding this item. | ||
| Ore Club | Tornadoes | Tornadoes only spawn if a forward smash is used while holding this item. Charging increases the size of the tornado. The user hassuper armor while charging asmash attack. | ||
| Rage Blaster | Energy shots | Speed and power of the energy shots increases as the user’s damage increases (or HP decreases in Stamina mode). | ||
| Ramblin' Evil Mushroom | Spores | If enough spores hit afighter, their left and right controls will be reversed. | ||
| Ray Gun | Energy shots | |||
| Soccer Ball | The ball | If attacked, it will be launched in the direction of the knockback. | ||
| Staff | Laser beams | Deals more damage as the distance between the user and the opponent increases, and triggersSpecial Zoom if they are far enough apart. | ||
| Star Rod | Stars | Stars only spawn if a forward tilt or forward smash is used while holding this item. | ||
| Steel Diver | Torpedoes | Explosion can be absorbed. | ||
| Super Scope | Energy shots | Shots can be charged. A charged shot costs more ammo. | ||
| Superspicy Curry | Fireballs | The fighter who ate this cannotwalk slowly. |
Projectiles generated byAssist Trophies[edit]
Note that any projectiles that are spawned by Assist Trophy characters are not able to bepocketed, even if they arereflectable.
| Assist Trophy | Projectiles spawned | Reflectable | Absorbable | Unique/Special Properties |
|---|
Projectiles generated byPoké Ball Pokémon[edit]
| Pokémon | Projectiles spawned | Reflectable | Absorbale | Unique/Special Properties |
|---|---|---|---|---|
| Blastoise | Hydro Pump | Pushes itself back every time it is used. | ||
| Bonsly | Tackle (when thrown as an item) | Can be thrown up to three times before dissappearing. | ||
| Charizard | Flamethrower | |||
| Chespin | Seed Bomb | |||
| Chikorita | Razor Leaf | |||
| Clefairy | Metronome | May copy the special attack of another Pokémon. InMelee, it instead uses one of four random attacks. | ||
| Cyndaquil | Flamethrower | |||
| Darkrai | Dark Void balls | |||
| Ditto | Any projectile the summoner possesses | Will have the same properties as the summoner's projectiles. | ||
| Electrode | Explosion | Can be thrown right before exploding. Explosion can be absorbed fromSmash 4 onward. | ||
| Fennekin | Incinerate | Fireball can only be absorbed if not grounded. | ||
| Genesect | Techno Beam | |||
| Kyogre | Hydro Pump |
Projectiles spawned bystage hazards[edit]
This table includes all stage hazards that spawn a projectile. If a stage is not listed here, its stage hazards cannot spawn a projectile in any game it appears in.
| Stage | Projectiles spawned | Reflectable | Absorbable | Unique/Special Properties |
|---|---|---|---|---|
| Corneria | Shots fromArwings,Wolfens, and theGreat Fox | |||
| Green Greens | Apples | |||
| Mario Bros. | Shellcreepers | Must be toppled over to be thrown as an item. | ||
| Sidesteppers | Must be hit twice to be thrown as an item. | |||
| Pyrosphere | FG II-Graham shots | Lasers can damageRidley or other opponents. |
Projectiles used bybosses andenemies[edit]
This table includes all bosses (and enemies) that spawn a projectile. Any boss (or enemy) not listed here has never had the ability to spawn a projectile in any game in the series that they have appeared in.
| Boss/Enemy | Projectiles spawned | Reflectable | Absorable | Unique/Special Properties |
|---|
In competitive play[edit]
The only projectiles allowed in competitive matches are spawned by characters as part of their normal moveset, as banning those would effectively be banning the character entirely. Any projectile spawned by items or stages are effectively banned due to all items and stages where they are spawned being explicitly banned.

