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 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 , , the , and , have standard attacks that are projectiles.
==Projectiles used by characters==
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 	 	 	
Banjo & Kazooie 	Shock Spring Jump (aerial usage) 	 	 	
Banjo & Kazooie 	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 	 	 	
Bowser Jr. 	Abandon Ship! 	 	 	The Clown Car becomes a projectile after being abandoned.
Bowser Jr. 	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.
Charizard 	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.
Daisy 	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.
Dark Samus 	Missile 	 	 	Can fire a homing missile or super missile.
Dark Samus 	 	 	 	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.
Diddy Kong 	 	 	 	Produces a Banana Peel.
Diddy Kong 	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.
Duck Hunt 	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.
Duck Hunt 	Wild Gunman 	 	 	
Falco 	 	 	 	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.
Falco 	Reflector 	 	 	Considered a projectile in Brawl and SSB4. Reflectors do not affect the trajectory, but they will reflect the hitbox.
Falco 	Up throw (blaster) 	 	 	The lasers fired from the blaster are projectiles
Falco 	Back throw (blaster) 	 	 	The lasers fired from the blaster are projectiles
Falco 	Down throw (blaster) 	 	 	The lasers fired from the blaster are projectiles
Fox 	 	 	 	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.
Fox 	Up throw (blaster) 	 	 	The lasers fired from the blaster are projectiles
Fox 	Back throw (blaster) 	 	 	The lasers fired from the blaster are projectiles
Fox 	Down throw (blaster) 	 	 	The lasers fired from the blaster are projectiles
Greninja 	Water Shuriken 	 	 	
Greninja 	Hydro Pump 	 	 	Does not cause flinching.
Hero 	Frizz/Frizzle/Kafrizz 	 	 	
Hero 	Woosh/Swoosh/Kaswoosh 	 	 	
Hero 	Command Selection (Snooze) 	 	 	Puts opponents to sleep
Hero 	Command Selection (Sizz) 	 	 	
Hero 	Command Selection (Sizzle) 	 	 	
Hero 	Command Selection (Bang) 	 	 	
Hero 	Command Selection (Kaboom) 	 	 	
Hero 	Command Selection (Whack) 	 	 	Can instantly KO opponents
Hero 	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.
Ice Climbers 	Blizzard 	 	 	 
Inkling 	Splattershot 	 	 	Requires ink to use.
Inkling 	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.
Isabelle 	Forward aerial 	 	 	Fires a slingshot pellet.
Isabelle 	Back aerial 	 	 	Fires a slingshot pellet.
Isabelle 	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.
Ivysaur 	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.
Joker 	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 	(spit-out character) 	 	 	Spits in a straight trajectory.
King Dedede 	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.
King Dedede 	Gordo Throw 	 	 	Can be reflected by any attack that deals at least 2%.
King Dedede 	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.
King K. Rool 	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 	(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.
Kirby 	Final Cutter (shock wave) 	 	 	Produces a wave after Kirby touches the ground, hugging it and following a straight trajectory.
Kirby 	May copy another character's neutral special projectile.	May copy another character's neutral special projectile.	May copy another character's neutral special projectile.	May copy another character's neutral special projectile.
Link 	Forward smash 	 	 	Shoots a spinning , which only comes out when Link is at 0% damage.
Link 	Boomerang/Gale Boomerang 	 	 	Tries to return to Link. Can be angled. In Brawl and SSB4, it produces a windbox effect on return.
Link 	 	 	 	Produces a Bomb, which acts as an item. It explodes after seven seconds, and can deal self-damage.
Link 	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.
Link 	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.
Lucario 	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.
Lucas 	PK Fire 	 	 	Travels directly forward, and disappears after about 3/8 of the way across Final Destination.
Lucas 	PK Thunder 	 	 	Controllable.
Luigi 	Fireball 	 	 	Follows a straight trajectory.
Luigi 	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.
Mario 	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.
Mega Man 	Forward smash 	 	 	
Mega Man 	Up aerial 	 	 	Hits opponents repeatedly and pushes them upward.
Mega Man 	Down aerial 	 	 	Meteor smashes opponents.
Mega Man 	Metal Blade 	 	 	
Mega Man 	Crash Bomber 	 	 	Can be passed from player to player much like a Gooey Bomb. Explosion can be absorbed.
Mega Man 	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).
Mewtwo 	Disable 	 	 	 
Mewtwo 	Forward throw (shadow balls) 	 	 	The shadow balls fired are projectiles
Mii Brawler 	Shot Put 	 	 	
Mii Gunner 	Forward aerial 	 	 	
Mii Gunner 	Charge Blast 	 	 	
Mii Gunner 	Laser Blaze 	 	 	
Mii Gunner 	Grenade Launch 	 	 	Can be charged for longer distance. The multi-hitting explosion can be absorbed, but the hit right before it cannot.
Mii Gunner 	Flame Pillar 	 	 	
Mii Gunner 	Stealth Burst 	 	 	Reflectors cannot affect the projectile as it is travelling, but they will reflect the explosion.
Mii Gunner 	Gunner Missile 	 	 	
Mii Gunner 	Lunar Launch 	 	 	
Mii Gunner 	Bomb Drop 	 	 	Detonates instantly upon contact with an opponent. The explosion can be absorbed, but the hit right before it cannot.
Mii Gunner 	Up throw (shots) 	 	 	The shots fired from the arm cannon is a projectile
Mii Gunner 	Back throw (shots) 	 	 	The shots fired from the arm cannon is a projectile
Mii Swordfighter	Gale Strike 	 	 	
Mii Swordfighter	Shuriken of Light 	 	 	
Mii Swordfighter	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.
Mr. Game & Watch	Forward aerial 	 	 	Travels directly downward, and activates after either half a second or upon contact with the stage.
Mr. Game & Watch	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.
Ness 	PK Fire 	 	 	Creates gravity-affected fire pillar on impact. Trajectory changes when used in midair.
Ness 	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.
Olimar 	Pikmin Throw 	 	 	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.
Olimar 	All other Pikmin-based 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.
Pac-Man 	Bonus Fruit 	 	 	Effects change depending on the object thrown. All have a hurtbox which means they can take knockback.
Pac-Man 	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.
Palutena 	Explosive Flame 	 	 	Produces a multi-hitting explosion a set distance away from Palutena.
Palutena 	Celestial Firework 	 	 	Flies straight upward from the ground.
Peach 	Toad 	 	 	The spores produced on a successful counterattack are projectiles.
Peach 	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.
Pichu 	 	 	 	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.
Pikachu 	 	 	 	Cannot go through platforms above Pikachu.
Piranha Plant 	Ptooie 	 	 	
Piranha Plant 	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.
Richter 	Cross 	 	 	Tries to return to Richter. Goes farther by flicking the control stick
Richter 	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.
R.O.B. 	Gyro 	 	 	Produces a Gyro item. Has a hurtbox.
Robin 	Discarded Levin Sword and tomes 	 	 	Discarded weapons act as projectiles and throwable items.
Robin 	 	 	 	Properties change depending on charge level.
Robin 	Arcfire 	 	 	Bursts into a column of flame on impact.
Robin 	Elwind 	 	 	Can meteor smash opponents.
Rosalina 	Luma Shot 	 	 	When distanced, Luma can be called back.
Rosalina 	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.
Samus 	Missile 	 	 	Can fire a homing missile or super missile.
Samus 	 	 	 	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.
Sephiroth 	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.
Sephiroth 	Scintilla 	 	 	The move itself counters attacks.
Simon 	Axe 	 	 	Travels in a parabolic arc.
Simon 	Cross 	 	 	Tries to return to Simon. Goes farther by flicking the joystick.
Simon 	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.
Sheik 	Vanish 	 	 	Considered a projectile because the explosion and hitbox do not follow Sheik.
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.
Snake 	Remote Missile 	 	 	Controllable. Shielding against it makes the user lose control of its trajectory.
Snake 	Cypher (once let go of) 	 	 	 
Snake 	Up smash 	 	 	 
Snake 	Down smash 	 	 	 
Snake 	C4 	 	 	 
Snake 	Taunt 	 	 	Affected by gravity. Can be picked up by opponents (while Snake is still inside of it), though only 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.
Steve 	TNT 	 	 	Characters who step on the pressure plate will take less knockback from the explosion.
Steve 	Down tilt (flame) 	 	 	
Steve 	Down smash (lava) 	 	 	
Steve 	Down aerial (anvil) 	 	 	Needs iron to use.
Steve 	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.
Toon Link 	Boomerang 	 	 	Tries to return to Toon Link. Can be angled.
Toon Link 	 	 	 	Produces a bomb item. Explode after some seconds. Can damage the user.
Villager 	Dash attack 	 	 	Trips and drops a small potted plant.
Villager 	Forward smash 	 	 	Drops a bowling ball.
Villager 	Forward aerial 	 	 	Fires a slingshot pellet.
Villager 	Back aerial 	 	 	Fires a slingshot pellet.
Villager 	Lloid Rocket 	 	 	Explodes after a while or after hitting an object. Explosion alone can be absorbed.
Villager 	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.
Wii Fit Trainer 	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 	 	 	 	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 	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.
Young Link 	Boomerang 	 	 	Tries to return to Young Link.
Young Link 	 	 	 	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.
Zelda 	Phantom Slash 	 	 	
Zero Suit Samus 	Paralyzer 	 	 	Stuns opponent in place. Chargeable for a limited amount of time.
Zero Suit Samus 	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==
The following playable characters currently lack any projectiles.
*Captain Falcon
*Chrom
*Donkey Kong
*Ganondorf
*Ike
*Incineroar
*Jigglypuff
*Little Mac
*Lucina
*Marth
*Meta Knight
*Roy
*Shulk