Categories-
Non-projectiles(these attacks look like projectiles, but act in every way like non-projectile attacks):
-Oil Panic
-PK Shove
-every move that is not reflectable
Standard Projectiles(these attacks follow the standard rules of priority and can be interacted with as normal projectiles. Unlike non-projectile attacks, these can clash with other attacks while airborne):
-everything not listed elsewhere
Projectile-like(these attacks are Non-projectiles that, like standard projectiles, can clash while airborne):
-Peach Bomber
-Falco Phantasm
-Fox Illusion
-Vanish
Laser Projectiles(these attacks will not clash with standard projectiles or non-projectile attacks, they will hit thru most attacks and are difficult to destroy):
-Blaster
-Blaster
-PK Thunder
-Blizzard
-Yoshi Bomb
Living Projectiles(these attacks are standard projectiles that have a secondary hitbox-shell surrounding the first one. This shell has an amount of HP that is reduced as time passes and as it gets hit. Living projectiles will stop both laser and standard projectiles):
-Needle Storm
-PK Fire
-Bomb(YLink)
-Bomb(Link)
-Bow
-Fire Bow
Super Projectiles(These attacks act like laser projectiles, but, while still able to clash with, are not broken by living projectiles. They cannot be outprioritized by any projectile and will not clash with standard or laser projectiles. These attacks will change ownership when reflected, but not change direction.):
-Din's Fire
-PK Flash
-PK Thunder's Tail
-Thunder
-Thunder
Piercing Projectile(These attacks act like laser projectiles, but will pass through a target after hitting it and keep going. Unlike Super Projectiles, these attacks will change direction when reflected.):
-Final Cutter
-Fire Breath
The highest priority projectile is PK Fire. A single PK Fire can stop a full charge from Needle Storm(the second highest priority projectile) if it hits the first needle. Living projectiles have higher priority in general because of their HP shell(this is why a single needle can break a fully charged charge-beam from Samus).
Super projectiles do not interact with any other moves except for Living projectiles...and those will never break Super projectiles. This means that they cannot be stopped by any attack, however it also means all other attacks will not be stopped and pass through to their target, with the exception of the Living projectiles that are destroyed by them. They can still, of course, be reflected.
Some test results:
-Final Cutter vs. Full Charge Needle Storm: Final Cutter travels its full range with full damage. Only one needle makes it to the opponent.
-Final Cutter vs. PK Fire: Projectiles clash, but both survive through and hit their targets at full power.
-PK Flash vs. Full Charge Needle Storm: All needles within the PK Flash hitbox are broken and PK Flash hits without weakening.
-PK Flash vs. PK Fire: Projectiles clash, but neither are broken nor weakened.
-Thunder vs. PK Fire: Projectiles clash, but neither are broken nor weakened.
-Thunder vs. full charge Needle Storm: Thunder is not weakened. About half of the needles are stopped(give or take 1 needle).
Other interesting info:
-PK Fire vs. continuous Fire Breath: PK Fire ignites as soon as it hits the fire
-PK Fire vs. continuous Blizzard: PK Fire clashes thru the Blizzard and reaches the ice climbers, but only hits one time and doesnt ignite
-PK Fire vs. Marth fsmash tipper: PK Fire clashes with the tipper, but continues on forward. If done at the closest possible range the PK Fire will reach Marth and hit him once without igniting; if done any further back the PK Fire will continue past the tipper, but its HP-shell will deplete completely by the time it reaches marth and although it will hit him, it will cause no stun nor damage.
Non-projectiles(these attacks look like projectiles, but act in every way like non-projectile attacks):
-Oil Panic
-PK Shove
-every move that is not reflectable
Standard Projectiles(these attacks follow the standard rules of priority and can be interacted with as normal projectiles. Unlike non-projectile attacks, these can clash with other attacks while airborne):
-everything not listed elsewhere
Projectile-like(these attacks are Non-projectiles that, like standard projectiles, can clash while airborne):
-Peach Bomber
-Falco Phantasm
-Fox Illusion
-Vanish
Laser Projectiles(these attacks will not clash with standard projectiles or non-projectile attacks, they will hit thru most attacks and are difficult to destroy):
-Blaster
-Blaster
-PK Thunder
-Blizzard
-Yoshi Bomb
Living Projectiles(these attacks are standard projectiles that have a secondary hitbox-shell surrounding the first one. This shell has an amount of HP that is reduced as time passes and as it gets hit. Living projectiles will stop both laser and standard projectiles):
-Needle Storm
-PK Fire
-Bomb(YLink)
-Bomb(Link)
-Bow
-Fire Bow
Super Projectiles(These attacks act like laser projectiles, but, while still able to clash with, are not broken by living projectiles. They cannot be outprioritized by any projectile and will not clash with standard or laser projectiles. These attacks will change ownership when reflected, but not change direction.):
-Din's Fire
-PK Flash
-PK Thunder's Tail
-Thunder
-Thunder
Piercing Projectile(These attacks act like laser projectiles, but will pass through a target after hitting it and keep going. Unlike Super Projectiles, these attacks will change direction when reflected.):
-Final Cutter
-Fire Breath
The highest priority projectile is PK Fire. A single PK Fire can stop a full charge from Needle Storm(the second highest priority projectile) if it hits the first needle. Living projectiles have higher priority in general because of their HP shell(this is why a single needle can break a fully charged charge-beam from Samus).
Super projectiles do not interact with any other moves except for Living projectiles...and those will never break Super projectiles. This means that they cannot be stopped by any attack, however it also means all other attacks will not be stopped and pass through to their target, with the exception of the Living projectiles that are destroyed by them. They can still, of course, be reflected.
Some test results:
-Final Cutter vs. Full Charge Needle Storm: Final Cutter travels its full range with full damage. Only one needle makes it to the opponent.
-Final Cutter vs. PK Fire: Projectiles clash, but both survive through and hit their targets at full power.
-PK Flash vs. Full Charge Needle Storm: All needles within the PK Flash hitbox are broken and PK Flash hits without weakening.
-PK Flash vs. PK Fire: Projectiles clash, but neither are broken nor weakened.
-Thunder vs. PK Fire: Projectiles clash, but neither are broken nor weakened.
-Thunder vs. full charge Needle Storm: Thunder is not weakened. About half of the needles are stopped(give or take 1 needle).
Other interesting info:
-PK Fire vs. continuous Fire Breath: PK Fire ignites as soon as it hits the fire
-PK Fire vs. continuous Blizzard: PK Fire clashes thru the Blizzard and reaches the ice climbers, but only hits one time and doesnt ignite
-PK Fire vs. Marth fsmash tipper: PK Fire clashes with the tipper, but continues on forward. If done at the closest possible range the PK Fire will reach Marth and hit him once without igniting; if done any further back the PK Fire will continue past the tipper, but its HP-shell will deplete completely by the time it reaches marth and although it will hit him, it will cause no stun nor damage.
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