What really separates shurikens from a lot of the pack IMO is their travel speed. They actually move nearly as fast as needles which is invaluable against reactionary powershields. Link's arrows are good (significantly better than Toon Link's) for this reason too. Shadow Ball having fair startup at any charge before it's thrown and moving relatively slowly are the only things keeping it in check.
I think Dragon Fang is too slow to be among the best; the forced bite creates bad endlag and it moves pretty slow at any charge. It's generally not that rewarding on hit either after the nerfs (with the obvious exception of up close Bite or Fsmash combo, but both require you to use the move at a fairly unsafe range). Charge Shot is good but also quite laggy overall, you can't charge it in the air and I'm sometimes a little underwhelmed with its kill power.
And yeah I was considering the projectiles in relation to their characters because things get very fuzzy otherwise. Like I think some characters would rather have Diddy's banana than needles, but for others it'd be of comparatively little use.
Fair point, but perfect shielding projectiles isnt too hard if you get the hang of it, the only reason shiek's are so hard to react to is that they are barely visible and come out faster than water shurikens. And speed isn't everything, a slow projectile can control more space in a given time (again greninja's projectile is pretty versatile in that it can do that with the full charge). The size of a projectile is also very helpful,
aura sphere wouldn't be half as broken if it wasn't a freaking spirit bomb, it even occasionally catches evasive maneuvers, It covers almost all ledge getup options (except letting go and jumping away but you lose ledge vulnerability) AND can hit people hanging on the ledge (2 framing isn't hard either with it's size and speed). Combine the two, and the only option most opponents has when hanging on the ledge is to get hit.
And that's only half of what it can do, it's pretty godly in neutral for shield pressure, momentum shifts, conditioning, kill confirms, killing really damn early.....
Dragon fang shot moves pretty quick when fully charged, but that's not the main reason it's good for, It's a brilliant tool in alot of other ways, as My Smash Corner pointed out it covers a ton of getup options if
's fsmash wasn't already good enough so it could be worth mixing up between the two. The big thing about his projectile though is the bite itself (
no pun intended), unless the amount of lag on his projectile alone would have been less by a considerable amount than the endlag of the bite, the bite is a major plus. It's got a massive hitbox and so even though the projectile has really low priority the bite doesn't. Also you can definitely charge it in the air, shot, bite, everything. Who told you, you can't?, speaking of which using it in the air is pretty amazing too, the bite beats out ALOT of moves and has a large enough hitbox to catch people trying to airdodge the projectile. It works much better as a mixup tool than a pure camping tool like
s. There are a bunch of other things I could talk about this move too such as it working really well with a b-reverse and being able to charge the bite and shot separately. The bite also does a ton of shield damage, combined with a projectile it will break shield and if not, they have low enough shield health for the next tipper side b to break shield. And if we are talking about a projectile in relation to their characters I'd say corrin's definitely rewards him more than other characters, He is one of only two sword character with a usable projectile that itself should say something but it really helps corrin because well....his mobility is lacking outside of side b and a being able to force some characters to approach him is really helpful. Did I mention that not only can the move lead into combos but some of corrin's move can combo into it too? Specifically fair, uair and nair can true combo into the uncharged shot and since the uncharged shot can true combo into a full charged bite it's a seriously devastating option I don't see used enough. Especially near the ledge this will kill ridiculously early, I'm talking sub 60%. In no way is the move underwhelming in kill power or reward.
Also in no way am I trying to take any credit away from
's projectile, his is definitely up there too, just sayin that there are alot more things to consider~
Especially in the different ways projectiles across characters are used and the reward for using them that way.
Haha yeah I was thinking the same thing, like I think
would rather have a strong zoning tool like
needles to force people to approach him rather than a strong kill projectile like