Tycon
Smash Rookie
- Joined
- Aug 3, 2015
- Messages
- 9
I've spent quite a bit searching this exact topic only to find a rudimentary version of this conversation on an old Reddit post pertaining to melee and some for smash 4. I'd hope the users of this site could bring some extra insight. Keep in mind that this discussion is starting as of the recent launch of patch 1.1.4. Keep in mind i'll be missing quite a few entries as I really don't have enough experience to evaluate each projectile right away.
I intend to observe each projectile in terms of it's versatility, power, missile speed and start up/active/recovery frame data. We have to ignore the character attached to the attack as some bad characters will have good projectiles and good characters have bad projectiles which may include bias impact how they are seen (although typically good projectiles attribute to why characters are good). The projectile itself is the topic of discussion. Projectiles will include any move that spawns a separate hit box on the screen that is not attached to the character it originates from. (This topic will also include obscure projectiles such as non special moves and specials such as Bowser's fire.)
Off the top of my head the easier to place would be the following. Keep in my I'm not particularly the best person to make a definitive list so the following is my opinion and would learn greatly from the addition of others.
General Charged Projectile order:
Needles > High % Aura Sphere > Paralyzer > Shadow Ball > Thunder > Bonus Fruit >Megaman F Smash > Sun Salutation > Charged Shot > low% Aura Sphere > Pit Bow > DP Bow > TL Hero's Bow > Link's Hero's Bow > Clown Cannon
Projectiles as a whole with general placings
Top - Shiek's Needles (one of the fastest missile speeds, good start up, fair recovery) , Villager's Fair / Bair (great start up and recovery, useful in air, decent range)
High - Tink's Bomb, Link's Bomb, Megaman Up Air, Rob's Gyro, Fox's Laser, Olimar's Throw Pikmen, Toon Link's Boomerang, Megaman's Metal Blade, Pac Man's Bonus Fruit
Middle - Luigi Fireball, Mario Fireball, Falco's Laser, Rob's Laser, Bowser's Fire Breath
Low - Pit Arrow, Dark Pit Arrow (long recovery, low damage, high start up), Megaman's Crash Bomb, G&W Sausage
Bottom - Bowser JR.'s Clown Cannon (legendary terrible start up, recovery, weak knock back, telegraphed, can't hold charged) , Kirby's Final Cutter (weak, short range, poor frame data in all areas), Duckhunt's Wild Gunman (terrible start up, recovery and damage), Palutena's Autoreticle (probably the worst period)
I'd love some crowd input and help from player's much better than myself with more experience building probably a better list.
I intend to observe each projectile in terms of it's versatility, power, missile speed and start up/active/recovery frame data. We have to ignore the character attached to the attack as some bad characters will have good projectiles and good characters have bad projectiles which may include bias impact how they are seen (although typically good projectiles attribute to why characters are good). The projectile itself is the topic of discussion. Projectiles will include any move that spawns a separate hit box on the screen that is not attached to the character it originates from. (This topic will also include obscure projectiles such as non special moves and specials such as Bowser's fire.)
Off the top of my head the easier to place would be the following. Keep in my I'm not particularly the best person to make a definitive list so the following is my opinion and would learn greatly from the addition of others.
General Charged Projectile order:
Needles > High % Aura Sphere > Paralyzer > Shadow Ball > Thunder > Bonus Fruit >Megaman F Smash > Sun Salutation > Charged Shot > low% Aura Sphere > Pit Bow > DP Bow > TL Hero's Bow > Link's Hero's Bow > Clown Cannon
Projectiles as a whole with general placings
Top - Shiek's Needles (one of the fastest missile speeds, good start up, fair recovery) , Villager's Fair / Bair (great start up and recovery, useful in air, decent range)
High - Tink's Bomb, Link's Bomb, Megaman Up Air, Rob's Gyro, Fox's Laser, Olimar's Throw Pikmen, Toon Link's Boomerang, Megaman's Metal Blade, Pac Man's Bonus Fruit
Middle - Luigi Fireball, Mario Fireball, Falco's Laser, Rob's Laser, Bowser's Fire Breath
Low - Pit Arrow, Dark Pit Arrow (long recovery, low damage, high start up), Megaman's Crash Bomb, G&W Sausage
Bottom - Bowser JR.'s Clown Cannon (legendary terrible start up, recovery, weak knock back, telegraphed, can't hold charged) , Kirby's Final Cutter (weak, short range, poor frame data in all areas), Duckhunt's Wild Gunman (terrible start up, recovery and damage), Palutena's Autoreticle (probably the worst period)
I'd love some crowd input and help from player's much better than myself with more experience building probably a better list.
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