Snake's usmash is reflected, but it's trajectory doesn't really change. Just who's control it's under. Test this by having Falco use a reflector on it, then let it fall on Snake. :x Snake gets hit.
Olimar's fsmash cannot be reflected nor absorbed. It is a disjoint by definition.
Not really. It's neither a disjoint, nor is it a projectile, it seems. Olimar's moves are extremely special in all sense of the word. In PSA, its data is extremely similar to that of a projectile rather than a physical attack, and like most projectiles, it doesn't give you the data for the knockback/bones/etc. in the sub-actions for the move. This means that it is not a disjoint, but in fact is more like a projectile. However, Pikmin never behave like regular projectiles. They seem to behave more like you're literally throwing a character at people, which means they may not be considered "projectiles" by the game's standards other than the fact that they fly through the air. They can't be reflected or absorbed either.
What does this mean?
It means Olimar is ****ing gay. It also means his pikmin aren't disjoints either. They're either some sort of either super special projectile, or he's literally throwing miniature characters around like ragdolls.
Strictly by definition, Olimar's fsmash would be a projectile.
However the trait unique to projectiles in Smash would render it a disjoint.
So yes, you are correct on the context of the word.
(wait, can Olimar's fsmash be reflected?... I don't think so O_o but I COULD be wrong.....)
Disjoint:
Attack is not tied to a character bone. (Strictly, any hitbox that does not directly overlap a hitbox is disjointed and considered a disjoint. However this term is generally used if it's distinctively seperated, or the character itself does not share the hitbox. EG: Olimar's moveset (save nair and tilts+jab), most (if not all) sword attacks.
Projectile:
An attack which can be reflected or absorbed. (This is unique to all projectiles, including items)
The 3rd type would generally be called a "standard" attack. Basically, it covers any attack that does not fall under the other two.
I hate to say you're wrong, but... you're kinda wrong. So far, I think there are 5 kinds of attacks, but they're not that. There're regular collision bubbles, which are usually connected and associated with a bone, special collision bubbles, which all have their own unique properties and physics, (like being unable to reverse the knee), projectiles, and items. Not sure where to classify pikmin, but I think they may be either super special projectiles, or super secret mini-characters that literally have their own data, which I think may actually be the case. I won't know until I look at the actual game data instead of the meowmix files I got. :<
Oh, I almost forgot grabs. That's the 5th kind.
Also, projectiles can't necessarily be absorbed or reflected all the time. There are projectiles which can't be reflected, and there are projectiles that cannot be absorbed. This leads me to the conclusion that there CAN be projectiles that cannot be reflected nor absorbed....I think. Honestly, I have no freaking clue how reflectors work (yet). I have a feeling it has to do with the flags for the most part, though. I'm still new to PSA. :<
Also, most disjoints ARE connected to bones, but those bones are not always hurtboxes, nor are they even obligated to be actually a part of the character itself. Marth's sword actually is comprised of four bones! And for Meta Knight, the reason he has transcendent priority, as well as for Lucario and some other characters with similar moves... is because they have a bone that's actually not connected to the body, but rather the pivot point, and they instead use the offset feature on moves to an extreme, putting them where the sword should be, and then "pasting" the graphic effect over it as if the character was actually slashing. It's funny.
ZSS Dsmash is actually another odd case, but it's much easier to explain than Pikmin. The reason it can be absorbed and doesn't have hitlag? It's a special collision bubble. That's all you need to know. It's not a normal move. It's special. It can do these things because it can, not because it's a projectile. In fact, it gives you all the data right there in the sub-actions! All the bone data, the hitbox, the damage, the knockback, it's all there, which a normal projectile or item does NOT do! It's pretty much exactly the same as Falcon's Knee smash in that it's just a unique move that has its own physics because it's a special collision bubble, not a projectile.
Olimar's sideB can't be reflected or absorbed. ZSS's dsmash can't be reflected but can be absorbed. Snake's grenades can be reflected but can't be absorbed. Falco's laser can be reflected and absorbed. Disjoints are hitboxes that don't overlap the hurtboxes, and projectiles are also bound to this definition...
You're wrong too. By the game's standards, disjoints and projectiles are worlds apart. Projectiles, and certain very odd special moves, like the Reflector, are all listed in the Specials part of PSA, rather than in the sub-actions, with the regular moves. Disjoints are almost always stated outright, as they are mapped to either a non-hurtbox bone like a sword, or the collision bubble is larger overall than the bone that it is mapped to. You're completely oversimplifying the situation.
Why are you guys arguing about the whole thing, anyway? It would be easier to just go with the terms already stated attacks should be, rather than just fight over how they should be called.
This is actually quite relevant. When considering "X character can force Y character to approach because he doesn't have a projectile," often an anal guy will come in and start ranting about how Water Gun or Fire Breath is a projectile, and it'll throw everything off topic. By classifying items as projectiles (which they're technically not), you completely throw off any sort of classification for general discussion purposes (such as SuSa's item thread being entirely devoted to telling us that character-produced items are good and giving us the same exact information we've known for nearly two years now instead of telling us about actual projectiles which we haven't completely debated to death by now.)
I will now define the difference between a projectile and an item for everyone's sake.
Items can be caught and/or picked up with A moves. Projectiles can't. The only exceptions to this are the transforming items which activate upon touch, the Sandbag, the soccer ball, and the Metal Box.
Long-range damaging projectiles is what I'm sure Tien has been trying to word this entire time. By the game's definition, Fire Breath, Force Palm, and FLUDD are all projectiles. (ZSS Dsmash is NOT a normal projectile by the game's standards.) However, none of these have any use whatsoever in attacking a foe at mid to long range to damage or force an approach safely from a distance. As such, they should not even be considered when talking about projectiles as a whole, since the main use for them is camping and long-range battles, while these moves are completely useless for this purpose. Thunder is also a projectile that can damage from long-range safely, so it fits this definition.
In short, a projectile by the game's standards should probably be defined as a non-throw attack whose data for damage/knockback/etc. does not appear in the Sub-Actions area for that character's attack. The only real flaw in this is that it includes Fox's shine, which certainly isn't a normal attack and is probably as much of a projectile as force palm, anyways. The reason for this is that projectiles have their own physics and speed normally, so they're never in the sub-actions area. ZSS dsmash is merely a fancy disjoint, and nothing more.