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Projectile

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In other games, some projectile moves may be in the form of stationary ones that appear in a sudden area depending on the button used (and disappear after a brief moment if left untouched), while there exist moves that count as "energy" attacks (with a disjointed hitbox) that can both count as projectiles and negate projectiles as well. Overall, there exists a variety of projectile moves, as well as "beam" moves and several other variants with different properties.
 
In other games, some projectile moves may be in the form of stationary ones that appear in a sudden area depending on the button used (and disappear after a brief moment if left untouched), while there exist moves that count as "energy" attacks (with a disjointed hitbox) that can both count as projectiles and negate projectiles as well. Overall, there exists a variety of projectile moves, as well as "beam" moves and several other variants with different properties.
   
In other fighting games, a vast number of projectiles often have their own durability rating; projectiles from Super Combos often would have one of their "hits" be taken off if they collided with another projectile, which may or may not completely negate them depending on the opposing projectile thrown. Thus, the typical projectile clashes/wars (or "fireball wars") may have varying results depending on the game and projectiles thrown in question.
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In other fighting games, a vast number of projectiles often have their own durability rating; projectiles from Super Combos often would have one of their "hits" be taken off if they collided with another projectile, which may or may not complete negate them depending on the opposing projectile thrown. Thus, the typical projectile clashes (or "fireball wars") may have varying results depending on the game and projectiles thrown in question.
   
 
In several prior fighting games, single copies of a projectile thrown from one person cannot be increased on the screen unless the prior projectile leaves the screen first or is destroyed via connecting/being blocked, preventing a form of spamming (not counting projectiles thrown from the opposing character). However, later fighting games can increase the number of projectile copies on-screen thrown by a single character.
 
In several prior fighting games, single copies of a projectile thrown from one person cannot be increased on the screen unless the prior projectile leaves the screen first or is destroyed via connecting/being blocked, preventing a form of spamming (not counting projectiles thrown from the opposing character). However, later fighting games can increase the number of projectile copies on-screen thrown by a single character.
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