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A '''projectile''', also generally referred to as a '''fireball''', is a form of attack in various games, in which the user throws something - more often than not a shaped form of energy - at the opponent.
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{{improve2|Expand the history section.}}A '''projectile''', also generally referred to as a '''fireball''', is a form of attack in various games, in which the user throws something - more often than not a shaped form of energy - at the opponent.
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==Description==
 
 
Various types of projectile attacks exist in the [[Street Fighter series|''Street Fighter'' series]], and allow users to damage foes from a distance. Depending on the projectile itself, it can also serve many other purposes, such as [[Zoning|controlling space]] and pressuring opponents. However, projectiles can be jumped over somewhat easily.
 
Various types of projectile attacks exist in the [[Street Fighter series|''Street Fighter'' series]], and allow users to damage foes from a distance. Depending on the projectile itself, it can also serve many other purposes, such as [[Zoning|controlling space]] and pressuring opponents. However, projectiles can be jumped over somewhat easily.
 
==History==
 
==History==
 
===''[[Street Fighter]]''===
 
===''[[Street Fighter]]''===
[[File:Ryu-olld-hadoken.gif|right|A sprite of Ryu's Hadoken from the original Street Fighter.]]The ''Street Fighter'' series' first projectile attacks were introduced with the very first game of the series. [[Ryu]] and his [[Hadoken]] would go on to become a two of the series' many icons. [[Sagat]], the final boss, was the only other fighter with [[Tiger Shot|a projectile]], not counting [[Ken]], who at the time was a multiplayer-exclusive palette swap of Ryu. Both Ken and Sagat would become playable in single-player modes from ''[[Street Fighter II]]''[[Street Fighter II|.]]
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[[File:Ryu-olld-hadoken.gif|right|A sprite of Ryu's Hadoken from the original Street Fighter.]]The ''Street Fighter'' series' first projectile attacks were introduced with the very first game of the series. [[Ryu]] and his [[Hadoken]] would go on to become a two of the series' many icons. [[Sagat]], the final boss, was the only other fighter with [[Tiger Shot|a projectile]], not counting [[Ken]], who at the time was a multiplayer-exclusive palette swap of Ryu. Both Ken and Sagat would become playable in single-player modes from ''[[Street Fighter II]]'' on.
   
 
===[[Street Fighter II series|''Street Fighter II'' series]]===
 
===[[Street Fighter II series|''Street Fighter II'' series]]===
 
With the introduction of more characters into the series, several more projectile attacks appeared, and opened up more varied combo tactics as a result.
 
With the introduction of more characters into the series, several more projectile attacks appeared, and opened up more varied combo tactics as a result.
   
The Hadoken played a major part in the divergence of Ryu and Ken. Ryu was shown to have more proficiency in the 'Hado' principle of his style, and thus is able to use more variants of the technique, including the [[Shakunetsu Hadoken]] and the [[Shinku Hadoken]], his first and "trademark" [[Super Combo]].
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The Hadoken played a major part in the gameplay divergence of Ryu and Ken. Ryu was shown to have gained more proficiency in the 'Hado' principle of his style, and thus was able to use more variants of the technique, including the [[Shakunetsu Hadoken]] and the [[Shinku Hadoken]], his first and "trademark" [[Super Combo]].
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===[[Street Fighter Alpha series|''Street Fighter Alpha'' series]]===
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The mechanics for projectiles in the ''Street Fighter Alpha'' games made them much weaker overall, though they were still quite useful in combos.
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===[[Street Fighter III series|''Street Fighter III'' series]]===
 
With the introduction of the [[Parry|parry]] mechanic, all users (particularly non-projectile users) gained an advantage against projectiles, being able to nullify them completely, as opposed to jumping, or [[Block|blocking]] (and thus taking [[Chip Damage]]).
 
===[[Crossover Games|Crossovers]]===
 
===[[Crossover Games|Crossovers]]===
 
Projectiles are slightly larger, and projectile-based [[Hyper Combo]]s take on a more beam-like appearance.
 
Projectiles are slightly larger, and projectile-based [[Hyper Combo]]s take on a more beam-like appearance.
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===[[Street Fighter III|''Street Fighter III'' series]]===
 
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In ''[[Street Fighter X Tekken]]'', many Tekken characters are given sidestep moves that allow them to avoid projectiles; this is due in part to the Tekken series' nature as a 3D fighter, and the relative lack of projectile users.
With the introduction of the [[Parry|parry]] mechanic, non-projectile users gained a convenient advantage against projectiles, being able to nullify them completely as opposed to jumping or [[Block|blocking]] (and thus taking [[Chip Damage]]).
 
 
[[Category:Attacks]]
 
[[Category:Attacks]]
 
[[Category:Special Attacks]]
 
[[Category:Special Attacks]]

Revision as of 22:07, 25 October 2012

A projectile, also generally referred to as a fireball, is a form of attack in various games, in which the user throws something - more often than not a shaped form of energy - at the opponent.

Various types of projectile attacks exist in the Street Fighter series, and allow users to damage foes from a distance. Depending on the projectile itself, it can also serve many other purposes, such as controlling space and pressuring opponents. However, projectiles can be jumped over somewhat easily.

History

Street Fighter

A sprite of Ryu's Hadoken from the original Street Fighter.

The Street Fighter series' first projectile attacks were introduced with the very first game of the series. Ryu and his Hadoken would go on to become a two of the series' many icons. Sagat, the final boss, was the only other fighter with a projectile, not counting Ken, who at the time was a multiplayer-exclusive palette swap of Ryu. Both Ken and Sagat would become playable in single-player modes from Street Fighter II on.

Street Fighter II series

With the introduction of more characters into the series, several more projectile attacks appeared, and opened up more varied combo tactics as a result.

The Hadoken played a major part in the gameplay divergence of Ryu and Ken. Ryu was shown to have gained more proficiency in the 'Hado' principle of his style, and thus was able to use more variants of the technique, including the Shakunetsu Hadoken and the Shinku Hadoken, his first and "trademark" Super Combo.

Street Fighter Alpha series

The mechanics for projectiles in the Street Fighter Alpha games made them much weaker overall, though they were still quite useful in combos.

Street Fighter III series

With the introduction of the parry mechanic, all users (particularly non-projectile users) gained an advantage against projectiles, being able to nullify them completely, as opposed to jumping, or blocking (and thus taking Chip Damage).

Crossovers

Projectiles are slightly larger, and projectile-based Hyper Combos take on a more beam-like appearance.

In Street Fighter X Tekken, many Tekken characters are given sidestep moves that allow them to avoid projectiles; this is due in part to the Tekken series' nature as a 3D fighter, and the relative lack of projectile users.