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Rework projectiles and add a projectile priority system#126

This has been a point of frustration for a long time but its hit somewhat of a tipping point for me with gouie. Projectiles all interact the same and are destroyed by the same things regardless of how strong or how much setup is needed to put them on screen. This was a descision that made sense in rivals 1 where shield didnt exist, but now in a game with a lot more defensive options i feel like it has less reason to be this way. Im not a fan of having to set up gouie charge shot and having it destroyed by zetter fireball, stray attack hitboxes, or even recovery moves like zetterburn up b. It doesnt make sense to me that the big strong fullscreen killmove projectile is removed from the game just as easily as a projectile that requires no additional setup or normals. I propose reworking the projectiles to make stronger ones beat other ones and to make stronger ones less easy to destroy, as the game already has a lot of options to deal with them and its a part of the game that can use more depth in my opinion.

19 days ago
1

maybe i am wrong but i think wrastors projectile already has priority over other projectiles?

18 days ago