Missile
A tiny rocket with a big boom—catch it, throw it, or get caught by it.
The Missile is one of the most iconic and long-standing items in the Super Smash Bros. series, first appearing in the original GameCube title. It is a small, red-and-white rocket that rockets across the stage in a straight horizontal line before detonating on contact with a fighter, a wall, or the stage boundary. Its simplicity—fly, hit, explode—makes it instantly recognizable to players of every skill level.
Though it rarely dominates a match on its own, the Missile serves as a reliable mid-range disruptor. It can be caught, re-aimed, and hurled by any character, turning a passive spawn into an active tactical tool. Across Melee, Brawl, for Wii U/Switch, and Ultimate, it remains a staple of item-heavy modes and a familiar sight in casual lobbies.
- Type
- Item – Projectile
- First appears
- Super Smash Bros. (GameCube, 2001)
- Behavior
- Flies horizontally in a straight line; explodes on impact with a fighter, wall, or stage edge
- Size
- Small (one of the smaller throwable items)
- Catching
- Can be grabbed and re-thrown by any character
- Spawn frequency
- Common
Lore & Background
In the broad, multiversal storytelling of the Smash Bros. series, the Missile fits neatly into the patchwork of weapons and trinkets that the Master Hand and Crazy Hand seem to pull from a bottomless pocket. It is not tied to any single franchise's narrative; rather, it reads as a generic military ordnance that could have been scavenged from a hundred different battlefields across the multiverse. Its unassuming design—a stubby fuselage, a pair of small fins, and a glowing exhaust—evokes the kind of expendable rocket you'd find in a dozen sci-fi or war-themed games.
What gives the Missile a certain charm in the fan community is its universality. It does not belong to Mario, Link, Samus, or any other fighter. It simply *is*, a piece of hardware that the Smash universe treats as common as a hammer or a star. In the lore-adjacent world of the series, items like this are often implied to be the residual energy of defeated opponents or the byproducts of the dimensional rift that draws every character to the Battlefield. The Missile, in that reading, is just another fragment of a thousand wars, reassembled into a toy.
Fans have long affectionately dubbed it the 'little guy' of the item roster, contrasting it with the grander, more theatrical weapons like the Smash Ball or the Giant Bomb. Its quiet, reliable pop makes it a comfort item for players who prefer straightforward chaos over elaborate set-pieces.
In Their Own Story
The Battlefield hummed with the low thrum of dimensional static. Somewhere beyond the stage's invisible wall, a small red-and-white rocket tumbled end over end, its exhaust sputtering like a dying firework. It drifted past the edge of the platform, trailing a thin ribbon of smoke, and a shadow—broad, gloved, unmistakably *there*—snatched it from the air. The rocket's fins spun lazily. For a heartbeat nothing happened. Then a fist, small and precise, flicked it back toward the center of the stage. The Missile screamed through the air, a thin whistle cutting the ambient noise, and detonated against a character's shoulder with a bright, staccato crack. The fighter staggered, wobbled, and tumbled past the blast zone. The rocket's last ember drifted down like a dying spark, and the Battlefield went quiet again, waiting for the next item to fall from nowhere.
Reader's Guide
The Missile spawns from the item box and immediately accelerates in a straight horizontal line across the stage. It is small, fast, and travels at a consistent speed, making its trajectory easy to read once you see it leave the box. On contact with any fighter, a wall, or the stage boundary it detonates, dealing a moderate burst of damage and a noticeable knockback that scales with the target's current percentage. At low percentages it is a mild nudge; at high percentages it can serve as a surprisingly effective edge-guard, especially when it hits a falling opponent near the blast zone.
The key interactive mechanic is catching. Any character can grab the Missile mid-flight, hold it briefly, and then throw it in a new direction—upward, diagonally, or straight back at the spawner. This turns a passive projectile into a re-aimable tool, and skilled players use it to bait opponents into walking into its path or to create a brief opening for their own attack. In competitive item games it is not a top-tier pick because its damage and knockback are modest and its trajectory is predictable, but in casual and all-star modes it remains a crowd favorite for its simple, satisfying pop. Tip: if you see one incoming, a quick dash or jump out of its line is almost always safer than trying to catch it at close range, since the explosion's hitbox is slightly larger than the rocket's visual model.
Did You Know?
- The Missile has been a spawnable item in every mainline Super Smash Bros. title since the original 2001 GameCube game, making it one of the longest-tenured items in the series.
- Despite its small visual size, the Missile's explosion hitbox is slightly larger than the rocket itself, meaning a character can be hit even if they appear to be just beside its path.
- In several entries in the series, the Missile can be launched by characters as a quick, low-commitment projectile, functioning almost like a short-range special move.
- The Missile's design—a stubby body with two small fins and a glowing exhaust—has remained largely consistent across games, with only minor color and proportion tweaks between generations.
More in Items & Mechanics
Elsewhere in the Super Smash Bros universe
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