Super Smash Bros Codexery

Pin

A thumbtack's worth of damage, a full match's worth of doubt.

The Pin is a deceptively simple throwing item in the Super Smash Bros. series: a small, pointed drawing pin that shoots in a rigid straight line when hurled. It deals negligible damage on its own, yet its real value lies in the psychological pressure it applies—forcing opponents to guess, flinch, or waste a defensive move on something that could have been easily ignored.

Across multiple Smash titles, the Pin has earned a reputation as the quintessential mind-game item. It rarely wins a stock on its own, but in the hands of a patient player it can disrupt combos, bait out shields, and create the tiny openings that turn a close match. Its unassuming appearance belies a role that rewards reading your opponent over raw power.

Quick Facts

Type
Throwing item
Damage
Very low (single-digit percentage per hit)
Trajectory
Straight line; bounces off walls and stages
Rarity tier
Common
Special properties
Can be reflected by certain attacks; too small to be grabbed

Lore & Background

In the chaotic multiverse of Smash, items are drawn from the collective imagination of every world that has ever crossed a battlefield. The Pin is the most mundane of those objects—a humble office supply, a craft-store staple, the kind of thing a kid might use to hang a drawing on a corkboard. Yet the very fact that it has been pulled into the fray speaks to the game's philosophy: in Smash, nothing is too small to matter.

Fans often joke that the Pin represents the 'anti-smash' ideal. Where a Great Ball or a Hammer delivers spectacle, the Pin whispers. It asks the opponent to question whether the tiny glint crossing the stage is a threat or a trick. In a game built on over-the-top power-ups, that quiet uncertainty is its own kind of violence.

Across its appearances, the Pin has remained largely unchanged in design—a small metallic head on a slender needle. Its consistency is part of its charm. Players who have dodged a thousand Pins across tournaments carry a small, irrational dread of that single glint, a testament to how even the smallest thing can leave a mark.

Reader's Guide

The Pin is thrown in a perfectly straight line from the thrower's position, with no arc or gravity curve. It travels at a moderate speed and bounces off walls, the ceiling, and the floor, which can make its path harder to predict after the first segment. Damage on hit is very low—typically in the single-digit percentage range—so it will not KO a healthy opponent. Its real utility is disruption: it can interrupt weak recovery moves, force a shield that blocks a follow-up, or make a grounded opponent panic-dodge into a more dangerous position.

In competitive play, the Pin is a mind-game tool rather than a damage source. Skilled players use it to create a one-frame window of hesitation, then punish with a real attack. Because it is so small and travels in a line, it is easy to dodge if you are paying attention, but that very ease is the trap—opponents often overthink it and waste a more valuable action. In team or free-for-all modes, a Pin bounced off a wall can create a cheap, unexpected hit on a distracted opponent.

New players should not fear the Pin. If you see it coming in a straight line, a simple hop or sidestep handles it. Save your shield for actual threats. Veterans, however, should respect the timing: a Pin thrown at the exact moment you commit to a jump or a weak attack can turn your offensive move into a punishable flinch.

Did You Know?

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