// LOADING OWMAUK
// LOADING OWMAUK
Projectiles travel and drop, so you aim where the enemy will be. Leading, arc, and the movement reads that turn a coin-flip into a consistent hit.
By OWMAUK Staff
Projectile aim is a different skill from hitscan, and treating it like hitscan is why so many players bounce off Genji, Pharah and Hanzo. A hitscan bullet lands the instant you click. A projectile has to fly across the map and, for some heroes, fall as it goes. You are not aiming at the enemy - you are aiming at a point in front of them, at the height physics will drop your shot to. Get the mental model right and these heroes stop feeling like gambling.
The core rule: lead more the further away they are, and more the faster they move sideways relative to you. A target strafing across your view needs a big lead; a target walking straight at you needs almost none.
Genji shuriken fly fast and fairly flat, so drop is minor at close and mid range and your main job is leading a strafing target. Fan three at close range where the spread guarantees hits, and aim single, precise shots at mid range. The trick most Genji players miss: your own dash and double-jump change the angle mid-shot, so settle your movement for the instant you throw, then reposition. Read the enemy strafe pattern - most players juke in predictable left-right rhythms - and throw where the next step lands.

Genji
Fast, flat shuriken - lead the strafe
ProjectilePharah rockets are slow, which means big leads at range, but they deal splash damage, so you do not need a direct hit to do work. Against grounded targets, aim at their feet: a rocket that lands next to them still hits, and the ground stops the projectile so it always detonates. Against a target you can pin against a wall, aim the wall behind them. The slow projectile is the price you pay for damage that curves around cover and punishes anyone with no escape.

Pharah
Slow rockets, splash - aim at feet and walls
ProjectileHanzo has the most demanding arc of the three. Arrows drop noticeably over distance, so a far shot means aiming above the target and letting the arrow fall onto them. His arrows are large, though, which is why body shots feel generous and why aiming for the upper chest or neck line often clips a headshot. Practise the same distance repeatedly to burn the drop into muscle memory, because the arc for a given range is fixed. Storm Arrow removes the charge time but keeps the arc, so it is your reliable close and mid range burst.

Hanzo
Heavy arc, generous hitbox - learn the drop
ProjectileIf you also play hitscan heroes, do not fight the muscle memory - build a separate crosshair per hero so the reticle reminds your hands which mode they are in. A slightly larger frame for the projectile heroes, a tight dot for the snipers.
Projectile leading pairs directly with the hitscan-vs-projectile breakdown and the general aim guide - read those next to round out the picture. The short version: hitscan is reaction, projectile is prediction. Train them as the two different skills they are.
Do not aim at the enemy - aim at where physics and their footsteps agree they will be.