->thefinalcutter83: According to CNN.com: "Iranian missile may be able to hit U.S. by 2015."\\
[=SpaceInvader455=]: [[ComicallyMissingThePoint That's one slow fuckin missile.]]
-->-- Website/BashOrg, circa 2005

Offensive projectiles are fast. Most bullets are too fast to be seen with the naked eye as any more than a momentary blur, at best. Missiles and rockets streak towards their targets at several times the speed of sound. Even arrows, sling stones, and thrown knives travel at considerable speeds, [[DepartmentOfRedundancyDepartment especially]] since that's how they damage the target. Conservation of momentum and conversion into kinetic energy and all that. Even if you [[YouFailPhysicsForever failed physics]], it's fairly easy to see the faster things travel, the harder they hit if brought to a sudden stop through contact with an intervening body, like yours.

But that's [[RealLife reality]]. This is videogames. And it's awfully hard to dodge things that travel faster than you can react. So they don't. Bullets? Arrows? [=RPGs=]? Sidestep, duck, jump over 'em all!

And heck, if that's too much work, just [[ShootTheBullet shoot them out of the air]]! Knives are big and slow, aren't they? You and your awesome gun can just deflect them with bullets! Oh, heck, why not blow up those rockets and grenades with your weapon before they even reach you?

This is especially common in LightGun games, [[WhenAllYouHaveIsAHammer where all you have is a gun]]. Bullets will hit you, but missiles and grenades can be shot out of the air before they reach you. Knives, axes, and barrels can easily be deflected as they lazily swim through the air towards you at speeds that would make them trivially easy to dodge, and likely not all that harmful if they hit. Okay, maybe a giant crate could be easy to hit if one was sailing towards you, but you'd likely need a fairly large caliber weapon to deflect it.

It's fairly common for bosses in Light Gun games to use painfully slow projectile attacks, as they're meant to take many more rounds to kill than the typical mook, and thus you can't stop their attack with one bullet.

Related to VeryHighVelocityRounds. Compare ProjectileSpell and contrast HitScan. Commonly used in BulletHell games, in which the challenge is to dodge an ''absurd'' number of painfully slow projectiles.
----
!!Examples:

[[foldercontrol]]

[[folder:Action Adventure]]
* ''VideoGame/{{Okami}}'' does this, but there's generally a reason for this - you have to deflect the projectiles with your Power Slash. That, and they aren't bullets, they're generally rocks or fruit being thrown at you. In any case, later projectiles are sped up considerably, with the idea that you need to use Mist to slow time down in order to be able to slash them- if you try to slash them without Mist, they either don't show up on the brush screen or they aren't affected by Mist.
* In ''ZZT'', bullets travel at cycle one, which is a fancy way of saying "twice as fast as the player can move". They're destructible, too: when hit by another bullet, they annihilate each other. Stars are slow, but homing, indestructible, and [[ArsonMurderAndJaywalking change colors a lot]].
[[/folder]]

[[folder:Action Game]]
* The old NES ''VideoGame/NinjaGaiden'' games not only featured slow bullets, but slow rockets that could be detonated with your ''sword'' before they hit you.
* The Xbox360 game ''VideoGame/EarthDefenseForce2017' has a line of missile launchers called, fittingly, the Air Tortoise. Once fired, you can run ahead of the missile and soften up the target with a machine gun while you wait for it to kill the thing five or ten seconds later. The only advantage to it is that later versions are really powerful and relentless in tracking a target.
* The rockets in the NES ''Franchise/GIJoe'' game can be punched, slashed, or shot before they hit you.
* Most projectiles in ''Silent Assault'', even the boss's attacks.
* ''VideoGame/TwistedMetal 2'' has [[HyperDestructiveBouncingBall Ricochet Bombs]] which are [[CartoonBomb large black bombs]] fired from the front of your car. If you are using the turbo when you launch one, you immediately run into it and blow yourself up. The game also has machine gun bullets that take about a second to travel five car lengths.
[[/folder]]

[[folder:BeatEmUp]]

* The knives thrown at you in ''VideoGame/KungFuMaster'' are slow and easy to jump or duck, especially if you are walking away from them.
[[/folder]]

[[folder:Fighting Game]]
* {{Fighting Games}} in general tend to have relatively slow projectile attacks, as per the example set in ''VideoGame/StreetFighterII''. In that game in particular, you could make your fireballs even slower by using lighter attack buttons, to the point that some fighters could ''walk'' faster than their Jab fireballs, allowing them to be used to pressure their opponents by physically following the attack.
** In ''VideoGame/StreetFighterIII'', Sean's Hadou Burst is a LimitBreak primarily because it averts this.
** Dhalsim's Yoga Catastrophe in ''VideoGame/StreetFighterIV''. Along with its large size and Dhalsim's teleportation abilities, it is considered one of the best utility Ultra moves in the game.
* The Emperor's giant flare balls and bouncing mines in ''VideoGame/DissidiaFinalFantasy''. The slowest projectiles in the game, but if you accidentally dodge into one, then ''you'' [[BlownAcrossTheRoom become the fastest projectile in the game]].
** Kefka's projectiles are generally faster, but still slow enough and erratic enough that you will be using them to control the target's movement while you set up a better shot.
* Reptile's energy ball in ''VideoGame/MortalKombat''. Its slow movement makes it easy to misjudge, and if opponents do get out the way, clever players can knock them right back into it.
* The reasons why Sentinel's Sentinel Force assist is one of the best in ''VideoGame/MarvelVsCapcom'' is because it's slow and covers a good half of the screen at any one time.
* Exploitable in ''VideoGame/{{Skullgirls}}'' if you're using [[CrazyAwesome Peacock]]. One of her attacks is a bomb that slowly walks around the ground, which can be quickly used to support teammates by forcing the enemy to keep track of the bomb and the enemy fighter at the same time.
* The bullets from ''VideoGame/SamuraiGunn'' act this way, so that with appropriate timing, they can be deflected back with a simple sword slash.
[[/folder]]

[[folder:First Person Shooter]]
* In the ''VideoGame/{{Marathon}}'' series, the only enemy weapons which fire too quickly to be dodged are the assault rifles the troopers use and the rockets that the juggernauts fire. Everything else thrown at you you can dodge, and are essentially required to in order to survive.
* ''VideoGame/{{Doom}}''. The "light" weapons (on both sides) are hitscan, but rockets from the rocket launcher are fast, and bolts from the plasma gun are ''very'' fast, while imps' and cacodemons' fireballs move very slowly, and the hell knight's and baron of hell's fireballs are still slower than a rocket. This is compounded in that the player [[RoadRunnerPC moves very fast]], allowing him to keep pace with a fired rocket and outrun nearly every other projectile in the game.
* In ''VideoGame/{{Heretic}}'' on the same engine, virtually everything being fired at you by any monster can be dodged. The golem's skull projectiles will home in on you, but it's easy enough to get them to impact walls or even other monsters.
* The plasma cannon overcharge shot in ''VideoGame/Warhammer40000SpaceMarine'' is pretty slow, mostly because it kills ''everything'' within a thirty-foot radius of its point of impact.
* ''Franchise/{{Halo}}'' has the Needler. Its projectiles are homing... but this is of little use since they are so freaking slow you can outrun them by walking backwards. In ''VideoGame/{{Halo 2}}'' and ''[[VideoGame/{{Halo 3}} 3]]'' their speed was increased enough to make the Needler usable, but they're still quite sluggish compared to other weapons. It also has the Fuel Rod Gun that fires a large neon-green projectile that can be easily dodged at medium to long ranges.
** Any and all plasma projectiles are pretty much this. High visibility and relatively slow makes them very easy to dodge at certain ranges.
** The Rocket Launcher, while faster than the two mentioned above, is still unrealistically slow enough that you can dodge it with a jump without even looking due to the fact you can easily ''hear it coming'' about 1/2 a second before it hits.
* Guns in ''VideoGame/{{Borderlands}}'' have a hidden "velocity" stat, which determines how fast the projectiles move. Normally it's fast enough to not matter, but with sniper rifles and missile launchers, it becomes important.
** In ''VideoGame/{{Borderlands 2}}'', [[TestosteronePoisoning Torgue]] brand guns fire slow mini-rockets instead of bullets, making them poorly suited for long-range combat.
* Most non-hitscan projectiles in ''VideoGame/{{Unreal}}'' are surprisingly slow, but the biggest offenders have to be the boulders. When a Titan throws a rock, it does not "fly" through the air as much as slowly float its way toward the player. Of course, this is a good thing, as a hit from one of those boulders is usually a one-hit kill.
* In ''VideoGame/TeamFortress2,'' bullets travel instantaneously, even from across the map. Rockets, grenades, and arrows, however, will have a marked flight time, occasionally measurable in seconds. This is primarily a balancing issue, as the first two mentioned weapons have considerable splash damage (and the slow speed gives more fleet footed class time to evade). Pyros have the option to [[PlayingTennisWithTheBoss play tennis with enemies]] and reflect the aforementioned projectiles back at the people who fired them.
** Going by the scale used for objects, Huntsman arrows travel at about 120-150 feet per second (35-45 m/s) depending on how long they've been drawn, which isn't too unreasonable for a bow of such an antiquated design and material. That's part of the reason a Pyro managing to deflect one into something is such a big deal.
* The pistol and nailgun in ''VideoGame/QuakeIV''. The shotgun, machinegun, and a few others are hitscan, although still dodgeable.
* The projectile of the H-AVR anti-tank rifle in ''VideoGame/{{Battlefield}} 2142'' moves relatively slow compared to many other weapons in the game. Considering that anti-tank rifles destroy targets with a heavy flechette traveling at incredibly high velocities, it is kind of ridiculous to have to lead moving targets at less than 50 yards away. It is likely for a balancing reason, as being able to snipe tanks and aircraft would be a GameBreaker.
[[/folder]]

[[folder:Hack And Slash]]
* In ''VideoGame/{{Diablo}}'', projectiles only really become dangerous when there are loads of them, or they home. The Amazons in ''Diablo 2'' also have a spell that slows down any missile. The partial exception to this is the red lightning Diablo itself fires, which is very difficult to avoid completely. Unfortunately, the Amazon's arrows also qualify which is why she gets fancy multi-shot and machine gunning skills to compensate.
[[/folder]]

[[folder:Light Gun Game]]
* ''VideoGame/VirtuaCop'' series:
** ''Virtua Cop'', in all its incarnations, feature grenades, rockets, and knives that can be shot out of the air. The first boss of the second game even throws a ''van'' at you, which is deflected with six bullets.
** ''Virtua Cop 3'' features a BulletTime ability where your VeryHighVelocityRounds can be used to shoot enemy bullets out of the air. Repeat: Shoot enemy ''bullets'' out of the air!
* ''VideoGame/ZombieRaid'', aside from the usual fireballs, mixes in wooden stakes, (Which travel far too slowly to be of any real threat) mummy wrappings, and thrown beakers.
* ''VideoGame/{{Police 911}}'' has bullets so slow you can easily follow their trajectories.
* The old shooting-gallery-style games ''Cheyenne'' and ''Crossbow'' had this; you'd use your gun to defend the protagonist from bad guys, either by shooting them first or (when you fail) shooting their projectiles.
* ''VideoGame/HouseOfTheDead'' zombies don't just claw at you, they throw axes, barrels, and crates as well. Sure looks weird when they travel only slightly faster than the zombies beside them running at you. Some bosses also shoot fireballs that can be dispersed by... shooting them.
** ''[[VideoGame/TheHouseOfTheDeadOverkill Typing of the Dead: OVERKILL]]'' only slows this down further to allow you to cancel what you're typing to deal with the thrown object...or just finish off typing because you've got a couple of seconds until it hits you.
* ''VideoGame/LethalEnforcers'' has the bosses use rocket launchers or blades. The second has cannons, barrels, and arrows, being in a wild west setting.
* In ''VideoGame/ResidentEvilTheUmbrellaChronicles'' not only you can shoot zombie puke, but also some pretty slow falling rubble and rockets.
* Any non-bullet projectiles in ''VideoGame/{{Area 51}}'' and ''MaximumForce''.
* Knives and grenades in ''VideoGame/OperationWolf''.
[[/folder]]

[[folder:Mecha Game]]
* ''VideoGame/SteelBattalion: Line of Contact'' feels like this with pretty much every weapon, especially smoothbore cannons, due to how easily they can be dodged with the slidestep pedal. The High Velocity Missile Launcher (HVM-la) is faster than usual, but can still be dodged easily at longer ranges, and while the railgun can't be dodged after firing due to ludicrous projectile speed, the lead-up time required to fire it allows skilled pilots to slidestep just before it fires so it misses wide. Homing missiles like the AS-mis and PZ-mis can be thwarted with chaff and a slidestep as well.
* Throughout the ''VideoGame/ArmoredCore'' series, there have been a variety of weapons that fall into this category. Most of them are missiles. Often, said slow projectile is the dreaded Large Missile, which actually tracks insanely well and [[ForMassiveDamage hits like a truck]]. Often, the slow characteristic and heavy punch is employed specifically as a lethal distraction while dozens of other, faster firing weapons bombard the poor opponent who's occupied with dodging the slow but maneuverable missile and not paying attention to the [[DeathByAThousandCuts slew of rifle rounds coming from the other direction]]. If the opponent happens to ignore the missile at their own peril, well, so much the better.
* ''VideoGame/MechWarrior 2'' had this with [=PPCs=], whose slow moving balls of energy were trivially easy to dodge at any distance beyond spitting. This was especially jarring because the videogame - as [[TabletopGame/BattleTech the tabletop one from which it derived]] - tried to pass [=PPCs=] as long-range, which they were only good at if your target had the decency of sitting still. The tendency of PPC bolts to [[GameBreakingBug not actually fire]] didn't improve things any.
** Many other guns shot bolts that were slower than logic would have dictated. Laser bolts and autocannons, in particular, were much faster than PPC bolts, but they still required considerable [[LeadTheTarget leading]] at long range, especially against fast targets.
[[/folder]]

[[folder:Platform Game]]
* ''VideoGame/{{Contra}}'' has enemies attack with bullets and missiles that travel at a shockingly slow pace across the screen. Their deadliness usually comes in [[MoreDakka waves]], from the fact you're a OneHitPointWonder, and from the fact that it's 2D so you can't just casually sidestep the shots. This is particularly WTF-inducing in ''Contra 3'', where on lower difficulties, an enemy behind you fires a bullet at you traveling ''slightly faster'' than the character. Since the animation of your character makes it look like he's merely jogging, dodging the bullet would simply be a matter of him picking up the pace and literally ''outrunning the bullet''. [[note]]To ''really'' drive in the WTF factor, note that this means that if your character could sprint, you could jump out of the bullet's path, let it pass under you, and then, as is lazily floats away from you, run after it and '''kill yourself by hitting it from behind'''.[[/note]]
* Lampshaded in ''VideoGame/MetalSlug''. There's an enemy that's basically a big cannon on wheels; it has a large barrel, and when it readies to fire it looks like it'll blast half the screen away. It then does a huge boom, and -- plops down a sloooowly rolling projectile that acts as a moving landmine.
** Played straight for anything else with a big gun. The huge tank on rails in the second episode requires the player to maneuver their own tank around the pattern of sssllooowwly flying blue cannonballs, and the battleship in the third ''can't'' hit the player with its main gun if they keep moving right, because the arcing projectiles are too slow to catch up.
* ''Franchise/MegaMan'' series:
** Mega Man's projectiles, and heck, almost any projectiles in the game are usually slow.
** Taken UpToEleven in ''VideoGame/Rockman4MinusInfinity'': the Minimum curse in Pharaoh Man's stage combines this with OneBulletAtATime. Needless to say, it gets ''really'' annoying.
** ''VideoGame/MegaManX2'' has the [[ChargedAttack charged-up]] Magnet Mine, which fires out... a slow-moving black-hole like projectile. That does continuous damage as long as it is in contact with an enemy. In this case, being slow is a ''good'' thing, since it will be making contact with an enemy for a longer time.
** Becomes lethal in ''X5''/''X6'' when Zero uses his slow OneHitKill SwordBeam and dashes past it to lunge at you, and you can't jump because his beam covers nearly the entire screen (minus a gap below, [[FailureIsTheOnlyOption which is blocked by Zero himself when he advances]]).
* ''Franchise/SuperMarioBros'': Every projectile not shot by a player. Every. Single. One. This gets to a truly ridiculous extent when the projectiles are LASERS.
** A noteworthy mention is the Bullet Bills, as well as other cannon balls. Not only can you outrun them easily (assuming you have space to run) but you can even jump on them.
* In ''{{Pickory}}'', it is possible to shoot downwards while in mid air and then fall onto your own bullet. Naturally, [[OneHitpointWonder this kills you]].
* In ''VideoGame/IWannaBeTheGuy'', one of the boss fights involves them launching a giant Bullet Bill (as a ShoutOut to the above ''Super Mario Bros'') which moves slowly enough for you to either destroy it by shooting it numerous times, or DoubleJump over it.
[[/folder]]

[[folder:Racing Game]]
* In ''VideoGame/{{Wipeout}} 2097'', the [[EarthquakeMachine Quake Disruptor]] weapon creates a wave on the track that hits all opponents in front of you. At least that's what happens on slower race classes - on Phantom class, your own ship is about as fast as the wave, so instead of the expected destruction you get a large wall of tarmac in front of your nose that blocks your vision. The game mechanics were ported almost exactly to ''Wipeout 64''; one of the very few changes was a speed buff to the Quake wave.
[[/folder]]

[[folder:Real Time Strategy]]
* ''VideoGame/TheSettlers'': In Settlers II, a catapult may fire on an enemy building, only for that building to have been captured by the player by the time the boulder lands, resulting in loss of the building to friendly fire.
* ''Franchise/StarWars: VideoGame/EmpireAtWar'' and its expansion. Although usually the targets are too slow to get out of the way, the proton torpedoes are, while devastating, painfully slow, so ships such as a Corellian Corvette with Power to Engines can simply outrun them. The concussion missiles are better, but can still be outrun.
* Arrows and siege ammo in the first two VideoGame/AgeOfEmpires games could be dodged by any moving unit, at almost any distance, because no unit in either game is able to lead their shots without [[YouHaveResearchedBreathing research.]] In the first game one could easily see two groups of archers doing a little "dodge-dance" in between shooting each other.
** The cannonballs fired by Cannon Galleons in II are a particularly notable example, which makes them AwesomeButImpractical against anything but shoreline buildings. [[AwesomeYetPractical Unless you're the Spanish, in which case they benefit from the shot leading research mentioned above.]]
* ''TabletopGame/{{Warhammer 40000}}: VideoGame/DawnOfWar II: Retribution'' has the Light Of Calderis, a plasma cannon whose drawback is stated as "projectile moves slower". This turns out to be quite an understatement, but the blast is too devastating for you to care.
** Similarly, any tier-four Global Powers. Whether it's artillery, orbital strikes, or a spell that's calling down demonic energies, the attacks come in so slowly and [[CrosshairAware the units seem so aware of their approach]], there's only three ways to ACTUALLY hit a target with them: cast it on a group that hasn't seen you yet, call it on a group pinned down by fire (which, given the way cover is spread around, drastically reduces the numbers you will hit), or [[WeHaveReserves call it down in the middle of a giant melee battle]].
* In ''VideoGame/StarCraft2'', the Raven's Seeker Missile is so slow that it can be outrun by most ground units. Speaking of which, why are ground units often faster than SPACECRAFT?
** The Seeker Missile is [[AllThereInTheManual explained]] as having been developed more as a guided mine for deep space territory denial.
* Nuclear missles in ''VideoGame/{{DEFCON}}'' can take several minutes real-time from launch to impact, all the while being shot at by anti-ballistic missiles - justified in that real-life [=ICBMs=] launching from, say, the United States to Russia would take about 30 minutes.
[[/folder]]

[[folder:Role Playing Game]]
* ''VideoGame/{{Fallout 3}}'' and ''VideoGame/FalloutNewVegas'' feature these. In ''[=FO3=]'', every bullet is a rather slow tracer (which actually seems to function as HitScan with the bullet itself only having a graphical effect). Missiles travel much slower than they ought to as well, though usually not enough to dodge unless they're fired over a very long range, with the same applying to New Vegas. The various Plasma weapons in ''[=FO3=]'' (and only some of them in Vegas) also suffer from very slow moving projectiles as their primary disadvantage, as it makes them difficult to use over long ranges and against moving targets outside of VATS. The New Vegas plasma rifle even has a weapon mod which makes its projectiles go faster.
* ''Videogame/TheElderScrollsIIIMorrowind'': all marksman weapons and ammo take enough time to travel to their target you can follow it. This also works the other way around: when an enemy fires an arrow or throwing weapon at you, at medium and long range you have plenty of time to step out of the way; smarter enemies will also dodge your arrows.
** ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' inherits this problem. Arrows move so slowly without mods (bordering on BulletTime) that a bowman firing from even medium distance poses no threat unless the player's engaged in combat with someone or something else.
** ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' has retained the slow arrows and now they cut both ways as enemies are slightly CrosshairAware (unless you're hidden) and will strafe to avoid your shots. Fortunately enemies are still completely unable to adjust for movement.
** Projectile spells in all three games are pathetically slow and easy to dodge. Casters rely on the splash damage instead of direct hits.
* The Devastator Heartless in ''VideoGame/KingdomHeartsII'' launches a sluggish homing sphere of energy at the end of a volley of quick projectiles. Touching it will launch you a distance inversely proportional to its speed.
** In ''VideoGame/KingdomHearts3D'', the Tatsu Steed's Bubble Mine attack is an even slower homing projectile, but causes high damage and stuns its victims to compensate. Thanks to ArtificialStupidity being in play, it becomes extremely effective when used by an ally, as your foes will readily charge into the projectiles, which you can use as a safe zone of sorts.
* ''Franchise/MassEffect'' series:
** Although bullets in ''Mass Effect'' hit instantly, all the heavier weapons move slowly enough to easily sidestep on foot or jump over in the Mako.
** Not so much in ''VideoGame/MassEffect2'': heavier weapons are still slower than normal weapons, but they can now home in on you. The ones you use, however, often miss the memo on that homing thing. Of particular note is the M-920 Cain, which [[StatisticallySpeaking in theory]] fires a slug at 5 km/s, but [[GameplayAndStorySegregation actually]] moves quite slowly.
** In ''VideoGame/MassEffect3'', like ''VideoGame/MassEffect2'', the missiles home in on you. However, you can now dodge roll right before they hit you (and so can enemies), and it's even possible to shoot rockets out of the air. This is easiest done with adrenaline rush, the time-slowing mod for the sniper rifle, or by pouring bullets in the general direction of the rocket with the mounted machine gun.
* ''VideoGame/StarTrekOnline'' has various destructible torpedoes that move so slowly you often end up finishing the target off with your energy weapons before the torpedo gets there. Fortunately, they'll switch to another target if that happens.
* Arrows and crossbow bolts in ''VideoGame/DarkSouls'' and ''VideoGame/DemonsSouls'' are quite slow, so one can generally dodge them in time. Not that this means they aren't a threat.
* ''VideoGame/{{Soulbringer}}'' gets hit with this, oh so very hard. Arrows and bolts travel slow enough that, outside point-blank range, the barest lateral motion will dodge them. Add in the inability to aim manually, and ranged weapons are virtually useless unless the target is standing still or [[ShortRangeLongRangeWeapon moving directly towards you]]. On the plus side, this all applies to the AI, as well.
* Various ''VideoGame/MountAndBlade'' game mods and derivatives with firearms have the bullets travel so slow that they are plainly visible (and fairly arrow-like in shape).
[[/folder]]

[[folder:Shoot Em Up]]
* In ''Tiger Heli'', tanks fire slow moving shells that resemble quarters, which you can often dodge quickly, provided nothing is in your escape path. Your bullets, however, move as quickly as you can push the button.
* As mentioned above, this is a staple for most BulletHell games. A metric tonne of ordinance is put into the air at low speeds, restricting your movement to create flying mazes made of bullets. And while you're carefully navigating the curtain of oncoming fire, they'll throw a handful faster and aimed at your head. Yannow, to keep you on your toes.
[[/folder]]

[[folder:Simulation Game]]
* The shots fired by some anticapital guns in the ''[[VideoGame/{{X}} X-Universe]]'' series are so slow they can be outrun by a scoutship.
* ''Some'' guns in ''VideoGame/VegaStrike'' shoot these, e.g. Crippler and Disruptors, though many others fire bolts at several km/s. Rlaan "Mini Grav Thumper" takes the prize: it's so slow that only capships can't easily dodge it; but it's also so expensive and hideously powerful that there's no point to hurl it at small craft in the first place. It's also got very high dissipation and short range, thus to kill a capship, you as likely as not had to enter [[DefeatEqualsExplosion the ship's explosion range]] -- and since in VS you ''cannot'' OutrunTheFireball, it's wise to accelerate away immediately, so... it's not too bad that it's outrageously slow, after all?
[[/folder]]

[[folder:Stealth Based Game]]
* ''VideoGame/{{Hitman}} 2'', especially with suppressed weapons.
[[/folder]]

[[folder:Survival Horror]]
* In ''VideoGame/ResidentEvil5'', the SMG and other guns are hitscan, while the huge Gatling gun you can unlock is not. Actually, it's the same Gatling gun the powerful vulcan ganado uses. This also makes the thing nearly useless considering the gun's horrible recoil. Most of the time your bullets fly right past the enemies. The hitscan SMG with infinite ammo makes for a much better weapon.
[[/folder]]

[[folder:Other]]
* ''VideoGame/GratuitousSpaceBattles'' has two main types of weapons. Beams that hit instantly, and everything else. This leads to missiles that are so painfully slow that several volleys of fast firing close range beam weapons can be fired between the time the missiles are launched and they hit. Furthermore, missile velocity is a known statistic with actual effects.
* Annoth the Firebreather Dragon in ''VideoGame/IOfTheDragon'' has access to the ''Hound'' spell which works like this... fortunately though, it does cast good damage and it is also a HomingProjectile.
[[/folder]]

!!Non-Video Game Examples:

[[folder:Anime and Manga]]
* Don Kanonji from ''Manga/{{Bleach}}'' has a [[KiAttacks spirit attack]] that launches a small and sluggish ball of light. Woe betide those that judge it by appearance, though; if it ''does'' hit, it packs quite a punch.
* ''GashBell'' features a demon who can summon massive and extremely powerful spheres of purple energy, which ''veeeeerrrrryyyy ssslllllooowwwwwlllllyyyy'' inched their way toward their target. He got around his obvious weakness by teaming up with another demon whose glue-based magic was good for immobilizing a target but not for dealing damage.
** His second spell is also this, albeit more useful. It moves slightly faster, but it homes in on the target and won't stop chasing it until it hits something.
* In a FillerArc of ''Manga/OnePiece'' the BigBad had the power to heat himself up and create balls of "heat", however, they were extremely slow, even when the villain tried to mimick Luffy's Gatling attack; the balls were as slow but they were many of them.
* ''SonicTheHedgehogTheMovie'' contains a LampshadeHanging: during the climactic battle, Eggman fires such a rocket, and it's shaped like a tortoise to boot. The other, much faster rocket is shaped like a hare, and Eggman writes off the tortoise as a design failure. After the battle is over, Eggman [[UnspokenPlanGuarantee gloats that he could make a better Metal Sonic,]] [[ChekhovsGag only for the tortoise, slow as ever, to come steal the data disc necessary to remake Metal Sonic and explode.]]
* ''Franchise/DragonBall'' has the ki attacks move quite slowly, especially over long distances. Fanon claims that the viewer is actually watching the action through the [[BulletTime incredibly heightened reflexes of the main characters]]. There is evidence for and against this theory.
* In LightNovel/{{Slayers}}, [[WhiteMagicianGirl Sylphiel's]] version of Flare Arrow comes out as this due to her inexperience with attack spells. It's also pathetically weak and [[EpicFail shaped like a carrot]].
* ''Manga/ACertainScientificRailgun'' had a minor, unnamed villain with an ability he called "Equal Speed". This causes anything he throws to ''never'' lose momentum until he stops concentrating on it, making it an UnblockableAttack. He demonstrates by throwing a marble at a steel door. The marble flies through the air very slowly, then plows through the door.
* ''Franchise/{{Gundam}}'''s beam weapons are surprisingly easy to dodge for accelerated particle weapons in frictionless space--even the various MechaMooks of the disparate series seem to have few problems in avoiding them, and the combination of HighSpeedMissileDodge and AceCustom mobile suits means that named characters have an even easier time not geting shot down by beam weapons.
[[/folder]]

[[folder:Film]]
* A justified example in the XMen movie, where Magneto is in a stand-off with Xavier and holds a police squad hostage by taking control of their guns, slowing the bullets down to a crawl to threaten them.
* In the film ''Film/{{Runaway}}'', the villain [[{{KISS}} Gene Simmons]] has a pistol that shoots homing bullets. From the bullets [[ArrowCam point of view]] they travel only slightly faster than their running targets.
* ''TheLastAirbender'' has the ''very'' infamous "Pebble Dance", which involves ''seven'' Earthbenders throwing a rock roughly the size of a human head, which travels at most two miles per hour. To contrast, in the original [[WesternAnimation/AvatarTheLastAirbender cartoon]], a single Earthbender could launch a boulder forty times larger at least fifty miles per hour.
[[/folder]]

[[folder:Literature]]
* ''Literature/HarryPotter'': Avada Kedavra, the "Unstoppable Death Curse" is described as a projectile that can be stopped by solid objects; gravestones and statues, for example. Granted, one probably couldn't do BulletTime or something if out in the open, but this is less than the inevitable doom it was cracked out to be.
* ''Literature/SeptimusHeap'': Despite Etheldredda being very close to Jenna, Alice Nettles manages to jump into the way of the bullet shoot by Etheldredda just in time.
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[[folder:Live-Action TV]]
* ''Series/MontyPythonsFlyingCircus'': The Terry Gilliam animation "Opera Singer being shot by a very slow cannon," which is ExactlyWhatItSaysOnTheTin. An opera singer sings while a cannon stationed a few feet away is shot at him. The cannonball takes about a minute to get to him.
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[[folder:Theatre]]
* ''The Complete History of America (abridged)'' makes use of the RuleOfFunny by having an enormous prop bullet carried on a stick.
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[[folder:Web Original]]
* Spoofed in a ''WebVideo/YuGiOhTheAbridgedSeries'' episode. The opponents, based on the Mooninites below, have to actually tell Yugi and Kaiba "Just give it a minute". Kaiba is so bored by this that he [[ScrewTheRulesIHavePlot screws the rules]] and tells Obelisk (the attack's target) to attack them both to win.
* Done with a fist in ''Machinima/RedVsBlue: Revelations''. The Meta is slowed down by his malfunctioning time-altering upgrade. He still charges for Doc, who jokes about the Meta's attempt to very slowly kick his ass. Simmons notes that while the Meta was appearing to move slowly relative to them, he was still technically moving as fast as he was before, therefore his punch would have the same amount of force. Doc laughs... right up until the point the Meta ''taps'' him, which sends Doc flying into a wall.
* Spoofed in ''WebAnimation/TheFrolloShow'', where Jafar fires one that is excessively slow even by regular Painfully Slow Projectile standards, but it doesn't even seem to cross Frollo's mind to avoid it.
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[[folder:Western Animation]]
* ''WesternAnimation/AquaTeenHungerForce'':
** PlayedForLaughs with the Mooninites' laser cannons, whose pixelated bullets move sluggishly, especially in the case of the bigger Quad Laser, but packed enough punch to vaporize Carl (it didn't kill him; it just teleported him to the Moon).
** In a later episode, they use a variant called the Quad ''Glacier'', which moves four times the speed of a glacier.
** This and their "Jumping is useless" line actually made a bit more sense for [[WhatCouldHaveBeen the Mooninites' original origin, which was cut for time,]] of them being the spirit of [[TheGreatVideoGameCrashOf1983 hundreds of old video games buried underground]] - most of those games were entirely 2D, so a projectile too big to jump over would inevitably kill you no matter how slow it traveled.
* ''WesternAnimation/InvaderZim'' has "Walk for Your Lives" which is not technically a projectile; it's an explosion. It's caused when a time stasis prison malfunctions and explodes, so that the explosion is under the time stasis and slowly expands. Resulting eventually in everyone panicking to escape but quickly realizing that they can leisurely walk away from it.
** Zim's plan to stop it was to undo the temporal flux, returning it to its normal speed, and thus the explosion would be over and done with instead of ''slowly'' threatening everyone. Of all people, it was [[CloudCuckooLander GIR]] who [[OnlySaneMan pointed out the flawed logic.]]
--> '''GIR:''' But if the big 'splodey goes fast, won't it be baaaad?
** Similarly, several aliens are shown firing energy-based projectiles, none of which are the virtually-instant-hit devices you would expect from short-range laser and plasma blasts.
* When [[TheStoner Raymond the Bear]] is made the baseball team's pitcher in ''WesternAnimation/TheClevelandShow''.
--> "It's as if ''the ball itself'' is stoned."
* WesternAnimation/BugsBunny's "perplexing" slowball in "WesternAnimation/BaseballBugs", which manages to singlehandedly strike out the side because no one can freaking hit it.
--> "One, two, threestrikesyou'reout! One, two, threestrikesyou'reout! One, two, threestrikesyou'reout!"
* On the WesternAnimation/WoodyWoodpecker cartoon "Misguided Missile", a villain is chased by a guide missile originally meant for Woody but is now, thanks to Woody's tampering, aimed at him. Said missile crawls through the air at a snail's pace, alerting its victim with its TerribleTicking.
** In [[BaseballEpisode "The Screwball"]], Woody throws an incredibly slow baseball that none of the players can hit.
[[/folder]]

[[folder:Real Life]]
* To a degree: Certain Roman-era barbarian tribes worked up a technique where their soldiers, armed with a javelin, a side-weapon such as a sword, and practically no armor, would throw the javelin and run forward while it was in flight so that both of them would reach the enemy at close to the same time. Not so much "painfully slow projectile" as "painfully fast soldier", though.
* Until the advent of gunpowder, a man on foot had a decent chance of dodging artillery projectiles by the virtue of the fact that the projectiles were not particularly fast and rather large. As long as he wasn't hindered by a tight packed formation.
* Paintball. For safety reasons, markers are capped at a muzzle velocity of three hundred feet per second. Slow enough that it's possible (albeit difficult and does require good reflexes or long distance) to hear someone firing at you, see the paintball coming, and dive for cover.
* Battleship shells are only painfully slow with respect to their range, which leads to an interesting scenario: a battleship firing at extreme range cannot hit a destroyer except through pure luck, as the destroyer moves several times its own length in the time it takes the shells to arrive, giving it plenty of options for dodging. [[note]]However, if the destroyer were to move close enough to engage the battleship with its main guns, this problem would no longer apply.[[/note]]
* Early guided missiles, particularly of the anti-armor type, flew relatively slowly so that they could be seen and controlled manually and could take upwards of 15-20 seconds to reach a target. These could easily be countered by the enemy looking for dust and/or smoke kicked up by a missile and shooting at the launch position to break the operator's concentration. In fact, this was the standard response for Americans in Vietnam (and Israelis in the Yom Kippur war) to being fired at by an AT3 Sagger (9K11 Malyutka for Russians). In its earlier version it took a lot of skill and concentration to get a hit, which is very hard when you have tank shells exploding near you- even 1 second of distraction can mean a miss. However, since then, new aiming systems have been created (look up SACLOS: Semi-Automatic-Command-to-Line-Of-Sight) in which the launcher does the hard work and the operator can get a hit just by keeping the crosshairs on the target (not needing to actively control the missile).
* Naval torpedoes are quite slow and a shallow-running torpedo can easily be seen. Partially averted by rocket-powered supercavitating torpedoes, by creating a drag-reducing air bubble they can travel 2-4 times faster than traditional units.
* In live-action roleplaying games, boffer arrows (i.e., "safe" arrows) are slow enough to be dodged or knocked out of the air by someone with quick reflexes.
** Of course, many systems (such as Belegarth) have explicit rules against hitting arrows in mid-air, as high-velocity splinters of fiberglass can cause quite serious damage.
** In the Russian live-action roleplaying system (where the arrows are ''the only'' heavily bofferized weapons) there are people who train themselves to catch those arrows in mid-flight.
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