Resolve an initial velocity launched at an angle into components and find the time of flight, maximum height, and range of the projectile.
When a projectile is launched at an angle instead of purely horizontally, the very first step is always the same: use last week's component skills to split the initial velocity into v0x = v0*cos(theta) and v0y = v0*sin(theta). From that point on, the two halves behave exactly as before -- v0x stays constant the whole flight (nothing pushes horizontally), and v0y undergoes ordinary free fall, first shrinking to zero at the peak, then growing negative as the object falls back down.
Three landmark quantities describe the whole trip, assuming the projectile lands back at its LAUNCH height: the time to reach the peak (found from v0y and g, exactly like a ball tossed straight up), the total time of flight (double the time to the peak, by the up-down symmetry from two weeks ago), and the range (the constant v0x multiplied by the total flight time). A closed-form shortcut for range also exists, R = (v0^2 * sin(2*theta)) / g, but it only applies to this same-height case -- the component method underneath it always works.
Mastery looks like: They resolve an angled launch velocity into components and correctly find the time of flight, maximum height, and range for a same-height projectile problem.
Common stumbles: Plugging the original (unresolved) launch speed directly into a vertical or horizontal formula instead of using v0x or v0y; forgetting that the range formula only holds when launch and landing heights match.