Here is an old commented example by user kriand that will work at any angle - 1drv.ms/u/s!Asn1IURKZWj8gTWyUBXqilplh8jG
It was for bouncing sprites in an isometric view, but if you ignore the actual bouncing parts it has what you need to simulate an arcing motion from a top down view in any direction. It uses the bullet behavior for horizontal movement and the platform behavior for vertical.
Basically you need to isolate the horizontal (x/y), from the vertical (z) movement. An easy way to do this is to use two separate objects, a helper base object, or shadow, that moves directly towards the target, and your actual object which follows an arc. The base of the object will travel in whatever direction you cast it in, and the vertical movement follows that base.
To know when to stop, you can compare the y position of the object and it's base. When the object passes its base, that is when it has reached the "floor". You can see this in event 10 in the example. Instead of bouncing you would just stop the object/disable the movement behaviors there.