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==== Super Missile ====
==== Super Missile ====


[[File:Supermisslemetroidprime.png‎|thumb|200px|right|Super Missle as seen in ''Metroid Prime'' on the [[Nintendo Wii]]]]
[[File:Supermisslemetroidprime.png‎|thumb|200px|right|Super Missle as seen in ''Metroid Prime'' on the [[Wii]]]]


The '''Super Missile''' is the Charge Combo of the Power Beam, and is a Single Charge Combo. You wont be able to attain this until after you have received the Wave Beam. The '''Super Missile''' is one of the single most useful and essential Charge Combos in the entire game. Before this combo is attained, several enemies that could only take Power Beam damage were often times very difficult to kill as well as extremely time consuming. With this combo the game is much easier to progress through.
The '''Super Missile''' is the Charge Combo of the Power Beam, and is a Single Charge Combo. You wont be able to attain this until after you have received the Wave Beam. The '''Super Missile''' is one of the single most useful and essential Charge Combos in the entire game. Before this combo is attained, several enemies that could only take Power Beam damage were often times very difficult to kill as well as extremely time consuming. With this combo the game is much easier to progress through.

Revision as of 06:43, 14 February 2010

Charge Combos are optional items that essentially combine the Charge Shot and Missile Shot. None of them are required outside of the Super Missile. The Charge Combo works by fully charging the corresponding Beam Weapon and then releasing the charge which will fire a Missile. Two types of Charge Combo's exist: Single and Continuous. The difference in the types of Charge's is that the single simply fires a small cluster of missiles while the continuous is a constant stream. Charge Combo's presently only exist in two games: Metroid Prime and Metroid Prime 2: Echoes.

File:Supermisslepowerup.jpg
Super Missle Power Up as seen in Metroid Prime

Metroid Prime

Name Beam Weapon Missile Cost
Super Missile Power Beam 5
Wavebuster Wave Beam 10 + 5 per second
Ice Spreader Ice Beam 10
Flamethrower Plasma Beam 10 + 5 per second

Super Missile

File:Supermisslemetroidprime.png
Super Missle as seen in Metroid Prime on the Wii

The Super Missile is the Charge Combo of the Power Beam, and is a Single Charge Combo. You wont be able to attain this until after you have received the Wave Beam. The Super Missile is one of the single most useful and essential Charge Combos in the entire game. Before this combo is attained, several enemies that could only take Power Beam damage were often times very difficult to kill as well as extremely time consuming. With this combo the game is much easier to progress through.

Wavebuster

The Wavebuster is the Charge Combo of the Wave Beam, and is a Continuous Charge Combo. It fires a stream of electricity, paralyzing enemies.

Ice Spreader

The Ice Spreader is the Charge Combo of the Ice Beam, and is a Single Charge Combo. It coats whatever it touches in a thick layer of ice, and can freeze multiple targets.

Flamethrower

The Flamethrower is the Charge Combo of the Plasma Beam, and is a Continuous Charge Combo. It fires a short-ranged stream of fire, which deals immense damage to all it touches. It is useful against large groups of enemies, as it can be swept across them quickly.

Metroid Prime 2: Echoes

Darkburst

The Darkburst is the Charge Combo of the Dark Beam, and is a Single Charge Combo. It fires a slow-moving projectile, which on impact creates a blcak hole sucking in all nearby enemies.

Sunburst

The Sunburst is the Charge Combo of the Light Beam, and is a Single Charge Combo. It fires a large slow-moving projectile, a sphere of intensely bright, rainbow-tinted light. It deals immense damage to the creatures of Dark Aether.

Sonic Boom

The Sonic Boom is the Charge Combo of the Annihilator Beam, and is a Single Charge Combo. It fires an extremely fast projectile, so fast that it instantly appears right next to the target. The Sonic Boom creates a rift in space, damaging nearby enemies.