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Charge Combo: Difference between revisions

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'''Charge Combos''' are optional items that essentially combine the [[Charge Shot]] and [[Missile Shot]]. They are found in ''[[Metroid Prime]]'' and ''[[Metroid Prime 2: Echoes]]'', however 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 Combos exist: Single and Continuous. The difference in the types of Charges is that the single simply fires a small cluster of missiles while the continuous is a constant stream. Charge Combos presently only exist in two games: ''[[Metroid Prime]]'' and ''[[Metroid Prime 2: Echoes]]''.
'''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|thumb|200px|right|Super Missle Power Up as seen in ''[[Metroid Prime]]'']]
[[File:Supermisslepowerup.jpg‎|thumb|200px|right|Super Missle Power Up as seen in ''[[Metroid Prime]]'']]
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== ''Metroid Prime'' ==
== ''Metroid Prime'' ==


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!Name
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|10 + 5 per second
|10 + 5 per second
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==== Super Missile ====
[[File:Supermisslemetroidprime.png‎|thumb|200px|right|Super Missle as seen in ''Metroid Prime'' on the [[Nintendo Wii]]]]


==== Super Missile ====
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. It is found in both ''Metroid Prime'' and ''Metroid Prime 2: Echoes'', and is required to complete both games. It is used to defeat certain enemies, destroy Cordite in ''Metroid Prime'', and open green doors in ''Metroid Prime 2: Echoes''.


==== Wavebuster ====
==== Wavebuster ====
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==== Flamethrower ====
==== 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.
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 ====
==== 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 black hole sucking in all nearby enemies.
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 ====
==== Sunburst ====