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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]]. | '''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'' == | ||
<center> | |||
{| class="wikitable" border="1" | {| class="wikitable" border="1" | ||
!Name | !Name | ||
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|10 + 5 per second | |10 + 5 per second | ||
|} | |} | ||
</center> | |||
==== Super Missile ==== | |||
[[File:Supermisslemetroidprime.png|thumb|200px|right|Super Missle as seen in ''Metroid Prime'' on the [[Nintendo 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. | |||
==== 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 | 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 ==== |
Revision as of 06:42, 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.
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
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.