Difference between revisions of "Metroid Prime 2: Echoes/Boss Tricks"
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+ | = Jump Guardian = | ||
+ | |||
+ | = Dark Samus 1 = | ||
+ | |||
+ | == Power Bomb Method == | ||
+ | |||
+ | If you already have the early power bomb from Temple Grounds, then Dark Samus can be killed in one hit with a power bomb. The most consistent method is to morph immediately when the fight starts (without pressing any direction), then roll to the left and around the center pillar until you roll into Dark Samus. Plant a power bomb just as you touch her, as she will use her force field attack and stay in place. | ||
+ | |||
+ | == No Power Bomb Method == | ||
+ | |||
+ | If you did not get the early power bomb, or are doing 100%, then you will have to actually fight Dark Samus. | ||
+ | |||
+ | The best way to deal damage is to repeatedly use fully charged power beam shots. As the power beam travels somewhat slow, you want to stay close to dark samus as much as possible. | ||
+ | |||
+ | Dark Samus will almost always use her force field when a missile is fired within her vicinity, or if Samus herself is almost touching Dark Samus. This is very useful for manipulating her AI and making her stay still. Occasionally, the missile will actually hit Dark Samus, stunning her and dealing damage, which is good. By manipulating her to put up her force field, she stays still, giving enough time for you to charge a power beam charged shot and hit her before she jumps away. | ||
+ | |||
+ | In the first phase of the fight, stay close to Dark Samus as much as possible, as you want to avoid using missiles because they do waste time; only use missiles if Dark Samus is far away. (If you have trouble staying close though, then feel free to use missiles). | ||
+ | |||
+ | The second phase is where missiles become important, as Dark Samus has two attacks where she is completely invincible for several seconds. You want to constantly make sure she has no opportunity to use these attacks by firing a missile at her, then shooting a charge beam, then shooting a missile at her again to keep her in place, and so on. | ||
+ | |||
+ | = Grapple Guardian = | ||
+ | |||
+ | = Chykka = | ||
+ | |||
+ | = Dark Samus 2 = | ||
+ | |||
+ | = Quadraxis = | ||
+ | |||
+ | = Emperor Ing = | ||
+ | |||
+ | = Dark Samus 3+4 = |
Revision as of 13:13, 12 June 2013
Contents
Jump Guardian
Dark Samus 1
Power Bomb Method
If you already have the early power bomb from Temple Grounds, then Dark Samus can be killed in one hit with a power bomb. The most consistent method is to morph immediately when the fight starts (without pressing any direction), then roll to the left and around the center pillar until you roll into Dark Samus. Plant a power bomb just as you touch her, as she will use her force field attack and stay in place.
No Power Bomb Method
If you did not get the early power bomb, or are doing 100%, then you will have to actually fight Dark Samus.
The best way to deal damage is to repeatedly use fully charged power beam shots. As the power beam travels somewhat slow, you want to stay close to dark samus as much as possible.
Dark Samus will almost always use her force field when a missile is fired within her vicinity, or if Samus herself is almost touching Dark Samus. This is very useful for manipulating her AI and making her stay still. Occasionally, the missile will actually hit Dark Samus, stunning her and dealing damage, which is good. By manipulating her to put up her force field, she stays still, giving enough time for you to charge a power beam charged shot and hit her before she jumps away.
In the first phase of the fight, stay close to Dark Samus as much as possible, as you want to avoid using missiles because they do waste time; only use missiles if Dark Samus is far away. (If you have trouble staying close though, then feel free to use missiles).
The second phase is where missiles become important, as Dark Samus has two attacks where she is completely invincible for several seconds. You want to constantly make sure she has no opportunity to use these attacks by firing a missile at her, then shooting a charge beam, then shooting a missile at her again to keep her in place, and so on.