Difference between revisions of "Metroid Fusion/Boss Strategies"

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(Created page with "Metroid Fusion is notorious for its difficult boss battles, and as such, strategies are provided for all bosses. = Arachnus = = Charge Beam Core-X = = Zazabi = = Serris ...")
 
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= Arachnus =
 
= Arachnus =
  
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= Any% =
  
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You should be coming into this fight with 20 missiles. Simply stand in front of him and spam missiles. He takes 15 missiles to go down, and his core-x takes 3 missiles, requiring 18 missiles total.
 +
 +
Arachnus has a random chance to roll, which he is invincible during this animation. If you are spamming missiles, you will usually tink 2 missiles on him; however, this is fine as you can afford to waste two missiles without having to rely on the core-x's drops.
 +
 +
Always leave at least one missile for the core-x (two if you want to double missile it at the start). If Arachnus is not down when you're at one or two missiles, then use your power beam to finish him. This should generally only happen if he rolls at least twice, which is very bad luck.
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 +
= 100% =
 +
 +
This is more difficult than any%, as you come into the fight with only 19 missiles. If Arachnus rolls even once, you generally won't have enough to finish off the core-x without getting drops. So try to predict if he'll roll or not and pause in your missile spam to minimize your chances of tinking missiles when he rolls.
 +
 +
If you think more than one missile, you must get drops from the core-x.
  
 
= Charge Beam Core-X =
 
= Charge Beam Core-X =
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This fight is the same in all three categories.
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 +
Stand on the edge of the lower platform, where Samus is standing on it but still able to shoot missiles down. The core-x will be stuck below the platform, aiming diagonally, so it cannot hit Samus. Shoot missiles down when its eye opens; it takes 4 missiles to finish it.
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You can finish it in two rounds rather than four if you can manage to do two double missiles, as this is the only beam core-x where it is viable to double missile it outside of TAS. Jump into the ceiling above, and just after you start falling, fire your first missile, then fire the second missile as late as possible before landing. The timing is very precise, but as long as you have enough missiles, there is no reason to not go for it.
  
 
= Zazabi =
 
= Zazabi =
  
 
= Serris =
 
= Serris =
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This fight is the same in all three categories.
  
 
= BOX =
 
= BOX =
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This fight is the same in all three categories. However, you want to make sure to miss as few missiles as possible in any% and especially moreso in 1%.
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 +
Run up to BOX aiming diagonally down while it's stuck in the wall. Get close to it, jump and shoot a charged beam and a missile diagonally down. If BOX is hit at the very start, he will immediately start jumping, which is what you want. The charge beam's purpose is not to deal damage (it doesn't affect how many missiles it takes to finish BOX), but rather, as insurance to make sure you can hit BOX to make him jump in case the missile misses.
 +
 +
After the initial hit, immediately grab the right edge of the rungs above. If you're fast, you can squeeze in some super missiles by shooting diagonally down-right before BOX is directly below you. When he is below you, you have just enough time to pump 4 super missiles directly down before he opens his cannon.
 +
 +
When he opens his cannon, climb to the left above the bomb. When he puts away his cannon, you can fire more supers diagonally down-right before he jumps again. Ideally he should be dead at this point.
 +
 +
If he is not yet done, then climb to the right edge of the rungs again (the fire pillars won't hit you) then wait for him to jump below you. Fire missiles directly down.
 +
 +
If he's still not dead, then just repeat the above two paragraphs.
  
 
= Wide Beam Core-X =
 
= Wide Beam Core-X =

Revision as of 10:51, 14 June 2013

Metroid Fusion is notorious for its difficult boss battles, and as such, strategies are provided for all bosses.

Arachnus

Any%

You should be coming into this fight with 20 missiles. Simply stand in front of him and spam missiles. He takes 15 missiles to go down, and his core-x takes 3 missiles, requiring 18 missiles total.

Arachnus has a random chance to roll, which he is invincible during this animation. If you are spamming missiles, you will usually tink 2 missiles on him; however, this is fine as you can afford to waste two missiles without having to rely on the core-x's drops.

Always leave at least one missile for the core-x (two if you want to double missile it at the start). If Arachnus is not down when you're at one or two missiles, then use your power beam to finish him. This should generally only happen if he rolls at least twice, which is very bad luck.

100%

This is more difficult than any%, as you come into the fight with only 19 missiles. If Arachnus rolls even once, you generally won't have enough to finish off the core-x without getting drops. So try to predict if he'll roll or not and pause in your missile spam to minimize your chances of tinking missiles when he rolls.

If you think more than one missile, you must get drops from the core-x.

Charge Beam Core-X

This fight is the same in all three categories.

Stand on the edge of the lower platform, where Samus is standing on it but still able to shoot missiles down. The core-x will be stuck below the platform, aiming diagonally, so it cannot hit Samus. Shoot missiles down when its eye opens; it takes 4 missiles to finish it.

You can finish it in two rounds rather than four if you can manage to do two double missiles, as this is the only beam core-x where it is viable to double missile it outside of TAS. Jump into the ceiling above, and just after you start falling, fire your first missile, then fire the second missile as late as possible before landing. The timing is very precise, but as long as you have enough missiles, there is no reason to not go for it.

Zazabi

Serris

This fight is the same in all three categories.

BOX

This fight is the same in all three categories. However, you want to make sure to miss as few missiles as possible in any% and especially moreso in 1%.

Run up to BOX aiming diagonally down while it's stuck in the wall. Get close to it, jump and shoot a charged beam and a missile diagonally down. If BOX is hit at the very start, he will immediately start jumping, which is what you want. The charge beam's purpose is not to deal damage (it doesn't affect how many missiles it takes to finish BOX), but rather, as insurance to make sure you can hit BOX to make him jump in case the missile misses.

After the initial hit, immediately grab the right edge of the rungs above. If you're fast, you can squeeze in some super missiles by shooting diagonally down-right before BOX is directly below you. When he is below you, you have just enough time to pump 4 super missiles directly down before he opens his cannon.

When he opens his cannon, climb to the left above the bomb. When he puts away his cannon, you can fire more supers diagonally down-right before he jumps again. Ideally he should be dead at this point.

If he is not yet done, then climb to the right edge of the rungs again (the fire pillars won't hit you) then wait for him to jump below you. Fire missiles directly down.

If he's still not dead, then just repeat the above two paragraphs.

Wide Beam Core-X

Yakuza

Nettori

Nightmare

BOX-2

Ridley

SA-X

= Omega Metroid

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