Difference between revisions of "Metroid Fusion/Boss Strategies"

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= Arachnus =
 
= Arachnus =
  
= Any% =
+
== 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.
 
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.
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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.
 
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% =
+
== 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.
 
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.
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= BOX =
 
= 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%.
+
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%, as you need every single super missile in 1% to not lose time later on.
  
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.
+
BOX takes 10 super missiles to defeat. 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.
 
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.
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= Yakuza =
 
= Yakuza =
 +
 +
The general strategy for Yakuza is the same for all three categories; minor difference will be mentioned. This is the most complicated, trick-filled, and fast-paced fight in the game, making it likely the most difficult boss to speedrun overall.
 +
 +
== Phase 1 ==
 +
 +
The moment you land and the ground shakes, you can damage Yakuza before he comes down because his mouth is open to shoot fire. Stand in the center of the room and jump up, firing ice missiles while jumping up repeatedly. You'll hear him screech if you're damaging him; the missiles will only hit if you're jumping up.
 +
 +
After that, Yakuza will crawl around the room between 1-4 times randomly. To skip part of him crawling around the room once, you can jump into his claws to get grabbed, then break out by mashing left and right; this saves a little bit of time as long as you get grabbed higher up. Obviously you shouldn't do this in 1%.
 +
 +
To dodge him crawling, simply morph in the corner. This usually works; it only does not work if he starts crawling from the very opposite corner of you (i.e. if he stops at the very top left corner and starts crawling, he will grab you if you're morphed in the bottom-right corner).
 +
 +
Whether you get grabbed intentionally or dodge his crawl, whenever he eventually opens his mouth, fire one charge beam then a volley of missiles. As long as you damaged Yakuza before the fight started, you should easily be able to finish this round the first time he opens his mouth.
 +
 +
Yakuza has 1000 health. Once you have dealt at least 500 damage to him, he will start round 2 and reset to 500 HP. Thus, doing extra damage does not help unless you can somehow bring him to 0 health in one round.
 +
 +
== Round 2 ==
 +
 +
Have a beam charged while Yakuza is transitioning. Just when his legs break off, you have just enough time to squeeze in a charged wide beam shot along with two ice missiles to quickly take off 125 damage, before he starts jumping.
 +
 +
There are two strategies you can use here: missile strat or charge beam strat. The missile strat is faster than the charge beam strat, but much more difficult and requires a strong instinct of knowing how yakuza moves randomly. In 1%, the charge beam strat must be used as you do not have enough missiles for the missile strategy.
 +
 +
=== Missile Strategy ===
 +
 +
The faster and more difficult option. The idea is to hit Yakuza with a missile as quickly as possible after each jump by jumping up with him and aiming properly. However, you have almost no time to predict where he'll go, so you need to have a very strong instinct of this round in order to use this strat. After hitting him with a missile in the air, land, then immediately jump to where you think he'll be next, and shoot a missile into him again. Repeat.
 +
 +
If you find the charge beam strategy too difficult to time, then feel free to fire missiles from the ground instead. While this is significantly slower, it gives you much more time to know where he'll be, and more room for error.
 +
 +
=== Charge Beam Strategy ===
 +
 +
For this strategy, Samus will stay on the ground the entire time, using charged wide beam shots. Each complete space jump takes just enough time for Samus to barely charge her wide beam. So after Yakuza finishes a space jump, hit him with a charged wide beam shot then immediately start charging again and repeat.
 +
 +
If you miss a shot, then it is recommended to skip Yakuza's next space jump to ensure you have a fully charged shot. It is very easy to release the shot just before it's fully charged.
 +
 +
You must use this strategy for 1% as you do not have enough missiles to use the Missile Strategy.
 +
 +
Regardless of how you defeat Yakuza's second form, defeat his core-x as usual. It takes 6 ice missiles to defeat his core-x.
  
 
= Nettori =
 
= Nettori =
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= SA-X =
 
= SA-X =
  
= Omega Metroid
+
= Omega Metroid =

Revision as of 11:07, 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%, as you need every single super missile in 1% to not lose time later on.

BOX takes 10 super missiles to defeat. 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

The general strategy for Yakuza is the same for all three categories; minor difference will be mentioned. This is the most complicated, trick-filled, and fast-paced fight in the game, making it likely the most difficult boss to speedrun overall.

Phase 1

The moment you land and the ground shakes, you can damage Yakuza before he comes down because his mouth is open to shoot fire. Stand in the center of the room and jump up, firing ice missiles while jumping up repeatedly. You'll hear him screech if you're damaging him; the missiles will only hit if you're jumping up.

After that, Yakuza will crawl around the room between 1-4 times randomly. To skip part of him crawling around the room once, you can jump into his claws to get grabbed, then break out by mashing left and right; this saves a little bit of time as long as you get grabbed higher up. Obviously you shouldn't do this in 1%.

To dodge him crawling, simply morph in the corner. This usually works; it only does not work if he starts crawling from the very opposite corner of you (i.e. if he stops at the very top left corner and starts crawling, he will grab you if you're morphed in the bottom-right corner).

Whether you get grabbed intentionally or dodge his crawl, whenever he eventually opens his mouth, fire one charge beam then a volley of missiles. As long as you damaged Yakuza before the fight started, you should easily be able to finish this round the first time he opens his mouth.

Yakuza has 1000 health. Once you have dealt at least 500 damage to him, he will start round 2 and reset to 500 HP. Thus, doing extra damage does not help unless you can somehow bring him to 0 health in one round.

Round 2

Have a beam charged while Yakuza is transitioning. Just when his legs break off, you have just enough time to squeeze in a charged wide beam shot along with two ice missiles to quickly take off 125 damage, before he starts jumping.

There are two strategies you can use here: missile strat or charge beam strat. The missile strat is faster than the charge beam strat, but much more difficult and requires a strong instinct of knowing how yakuza moves randomly. In 1%, the charge beam strat must be used as you do not have enough missiles for the missile strategy.

Missile Strategy

The faster and more difficult option. The idea is to hit Yakuza with a missile as quickly as possible after each jump by jumping up with him and aiming properly. However, you have almost no time to predict where he'll go, so you need to have a very strong instinct of this round in order to use this strat. After hitting him with a missile in the air, land, then immediately jump to where you think he'll be next, and shoot a missile into him again. Repeat.

If you find the charge beam strategy too difficult to time, then feel free to fire missiles from the ground instead. While this is significantly slower, it gives you much more time to know where he'll be, and more room for error.

Charge Beam Strategy

For this strategy, Samus will stay on the ground the entire time, using charged wide beam shots. Each complete space jump takes just enough time for Samus to barely charge her wide beam. So after Yakuza finishes a space jump, hit him with a charged wide beam shot then immediately start charging again and repeat.

If you miss a shot, then it is recommended to skip Yakuza's next space jump to ensure you have a fully charged shot. It is very easy to release the shot just before it's fully charged.

You must use this strategy for 1% as you do not have enough missiles to use the Missile Strategy.

Regardless of how you defeat Yakuza's second form, defeat his core-x as usual. It takes 6 ice missiles to defeat his core-x.

Nettori

Nightmare

BOX-2

Ridley

SA-X

Omega Metroid

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