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Charge Combos, also known as Beam Combos, are special weapons featured in the first two games of the Metroid Prime Trilogy, Metroid Prime and Metroid Prime 2: Echoes. A Charge Combo is used by fully charging a beam weapon, and then combining it with a secondary weapon. This will "combine" its energy with the energy from the beam, and fire the Charge Combo. The Special Charge Beam Attacks in Super Metroid were very similar, and acted as a precursor. Charge Combos are absent from Metroid Prime 3: Corruption because of the addition of Hypermode and a beam stacking system.

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  • Charge Combo
  • Charge Combo
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  • Charge Combos, also known as Beam Combos, are special weapons featured in the first two games of the Metroid Prime Trilogy, Metroid Prime and Metroid Prime 2: Echoes. A Charge Combo is used by fully charging a beam weapon, and then combining it with a secondary weapon. This will "combine" its energy with the energy from the beam, and fire the Charge Combo. The Special Charge Beam Attacks in Super Metroid were very similar, and acted as a precursor. Charge Combos are absent from Metroid Prime 3: Corruption because of the addition of Hypermode and a beam stacking system.
  • thumb|Super Missile als Charge Combo des Power Beams Charge Combos sind spezielle Angriffe in Metroid Prime und Metroid Prime 2: Echoes. Die Charge Combos ermöglichen eine Kombination des Raketenwerfers mit dem Charge Beam. Diese kombinierten Attacken sind weit stärker als normale Schusswaffen. Um eine Charge Combo auszuführen muss zunächst der Beam vollständig aufgeladen werden. Danach wird bei aufgeladenem Beam der Missile-Knopf gedrückt um die Charge Combo zu entfesseln. In Metroid Prime gibt es dauerhafte Charge Combos und solche, bei denen nur ein Schuss abgefeuert wird. In Prime 2 gibt es nurmehr einzelne Schüsse.
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sam notes
  • Dark Bombs release a field of dark matter tendrils when they detonate. These tendrils can entangle and hinder enemies.
  • Ice Spreader is a Single Shot Charge Combo. Each shot costs 10 Missiles.
  • The Annihilator Bomb is not effective against Denzium.
  • Charge Combos fire one blast at a time. Each shot uses a number of Missiles.
  • Dark Bombs are not effective against Denzium.
  • This data will download to the Log Book after each Charge Combo is acquired.
  • Ice Spreader is limited against aerial targets.
  • The Light Bomb is not effective against Denzium.
  • Light Bomb explosions are white-hot, and can set enemies on fire.
  • Super Missile is a Single Shot Charge Combo. Each shot costs 5 Missiles.
  • Flamethrower is a Sustained Fire Charge Combo. It costs 10 Missiles to activate, then 5 Missiles per second afterward.
  • The brilliance of Light Bomb explosions can blind and stun Dark creatures.
  • Super Missiles can destroy objects made of Cordite.
  • The Single Shot Charge Combos fire one blast at a time. Each shot uses a number of Missiles.
  • The Wavebuster is a Sustained Fire Charge Combo. It costs 10 Missiles to activate, then 5 Missiles per second afterward.
  • When an Annihilator Bomb detonates, it emits a cloud of Light and Dark energy particles. These deadly particles will seek all enemies within a radius.
  • Sustained Fire Charge Combos will fire as long as you have Missiles. Hold A down after you fire. It takes ten Missiles to trigger these Charge Combos, then five Missiles per second afterward.
  • Some Beams use Ammo. When you use their Charge Combo, you will lose both Ammo and Missiles.
  • Page down for information on the individual Charge Combos.
  • Light Bombs do not detonate on release. They explode when an enemy enters their detection radius, or when another Light Bomb goes off.
  • The Wavebuster will seek enemies without a lock-on.
  • The Flamethrower is most effective against multiple targets in an area.
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  • When in Morph Ball Mode, press 19px; to select the Annihilator Beam, then press 19px to drop an Annihilator Bomb.
  • When in Morph Ball Mode, press 19px to select the Light Beam, then press 19px to drop a Light Bomb.
  • The Wavebuster is the Wave Charge Combo. This potent blast auto-seeks targets in the area.
  • The Super Missile is the Power Charge Combo.
  • When your Arm Cannon is charged, press 19px/19px to fire the Charge Combo.
  • The Charge Combos allow you to fire the Missile Launcher and Arm Cannon together.
  • The Charge Combos allow you to fire the Missile Launcher and Arm Cannon together. The combined attacks are stronger than normal blasts.
  • The Dark Bomb combines the power of the Dark Beam with that of the Power Bomb.
  • The combined attacks are stronger than normal blasts.
  • The Light Bomb combines the power of the Light Beam with that of the Power Bomb.
  • When in Morph Ball Mode, 19px to select the Dark Beam, then press 19px to drop a Dark Bomb.
  • The Annihilator Bomb is a potent explosive, combining the Power Bomb with the energies of the Light and Dark Beams.
  • The Arm Cannon must be charged to use a Charge Combo.
  • The Flamethrower is the Plasma Charge Combo. You can sweep its stream of flame across multiple targets.
  • The Ice Spreader is the Ice Charge Combo. It can freeze targets in a wide area.
Title
  • Flamethrower
  • Beam Combos
  • Dark Bomb
  • Annihilator Bomb
  • Ice Spreader
  • Light Bomb
  • Super Missile
  • Wavebuster
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  • center
  • bottom
  • top
abstract
  • Charge Combos, also known as Beam Combos, are special weapons featured in the first two games of the Metroid Prime Trilogy, Metroid Prime and Metroid Prime 2: Echoes. A Charge Combo is used by fully charging a beam weapon, and then combining it with a secondary weapon. This will "combine" its energy with the energy from the beam, and fire the Charge Combo. The Special Charge Beam Attacks in Super Metroid were very similar, and acted as a precursor. Charge Combos are absent from Metroid Prime 3: Corruption because of the addition of Hypermode and a beam stacking system. Metroid Prime and Metroid Prime 2: Echoes contain four beam weapons, and consequently, four Charge Combos. They are items like any other, which must be acquired before they can be used. With the exception of the Super Missile, all Charge Combos are entirely optional items, serving only to aid Samus in combat. There are two types of Charge Combos as named in the Prime Inventory: Single Shot Charge Combos and Sustained Fire Charge Combos. Single Shot Charge Combos fire one blast at a time and usually deplete 5 or 10 missiles (in the case of the Darkburst, Sunburst, and Sonic Boom only use 5 missiles, but also use 30 Beam Ammo units of the respective beam). Sustained Fire Charge Combos fire a constant stream which can be stopped by Samus at will, by releasing the "Y" button or down on the D-pad, depending on the game version. Sustained Fire Charge Combos require 10 missiles to activate, and deplete 5 missiles per second afterward. (Flamethrower and Wavebuster) There is a 6-2 ratio of Single Shot combos to Sustained Fire ones. Both Sustained Fire combos are exclusive to Prime.
  • thumb|Super Missile als Charge Combo des Power Beams Charge Combos sind spezielle Angriffe in Metroid Prime und Metroid Prime 2: Echoes. Die Charge Combos ermöglichen eine Kombination des Raketenwerfers mit dem Charge Beam. Diese kombinierten Attacken sind weit stärker als normale Schusswaffen. Um eine Charge Combo auszuführen muss zunächst der Beam vollständig aufgeladen werden. Danach wird bei aufgeladenem Beam der Missile-Knopf gedrückt um die Charge Combo zu entfesseln. In Metroid Prime gibt es dauerhafte Charge Combos und solche, bei denen nur ein Schuss abgefeuert wird. In Prime 2 gibt es nurmehr einzelne Schüsse. Die Charge Combos sind: Super Missile mit Power Beam Wavebuster mit Wave Beam Ice Spreader mit Ice Beam Flammenwerfer mit Plasma Beam Dark Burst mit Dark Beam Sunburst mit Light Beam Sonic Boom mit Annihilator Beam
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