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MZM Super Technique

Metroid Zero Mission Official Site

Special Actions,[1] also known as Super Techniques (スーパーテクニック?),[2] refer to the various specialized techniques that Samus Aran is capable of. They can be performed in Metroid games to give Samus an edge in combat or exploration. Some techniques can also be used, albeit usually without developer intention, for Sequence Breaking.

This article covers techniques that are usable in Metroid games. It does not include moves used by Samus and other Metroid characters in the Super Smash Bros. series, or glitches that were not intended for use by the developers.

List of techniques[]

Ball Spark[]

This technique appears in Metroid: Zero Mission and Metroid Dread. It allows Samus to perform a Shinespark in Morph Ball form. In Zero Mission, she must have the High Jump Boots (more specifically, the Spring Ball, which is paired with said upgrade) to do this, however. The Spring Ball is available with the Morph Ball by default in Dread.

Bomb Jump[]

This technique appears in most games in the series. It allows Samus to propel herself into the air in Morph Ball form by continually laying Bombs. Many variations exist, such as diagonal Bomb Jumps, Spring Bomb Jumps and Turbo Bombs.

Bomb-Trick[]

A variation of the Bomb Jump in the Metroid Prime series. It allows Samus to gain more height by propelling herself with a single Bomb in midair.

Boost Charge[]

This technique, which is the inherent use of the Boost Ball, appears in all Metroid Prime games. Charging the Boost Ball is used for traversal up half-pipes, as an outlet to power mechanisms (particularly Spinners), and in combat (such as destroying groups of Tinbots quickly).

Boost Jump[]

This technique appears in the latter two Metroid Prime games. It allows Samus to traverse between gaps of Spider Ball Tracks by using the Boost Ball to launch off of one and onto another. It also has some combat uses.

Concentration[]

This technique is exclusive to Metroid: Other M. Because Energy Capsules and Missile Ammo are absent, the only way Samus can restore her energy outside of a Navigation Booth is for the Wii Remote button to be held vertically, with the A button held down. All of her Missiles and about a tank of energy will be restored. She can increase how much energy she restores with E-Recovery Tanks.

Counter Attack[]

This technique is a melee maneuver in Metroid: Other M. It involves Samus attacking an enemy just before they attack her. This is mostly used on Zebesians. It is the least used attack in the game, and is not necessary to perform.

Crystal Flash[]

This technique appears exclusively in Super Metroid and the Nintendo Power comic adaptation. When Samus is low on energy, she can lay a Power Bomb. This will cause her to rise into the air, suitless, and be enveloped in energy. She will restore all of her health, at the cost of some of her ammunition.

Five-Bomb Drop[]

This technique appears in Super Metroid and Metroid: Other M. If Samus uses the Charge Beam and enters Morph Ball mode, she will lay five bombs that are affected by gravity. Though it does not appear in Echoes, the Bomb Guardian boss has an attack that pays homage to the Five-Bomb Drop.

Flip Jump[]

Used by Zero Suit Samus in the Super Smash Bros. series. Her down special move, Zero Suit Samus flips in the air and can kick down, dealing a great amount of damage.

Free-Aim[]

In Metroid: Samus Returns and Metroid Dread, Free Aim is the name for the ability to fluidly control the direction of the Arm Cannon's fire. When a button is held down, Samus will stop in place and be able to aim freely at an enemy or obstacle. Free Aim is available by default in the Metroid Prime series, and through Search View in Other M as well.

Grab Sequence[]

A Grab Sequence is a cinematic sequence that occurs during certain boss fights in Metroid: Samus Returns and Metroid Dread. After a successful Melee Counter is pulled off, Samus can fire at an enemy to initiate the sequence, during which her movements are automatic and her Arm Cannon's fire can be controlled. When the sequence ends, normal gameplay resumes.

Headshot[]

A Headshot is a type of attack in Metroid Prime Hunters and Metroid Prime: Federation Force. When Samus or another Bounty Hunter shoots an opponent in the head, it deals more damage and the HUD displays "HEADSHOT!" Performing a headshot in Federation Force rewards a 50 points bonus.

Lethal Strike[]

This technique is a melee maneuver in Metroid: Other M. It involves Samus wrestling a fallen enemy to fire a charged shot at their head and finish them off.

Lock-on[]

This technique appears in all Prime games except Metroid Prime Hunters, and in Other M. It allows Samus to center her view on a single enemy.

Melee Counter[]

Introduced in Metroid: Samus Returns, Samus swings her Arm Cannon upward, repelling nearby enemies, parrying and stunning enemy charges, and shattering enemies frozen by the Ice Beam. Metroid Dread introduces the Dash Melee, a variation that can be performed in motion, and the Finish Counter, a cinematic sequence wherein Samus destroys a boss she is facing.

Metroid powers[]

A finishing move introduced toward the end of Metroid Dread and demonstrated on two Chozo Soldiers, E.M.M.I.-07PB and Raven Beak. When Samus grabs the head of an enemy with her left hand, she will siphon its energy completely, like a Metroid. Samus automatically uses the move upon defeating each mentioned enemy.

Moon Walk[]

This technique is exclusive to Super Metroid. Named after Michael Jackson's dance move of the same name, it involves Samus walking backwards while charging a shot.

Overblast[]

This technique is a melee maneuver in Metroid: Other M. It involves Samus leaping onto an enemy to fire a charged shot at their head.

Parkour[]

An automatic movement in Metroid: Other M and Metroid Dread when Samus needs to hoist herself over a low barrier or onto a low ledge, negating the need to jump. For Morph Ball tunnels, Samus will automatically pull herself in and morph, then she can move into it.

Precision Aiming[]

A technique exclusive to Metroid Prime: Federation Force. By holding down the right trigger of the Nintendo 3DS and tilting the system, the Federation Force can aim at enemies more precisely. This is not necessary if a Circle Pad Pro is in use.

Search View[]

In Metroid: Other M, Samus will often be required to look around the environment in first person. Search View is accessed by aiming the Wii Remote at the screen. Samus cannot move while using Search View.

SenseMove[]

A very helpful melee maneuver in Metroid: Other M. When executed, Samus leaps out of the way of an incoming attack. She has used this move in several cutscenes in previous games.

Shinespark[]

A technique that debuted in Super Metroid and has appeared in several games since. After Samus runs for a while in Speed Booster mode, she can crouch to perform a very long jump. It is often used in speedruns.

Slide[]

An action introduced in Metroid Dread. It allows Samus to slide through small gaps on ground level. Samus could also slide as Zero Suit Samus at the end of Metroid: Other M.

Slide Jump[]

A technique wherein Samus slides to the edge of a platform and then pushes herself into the air right as she is about to fall. This allows her to reach slightly farther across a gap than she would in a regular jump.

Special Charge Beam Attacks[]

This technique appears in Super Metroid only, but was the basis for the Charge Combos seen in Metroid Prime. It involves Samus having the Power Bombs, Charge Beam and one other beam of her choice equipped. When charging a shot, energy will circle around Samus to defend her from enemies.

Spider Boost[]

Exclusive to Metroid: Samus Returns, using the Power Bomb when attached to a surface with the Spider Ball will propel Samus off the wall at incredible speeds.

Spin Jump[]

A simple technique that appears in most games. Samus will simply spin in the air. Spin Jumping covers a far greater distance than normal jumping.

Spin Jump Attack[]

Appearing in 2D Metroid titles, the Spin Jump Attack can be considered a pseudo-Screw Attack as it allows Samus to kill enemies by spin jumping into them when she is charging a shot.

Strafe/Dash[]

Appearing in the Prime series, this is possible to perform while Samus is locked on to an enemy. It allows her to strafe the enemy, and dash to the side while engaging it. It functions as a precursor to the SenseMove.

Tower Jump[]

A type of Wall Jump that can be performed on the Magmoor Caverns table in Metroid Prime Pinball. When the two towers on the table are fully lit, Samus can enter a saucer that will launch her up the towers, bouncing her up to a Special.

Turbo Bomb[]

A speedrunning technique in the 2D games which allows Samus to bomb jump to infinite heights.

Wall Jump[]

This technique is usually associated with speedrunning. Samus jumps from wall to wall to get to places earlier. It is first revealed by the Etecoons in a secret room in Super Metroid, and performed in canon as part of the tutorial sequence of Other M.

Welding[]

A technique appearing only in Metroid Prime 3: Corruption, in which Samus's Arm Cannon can produce a focused Plasma Beam flame at its tip to enable the repair of damaged electronics.

Official data[]

Metroid.com[]

Special Actions

"As a battle hardened bounty hunter, Samus has picked up quite a few lethal tricks over the years. Fancy footwork and sheer aggression manifest in these impressive techniques."

References[]


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