Depending on the pressure applied to the control stick, Samus will fire one of two types of missiles:
- Homing Missiles are fired by tilting (as opposed to tapping). They home on opponents to a degree (they do not move vertically very well), move slowly, and deal 5% of damage. Homing Missiles appear rocket-shaped with a purple nose, as they appear in the 2D Metroid games.
- Super Missiles are fired by tapping. They move in a fast, straight line and deal 10 % of damage and decent knockback. In Melee, Super Missiles looked the same as Homing Missiles, except for a blue trail. In Brawl, Super Missiles are distinguished with a fatter body and a green nose, as seen in Super Metroid and Zero Mission.
|Samus's Special Moves|
|Standard Special||Charge Shot|
|Up Special||Screw Attack|
|Final Smash||—||Zero Laser|
The missiles are projectiles used in all Metroid games. Once Samus finds a Missile Launcher, she can fire Missiles at any time, provided she has ammo remaining. Since Missiles do more damage than most Beam weapons and are the only way to access certain areas and damage some enemies, collecting Missile Expansions to increase ammo space is critical. There are different type of Missiles available, such as Ice Missiles.
Super Missiles were introduced in Super Metroid as rarer, more powerful Missiles. In Metroid Prime and Metroid Prime 2: Echoes, Super Missiles are fired by combining a Charge Shot and five Missiles.
Homing Missiles appeared in Metroid Prime as the standard for most missile types. Though, Super Smash Bros. Melee was released before Metroid Prime, meaning that the Homing Missile was new to Melee. From Metroid Prime 2: Echoes onwards, Samus could collect an upgrade called the Seeker Missile, which allowed her to fire up to five missiles at five targets.