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 did at most 12% damage and 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|
In Super Smash Bros. 3DS/Wii U, Samus' Missile has two customizations.
Relentless Missile is Samus' Side Special Move which can be used via customization. Samus launches a faster but longer-reaching missile. They start out slow but then become really fast. The Super Missiles will decelerate after an amount of time.
- Longer range
- Faster speed
- Good damage
- Slow at start and end
Faster than the regular missiles, the Relentless Missile has greater range but takes a moment before it really pours on the speed. The Super Missiles will slow down towards the end of their path, and though they are slower, this can actually keep opponents near it from approaching effectively since it acts as a temporary obstacle on the stage.
Turbo Missile is Missile's other customization. Samus launches a missile that takes a while to get going, but its direction can be adjusted.
- Obstacle to opponents
- Can be greatly angled.
- Very slow
- Difficult to control
The Turbo Missile, despite its name, is actually very slow. The missiles can be angled while they move around by using directional inputs. Sometimes the controls for the missiles can be a bit weird or unwieldy, so it may take some practice to learn how to control them. Although they are slow, this turtle-speed can make it work like a nearly stationary obstacle on the stage that opponents will have difficulty maneuvering around, and an opponent that rolls or jumps can be punished with a smash attack and grab or aerial respectively.
|Samus's Custom Special Moves|
|Custom 1||Custom 2|
|Standard Special||Dense Charge Shot||Melee Charge Shot|
|Side Special||Relentless Missile||Turbo Missile|
|Up Special||Screw Rush||Apex Screw Attack|
|Down Special||Slip Bomb||Mega Bomb|
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.