Other M adventure archiveMetroid: Other MGUIDES
Metroid: Other M / beam attacks, missiles and finishing moves

Metroid: Other M beam attacks, missiles and finishing moves

Use enemy state to decide between shooting and close-range attacks.

Edition covered

Original 2010 Wii release, using one Wii Remote. The guide distinguishes the main story, post-credits exploration and the separately unlocked Hard Mode.

Create a vulnerable state first

Samus performs a close-range acrobatic attack against a humanoid enemy.
Samus performs a close-range acrobatic attack against a humanoid enemy.

A staggered or grounded opponent is a better finisher target than an active attacker. Watch the response to a charged shot before approaching.

Attack tools
ToolSituationPreparation
Beam shotsWeak enemies and pressureMaintain movement
Charged beamDurable targetsCharge during a safe approach
MissilesLocked weak pointsEnter first person briefly
OverblastEligible enemy below SamusJump onto the opening
Lethal StrikeDowned vulnerable enemyClose the distance safely

Use Overblast from above

Jumping onto an eligible enemy can start an Overblast attack. Attempt it when the target’s movement is predictable.

Enemy-state checks
StateBest first choiceAvoid
Fully activeDodge and shootForcing a finisher
Exposed weak pointFocused damageShooting armor
Staggered below a platformConsider OverblastBlind jump into hazards
Downed nearbyConsider Lethal StrikeCrossing other attacks to reach it

Use Lethal Strike on a downed foe

A vulnerable grounded enemy may allow a close-range finishing attack. Do not sprint through another enemy’s hitbox to reach it.

Lock missiles onto the intended point

First-person targeting is useful for weak spots and specific devices. Wait for the proper lock rather than firing at armor.

References
Guide references
ReferenceWebsite
Game referencewww.metroidwiki.org
Original Nintendo manualmetroiddatabase.com
Nintendo developer interviewiwataasks.nintendo.com
Detailed topic referencewww.metroidwiki.org