The Turbo Bomb, or Infinite Bomb Jump (IBJ) technique is a Sequence Breaking Bomb Jump found in Metroid II: Return of Samus, Super Metroid, Metroid: Zero Mission and Metroid: Samus Returns which allows Samus to gain a virtually infinite amount of height using Morph Ball Bombs.
Although Metroid Fusion 's bombs are similar to in the other 2-D titles, their explosions are delayed and they will not trigger a Bomb Jump in midair, which makes the Turbo Bomb impossible. This is to prevent Sequence Breaking.
To do an Infinite Bomb Jump, Samus must start by placing a Bomb on the ground. Right before that first bomb explodes, she must place another one. As Samus falls down from the explosion of the first bomb, the second one should be about to explode. Samus must then place a third bomb as she is about to hit the second bomb. When she falls from the second bomb jump, she must place a fourth bomb as she is about to hit the third bomb. Continue this pattern as long as needed to gain height.
To be less specific, the easiest way to perform the IBJ technique is not to think of it as deploying bombs in a certain sequence, but simply think of it as deploying bombs in equal intervals, based on their detonation times. In other words, laying 3 bombs within a certain amount of time. The first bomb being deployed as the starter, the second bomb being deployed in the middle of the detonation "countdown", and the third bomb being deployed immediately once the first has detonated (the third bomb is simply a timekeeper, making it easier to keep a steady tempo, which is extremely important when performing this technique).
The difficulty in performing the IBJ lies, of course, in timing. Should the set tempo (set by the laying of the very first bomb) be off by even a millisecond, the technique will fail.
Samus can also propel herself diagonally. This is far more difficult to preform, but allows for even greater use of this technique, such as in the Interior Lake in Super Metroid. Generally the control pad is almost constantly held in the opposite direction of travel desired, as to allow Samus to reach each Bomb, going a little further each time. In Metroid: Other M, diagonal propulsion is possible unlike the Turbo Bombs done for height. Using this technique, it is possible to reach areas in the games featuring it that would normally require other means, and collect items earlier than intended.
Another method of Infinite Bomb Jumping is known as the Horizontal Bomb Jump, which is similar in concept to the Diagonal Bomb Jump, but is more difficult as even more precise timing is needed, as to not gain any height while bomb jumping. The most notable instance of this is in Metroid: Zero Mission to Horizontal Bomb Jump across a room with Acid in Kraid, to get to Kraid without activating the power or fighting the Acid Worm, effectively skipping it.
A Turbo Bomb tutorial video: 
|Suit||Moon Walk • Spin Jump Attack • Wall Jump • Spin Jump • Crystal Flash • Shinespark • SenseMove • Counter Attack • Search View • Strafe/Dash|
|Arm Cannon||Special Charge Beam Attacks • Headshot • Lock-on • Welding • Overblast • Lethal Strike • Concentration • Precision Aiming • Free Aim • Melee Counter|
|Morph Ball||Bomb Jump • Bomb-Trick • Five-Bomb Drop • Turbo Bomb • Ballspark • Boost Jump • Boost Charge|
|Super Smash Bros.|| Cover Fire • Zero Laser • Power Suit Samus • Gunship • Plasma Whip • Plasma Wire • Flip Jump (Low) • Boost Kick (Impact/Lateral) • Side Smash |
Down Smash Attack • Forward Air Attack • Slip Bomb • List of moves