FLASH COMBOS -=-=-=-=-=-=-= The Flash Combo system is the big change to the gameplay in Super Gem Fighter from other Capcom fighting games. These combos are very similar to combos in some 3D games, like in the Virtua Fighter series, the Tekken series, or Soul Edge/Blade. You start a Flash Combo with a standing punch. You continue it with up to three presses of either P or K. Your character will go into a canned combo sequence, much like a chain combo. Typical of the characters in Gem Fighter is to dress up during their Flash Combos. For example, Ken changes into a 'cowboy' outfit, Chun Li changes into the outfits of other Capcom fighting girl characters, and Akuma changes into his swimwear. ^_^ You CANNOT combo into a special or super move from a Flash Combo, I guess because that would be overpowering. If you try, then only the button press of the special move motion is registered, and used to determine the next hit of the Flash Combo. Types of Flash Combos -=-=-=-=-=-=-=-=-=-=-=- Now have a look at the following flowchart: P---P - Flash Combo type 1 / \ / P X / \ / \ / K---K - Flash Combo type 2 P \ P---P - Flash Combo type 3 \ / \ / K X \ / \ K---K - Flash Combo type 4 This shows the four types of Flash Combos, and the button presses to get each type. Exactly what a Flash Combo type is depends on the character being used - for example, Zangief's Type 1 Flash Combo is his 'Caveman' Flash Combo, and Akuma's Type 3 Flash Combo is his 'Captive Audience' Flash Combo. Types of Final Hits -=-=-=-=-=-=-=-=-=-=- The type of a Flash Combo refers to the fourth and final hit of the combo. There are three types of final hits: 1) Delayed powerful final hit This type of final hit takes a while to come out and has a long recovery. If the final hit is blocked then you're a sitting duck for your opponent to counter because the recovery is just so horrible. If the final hit does hit, then in addition to gems, you knock out a chest. It won't have any power gems, unfortunately, but the gems in it do significantly charge your special move meters. 2) Final hit as throw This type of final hit isn't a striking attack - it's a throw. You have to be close for this to work, but if it does then it's a guaranteed hit AND it doesn't take forever to come out. If it doesn't connect, then your characer goes into a funny missed throw animation, and during it you're also a sitting duck. Some of the throws are quite strange though - Akuma's and Dan's don't throw the opponent around but turn them to stone for about half a second - the thing to do is follow it up QUICKLY with a fast hitting move. 3) Guard Crush final hit This type of final hit is a guard crush and so can't be blocked. However, like other guard crushes it takes a while to actually come out - your character has to charge up first. In the time it takes to come out, your opponent has enough time to do a guard crush counter or hit you with an attack. Flash Comboers Beware -=-=-=-=-=-=-=-=-=-=-=- Did you spot something in common about the types of final hits? No matter what the final hit of a Flash Combo is, it takes ages to come out and is not a guaranteed hit, even if the three before have connected. And it doesn't matter what the end of the combo is, if you're playing against a halfway intelligent player he/she will have plenty of time to counter the final hit. If you DO use the fourth and final hit, then you're taking a risk. If it succeeds, then the risk pays off and you even get rewarded with more gems. However, if it fails and the opponent manages to counter the final hit of the flash combo, then you are left open for a counter attack. So be CAREFUL out there. Don't go crazy with Flash Combos.