Explanation of Press Turns
By Krezzing.
- You start with as many turns as your party members (3 members will give 3 turns, 4 will five you 4 turns).
- Hitting a weak point or doing a crit will give you a sort of of “half” press turn.
- Aka the current turn you’re using will not be consumed and instead begin to flash, meaning you gained the half press turn, this still means that if you had 4 actions, hit a weakness or crit, you’ll still have 4 more actions to go after your turn.
- If you play it well you can do a turn that lasts 8 turns (if u hit weakness and/or crits all the times).
- Now, if you miss, hit a block or drain or reflect from an enemy, you will lose turns.
- Depending on the game you might lose 2 or more turns depending on what type of action you fucked up.
Example: In SMTVV, hitting a block will make you lose 2 turns, but hitting a drain or reflect will make you lose all turns.
So don’t fuck up or you’ll pay the consequences.
All of this applies for the enemy too, meaning if they hit your weakness you’re kinda fucked, with them gaining more turn. But if they miss or hit your block/drain/reflect they lose turns.
In Addition: Depending on the game, passing a turn with a character, to get to another character will make you lose half turn. Idk how it works for switching, but in SMT3 that’s a full turn used for switch, in SMTVV it’s half a turn used.
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