Crimson Gem Saga: Critical Combos and you
March 26, 2009
CRITICAL COMBOS AND YOU: How, through skill and timing, you too can pwn
It is CRITICAL that you read the below, Faithful! Why? Because it is literally about Critical Combos in Crimson Gem Saga, everyone's favorite genre-saver for PSP system.
That could be you. In battle, your characters will have a chance at delivering a critical blow, something genre fans are likely familiar with. If you hit a critical, there's a very limited window for your character to perform follow-up critical attacks by pressing the X button once the prompt appears on the screen. If you have a high critical ability and you master the timing, you can use this to dish out more damage without using MP. Note: Learn the timing, don't button mash. The game knows when you're mashing, and in addition to not granting you the critical combo, it will also silently laugh at your failure.
Now Combination Skills (skills that involve multiple characters) are an entirely different ball of wax. There are a few restrictions to using Combination Skills that you'll need to keep in mind:
All the characters required for the combination skill must have learned the skill.
All the characters involved in the skill must have enough MP to perform the skill.
The characters using the combination skill must have consecutive turn order. In other words, if the turn order is Spinel > Monster > Killian, the skill cannot be performed. You can use the skill however if the order is Spinel > Killian > Monster. Once you get the hang of these restrictions, you'll be a force to be reckoned with, as you use Combination Skills to unload devastating attacks on your enemies.
Crimson Gem Saga ships May 26th for PSP® (PlayStation® Portable) system, and will from that day forth lovingly caress your childhood memories of what a traditional RPG should be