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"FLASHING" PRESS TURN ICONS
Shin Megami Tensei III: Nocturne HD Remaster

"FLASHING" PRESS TURN ICONS

Learn how Flashing Press Turns work in Shin Megami Tensei III: Nocturne HD Remaster! Understand critical hits, weak points, and passing turns to dominate combat.

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Learn how Flashing Press Turns work in Shin Megami Tensei III: Nocturne HD Remaster! Understand critical hits, weak points, and passing turns to dominate combat.

Alright, so you've probably noticed some weird icons during combat in Shin Megami Tensei III: Nocturne HD Remaster, right? Specifically, these 'flashing' Press Turn icons. They're a bit different from the regular ones, and understanding them is key to really mastering the combat system. Let's break down how they work with a sample round.

How Flashing Press Turns Work:

Imagine you start a round with four solid Press Turns for your team: OOOO. Here's how things can change:

  1. Action 1: Critical Hit! You land a critical hit. This turns one of your solid turns into a flashing one. Turns become: *OOO.
  2. Action 2: Weak Point Exploit! Your next character hits a weakness. Since there are still solid turns left, this converts another solid turn into a flashing one. Turns become: **OO.
  3. Action 3: Passing a Turn (with Flashing Turns present). Normally, passing a turn would just turn a solid turn into a flashing one. But here's the catch: if a flashing turn is already present, passing consumes it instead. So, after this action, one flashing turn is used up. Turns become: *O. (One flashing, two solid remain).
  4. Action 4: Missed Attack! Uh oh, you miss. This costs you two Press Turns. Importantly, it consumes the first two available turns, which in this case are one flashing and one solid. Turns become: O.
  5. Action 5: Passing a Turn (with only Solid Turns left). You pass again. Since the only turn remaining is a solid one, it doesn't get lost entirely. Instead, it just turns into a flashing Press Turn. Turns become: *.
  6. Action 6: Any Action. No matter what your character does now, the turn switches to the other team. Even if it was a critical hit, the last remaining turn is flashing, and it would be consumed.

Key Takeaways:

  • Landing critical hits and exploiting weaknesses are great ways to *create* flashing Press Turns.
  • Passing a turn can *consume* an existing flashing Press Turn if one is available, or *create* one if only solid turns remain.
  • Missing an attack costs you Press Turns, and it'll take out both flashing and solid turns if they're at the front of the queue.
  • When only one turn is left, it will always be a flashing turn, regardless of the action taken.

Understanding these nuances will help you manage your turns more effectively and keep the pressure on your enemies!

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