Street Fighter V · Tutorial · 2017
The Flash's combo potential in Injustice 2 ranges from quick, meter-free combos to devastating meter-burn extensions that multiply damage output. This guide breaks down practical sequences starting from standing and crouching attacks, progressing through jump-cancel confirms and into advanced meter-burn routes that establish why Flash ranks among the game's most efficient damage dealers. Early combos like d1d2~bf1 and 32~bf1 provide solid foundational pressure, while mid-video sequences introduce positioning tools like f3 jump-cancels into b22f3~bf1, showing how Flash's mobility translates into guaranteed follow-ups. The meter-burn section demonstrates the payoff of building meter—df3 cancels into full-screen advance combos and extended juggle sequences that showcase the character's north-south control. Input notation covers both PlayStation and Xbox layouts, making execution accessible regardless of platform. Ideal for players looking to convert openings into consistent damage and understand Flash's combo tree from beginner to intermediate level.
PS4: 1=square, 2=triangle, 3=cross, 4=circle XB1: 1=X, 2=Y, 3=A, 4=B B/F/U/D = back/forward/up/down MB = Meter Burn
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