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Limit Breaks generally occur when a character has taken a large amount of damage in combat, and offers the possibility of dealing large amounts in return. Subsequent games in the series have used similar mechanics with different names. 'Limit Break' has been popular slang for similar attacks or abilities in other Role Playing Games . Several other games have adopted systems similar to the Limit Break mechanic.

The term Limit Break was first used in '' Final Fantasy VII '', though the same sort of move was first introduced three years prior in '' Final Fantasy VI ''. In the Japanese versions of the ''Final Fantasy'' series, ''FFVII'' is the only one to use the term ''Limit Break''. It is only outside of Japan that Limit Break has become a generic and all encompassing term for this sort of move or action in the ''Final Fantasy'' series and other RPGs. This fact serves as a very telling reminder that ''Final Fantasy VII'' was the first game in the ''Final Fantasy'' series to become extremely popular in North America , Europe , and Australia . They are also compared to the Super Combos in fighting games such as the '' Street Fighter '' series.


LIMIT BREAKS IN ''FINAL FANTASY VI''


'' Final Fantasy VI '' featured a precursor to the Limit Break in its "Desperation Attacks". If a character was at very low HP (Character's current HP < their max HP / 8), there was a 1 in 16 chance that they would use a Desperation Attack when the normal Fight command was issued.

If the character has any of the following statuses, then they will never do a desperation attack: Muddle, Image, Clear, Zombie. Characters will also never use Desperation Attacks during the first 25.6 seconds of combat. A Desperation Attack cannot be used twice. (i.e.Terra cannot use Riot Blade twice)

All Desperation attacks are unblockable. All Desperation attacks are magical attacks, that ignore defense. Sabre Soul and Star Prism are instant death attacks, rather than damage-dealing attacks like the others. Shadow Fang will also inflict seizure status.

In the Japanese version of ''Final Fantasy VI'', these attacks were called "Hissatsuwaza", for which the literal English translation is "Certain Kill Technique", and is often translated as Deathblow. However, a significant amount of text had to be omitted from the English version of the game, including a line where one of the instructors in Narshe gives the player this information. "Desperation Moves" and "Desperation Attacks" are fan-coined terms.


LIMIT BREAKS IN ''FINAL FANTASY VII''

In '' Final Fantasy VII '', each character has a Limit Break meter that fills up as the character takes damage. When the bar is full, the character can unleash a powerful attack. Not all limits have damaging effects; Aerith Gainsborough 's Healing Wind for example, will heal the party.

Limit Breaks are divided into four levels. The first three levels contain two limits, while the fourth level only contains one limit. Each character starts with their first Level 1 Limit Break. By performing the limit eight times, the character will obtain the second Level 1 Limit Break. When the player has killed a set number of enemies (60 for Cait Sith or Vincent, 80 for anyone else), he or she will learn the first Level 2 Limit Break. The process then repeats. The only exception is the Level 4 Limit, which must be learned by obtaining a special item for each character, usually in a side-quest relating to that character.

The player must choose outside of battle which level of Limit Break they want to use, but within battle all limits from that particular level are available. Higher-level limits are stronger, but require the absorption of more damage to charge the Limit Bar fully. Once obtained, the Limit attack may be saved for later, but as the Limit option replaces the Attack option, the character's repertoire is limited to magic-based attacks, summon monsters and any command materia that they have equipped.

Final Fantasy VII's Limit Break system is similar to systems found in earlier games, such as Lufia II 's IP Attacks and Wild ARMs ' Force Attacks.

The following is a list of the limit breaks from ''Final Fantasy VII'':


Cloud Strife


  • ''Braver'' - Cloud rushes up to an enemy and deals a direct jumping lunge.

  • ''Cross Slash'' - Cloud cuts a symbol meaning "bad luck" into the enemy, with a chance of inflicting paralysis as well as damage.

  • ''Blade Beam'' - the sword fires a crescent-shaped beam at a monster, which ricochets to other enemies. The initial hit causes greater damage than the splinters do.

  • ''Climhazzard'' - Cloud pierces his enemy and jumps in an upper-thrust attack

  • ''Meteorain'' - A Comet2-like attack showers the enemies. Has the potential to cause combo damage.

  • ''Finishing Touch'' - Cloud sends a whirlwind that can immediately kill enemies or do extensive damage to the enemy party. Will not kill bosses instantly.

  • '' Omnislash '' - Cloud makes 15 powerful attacks on random enemies, each dealing massive damage. Most useful on a single foe.

  • ''Cherry Blossom'' - Appears only in Final Fantasy Tactics ; attacks the enemy with a series of elemental attacks. Visually similar to Final Fantasy VII's Kjata summon.

  • ''Omnislash Version 5/Super Ultimate War God Champion Slash'' - This move is used to defeat Sephiroth in Advent Children. Cloud flies into the air and splits the First Tsurugi into all six swords. He then flies toward his enemy and slashes them; releases the sword and grabs another; and does this 5 times. Then grabs the 6th sword, which is above his enemy, and comes flying down while delivering the final blow. The other five swords land in a circle around him.

  • ''Sonic Blade'' - Cloud only used this move in Kingdom Hearts. Cloud moves around the field in a series of sonic speed rushes, ending each one with a powerful thrust. He also teaches Sora this move.

  • ''Omnislash (Kingdom Hearts)'' - Cloud only uses this form of Omnislash in , Cloud once again has his Omnislash attack, but it more closely resembles his original Final Fantasy VII Omnislash rather than the one used in previous Kingdom Hearts titles.


Cloud's other Limits such as Sonic Blade, Cross-slash and a new variation of Climhazzard also return in Kingdom Hearts II.


Aerith Gainsborough

  • ''Healing Wind'' - Aerith summons a breeze of light that heals all allies.

  • ''Seal Evil'' - Aerith inflicts Silence and paralysis on an enemy.

  • ''Breath of the Earth'' - The power of the Planet eliminates all allied status ailments.

  • ''Fury Brand'' - Aerith fills the limit break gauge of her allies while draining her own.

  • ''Planet Protector'' - All characters are made invincible.

  • ''Pulse of Life'' - All characters are healed and MP restored.

  • ''Great Gospel''- A combination of Planet Protector and Pulse of Life, all characters are healed, restored, and made invincible.



Barret Wallace

  • ''Big Shot'' - Barret unleashes a fireball from his gun which deals extra damage.

  • ''Mindblow'' - Barret's enemy suffers a heavy MP reduction.

  • ''Grenade Bomb'' - Barret fires a grenade among the enemies.

  • ''Hammerblow'' - Barret runs up to the opponent and strikes him or her with his gun arm, knocking smaller and weaker enemies completely out of the battle and incurring heavy damage to stronger opponents.

  • ''Satellite Beam'' - Barret targets the enemies, then signals a space-based laser cannon to attack.

  • ''Ungarmax'' - Barret fires a hellstorm of bullets. Causes combo damage. ("Ungarmax" is a mistransliteration of ''Angermax'')

  • ''Catastrophe'' - Barret drains energy from the ground and jumps up above the enemy party, firing a continuous energy beam down on them, inflicting damage randomly among them (note: if there is only one enemy, all damage is not focused on that enemy and the move will be weaker).



Red XIII

  • ''Sled Fang'' - Red lunges at his enemy using his teeth and claws.

  • ''Lunatic High'' - Red howls in a huge rage, increasing the physical attacks of the party.

  • ''Blood Fang'' - Similar to Sled Fang, Red steals some HP and MP from his victim while dealing damage.

  • ''Stardust Ray'' - Red XIII summons a shower of sparks from the heavens onto the enemies.

  • ''Howling Moon'' - Red howls to the moon, inflicting Berserk on himself.

  • ''Earth Rave'' - Earth upheavals radiate outwards from Red's body onto the enemy line.

  • ''Cosmo Memory'' - A great pulsing laser-like ray powers up over Red's back, firing upon all foes.



Cid Highwind

  • ''Boost Jump'' - Cid leaps into the air and brings a shattering energy burst on the enemies.

  • ''Dynamite'' - Cid lights a stick of TNT on his cigarette and deals explosive damage.

  • ''Hyper Jump'' - Similar to Boost Jump, but with intensified power.

  • ''Dragon'' - Cid causes a dragon to appear on a foe and drains some HP and MP.

  • ''Dragon Dive'' - Cid performs another jump attack on a random sequence of six monsters. Inflicts combo damage and possibly instant death.

  • ''Big Brawl'' - Cid charges into the midst of his enemies, jumping around and attacking them. Inflicts combo damage.

  • ''Highwind'' - Cid calls in the Highwind airship, which fires multiple high explosives at the enemy party. Inflicts combo damage.



Yuffie Kisaragi

  • ''Greased Lightning'' - Yuffie lunges forward and swings her weapon, then jumps back and throws it normally.

  • ''Clear Tranquil'' - Yuffie summons blue orbs of light that surround the party, restoring some HP.

  • ''Landscaper'' - Punching into the ground, Yuffie causes tectonic shakes that damage all foes.

  • ''Bloodfest'' - A rapid series of blade-swings to random enemies that finish in a leaping slash. Inflicts combo damage.

  • ''Gauntlet'' - Blue rays of light are summoned up from the ground, damaging all enemies.

  • ''Doom of the Living'' - A longer, more intense version of Bloodfest. Inflicts combo damage.

  • ''All Creation'' - Yuffie channels energy from around her into a whirling orb of light in front of her, that blasts out into the enemy party. The maximum amount of damage this attack can deal is 9999 and it hits only once. Similar to Red XIII's Cosmo Memory.


All of the above characters select their limit breaks from a menu. The other three select their limits as follows:


Cait Sith

Cait Sith only has 2 Limit Breaks: ''Dice'' in Level 1, and ''Slots'' in Level 2. Slots is obtained after Cait Sith kills a certain number of enemies. When Dice is used, Cait Sith rolls several large dice and the numbers that are rolled determine the damage dealt. Slots brings up a slot machine with spinning wheels, and the pictures that appear cause a random effect to happen. Some deal damage or heal the party, others make them temporaily invulnerable, and two commission very powerful attacks. A combination of slots, on the other hand, can either instantly kill an opponent (including all "boss" enemies, even in the final battle, unlike other instant death attacks) or even the player's party.


Vincent Valentine


Vincent only has 4 Limit Breaks, one for each level. Vincent's Level 2 and Level 3 limits are obtained after he kills 60 enemies. When used, Vincent turns into a powerful monster. His maximum HP increases dramatically. The player loses control of Vincent and he attacks relentlessly with one of two attacks; at the end of the battle he reverts to his normal form.

Level 1:
''Galian Beast'' - Vincent transforms into a purple, horned beast; he has a physical attack and a fire-elemental one.

Level 2:
''Death Gigas'' - Vincent becomes a Frankenstein 's Monster-like creature; he now possesses a powerful physical attack and a lightning-elemental one.

Level 3:
''Hellmasker'' - Vincent turns into a chainsaw bearing masked maniac; he uses a physical attack with his weapon or inflicts status effects upon the enemy.

Level 4:
''Chaos'' - Vincent transforms into a huge, Gargoyle -like demon similar to the final boss of the first game; unlike the other forms, this one doesn´t use elemental-based attacks.


Tifa Lockhart

Tifa has the standard distribution of Limits (two for each level) and learns them in the same way, but uses them completely differently. Her limit attack brings up a row of slots, one bar for each attack that she knows. These slots reel between "Hit", "Miss" and "Yeah!" If stopped on "Hit" or "Yeah!", she will do the corresponding attack. If a slot is stopped on a "Yeah!" more damage is done for that attack. Too many "Misses" ends the streak. With all Limits learned and the Limit Level set to 4, Tifa's attacks are (in order):
  • ''Beat Rush'' - Tifa performs several close-up punches and kicks

  • ''Somersault'' - Tifa flips while dealing a physical blow

  • ''Waterkick'' - A circling sweep kick accompanied by water splashing out of nowhere

  • ''Meteodrive'' - Tifa picks up her opponent and slams them, wrestling style

  • ''Dolphin Blow'' - A watery uppercut completely with a dolphin coming out of nowhere

  • ''Meteor Strike'' - Tifa picks up her enemy, spins him around, jumps high into the air and flings him downwards

  • ''Final Heaven'' - Tifa pulls back her fist, gathering energy and causing it to glow, before thrusting forward, lunging through her enemies and creating a small nuclear-like explosion in her wake that knocks them over. This move also makes an appearance in Kingdom Hearts 2 .


Note that while Waterkick and Dolphin Blow could be seen to be water- or ice-elemental, they do not heal enemies strong against these types of attacks, like Vincent's transformations would.


LIMIT BREAKS IN ''FINAL FANTASY VIII''


In '' Final Fantasy VIII '', the Limit Bar has been removed entirely. Whenever a character's turn comes up, there is a small chance that they will be given the option to perform a limit; this chance rises as the character's HP goes down, resulting in gameplay styles that allow some or all of the characters to remain critically wounded. The Aura spell also raises this percentage, without associated hazards. In the Japanese version of ''FFVIII'', these desperation moves were called Special Arts, shortened to '''Special''' in the Status Menu. They were re-named '''Limit Breaks''' in the North American and European versions of the game due to the fact that ''Final Fantasy VII'' was the first ''Final Fantasy'' game to become extremely popular in those regions, and the localization director decided it would be best to use a term players were already familiar with.


Squall Leonhart

Squall's ''Renzokuken'' is a series of Gunblade attacks, sometimes followed by a finishing move. ''Renzoku'' is a Japanese compound word meaning "consecutive". ''Ken'' is Japanese for "sword". The gunblade attacks follow a pre-set pattern (some of which are customized to certain Bosses ) and an optional gauge appears onscreen to show the player the correct timing in which to press the R1 button and enhance the damaging power of each strike. The finisher is chosen randomly. Squall learns new finishing moves by upgrading his gunblade. The finishing moves are:
  • ''Rough Divide'' - damages one enemy. Squall runs to the enemy, slashes upward, jumps, and leaves shockwave.

  • ''Fated Circle'' - damages all enemies. Squall jumps above, slashes his gunblade in cirlular motion, sends shockwave into the enemies.

  • ''Blasting Zone'' - damage all enemies. Squall rises his gunblade, forms a giant light pillar, then slashes it to the enemies.

  • ''Lionheart'' - damages one enemy with multiples strikes. Squall's ''Lionheart'' is the most damaging single attack in the game, doing 18 slashes that do severe damage (up to 9999 damage points per hit, nearly 180,000 damage total). Including the four to eight initial Renzokuken hits, Squall can inflict as much as 200,000 damage points in one turn, and ignores maxed-out defense. Eyes on Final Fantasy - Final Fantasy VIII - Limit Breaks , retrieved 26th April 2006.



Quistis Trepe

'' Blue Magic '', uses the skills of enemies. She learns new skills by consuming items that are stolen from or dropped by various enemies. Only a partial list of Quistis' limit breaks is given below.
  • ''Mighty Guard'' - Casts Protect and Shell on all allies, and may (although not always) cast Haste, Aura, and/or Float.

  • ''Shockwave Pulsar'' - Quistis's most powerful break, which does five-digit damage to all enemies, but does not ignore spiritual defense.



Rinoa Heartilly

Rinoa's Limit is ''Combine'', which uses her eponymous dog Angelo to perform various effects. Rinoa learns new limits by reading ''Pet Pals'' magazines and then walking across the world map, which is meant to represent her walking with Angelo. The specific limit break that occurs when Combine is used is chosen randomly. Her ''Combine'' moves are:
  • ''Angelo Cannon'' - Attacks all enemies.

  • ''Wishing Star'' - Rinoa jumps on Angelo's back and rushes the enemy repeatedly.

  • ''Angelo Recover'' - uses a potion on Rinoa when she is attacked.

  • ''Angelo Search'' - produces a random item while in battle.

  • ''Angelo Reverse'' - revives a dead character.

  • ''Invincible Moon'' - makes all party members invincible without healing them - handy for maintaining a string of Limit Breaks in a boss battle.

  • ''Angel Wing'' - a second Limit attack received later in the game, which causes her to cast random magic spells at 5 times the normal strength without consuming spells from the player's stock. Rinoa does not necessarily use the spells that she has stocked, but uses them more often than spells that she hasn't. The player loses control of her for the rest of the battle, similar to the Berserk status effect. Angel Wing cannot be cancelled for the duration of the battle once activated, unless Rinoa is killed. One good strategy that has nothing to do with this is the fact that it can be helpful in the defeat of Omega Weapon .



Selphie Tilmitt

Selphie's ''Slot'', performs a random spell a random number of times, including spells the player does not own. Besides various normal spells (which are not consumed), it includes four special spells that do not appear anywhere else, including:
  • ''Rapture'' - send enemy away. Same effect as the enemy running away.

  • ''The End'' - defeat all enemies instantly, including almost all bosses, even the last boss.

  • ''Wall'' - casts protect and shell.

  • ''Full Cure'' - recover 100% HP of all allies and recover some bad status.



Zell Dincht

Zell's limits require the player to hit combinations of buttons that appear on the screen, similar to Sabin from '' Final Fantasy VI ''. He starts the game with several moves and can learn new ones by reading fighting magazines, although if the right button combination for the move and when it's able to be used is known, it can be used right away. The moves can also be strung together in specific hard-hitting combos. Zell also has the most over powerful limit break, and attack in the game. Although his limit break is based on combinations, with enough time, the correct loop, and with fast input, Zell can inflict between 120,000-240,000 damage points per turn, although extremely skilled players can do in excess of 1,000,000 damage, making it potentially the most damaging Limit Break in any Final Fantasy. While Zell's limit break doesn't ignore defense as opposed to some of Squall's stronger limit breaks, his limit break isn't as constrained as opposed to Squall's limit break, plus his moves and damage per turn are guaranteed. Zell's limits are:
  • ''Booya'' - a knee kick to one enemy.

  • ''Punch Rush'' - four punches to one enemy.

  • ''Mach Kick'' - a side kick in one enemy's head.

  • ''Heel Drop'' - a frontal kick droping to one enemy's head.

  • ''Dolphin Blow'' - an air punch to one enemy.

  • ''Meteor Strike ''- throws one enemy and puts them into the ground.

  • ''Meteor Barret'' - uses a "punch meteor" on one enemy.

  • ''Burning Rave'' - a fissure-induced explosion that damages all enemies.

  • ''My Final Heaven'' - damages all enemies by the force of the punch of the planet rotation.

  • ''Different Beat'' - a sequence of air kicks and a meteor kick to one enemy.



Irvine Kinneas

Irvine's limit: ''Shot'', consumes special ammunition items. Each type of ammunition has different side effects and can be fired at varying rates. His most powerful ammunition is ''Pulse Ammo'', which does grievous defense-ignoring damage to enemies. His best ammunition, however, ''is Fast Ammo'', which can do over 100,000 damage if fired fast enough.


Seifer Almasy

Seifer's limit: ''Fire Cross'', an attack using "Chi" force to cause fire damage. His three finish blows are
  • ''No Mercy'' - uses a sonic beam from gunblade on all enemies.

  • ''Demon Slice'' - a spinning gunblade attack with to perforate one enemy.

  • ''Bloodfest'' - uses a gunblade fire cross on all enemies.



Laguna Loire

  • ''Desperado'', throws a grenade, a barrage of machine-gun fire while hanging on a chain, then the explosion from the grenade on all enemies.



Kiros Seagill

  • ''Blood Pain'', various strikes on one enemy during using his Katar.



Ward Zabac

  • ''Massive Anchor'', casts a Jumping Attack on all enemies with a Harpoon.



Edea Kramer

  • ''Ice Strike'', contrary to its name, it does not cause ice elemental damage.



LIMIT BREAKS IN ''FINAL FANTASY IX''

is transformed by Trance.]]
'' Final Fantasy IX '' renames Limit Breaks to Trance and returns to the ''Final Fantasy VII'' model, with one notable difference: A filled Trance bar cannot be saved for later battles. The instant a Trance bar is filled, that character will go into Trance automatically. It is impossible to save a Trance for a later battle, or even a later turn in the current battle. Trances also remain in effect for a few turns and increase the stats of the Tranced character.
  • Zidane 's trance replaces Skill abilities with Dyne attacks. Eyes on Final Fantasy - Final Fantasy IX - Zidane , retrieved 26th April 2006.

  • Vivi 's trance changes black magic to double black magic. He can cast any two spells in one turn, although each spell costs the usual MP.

  • Garnet 's trance changes Summon to Eidolon. The summoned Eidolon will do an extra-damage attack (which normally requires the Boost ability), and will randomly reappear and attack, at no MP cost, at the beginning of Garnet's subsequent turns.

  • Steiner 's trance doubles the damage of his normal attacks.

  • Freya 's trance affects her Jump ability. Instead of jumping up and coming down once, she now stays airborne (and as such, safe from harm) for the entire duration of the Trance and hits the entire enemy party with a rain of spears.

  • Eiko 's trance turns white magic into double white magic. She can cast any two spells in one turn, although each spell costs the usual MP.

  • Amarant 's trance turns his Flair skills into Elan, allowing them to affect multiple targets.

  • Quina 's trance turns Eat into Cook, which has the same outcome of instantly removing an enemy from battle and learning Blue Magic from them. However, it only requires the enemy HP to be reduced to 50% of their maximum rather than 25%.


Unlike its predecessors, ''Final Fantasy IX'' uses Trance to affect the story. Certain battles important to the plot may involve compulsory trances and during the party's visit to Terra, Kuja learns about the effects of Trance and uses it to destroy Terra.


LIMIT BREAKS IN ''FINAL FANTASY X''

As with ''Final Fantasy IX'', '' Final Fantasy X '' renames the Limit Break system to Overdrive, but retains its core function. However, in addition to each character's different Overdrives, the characters can also learn new Overdrive Modes, which change how the meter is filled. For example, characters who heal their allies often will learn the "Healer" Mode, which, when selected, will cause the character's bar to increase when they heal allies, instead of when they take damage. Only one Overdrive Mode can be selected at a time. Modes are learned after a character does a certain behavior enough times (for instance, Yuna will probably learn "Healer" first because she learns curative magic long before the other characters can). In addition, the Aeons (the game's Summon Monsters ) can also perform Overdrive attacks. Their Overdrive meters fill both when the Aeon attacks and when it takes damage. Players can reserve full meters for oncoming battles.
  • Tidus 's ''Swordplay'' overdrives involve barrages of sword attacks. Their damage can be enhanced by hitting the sweet-spot on a gauge which briefly appears. His most powerful Overdrive, Blitz Ace, generates 8 sword attacks, followed by a final attack with the Blitzball move "Sphere Shot". Other include Spiral Cut, Slice & Dice, and Energy Rain. Tidus learns new Overdrives by using them a certain amount of times, as in ''Final Fantasy VII''. In '' Final Fantasy X-2 '', the final boss uses attacks that are exactly the same as Tidus's Overdrives except for the names. Eyes on Final Fantasy - Final Fantasy X - Overdrives , retrieved 26th April 2006.

  • Yuna 's overdrive, ''Grand Summon'', calls forth an Aeon in with a fully-charged Overdrive meter. If Summoned again, this meter returns to the level it had before Grand Summon. If the Aeon already had a full Overdrive meter before the Grand Summon, the Aeon is able to use the Overdrive attack twice consecutively.

  • executes his Dragon Fang Overdrive.]]

  • Auron 's ''Bushido'' overdrives are enhanced by quickly entering a fixed sequence of button inputs. Auron's Overdrives are some of the most powerful in the game. His most powerful, Tornado, does massive damage to all enemies. Banishing Blade, his next powerful, inflicts all four "Breaks" (Armor, Power, Mental, and Magic) along with damage. His Shooting Star Overdrive casts Eject on an enemy; he slams his sword on the enemy like a baseball bat. If the enemy is immune to Eject, then it will do damage instead. Auron can gain new Overdrives by finding Jecht's Spheres scattered throughout Spira.

  • Wakka 's ''Slots'' overdrive has varying effects such as elemental damage or status-affliction. The type and strength of damage is controlled by lining up icons on spinning reels, much like a slot machine. Wakka can learn new Overdrives by playing blitzball. They will randomly show up as Tournament or League prizes. Wakka's final Overdrive, Auroch's Reels uses all the previous reel options ( elements, 2x attack, status) along with special Auroch Reels (one for each original Auroch on your blitzball team). His most powerful Overdrive, Attack Reels, may do up to 12 hits, if you align the '2' icons.

  • Kimahri 's overdrive, ''Ronso Rage'', allows him to use any Blue Magic attacks he has learnt while battling enemies. He uses the special move Lancet to learn enemy skills, which also absorbs HP and MP from the enemy and will also fill up his Overdrive gauge when he learns a new enemy skill. Nova, the most powerful form of Blue Magic, causes massive non-elemental damage to all enemies. Kimarhri does not use any type of minigame to power up his Overdrive attack, as opposed to some of the other characters.

  • Lulu 's overdrive, ''Fury'', allows the player to cast multiple black magic spells for 0 MP by quickly rotating the right analog stick. Lulu can use any of the spells she's learned (e.g Fira Fury, Blizzaga Fury).

  • Rikku 's ''Mix'' overdrive allows her to combine any two items in the party's inventory for a wide range of effects. Like Yuna and Kimahri, Rikku does not use a minigame.

  • Seymour Guado 's Overdrive, ''Requiem'', calls upon the cosmos for massive damage to the enemy. It can only be used in one battle, while he is in your party.


Aeon Overdrives
  • Valefor has two different overdrives. The one that she starts with is ''Energy Ray'', which shoots a ray across the field that damages enemies as it passes. Later, Valefor can gain ''Energy Blast'', which fires a focused beam of energy straight into the field.

  • Ifrit uses ''Hellfire'' for his overdrive, in which he creates an explosive sphere of fire and detonates it on every enemy.

  • Ixion's overdrive, ''Thor's Hammer'', drives a massive stream of lightning into every enemy on the field.

  • Shiva's overdrive, ''Diamond Dust'', encases enemies in a block of ice, which she then destroys with a snap of her fingers.

  • Bahamut's overdrive, ''Mega Flare'', sweeps the entire field with a large wave of energy.

  • Yojimbo doesn't have a selectable overdrive. If the gauge is full, however, the odds of getting Yojimbo to perform "Zanmato" (which instantly kills any enemy, including bosses) somewhat increases. How much you pay Yojimbo (in Gil) and how often he is used in battle also affects the odds.

  • Anima's overdrive is called ''Oblivion''. The name pretty much sums up the massive damage it inflicts on enemies. The enemies sink into the ground, showing the half of Anima the player doesn't normally see. This half actually breaks its bonds and proceeds to mercilessly beat the enemy into a pulp and then causes a massive explosion, dealing up to 1,600,000 damage.

  • The Magus Sisters use ''Delta Attack''. All three sisters must be alive and have full gauges to use this attack, but the damage it inflicts is worth the effort.



LIMIT BREAKS IN ''FINAL FANTASY XI''

'' Final Fantasy XI '' continues the Limit Break tradition with Weapon Skills. As in previous games, a character can fill a special gauge by engaging in combat and then use the stored energy to unleash a powerful ability. This gauge can optionally be filled up to three times its normal capacity in order to magnify the effectiveness of a particular skill.

Each weapon family (sword, dagger, spear, etc.) has its own exclusive skills. A character learns new Weapon Skills simply by using a particular type of weapon in combat until the numerical skill associated with it increases. For example, a character fighting with a hammer gains club skill. When club skill reaches 10 the character learns the Weapon Skill ''Shining Strike''. When club skill reaches 220 the character learns the more powerful ''Hexa Strike''.

Although Weapon Skills are relatively weak compared to traditional Limit Breaks, they can be executed consecutively to produce additional damage events. This process, referred to as a skillchain or renkei, is the basis for much of the combat in ''Final Fantasy XI''.

The 'two-hour' job abilities used by players and many enemies are also conceptually similar to Limit Breaks, providing a rare but powerful advantage in battle. The parallel is particularly clear when considering the battles against the avatars- their two hour abilities are their signature attacks, seen as Limit Breaks in other games in the series.

The term 'Limit Break' (or 'Genkai Toppa') in this game, however, is a term for quests characters must complete in order to increase the level caps from level 50, and again every 5 levels, until the 70 cap where you can level up your character to level 75 (the maximum level) without hinderance. These quests are given by Maat, in Ru'Lude Gardens (Jeuno).


LIMIT BREAKS IN ''FINAL FANTASY XII''

'' Final Fantasy XII '' gives yet another name to its version of the Limit Break: Mist Knack IGN - Final Fantasy XII Preview page 2 , retrieved 26th April 2006.. The mechanics of the system are as yet unknown. Some of the Mist Knacks are:
  • レッドスパイラル (Reddosupairaru; Red Spiral)

  • 北斗骨砕斬 (Hokuto Kotsusaizan; Bone Shattering Slash of the North Star)

  • 生殺与奪 (Seisatsu Yodatsu; Power Over Life & Death)

  • 闇と暗黒の衝撃 (Yami to Ankouku no Shougeki; Impact of Absolute Darkness)

  • 略奪のコンパス (Ryakudatsu no Conpasu; Compass of Thievery)

  • 乱命割殺掌 (Ranmeihassasshou; Chaotic Splitting Deadly Palm)


Most of these terms (including that of "Mist Knack" itself) will likely be given new names in the English version of the game. Some of them allude to certain special attacks used in '' Final Fantasy Tactics ''. Hokuto Kotsusaizan is a reference to the Holy Knight skill Hokuto Kotsusaida, known as Crush Punch in the English version. Ranmeihassasshou refers to Ranmeikassatsuda, Split Punch in the English version.


LIMIT BREAKS IN ''EXALTED''

In the White Wolf Game Studio Tabletop Role-playing Game '' Exalted '', a Limit Break is a negative psychological effect rather than a positive combat effect. Other than the name, there is no similarity between this and the ''Final Fantasy'' Limit Breaks.


LIMIT BREAKS IN ''KINGDOM OF LOATHING''

In the Asymmetric Publications online game '' Kingdom Of Loathing '', the Chocobo -like Familiar known as a cocoabo is able to execute limit breaks, which enhance the power and effectiveness of its abilities for the current turn. Unlike the ''Final Fantasy'' Limit Breaks, this ability occurs randomly and is not related to damage dealt or other factors.


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