Limit Break (ability)

Limit Breaks, also known simply as Limits, are powerful combat moves featured in several Final Fantasy titles. The term comes from Final Fantasy VII, but it was not the first game to feature Limit attacks.

Limit Breaks are always connected to the damage received by the character, the exception being Final Fantasy XII, where the player needs full MP instead. In some cases, the lower the HP, the higher the probability of a Limit Break becoming available, while in other cases, the damage is "stocked" by filling a bar. Once the bar is full, the Limit Break becomes available. All of the subsequent version of the linear Final Fantasy titles since Final Fantasy VI have used some sort of limit break system.

Final Fantasy IV
Limit Break is an Augment Ability in the Nintendo DS version. When equipped, the character exceeds the damage limit, as suggested by the name, allowing them to do a maximum of 99999 damage. The ability is received simply by defeating Zeromus, appearing in the party's inventory upon starting a New Game +. This augment is obtained only twice out of three playthoughs for a whole game. When used, an image of Golbez is shown.

Final Fantasy VI
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The term Limit Break might have come from Final Fantasy VII, but the idea was first used in Final Fantasy VI. These attacks were called Desperation Attacks and would only activate occasionally when a character was in a Critical status and a Fight command was issued. The term "desperation attack" is actually a player-coined term, not included in the English version of the game. Characters who have a Muddled, Image, Clear, or Zombie effect could never perform a desperation attack. Characters will also never use a desperation attack within the first 25.6 seconds of combat and no one character would ever use a desperation attack more than once per battle.

The attacks were unblockable. All of these attacks are physical in nature and ignore defenses. Some of these are even instant death attacks.

Final Fantasy VII
The next game in the series, Final Fantasy VII, would modify and refine the mechanism used in the previous game and now would officially be given the name "Limit Break." Each character has limit meter that fills up as the character takes damage. When the bar is full, the character can unleash a powerful attack. While most limit breaks do massive damage, not all of them do. For instance, Aeris' Healing Wind will heal the party, while Red XIII's Howling Moon gives him stat bonuses. With the exceptions of Cait Sith and Vincent, each character has seven limit breaks (Cait Sith has two, while Vincent has four).

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Limit Breaks in Final Fantasy VII are divided into four levels. There are two limit breaks per limit level until the highest rank of limit breaks, where there is only one. Most of the limit breaks can be learned by killing large numbers of enemy creatures, or by using certain limit breaks a specific number of times for each character, but the highest rank of limit breaks for each character is attainable only by doing a special quest. The only possible exception otherwise would be Cloud's use of Omnislash on Sephiroth to end Final Fantasy VII, whether or not a character actually earned the ability through the battle arena in the Gold Saucer.

The player must choose outside of battle what level of limit break they want to use. In battle a higher level of limit break will do more damage, but it also requires that the character take more damage before their limit bar fills up. Once the bar fills up, the character can continue to function as normal and save his limit break for later, but because the limit command replaces the attack feature, he will have to limit his choices to magic and materia based skills. Each limit break usually inflicts damage, but they vary subtly - Vincent's involve him transforming into other forms while Tifa's rely on slot wheels to increase her damage, for example.

Crisis Core -Final Fantasy VII-
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In Crisis Core, the Limit Break system from Final Fantasy VII is replaced by the DMW, a set of three reels found at the top right hand corner of the player's screen. These reels feature numbers and images of certain characters found in the game, and are constantly spinning throughout battle, provided the player has enough SP. Certain DMW number combinations give the player buffs; whilst having the same image in the end two reels opens up the Modulating Phase. This is a seperate screen of reels, which allow the player to perform Limit Breaks, summons, and level up.

Final Fantasy VII: Advent Children
Limit Breaks in Advent Children are used by several characters, particularly Cloud in his battle against Sephiroth. When he reaches Limit Break, either Cloud or his sword is surrounded by a flurry of blue fire. Using his move "Omnislash Verison 5" (or 6 in Advent Children Complete), he defeats Sephiroth. Several other characters use their various Limit Breaks in fight scenes.

Dirge of Cerberus -Final Fantasy VII-
Vincent Valentine, the main playable character of Dirge of Cerberus can use two of his old Limit Breaks from Final Fantasy VII. Only the Galian Beast form can be used in normal gameplay, and Vincent transforms into this stronger, faster, and more powerful form using an item called the Limit Breaker. His Chaos form is used only in the last Chapter through plot demands.

Final Fantasy VIII
Final Fantasy VIII reverted back to Final Fantasy VI's system with the limit bar removed. Instead the less hitpoints a character had the more likely the character would have a glowing icon appear next to their attack option; allowing them the choice to perform a Limit Break (known as Special Arts in the Japanese version). The game system would re-determine the probability of the option each turn, as such if the player chose to ignore the option and instead used a normal attack there was no garuntee that the Limit Break option would be there again when the character's next turn arrived. A character was most likely to have this option appear when he/she was in a Critical status. As such this often resulted in players purposely having their characters remain low on hit points during battle to increase the odds of performing Limit Breaks. In addition to the frequency, the potency of a Limit Break was affected by HP conditions. A stronger break for a character was more likely when the other characters are KOed, for example.

The spell Aura could increase the chance of a Limit Break being available for usage even if a character was at full health.

Switching between characters with full ATB gauges (by pressing cancel) 're-rolls' for the Limit Break. This works even when only one character is ready to act, and can thus be exploited, by repeatedly pressing cancel until the Limit Break shows up, meaning that provided a character is in critical or Aura status, they can use their Limit Break every turn.

Each character's Limit Break was unique to them and each had unique ways of obtaining and performing the Breaks; Squall had Renzokuken, Rinoa had the Combine and Angel Wing, Quistis had Blue Magic, Zell had Duel, Selphie had Slots, Irvine had Shot, Seifer had Fire Cross, and Edea had Ice Strike.

Final Fantasy IX
Square renamed Limit Breaks to Trance and brings back a bar to show the amount of trance slowly building up over time. The difference between this and Final Fantasy VII is that Trance must be used once the trance bar fills up. Trance also functions different than any other incarnation of limit breaks in that it lasts a short period of time, potentially a few turns for a trancing character, during which his stats are increased and a character could potentially use skills, abilities, or spells multiple times. Generally speaking though, the effects of Trance is a little less extreme than massive, multi-hit, Limit Breaks from Final Fantasy VII or Final Fantasy VIII.

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.

Final Fantasy X
In Final Fantasy X, the Limit Breaks are called Overdrives. They function much as they did back in Final Fantasy VII. The only real change is that bars cannot be stacked, since all Overdrives have the same levels, and that each character can choose a different method to gain Overdrive, a process known as Overdrive Mode, but they may only select one at a time.

The player can determine how much damage an Overdrive will do by performing a certain action once the overdrive is selected. For example, Auron's Overdrives require a sequence of button presses and Lulu's will require the player to spin the right analog stick to determine how many spells Lulu will use during her attack.

Aeons also have Overdrives, which give them the capacity to cause massive damage. This is an interesting change for Summoned creatures, which was probably forced by the fact that summoned monsters actually take the place of the party rather than just doing their one super attack and allowing the battle to continue without interruption. Aeons also charge their Overdrive bar by several means at once: By inflicting damage, killing an enemy, receiving damage and dodging enemy attacks. Aeons also have a special commands regarding their Overdrives: the first they wait for the enemy's turn to receive increased damage but boosting the Overdrive charge as well, whilst the second command the Aeon will guard itself and receive less damage but no Overdrive charge. Additionally, the amount of gained Overdrive charge is proportional to the damage the Aeon did to an enemy, received from an enemy or the damage a dodged attack would to to the Aeon, compared to the characters means of gaining Overdrive charge which is set to fractions; killing an enemy for example would increase the Overdrive bar constantly by one third, and doing damage would increased it by one sixth, regardless of the damage done.

Final Fantasy X-2
In Final Fantasy X-2 the Limit Break system is similar in function to that of Trance in Final Fantasy IX or the Overdrives in Final Fantasy X. Each character can access a Special Dressphere once they have activated all of the nodes on their Garment Grid in one battle, upon activation only that character will be playable for the remainder of the battle however they will be supported by support units belonging to that Dressphere. The character can remain in their Special Dressphere until the end of the battle or until they decide to change Dresspheres Sphere changing into a special dressphere raises the character's HP, MP and most attributes. They will also receive a unique set of abilities and attributes unique to only their Dressphere. The Special Dresspheres are; the Floral Fallal, the Machina Maw, and the Full Throttle.

Final Fantasy XI
Limit Breaks are called Weapon Skills. Weapon skills are mostly limited only to doing physical damage, though a few (particularly Staff mythic weaponskills) can inflict magical damage. A character now has a percentage known as "TP". TP is short for Tactical Points, though this fact is so unimportant the player will only find it written once in the Players Manual and in the game the player will never see it unabbreviated.

TP in Final Fantasy XI charges up to 300%, and the greater the TP amount, the more damage the attack could potentially do. The attacks themselves potentially could do a lot of damage, but generally they are less effective proportionally to Limit Breaks of single player games. Their true power lies in multiple characters being able to do weapon skills in set orders in quick succession to perform Skillchains. After a skillchain has been done, casting the appropriate type of magic will amplify its effects and cause a Magic Burst. In this way, multiple characters can work together to perform a series of attacks, and through teamwork and synergy, probably even surpass the power of traditional limit breaks which have up until Final Fantasy XI always been a solo-concept. Using a Weapon Skill will drop the TP down to 0 plus the amount of the hits the player had land with their Weapon Skill. The 2-hour Ability of the Samurai, Meikyo Shisui will give the player the possibility only to use 100% TP with a Weapon Skill, even if the character have 300%, what means that they can use 3 Weapon Skills in a row and therefore create a Skillchain.

"Limit Break"
Curiously enough, in Final Fantasy XI, there is a term (Genkai) that appears in the Auto-translator which literally means "Limit Break". In the game this refers to a limit cap that is initially established at 50. Upon reaching level 50 and every 5 levels there-after, a character must finish a Genkai quest given by Maat, in Jeuno before he can continue to level up. The maximum level in Final Fantasy XI is 75.

"Two-hour Abilities"
Even though it is not a real Limit Break, the player could name it more a "Desperation Ability". Every job has a special ability for emergency situations, with a recast time of two hours. Like the Mana Font of the Black Mage, which lets the player cast spells without using MP, Red Mage's Chain Spell, let the player use spells without cast time, or Invincible of the Paladin will reduce every non-magic damage, dealt on the Paladin down to 0 and create a huge amount of enmity, forcing every enemy to attack him.

Final Fantasy XII
Limit Breaks are known as Quickenings - Mist Knacks in the Japanese version. They can be purchased via License Points. Each character can learn three total Quickenings. Every new Quickening obtained gives the character a new Mist Charge, increasing their MP by the original amount (i.e. 3 Quickenings = Triple MP). They can be chained together to increase damage, and depending on the Quickenings chained, an extra ultra-powerful area attack, called a Concurrence, can be added at the end of the chain. When a character purchases a Quickening, its square disappears from the other characters' License Boards, making it inaccessible to the other characters. There are a total of 18 Quickening squares, which are enough for each character to obtain all three.

There is also an enemy ability called Limit Break that reduces the charge time for magick and physical attacks to 0.

Final Fantasy XII: Revenant Wings
The Quickenings of Final Fantasy XII return in this game, but work very differently. This time, instead of expending MP, Quickenings are charged via a more traditional method by filling a Mist Charge bar, which is charged by defeating enemies. Each permanent character has their own Quickening which are learned by defeating one of the thirteen Scions in battle. Each Scion teaches one character their Quickening. Each character's Quickening also serves different purposes, some perform strong attacks, some heal the party, and so on.

Dissidia Final Fantasy


Called "EX Mode", a meter fills up as the player collects EX Force and/or EX Cores. Once full, they may enter EX Mode, giving them Regen status and changing their appearance. Fighters also gain bonuses specific to them, such as boosts to their damage, special attacks, or other abilities. EX Mode only lasts a shrot time, however.

If the player lands an HP attack while in EX Mode, they can execute an "EX Burst", which lets them attack the foe with a series of powerful strikes, many of which are based on the character's Limit Break from their original game, or in the case of the villains, based on their strongest attack as an enemy.