Final Fantasy Wiki
Register
m (Bot: Automated text replacement (-Movie Sphere +movie sphere))
Tag: apiedit
m (relinking, replaced: Gau/Gameplay → Gau (Final Fantasy VI party member), Gogo (Final Fantasy VI)/Gameplay → Gogo (Final Fantasy VI party member), Umaro/Gameplay → Umaro (Final Fantasy VI party member))
(81 intermediate revisions by 19 users not shown)
Line 1: Line 1:
  +
{{sideicon|FFVI|FFVII|FFVIIR|VIIBC|VIICC|VIIAC|VIIDoC|FFVIII|FFIX|FFX|X2|FFXI|FFXII|XIIRW|FFXIII|XIII2|LR|FFXIV|FFXV|Type0|FFT|DFF2008|D012|DFFNT|TFF|FFRK|FFBE|Mobius}}
 
{{FA|February 1st, 2010}}
 
{{FA|February 1st, 2010}}
 
[[File:FFVII Limit Break Cloud Braver.jpg|right|thumb|250px|Cloud uses [[Braver]], his default Limit Break in ''Final Fantasy VII''.]]
 
[[File:FFVII Limit Break Cloud Braver.jpg|right|thumb|250px|Cloud uses [[Braver]], his default Limit Break in ''Final Fantasy VII''.]]
'''Limit Breaks''', also known simply as '''Limits''' {{J|リミット|Rimitto}}, are powerful combat moves featured in several [[Final Fantasy (series)|''Final Fantasy'']] titles. Limit Breaks are among the most damaging moves at a player's disposal, and several Limit Breaks have developed into various characters' signature moves.
+
'''Limit Breaks''', also known simply as '''Limits''' {{J|リミット|Rimitto}}, are powerful combat moves featured in several ''[[Final Fantasy series|Final Fantasy]]'' titles. Limit Breaks are among the most damaging moves at a player's disposal, and several Limit Breaks have developed into various characters' signature moves.
   
Limit Breaks usually rely on the damage the player takes in some way, but the gameplay mechanics used vary between games. In some games the player takes damage to fill up a power meter (like in ''[[Final Fantasy VII]]'' or ''[[Final Fantasy X]]''), or the attacks become available in [[HP Critical]] status (like in ''[[Final Fantasy VI]]'' or ''[[Final Fantasy VIII]]''). However, this is not universal, and some games use different systems. Though their appearance, use and naming has varied, the concept of Limit Breaks has become a series staple.
+
Limit Breaks usually rely on the damage the player takes in some way, but the gameplay mechanics vary between games. In some games the player takes damage to fill up a power meter (like in ''[[Final Fantasy VII]]'' or ''[[Final Fantasy X]]''), or the attacks become available in [[HP Critical]] status (like in ''[[Final Fantasy VI]]'' or ''[[Final Fantasy VIII]]''). However, this is not universal, and some games use different systems. Though the name and precise implementation of the mechanic has varied, the concept of Limit Breaks has become a series staple.
   
The term first appears in ''Final Fantasy VII'', which used it in reference to filling up a power meter by taking damage. Since the release of ''Final Fantasy VIII'', the term has also been used to refer to powerful combat moves used after entering HP critical status, a concept that originates from ''Final Fantasy VI''. Since then, the term "Limit Break" has retroactively also been applied to the Desperation Attacks of ''Final Fantasy VI''. The underlying idea of taking damage for gameplay benefits could be traced back to ''[[Final Fantasy II]]'', where the player needs to take damage to [[Stat Growth|increase stats]].
+
The term first appears in ''Final Fantasy VII'', which used it in reference to filling up a power meter by taking damage. Since the release of ''Final Fantasy VIII'', the term has also been used to refer to powerful combat moves used after entering HP critical status, a concept that originates from ''Final Fantasy VI''. Since then, the term "Limit Break" has retroactively also been applied to the Desperation Attacks of ''Final Fantasy VI''. The underlying idea of taking damage for gameplay benefits could be traced back to ''[[Final Fantasy II]]'', where the player needs to take damage to [[Stat growth|increase stats]].
   
 
==Appearances==
 
==Appearances==
 
===''[[Final Fantasy VI]]''===
 
===''[[Final Fantasy VI]]''===
{{sideicon|FFVI}}
 
{{video|class=FFVIa|title=Terra's Desperation Attack "Riot Blade"|_wTYBCTYTzs|align=right}}
 
 
{{main|Desperation Attack}}
 
{{main|Desperation Attack}}
 
Though the term Limit Break comes from ''Final Fantasy VII'', the underlying idea of being able to use a powerful combat move by taking damage was used in ''Final Fantasy VI''. Desperation Attacks activate randomly when a character is in critical health and the [[Attack (command)#Final Fantasy VI|Attack]] command is issued. Desperation Attacks are one-time high-powered attacks that ignore defense and sometimes cause [[Instant Death]] to an enemy. They hit one target and cannot be used twice in a [[Battle (term)|battle]].
 
Though the term Limit Break comes from ''Final Fantasy VII'', the underlying idea of being able to use a powerful combat move by taking damage was used in ''Final Fantasy VI''. Desperation Attacks activate randomly when a character is in critical health and the [[Attack (command)#Final Fantasy VI|Attack]] command is issued. Desperation Attacks are one-time high-powered attacks that ignore defense and sometimes cause [[Instant Death]] to an enemy. They hit one target and cannot be used twice in a [[Battle (term)|battle]].
   
All player characters, except [[Gau]] and [[Umaro]], have a Desperation Attack. [[Gogo (Final Fantasy VI)|Gogo's]] Desperation Attack cannot be used if he is not equipped with the Attack command, nor can he [[Mimic (ability)#Final Fantasy VI|Mimic]] others'. In a normal playthrough one is more likely to heal than attack in low health, and thus Desperation Attacks are seen so rarely many players are unaware of their existence.
+
All player characters, except [[Gau (Final Fantasy VI party member)|Gau]] and [[Umaro (Final Fantasy VI party member)|Umaro]], have a Desperation Attack. [[Gogo (Final Fantasy VI party member)|Gogo's]] Desperation Attack cannot be used if he is not equipped with the Attack command, nor can he [[Mimic (ability)#Final Fantasy VI|Mimic]] others'. In a normal playthrough one is more likely to heal than attack in low health, and thus Desperation Attacks are seen so rarely many players are unaware of their existence.
{{-}}
+
{{clear}}
   
 
===''[[Final Fantasy VII]]''===
 
===''[[Final Fantasy VII]]''===
{{sideicon|FFVII}}
 
{{video|class=FFVIIa|title=Cloud's Limit Break "Omnislash"|cyGwocvT47g|align=right}}
 
 
{{main|Limit (Final Fantasy VII)}}
 
{{main|Limit (Final Fantasy VII)}}
  +
[[File:FFVII Limit.gif|right]]
''Final Fantasy VII'' was the first game to use the term "Limit Break." The mechanic functions differently from the Desperation Attack mechanic in ''Final Fantasy VI''. ''Final Fantasy VII'' introduced a Limit Break gauge that fills up when a character takes damage, and it then activates a powerful special move when the gauge is full. As a result, taking damage became a more central gameplay feature. Despite the consistent use of "Limit Break" and "Limit" seen throughout ''Final Fantasy VII'' related Japanese media, the English version of the [[Final Fantasy VII Demo|demo]] release initially used "Special Ability" and "Special."
+
''Final Fantasy VII'' was the first game to use the term "Limit Break." There is a Limit Break gauge that fills up when a character takes damage, and it activates a powerful special move when the gauge is full. As a result, taking damage became a more central gameplay feature. Despite the consistent use of "Limit Break" and "Limit" seen throughout ''Final Fantasy VII''-related Japanese media, the English version of the [[Final Fantasy VII demo|demo]] release initially used "Special Ability" and "Special."
   
According to the ''Final Fantasy VII'' tutorials, the Limit gauge fills as the character angers, hence the [[Fury (status)|Fury]] and [[Sadness]] statuses, and when enemies push a character to their limits they unleash an "unimaginable power." According to the ''Crisis Core Complete Guide Keyword Collection'', when spirit energy rises to its ultimate limit for a short while, it aligns with and emits from the body, allowing powerful abilities that cannot be performed in a natural state.
+
According to the tutorials, the Limit gauge fills as the character angers, hence the [[Fury (status)|Fury]] and [[Sadness]] statuses. When enemies push a character to their limits they unleash an "unimaginable power." According to the ''Crisis Core Complete Guide Keyword Collection'', when [[Lifestream|spirit energy]] rises to its ultimate limit for a short while, it aligns with and emits from the body, allowing powerful abilities that cannot be performed in a natural state.
   
  +
[[File:FFVII Limit Break Tifa Somersault.jpg|thumb|left|[[Tifa (Final Fantasy VII party member)|Tifa's]] Somersault.]]
Each party member has a Limit meter that fills up as they take damage. When the bar is full, the character can unleash a special attack. Most characters have seven Limit Breaks spread over four levels of strength. Characters start with one Limit Break and learn the next five by killing enemies or performing lesser Limit Breaks, but their seventh and ultimate Limit Break can only be learned via a manual hidden somewhere in the game after acquiring the other six.
+
Each party member has a Limit meter that fills as they take damage. When the bar is full, the character can unleash a special attack. Most characters have seven Limit Breaks spread over four levels of strength. Characters start with one Limit Break and learn the next five by killing enemies or performing lesser Limit Breaks, but their seventh and ultimate Limit Break is learned after acquiring the other six via a manual hidden somewhere in the game.
   
The exact effect of Limit Breaks vary. Most do damage, but others cast supportive and healing spells on the party. Each character's set of Limit Breaks has a specific "gimmick." E.g. [[Cid Highwind|Cid]] uses [[Jump (ability)|Jump]] attacks, while [[Aerith Gainsborough|Aeris]] heals and defends the party. For most characters, the player simply selects the attack from a command list once the Limit bar is filled, but [[Tifa Lockhart|Tifa]] and [[Cait Sith (Final Fantasy VII)|Cait Sith]] need the player to perform [[slots]] input sequence to determine the outcome for the Limit Break. Characters are unable use the Attack command once their Limit gauge is filled up, as the Limit command replaces the Attack command.
+
The exact effect of Limit Breaks vary. Most do damage, but others cast supportive and healing spells on the party. Each character's set of Limit Breaks has a specific "gimmick." E.g. [[Cid (Final Fantasy VII party member)|Cid]] uses [[Jump (ability)|Jump]] attacks, while [[Aeris (Final Fantasy VII party member)|Aeris]] heals and defends the party. For most characters, the player simply selects the attack from a command list once the Limit bar is filled, but [[Tifa (Final Fantasy VII party member)|Tifa]] and [[Cait Sith (Final Fantasy VII party member)|Cait Sith]] need the player to perform [[Slots (ability type)|Slots]] input sequence to determine the outcome for the Limit Break. Characters are unable to use the Attack command once their Limit gauge is filled up, as the Limit command replaces the Attack command.
  +
 
====''[[Final Fantasy VII Remake]]''====
 
{{Main|Limit (VII Remake)}}
  +
Limit Breaks are special attacks that can be used after filling a Limit gauge in battle. The gauge always starts at 0 for every battle. Every character has two Limit Breaks they can use.
   
 
====''[[Before Crisis -Final Fantasy VII-]]''====
 
====''[[Before Crisis -Final Fantasy VII-]]''====
{{sideicon|VIIBC}}
 
 
The Limit command is a story element. During the final battle, the player [[Turks|Turk]] will awaken to the power inside them and break their limits when [[Zirconiade (boss)|Zirconiade]] runs out of HP. Only by selecting the Limit command may the final battle be ended.
 
The Limit command is a story element. During the final battle, the player [[Turks|Turk]] will awaken to the power inside them and break their limits when [[Zirconiade (boss)|Zirconiade]] runs out of HP. Only by selecting the Limit command may the final battle be ended.
   
 
====''[[Crisis Core -Final Fantasy VII-]]''====
 
====''[[Crisis Core -Final Fantasy VII-]]''====
{{sideicon|VIICC}}
 
{{video|class=VIICCa|title=DMW system|B1-m4E31WV0|align=right}}
 
 
{{Main|Digital Mind Wave}}
 
{{Main|Digital Mind Wave}}
The Limit Break system is called the [[Digital Mind Wave]] (DMW), a set of three reels at the top left hand corner of the player's screen. The reels feature numbers and images of characters met in the game, and are constantly spinning throughout battle, provided the player has enough [[Soldier Points]]. Certain DMW number combinations buff the player while having the same image in the two end reels opens up the Modulating Phase in a separate screen of reels, which allows the player to perform Limit Breaks, [[Summoned Monsters|summons]], and [[level]] up. The DMW can become enhanced when specific events in the storyline boost [[Zack Fair|Zack's]] emotions. New abilities are learned by progressing in the story and Zack can boost the chances of certain Limit Breaks by equipping the corresponding [[Materia (Final Fantasy VII)|Materia]].
+
The Limit Break system is called the Digital Mind Wave (DMW), a set of three reels at the top left hand corner of the player's screen. The reels feature numbers and images of characters met in the game, and are constantly spinning provided the player has enough [[Soldier Points]]. Certain DMW number combinations buff the player while having the same image in the two end reels opens up the Modulating Phase in a separate screen of reels, which allows the player to perform Limit Breaks, [[Summoned monsters|summons]], and [[level]] up. The DMW can become enhanced when specific events in the storyline boost [[Zack Fair/Gameplay|Zack's]] emotions. New abilities are learned by progressing in the story and Zack can boost the chances of certain Limit Breaks by equipping the corresponding [[Materia (Final Fantasy VII)|Materia]].
{{-}}
+
{{clear}}
   
 
====''[[Final Fantasy VII: Advent Children]]''====
 
====''[[Final Fantasy VII: Advent Children]]''====
 
[[File:Limit Break Cloud.PNG|thumb|Cloud uses a Limit Break in ''Advent Children Complete''.]]
{{sideicon|VIIAC}}
 
 
Limit Breaks are used by several characters, mostly by [[Cloud Strife|Cloud]] whose Limit Breaks in are signified by a fiery blue aura appearing over him or [[Fusion Sword|his weapon]]. Though they do not feature the same aura, [[Tifa Lockhart|Tifa]], [[Aerith Gainsborough|Aerith]], [[Red XIII]], [[Barret Wallace|Barret]], and [[Sephiroth]] also use moves similar to their Limit Breaks.
[[File:Limit Break Cloud.PNG|thumb|Cloud uses a Limit Break in ''Final Fantasy VII: Advent Children Complete''.]]
 
 
{{clear}}
Limit Breaks are used by several characters, mostly by [[Cloud Strife|Cloud]] whose Limit Breaks in are signified by a fiery blue aura appearing over him or [[Fusion Swords|his weapon]]. Though they do not feature the same aura, Tifa, Aerith, [[Red XIII]], [[Barret Wallace|Barret]], and [[Sephiroth (Final Fantasy VII)|Sephiroth]] also use moves similar to their Limit Breaks.
 
{{-}}
 
   
 
====''[[Dirge of Cerberus -Final Fantasy VII-]]''====
 
====''[[Dirge of Cerberus -Final Fantasy VII-]]''====
 
[[Vincent (Final Fantasy VII party member)|Vincent]] can use two of his 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 (Final Fantasy VII)|Chaos]] form is used in the last [[chapter]]. In addition, using Limit Breaker during two specific moments (in the tutorial, and during the battle against [[Weiss Empowered]]) surrounds Vincent with pulsating golden aura, which significantly boosts Vincent's damage, defense and rate of fire, as well as giving him infinite ammunition for the duration.
{{sideicon|VIIDoC}}
 
 
{{clear}}
[[Vincent Valentine]] can use two of his 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 (Final Fantasy VII)|Chaos]] form is used only in the last [[chapter]] through plot demands.
 
{{-}}
 
   
 
===''[[Final Fantasy VIII]]''===
 
===''[[Final Fantasy VIII]]''===
{{sideicon|FFVIII}}
 
{{video|class=FFVIIIa|title=Squall's Limit Break, Renzokuken|0LIEf8zNH98|align=right}}
 
 
{{main|Limit Break (Final Fantasy VIII)}}
 
{{main|Limit Break (Final Fantasy VIII)}}
All party members, even temporarily playable ones, have Limit Breaks. There is no limit bar and the mechanism that determines when a character can perform a Limit Break is an invisible piece of coding, but usually triggers when a character is in critical health. Other factors that influence the likelihood of Limit Break appearing are [[Knocked Out|KO'd]] party members and [[List of Final Fantasy VIII statuses|statuses]].
+
All party members, even [[guest|temporarily playable ones]], have Limit Breaks. There is no limit bar and the mechanism that determines when a character can perform a Limit Break is an invisible piece of coding, but usually triggers when a character is in critical health. Other factors that influence the likelihood of Limit Break appearing are [[Knocked Out|KO'd]] party members and [[Final Fantasy VIII statuses|statuses]].
   
Limit Breaks always hit and ignore what the character has junctioned to [[Element (term)|elemental]] attack. By the casting of [[Aura (ability)|Aura]], the character can easily reach the limit without being in critical health.
+
Limit Breaks always hit and ignore what the character has [[Junction system|junctioned]] to [[Final Fantasy VIII elements|elemental]] attack. By the casting of [[Aura (Final Fantasy VIII)|Aura]], the character can easily reach the limit without being in critical health.
   
When a character can use a Limit Break, an event that might seem random to players, a glowing icon appears next to the character's [[Attack (command)#Final Fantasy VIII|Attack]] command allowing them the choice to perform a "Limit Break" (known as Special Arts in the Japanese version). Unlike the previous two games, Limit Breaks in ''Final Fantasy VIII'' can be used as often as the player wishes as long as the option appears and skipping a character's turn will reset the probability of the Limit Break option.
+
When a character can use a Limit Break, an event that might seem random to players, a glowing icon appears next to the character's [[Attack (command)#Final Fantasy VIII|Attack]] command allowing them the choice to perform a "Limit Break" (known as Special Arts in the Japanese version). Unlike the previous two games, Limit Breaks can be used as often as the player wishes as long as the option appears and skipping a character's turn will reset the probability of the Limit Break option.
   
Each character's Limit Break is exclusive and each has unique ways of obtaining and performing the Breaks: [[Squall Leonhart|Squall]] has [[Renzokuken]], which requires the player to time button presses with a flashing power meter; [[Quistis Trepe|Quistis]] has [[Blue Magic (Final Fantasy VIII)|Blue Magic]] where the player selects spells from a list; [[Zell Dincht|Zell]] has [[Duel]] where the player inputs button commands within a time limit; [[Irvine Kinneas|Irvine]] has [[Shot (Final Fantasy VIII)|Shot]] which expends [[Ammo (weapon type)|ammo]] from the player's inventory; [[Rinoa Heartilly|Rinoa]] has two Limit Breaks, [[Combine (Final Fantasy VIII)|Combine]], which calls Rinoa's [[Sant' Angelo di Roma|pet dog]] to attack the enemies and enhance the party, and [[Angel Wing]], which puts her in a magic berserk state continually casting powerful [[Magic (Final Fantasy VIII)|spells]]; and [[Selphie Tilmitt|Selphie]] has [[Slots#Final Fantasy VIII|Slots]] which shuffles random magic spells. Temporary playable characters also have Limit Breaks, although less versatile.
+
Each character's Limit Break is exclusive and each has unique ways of obtaining and performing the Breaks: [[Squall Leonhart/Gameplay|Squall]] has [[Renzokuken]], which requires the player to time button presses with a flashing power meter; [[Quistis Trepe/Gameplay|Quistis]] has [[Blue Magic (Final Fantasy VIII)|Blue Magic]] where the player selects spells from a list; [[Zell Dincht/Gameplay|Zell]] has [[Duel]] where the player inputs button commands within a time limit; [[Irvine Kinneas/Gameplay|Irvine]] has [[Shot (Final Fantasy VIII)|Shot]] which expends [[Ammo (weapon type)|ammo]] from the player's inventory; [[Rinoa Heartilly/Gameplay|Rinoa]] has two Limit Breaks, [[Combine (Final Fantasy VIII)|Combine]], which calls Rinoa's [[Sant' Angelo di Roma|pet dog]] to attack the enemies and enhance the party, and [[Angel Wing (Limit)|Angel Wing]], which puts her in a magic berserk state continually casting powerful [[Magic (Final Fantasy VIII)|spells]]; and [[Selphie Tilmitt/Gameplay|Selphie]] has [[Slot (Final Fantasy VIII)|Slot]], which shuffles random magic spells. Temporary playable characters also have Limit Breaks, although less versatile.
   
''Final Fantasy VIII'' is the first time an antagonist uses the Limit Break system; Seifer can use the Limit Break [[Fire Cross|No Mercy]] when the player is in control of him and he can use his subsequent Limit Breaks in the battles against him. Other characters, such as [[Raijin (boss)|Raijin]], [[Fujin (boss)|Fujin]] and [[GIM52A]], have moves that function similar to Limit Breaks and will usually only use them if they have low HP or are under the Aura status. [[Edea Kramer|Edea]] also uses a Limit Break against Squall in an [[Full motion video|FMV]] called Ice Strike.
+
''Final Fantasy VIII'' is the first time an antagonist uses the Limit Break system; [[Seifer Almasy/Gameplay|Seifer]] can use the Limit Break [[Fire Cross|No Mercy]] when the player is in control of him and he can use his subsequent Limit Breaks in [[Seifer (boss)|the battles against him]]. Other characters, such as [[Raijin (boss)|Raijin]], [[Fujin (boss)|Fujin]] and [[GIM52A]], have moves that function similar to Limit Breaks and will usually only use them if they have low HP or are under the Aura status. [[Edea Kramer|Edea]] also uses a Limit Break against Squall in an [[Full motion video|FMV]] called [[Ice Strike]].
   
 
===''[[Final Fantasy IX]]''===
 
===''[[Final Fantasy IX]]''===
{{sideicon|FFIX}}
 
 
[[File:Trance Zidane Tribal.JPG|thumb|Zidane in Trance mode.]]
 
[[File:Trance Zidane Tribal.JPG|thumb|Zidane in Trance mode.]]
 
{{main|Trance (Final Fantasy IX)}}
 
{{main|Trance (Final Fantasy IX)}}
The Trance system brings back a bar to show the amount of Trance slowly building up over time, but rather than executing a special attack when the bar fills the character enters Trance state that lasts a short period of time, usually only a few turns. Tranced characters' [[stats]] are boosted and they can access special skills or their normal abilities are enhanced. For example, [[Zidane Tribal|Zidane]] can use special [[Dyne (command)|Dyne]] attacks, while [[Adelbert Steiner|Steiner]] has his attack power tripled.
+
The Trance system brings back a bar to show the amount of Trance slowly building up over time, but rather than executing a special attack when the bar fills, the character enters Trance state that lasts a short period of time, usually only a few turns. Tranced characters' [[stats]] are boosted and they can access special skills or their normal abilities are enhanced. For example, [[Zidane Tribal/Gameplay|Zidane]] can use special [[Dyne (command)|Dyne]] attacks, while [[Adelbert Steiner/Gameplay|Steiner]] has his attack power tripled.
   
Certain story battles involve compulsory Trances, and at one point [[Garnet Til Alexandros XVII|Dagger]] is unable to enter Trance due to her emotional state. Trance plays a role in the storyline even outside of battles with the characters [[Mog (Final Fantasy IX)|Mog]] and [[Kuja]].
+
Certain story battles involve compulsory Trances, and at one point [[Garnet Til Alexandros XVII/Gameplay|Dagger]] is unable to enter Trance due to her emotional state. Trance plays a role in the storyline even outside of battles with the characters [[Mog (Final Fantasy IX)|Mog]] and [[Kuja]].
   
 
===''[[Final Fantasy X]]''===
 
===''[[Final Fantasy X]]''===
 
[[File:FFX Banishing Blade.png|thumb|Auron's Overdrive, Banishing Blade.]]
{{sideicon|FFX}}
 
[[File:FFX Banishing Blade.png|thumb|Auron's Overdrive "Banishing Blade".]]
 
 
{{main|Overdrive (Final Fantasy X)}}
 
{{main|Overdrive (Final Fantasy X)}}
The Limit Breaks are called Overdrives. Each character has an Overdrive meter that fills up over time, but the exact method of filling the bar is determined by the character's [[Overdrive Mode]]—they can fill the bar by healing allies, attacking enemies, using [[item]]s, or under certain unfavorable conditions like in ''Final Fantasy VIII''. Different characters learn new Overdrives via different methods. For example, [[Tidus]] learns new Overdrives by repeatedly using his old ones while [[Wakka]] must win them in the [[Blitzball (minigame)|blitzball]], and [[Auron]] learns them by searching for [[movie sphere|Jecht's Spheres]].
+
The Limit Breaks are called Overdrives. Each character has an Overdrive meter that fills up over time, but the exact method of filling the bar is determined by the character's [[Overdrive Mode]]—they can fill the bar by healing allies, attacking enemies, using [[item]]s, or under certain unfavorable conditions like in ''Final Fantasy VIII''. Different characters learn new Overdrives via different methods. For example, [[Tidus/Gameplay|Tidus]] learns new Overdrives by repeatedly using his old ones while [[Wakka/Gameplay|Wakka]] must win them in the [[Blitzball (minigame)|blitzball]], and [[Auron/Gameplay|Auron]] learns them by searching for [[movie sphere|Jecht's Spheres]].
   
 
For most characters, the Overdrive's strength is determined by some form of player input; Tidus's [[Swordplay (Final Fantasy X)|Swordplay]] requires the player to stop the moving cursor in the middle of a bar, Auron's [[Bushido (Final Fantasy X)|Bushido]] grows stronger as the player inputs button commands, Wakka uses various [[Slots (Final Fantasy X)|Slots]] Overdrives where the player must stop the rotating reels on the desired attack, and so forth.
 
For most characters, the Overdrive's strength is determined by some form of player input; Tidus's [[Swordplay (Final Fantasy X)|Swordplay]] requires the player to stop the moving cursor in the middle of a bar, Auron's [[Bushido (Final Fantasy X)|Bushido]] grows stronger as the player inputs button commands, Wakka uses various [[Slots (Final Fantasy X)|Slots]] Overdrives where the player must stop the rotating reels on the desired attack, and so forth.
   
[[Aeon (Final Fantasy X)|Aeons]] also have Overdrives, the first time in the series that summons can execute Limit Breaks. Their Limit Breaks are simpler, and function as strong attacks based on their usual summon ability. For example, [[Ifrit#Final Fantasy X|Ifrit]] uses [[Hellfire (ability)|Hellfire]], while [[Shiva#Final Fantasy X|Shiva]] uses [[Diamond Dust]]. Some bosses can also use Overdrives, their Overdrive gauge being visible to player, giving hint of when to brace for it.
+
[[Aeon (Final Fantasy X)|Aeons]] also have Overdrives, the first time in the series that [[Summoned monsters|summons]] can execute Limit Breaks. Their Limit Breaks are simpler, and function as strong attacks based on their usual summon ability. For example, [[Ifrit (Final Fantasy X)|Ifrit]] uses [[Hellfire (ability)|Hellfire]], while [[Shiva (Final Fantasy X)|Shiva]] uses [[Diamond Dust]]. Some [[boss]]es can also use Overdrives, their Overdrive gauge being visible to player, giving hint of when to brace for it.
   
 
====''[[Final Fantasy X-2]]''====
 
====''[[Final Fantasy X-2]]''====
 
[[File:Ffx2-floralfallal.jpg|right|thumb|Floral Fallal.]]
{{sideicon|X2}}
 
[[File:Ffx2-floralfallal.jpg|right|150px]]
 
 
Each character can access a [[Dressphere#Special Dressphere|special dressphere]] once they have activated all of the nodes on their [[Garment Grid]] during a battle, and upon activation only that character will be playable supported by support units belonging to the dressphere. The character can remain in their special dressphere until the end of the battle or until they decide to spherechange.
 
Each character can access a [[Dressphere#Special Dressphere|special dressphere]] once they have activated all of the nodes on their [[Garment Grid]] during a battle, and upon activation only that character will be playable supported by support units belonging to the dressphere. The character can remain in their special dressphere until the end of the battle or until they decide to spherechange.
   
Spherechanging into a special dressphere raises the character's attributes and they receive a unique set of abilities unique to their dressphere. The special dresspheres are: [[Yuna]]'s [[Floral Fallal]], [[Rikku]]'s [[Machina Maw]], and [[Paine]]'s [[Full Throttle]]. Each special dressphere possesses a unique ability that causes massive damage to all enemies, but carries the cost of an entire ATB bar.
+
Spherechanging into a special dressphere raises the character's attributes and they receive a set of abilities unique to their dressphere. The special dresspheres are: [[Yuna/Gameplay|Yuna's]] [[Floral Fallal]], [[Rikku/Gameplay|Rikku's]] [[Machina Maw]], and [[Paine/Gameplay|Paine's]] [[Full Throttle]]. Each special dressphere possesses a unique ability that causes massive damage to all enemies, but carries the cost of an entire ATB bar.
   
 
===''[[Final Fantasy XI]]''===
 
===''[[Final Fantasy XI]]''===
{{sideicon|FFXI}}
 
 
{{main|Weapon Skill}}
 
{{main|Weapon Skill}}
{{See Also|Special Job Ability}}
+
{{See|Special job ability}}
As an online game with thousands of player heroes, ''Final Fantasy XI'' adapts the Limit Break concept into attacks called Weapon Skills which are associated with specific weapon types rather than individual characters. Most Weapon Skills are unlocked as adventurers gain proficiency with the appropriate arms. Similar to earlier games, characters have a gauge that fills with [[Tactical Points]] as they attack enemies or are attacked themselves.
+
Due to the game's massive multi-player nature, the Limit Break concept is adapted into attacks called Weapon Skills, which are associated with specific weapon types rather than individual characters. Most Weapon Skills are unlocked as [[Adventurer (Final Fantasy XI)|adventurers]] gain proficiency with the appropriate arms. Characters have a gauge that fills with [[Tactical Points]] as they attack enemies or are attacked themselves.
   
Once the meter is full a Weapon Skill may be executed to deal significant damage to opponents or, in some cases, confer benefits to the party. Unlike previous Limit Break implementations players may delay using a Weapon Skill to accumulate more than a full bar of Tactical Points (up to 300) to add extra value to their eventual attacks.
+
Once the meter is full a Weapon Skill may be executed to deal significant damage to opponents or, in some cases, confer benefits to the party. Players can delay using a Weapon Skill to accumulate more than a full bar of Tactical Points (up to 300) to add extra value to their eventual attacks.
   
The ongoing development of ''Final Fantasy XI'' introduced a variety of features that supplement or complicate the basic Weapon Skills system. These include the [[Samurai (Final Fantasy XI)|Samurai]] job, which boasts improved control over the accumulation and expenditure of Tactical Points; Weapon Skills that must be earned from quests; the [[Dancer (Final Fantasy XI)|Dancer]] job, which adopts Tactical Points as a resource for its dances; and effects such as [[Regain]] which can award Tactical Points outside of combat.
+
The ongoing development introduced a variety of features that supplement or complicate the basic Weapon Skills system. These include the [[Samurai (Final Fantasy XI)|Samurai]] job, which boasts improved control over the accumulation and expenditure of Tactical Points; Weapon Skills that must be earned from quests; the [[Dancer (Final Fantasy XI)|Dancer]] job, which adopts Tactical Points as a resource for its dances; and effects such as [[Regain]] which can award Tactical Points outside of combat.
   
While Weapon Skills are not as devastatingly powerful as other variations of the Limit Break, ''Final Fantasy XI'' provides [[Adventurer (Final Fantasy XI)|adventurers]] with job-specific abilities that capture the spirit of the rare, life-saving talents wielded by the protagonists of previous games. The term "Limit Break" is also used to describe the quests that remove level caps for players level 50 and above.
+
While Weapon Skills are not as devastatingly powerful as other variations of the Limit Break, adventurers are provided with [[Final Fantasy XI jobs|job]]-specific abilities that capture the spirit of the rare, life-saving talents wielded by the protagonists of previous games. The term "Limit Break" is also used to describe the quests that remove level caps for players level 50 and above.
   
 
===''[[Final Fantasy XII]]''===
 
===''[[Final Fantasy XII]]''===
 
[[File:Fires of war.png|thumb|[[Balthier]] unleashing his Level 1 Quickening, Fires of War.]]
{{sideicon|FFXII}}
 
[[File:Fires of war.png|thumb|[[Balthier]] unleashing his Level 1 Quickening, "Fires of War".]]
 
 
{{main|Quickening (ability)}}
 
{{main|Quickening (ability)}}
Quickenings (Mist Knacks in the Japanese version) are purchased via [[Ability Points#Final Fantasy XII|License Points]] on the [[License Board]], up to three for each character. Every new Quickening gives the character a new Mist Charge, increasing their [[MP (stat)|MP]]. Quickenings are powerful cinematic attacks, and allow the player to shuffle and execute several characters' Quickenings in succession. This is called a Quickening chain, and if the right Quickenings are used a finishing blow called a Concurrence is executed. In the original version Quickenings are the main way for players to break the damage limit and with long enough Quickening chains, even low level parties can defeat powerful bosses and [[Hunt|marks]].
+
Quickenings (Mist Knacks in the Japanese version) are purchased via [[Ability Points#Final Fantasy XII|License Points]] on the [[License Board]], up to three for each character. In the original PlayStation 2 version every new Quickening gives the character a new Mist Charge, increasing their [[MP (stat)|MP]]. Quickenings are powerful cinematic attacks, and allow the player to shuffle and execute several characters' Quickenings in succession. This is called a Quickening chain, and if the right Quickenings are used a finishing blow called a Concurrence is executed. In the original version Quickenings are the main way for players to [[Break Damage Limit|break the damage limit]] and with long enough Quickening chains, even low [[level]] parties can defeat powerful bosses and [[Hunt (Final Fantasy XII)|Marks]]
   
 
[[Esper (Final Fantasy XII)|Espers]] have a "deathblow" cinematic attack only used under certain circumstances, such as their summoner's HP being low or the Esper's remaining summon time going below a certain point. The attacks do heavy damage to all enemies in range.
 
[[Esper (Final Fantasy XII)|Espers]] have a "deathblow" cinematic attack only used under certain circumstances, such as their summoner's HP being low or the Esper's remaining summon time going below a certain point. The attacks do heavy damage to all enemies in range.
   
There is also an [[List of Final Fantasy XII enemy abilities#Limit Break|enemy ability]] called Limit Break that reduces the charge time for magick and physical attacks to 0.
+
There is also an [[Final Fantasy XII enemy abilities#Limit Break|enemy ability]] called Limit Break that reduces the charge time for magick and physical attacks to 0.
   
In the ''International Zodiac Job System'' version the Quickenings no longer use MP, but have their own bar, much like in previous installments.
+
In the ''Zodiac'' versions, the Quickenings now have their own bar and no longer use MP.
   
 
====''[[Final Fantasy XII: Revenant Wings]]''====
 
====''[[Final Fantasy XII: Revenant Wings]]''====
{{sideicon|XIIRW}}
 
 
[[File:RW Pyroclasm.png|thumb|Vaan's Quickening, Pyroclasm.]]
 
[[File:RW Pyroclasm.png|thumb|Vaan's Quickening, Pyroclasm.]]
The Quickenings work differently by, instead of expending MP, being charged via a more traditional method by filling a Mist Charge bar. The bar is charged by different methods depending on the character in question: [[Vaan]]'s Quickening bar fills as he and his group kill enemies, whereas [[Basch fon Ronsenburg|Basch's]] Quickening charges when enemies attack him. Each permanent character has their own Quickening learned by defeating one of the thirteen [[Scion (Ivalice)|Scions]] in battle. Each Scion teaches one character their Quickening. Each character's Quickening serves different purposes; some perform strong attacks and some heal and enhance the party. Quickenings are cinematic attacks that hit all enemies or allies, depending on the Quickening's nature.
+
The Quickenings work differently by, instead of expending MP, being charged via a more traditional method by filling a "Mist Gauge". The bar is charged by different methods depending on the character in question: [[Vaan/Gameplay|Vaan's]] Quickening bar fills as he and his group kill enemies, whereas [[Basch fon Ronsenburg/Gameplay|Basch's]] Quickening charges when enemies attack him. Each permanent character has their own Quickening learned by defeating one of the nine [[Scion (Ivalice)|Scions]] in battle. Each Scion teaches one character their Quickening. Each character's Quickening serves different purposes; some perform strong attacks and some heal and enhance the party. Quickenings are cinematic attacks that hit all enemies or allies, depending on the Quickening's nature.
   
 
===''[[Final Fantasy XIII]]''===
 
===''[[Final Fantasy XIII]]''===
 
[[File:Last resort ffxiii.png|thumb|[[Hope Estheim|Hope's]] Full ATB Skill, Last Resort.]]
{{sideicon|FFXIII}}
 
  +
{{Main|Full ATB skill}}
[[File:Last resort ffxiii.png|thumb|[[Hope Estheim|Hope's]] Full ATB Skill "Last Resort".]]
 
 
There are two attack types for each playable character which could classify as similar to Limit Breaks: full ATB skills and an [[Eidolon (Final Fantasy XIII)|Eidolon's]] Gestalt Mode. With full ATB moves each character has a unique attack, which requires the whole ATB bar to use. These attacks ignore defense, or multiple strikes that rapidly increase the enemy's [[Stagger (Final Fantasy XIII)|chain gauge]]. They are unlocked in the latter stages of the character's [[Crystarium system]]. When using Eidolons the player can initiate Gestalt Mode where the Eidolon uses multiple techniques and powerful finishers to deal extreme damage to multiple foes.
{{Main|Full ATB Skill}}
 
 
{{clear}}
There are two attack types for each playable character which could classify as similar to Limit Breaks: full ATB skills and an [[Eidolon (Final Fantasy XIII)|Eidolon's]] Gestalt Mode. With full ATB moves each character has a unique attack, which requires the whole ATB bar to use. These attacks deal extreme damage that ignore defense, or multiple strikes that rapidly increase the enemy's [[Stagger|chain gauge]]. When using Eidolons the player can initiate Gestalt Mode where the Eidolon uses multiple techniques and powerful finishers to deal extreme damage to multiple foes.
 
{{-}}
 
   
 
====''[[Final Fantasy XIII-2]]''====
 
====''[[Final Fantasy XIII-2]]''====
 
[[File:FFXIII-2 RoTG Legion of One.png|thumb|Lightning's Feral Link, Legion of One.]]
{{sideicon|XIII2}}
 
 
There are two types of attacks which could classify as similar to Limit Breaks: full ATB skills and [[Feral Link]]s. [[Serah Farron/Gameplay|Serah]] and [[Noel Kreiss/Gameplay|Noel]] each have a unique attack which requires the whole ATB bar to use. Unlike the previous game, they can only be used once per battle. However, using an [[Final Fantasy XIII-2 items#Elixir|Elixir]] resets the limit. Each obtainable [[Paradigm Pack]] monster has a unique requirement to fill the Feral Link gauge before being usable. Many same Feral Links are assigned to several monsters of the same subtype.
[[File:13-2 RoTG legion of one.PNG|thumb|Lightning's Feral Link "Legion of One".]]
 
 
{{clear}}
Similarly to the first installment, there are two types of attacks which could classify as similar to Limit Breaks: full ATB skills and [[Feral Link]]s. [[Serah Farron|Serah]] and [[Noel Kreiss|Noel]] each have a unique attack which requires the whole ATB bar to use. Unlike the previous game, they can only be used once per battle. However, using an [[List of Final Fantasy XIII-2 items#Elixir|Elixir]] resets the limit. Each obtainable [[Paradigm Pack]] monster has a unique requirement to fill the Feral Link gauge before being usable. Many same Feral Links are assigned to several monsters of the same subtype.
 
{{-}}
 
   
 
====''[[Lightning Returns: Final Fantasy XIII]]''====
 
====''[[Lightning Returns: Final Fantasy XIII]]''====
{{sideicon|LR}}
 
 
[[File:LRFFXIII Lightning Battle 1.png|thumb|Lightning performing Army of One.]]
 
[[File:LRFFXIII Lightning Battle 1.png|thumb|Lightning performing Army of One.]]
When [[Lightning (Final Fantasy XIII)|Lightning]] is under the effects of [[Overclock]], she can can expend [[Energy Points]] to perform [[Army of One]], a barrage of attacks on her enemies from all sides.
+
When [[Lightning (Final Fantasy XIII)/Gameplay|Lightning]] is under the effects of [[Overclock (Lightning Returns)|Overclock]], she can can expend [[Energy Points]] to perform [[Army of One (ability)|Army of One]], a barrage of attacks on her enemies from all sides. She also uses [[Hope Estheim|Hope]]'s [[Last Resort (ability)|Last Resort]] in the cutscene during the fight against [[Bhunivelze (boss)|Bhunivelze]].
  +
{{-}}
 
  +
[[Noel Kreiss (boss)|Noel]] can use his Full ATB skill [[Lightning Returns: Final Fantasy XIII enemy abilities#Meteor Javelin|Meteor Javelin]] during the fight against him. Unlike in ''Final Fantasy XIII-2'', he can use it multiple times.
 
{{clear}}
   
 
===''[[Final Fantasy XIV]]''===
 
===''[[Final Fantasy XIV]]''===
{{sideicon|FFXIV}}
 
 
[[File:FFXIV Black Mage Limit Break.png|thumb|right|A Black Mage using the Meteor limit break.]]
 
[[File:FFXIV Black Mage Limit Break.png|thumb|right|A Black Mage using the Meteor limit break.]]
 
{{Main|Limit Break (Final Fantasy XIV)}}
 
{{Main|Limit Break (Final Fantasy XIV)}}
''Final Fantasy XIV: A Realm Reborn'' implements a Limit Break system for parties, in place of the [[Battle Regimen]]s. Parties have a limit gauge that increases over time, and once it hits certain thresholds, a Limit Break may be used by one of the party members, which will empty the gauge. Depending on how much the gauge is filled the party may gain access to more powerful attacks.
+
A Limit Break system for parties is implemented, in place of the [[Battle Regimen]]s. Parties have a limit gauge that increases over time, and once it hits certain thresholds, a Limit Break may be used by one of the party members, which will empty the gauge. Depending on how much the gauge is filled the party may gain access to more powerful attacks.
   
 
The gauge can be increased faster by performing actions determined as "fine play," such as blocking enemy attacks. Limit Breaks have different effects depending on the role of the class or job of the player who uses them.
 
The gauge can be increased faster by performing actions determined as "fine play," such as blocking enemy attacks. Limit Breaks have different effects depending on the role of the class or job of the player who uses them.
{{-}}
+
{{clear}}
   
 
===''[[Final Fantasy XV]]''===
 
===''[[Final Fantasy XV]]''===
 
[[File:Noctis-enters-Armiger-FFXV.png|thumb|Armiger.]]
{{sideicon|FFXV}}
 
 
{{Main|Armiger}}
[[File:Ff15-ps4-2.jpg|thumb|Armiger Arsenal.]]
 
  +
After collecting four [[Royal arms (Final Fantasy XV)|royal arms]], [[Noctis Lucis Caelum/Gameplay|Noctis]] can enter a state called Armiger after filling up his Armiger gauge that fills on its own during battle. During Armiger all abilities cost 0 MP, Noctis's damage output is increased, and all his movements become [[Warp (Final Fantasy XV)|warps]]. The Armiger gauge drains until it reaches 0. When Noctis unleashes his power, his royal arms circle him and he will attack the enemies with them. Armiger can be further enhanced from the [[Ascension (Final Fantasy XV)|Ascension Grid]].
{{Main|Armiger Arsenal}}
 
  +
When on full MP [[Noctis Lucis Caelum|Noctis]] can enter the state called Armiger Arsenal during which all abilities cost 0 MP and Noctis's damage output is increased, but it drains MP until it reaches 0. When Noctis unleashes his power, swords will fly around the area severing off the damage Noctis takes. In that state his Attack rises greatly and, on top of automatically guarding enemy attacks, he can move at high speed. There will be a powered-up state even beyond that.<ref name=ram>[http://www.gamerampage.net/all/more-final-fantasy-xv-details-from-famitsu More Final Fantasy XV Details From Famitsu — Gamerampage.net]</ref>
 
  +
Party members can instead use [[Technique (Final Fantasy XV)|Techniques]], special moves unique to each character. Guest party members also have Techniques. The Techniques can be empowered by eating the party member's [[Recipe (Final Fantasy XV)|favorite food]] at [[camp]].
{{-}}
 
  +
  +
When controlling characters directly, they can use various Technique-esque moves. Gladiolus uses [[Glaive Art]]s, Prompto uses [[Technique (Final Fantasy XV)#Final Fantasy XV: Episode Prompto|Bullet Arts]] and Ignis uses [[Technique (Final Fantasy XV)#Final Fantasy XV: Episode Ignis|Tactical Arts]].
  +
  +
''Limit Break'' is also an Ascension Grid ability for Gladiolus, Prompto and Ignis that cost 999 [[Ability Points#Final Fantasy XV|AP]] each. This ability allows their Techniques to [[Break Damage Limit|break damage limit]].
  +
  +
In the ''Windows'' and ''Royal Editions'', Noctis can gain access to [[Armiger Unleashed]], which lets him use new movesets and Techniques.
 
{{clear}}
   
 
===''[[Final Fantasy Type-0]]''===
 
===''[[Final Fantasy Type-0]]''===
  +
[[File:Trinity attackNineKingQueen.jpg|thumb|Triad Maneuver.]]
{{sideicon|Type0}}
 
 
{{Main|Triad Maneuver}}
 
{{Main|Triad Maneuver}}
  +
Each cadet has his/her own Triad Maneuver, but they require a party of three members to be executed. Each member performs a powerful attack on a single enemy in conjunction with the other two's respective powerful attacks, doing more damage than regular attacks. Triad Maneuvers can be used instead of [[Eidolon (Type-0)|summons]] and avoid sacrificing the current character. These combination moves don't deal as much damage as summons, but can be used multiple times and outside of missions.
Each cadet has his/her own Triad Maneuver, but they require party of three members to be executed.
 
  +
{{clear}}
{{abil-stub|Final Fantasy Type-0}}
 
   
 
===''[[Final Fantasy Tactics]]''===
 
===''[[Final Fantasy Tactics]]''===
{{sideicon|FFT}}
 
 
[[File:FFT Cherry Blossom 1.png|thumb|Cloud Strife Limit, Cherry Blossom.]]
 
[[File:FFT Cherry Blossom 1.png|thumb|Cloud Strife Limit, Cherry Blossom.]]
"Limit" is the Job Command of the [[Soldier (Tactics)|Soldier]] class exclusive to [[Cloud Strife/Tactics|Cloud Strife]]. It uses Cloud's Limit moves from ''Final Fantasy VII'' plus an extra skill, the Cherry Blossom. Cloud is only able to perform the Limit skills when equipping the [[Materia Blade]], which can only be retrieved from the highest grid at [[Mount Bervenia]] by having a character equipped with the [[Chemist (Tactics)|Chemist's]] [[List of Final Fantasy Tactics movement abilities|movement ability]], [[Treasure Hunter (ability)|Treasure Hunter]] move to the grid.
+
"Limit" is the Job Command of the [[Soldier (Tactics)|Soldier]] class exclusive to [[Cloud Strife/Tactics|Cloud Strife]]. It uses Cloud's Limit moves from ''Final Fantasy VII'' plus an extra skill, the [[Cherry Blossom (ability)|Cherry Blossom]]. Cloud is can perform the Limit skills when equipping the [[Materia Blade]], which is retrieved from the highest grid at [[Mount Bervenia]] by having a character equipped with the [[Chemist (Tactics)|Chemist's]] [[Final Fantasy Tactics movement abilities|movement ability]], [[Treasure Hunter (ability)|Treasure Hunter]] move to the grid.
   
The game has no Limit gauge so all Limit skills are magickal moves with certain [[Charge Time]] to execute. The power of the Limit moves are dependent on Cloud's magickal power, but since their Charging Speed is low by the time Cloud joins the player's party most of the moves are rather useless, except for Finishing Touch, which is quick to perform and inflicts instant KO, [[Stop (status)|Stop]] or [[Petrify (status)|Petrify]] to targets within 2-grid effect radius.
+
There is no Limit gauge so all Limit skills are magickal moves with certain [[Charge Time]] to execute. The power of the Limit moves depend on Cloud's magickal power, but since their Charging Speed is low by the time Cloud joins the player's party most of the moves are rather useless, except for [[Finishing Touch]], which is quick to perform and inflicts instant KO, [[Stop (status)|Stop]] or [[Petrify (status)|Petrify]] to targets within 2-grid effect radius.
   
 
===''[[Bravely Default]]''===
 
===''[[Bravely Default]]''===
{{sideicon|BravelyD}}
 
 
{{Main|Special (Bravely Default)}}
 
{{Main|Special (Bravely Default)}}
 
Special moves are triggered under certain conditions. They can be obtained by upgrading the shops in [[Norende Village|Norende]].
 
Special moves are triggered under certain conditions. They can be obtained by upgrading the shops in [[Norende Village|Norende]].
   
===''[[Dissidia Final Fantasy]]''===
+
====''[[Bravely Second: End Layer]]''====
  +
{{Main|Special (Bravely Second)}}
{{sideicon|Dissidia}}
 
  +
Specials are weapon-based moves that can be unlocked by rebuilding [[Fort-Lune]], and the player can use them to turn the tide of battle to their favor. There are four types of specials; Offensive, Recovery, Enfeebling, and Support. The player can unlock a total of four Special Moves per weapon type, and each can be further customized with modifiers found by upgrading the various Parts Labs found in Fort-Lune. These modifiers can be swapped out at any time from the Special menu. The player can change the type of damage done, family weakness, power boost, and ailment status given.
  +
  +
===''[[Dissidia Final Fantasy (2008)|Dissidia Final Fantasy]]'' (2008)===
 
[[File:Dissidia Omnislash Version 5.jpg|thumb|right|Cloud using Omnislash.]]
 
[[File:Dissidia Omnislash Version 5.jpg|thumb|right|Cloud using Omnislash.]]
{{Main|EX Mode}}
+
{{Main|EX Mode (term)}}
EX Mode is the Limit Break system of ''Dissidia Final Fantasy'' and ''Dissidia 012 Final Fantasy''. All characters have an EX Gauge displayed next to their HP bar that fills by collecting EX Force and EX Cores. Once full the character may enter EX Mode, enacting a transformation or granting them a stronger weapon. Characters in EX Mode gain [[Regen (status)|Regen]] status, have an increased likelihood to inflict [[Critical Hit|critical hits]], and change their appearance. Fighters gain bonuses specific to them, including special attacks or enhanced normal attacks; for example, [[Terra Branford/Dissidia|Terra]] can [[Dualcast|doublecast]] her spells, [[Sephiroth (Final Fantasy VII)/Dissidia|Sephiroth]] can use [[Heartless Angel]], [[Cloud Strife/Dissidia|Cloud's]] attacks have Melee High priority, and so forth.
+
EX Mode is the Limit Break system. All characters have an EX Gauge displayed next to their HP bar that fills by collecting EX Force and EX Cores. Once full the character may enter EX Mode, enacting a transformation or granting them a stronger weapon. Characters in EX Mode gain [[Regen (status)|Regen]] status, have an increased likelihood to inflict [[critical hit]]s, and change their appearance. Fighters gain bonuses specific to them, including special attacks or enhanced normal attacks; for example, [[Terra Branford/Dissidia (PSP)|Terra]] can [[Dualcast|doublecast]] her spells, [[Sephiroth/Dissidia (PSP)|Sephiroth]] can use [[Heartless Angel]], [[Cloud Strife/Dissidia (PSP)|Cloud's]] attacks have Melee High priority, and so forth.
   
 
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, unblockable [[Bravery (stat)|Brave]]-draining strikes, leading up to a final HP attack. For the heroes, many EX Bursts are based on the character's Limit Break from their original game. In the case of the villains, their EX Bursts are based on their strongest attack as an enemy. Using an EX Burst ends EX Mode.
 
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, unblockable [[Bravery (stat)|Brave]]-draining strikes, leading up to a final HP attack. For the heroes, many EX Bursts are based on the character's Limit Break from their original game. In the case of the villains, their EX Bursts are based on their strongest attack as an enemy. Using an EX Burst ends EX Mode.
   
 
====''[[Dissidia 012 Final Fantasy]]''====
 
====''[[Dissidia 012 Final Fantasy]]''====
 
EX Mode was rebalanced as an opposite to the [[Assist (term)|Assist]] mechanic, EX Mode and EX Bursts intended to act as final game-ending attacks while Assists act as weaker but more reliable support attacks. Numerous characters have had their EX Mode special effects changed, and due to the critical hit multiplier being reduced from 5x normal damage to 2x, EX Bursts usually deal less damage than in the first ''Dissidia''.
{{sideicon|D012}}
 
  +
EX Mode returns in the prequel to ''Dissidia Final Fantasy''. The mechanic is rebalanced as an opposite to the [[Assist]] mechanic, EX Mode and EX Bursts intended to act as final game-ending attacks while Assists act as weaker but more reliable support attacks. Numerous characters have had their EX Mode special effects changed, and due to the critical hit multiplier being reduced from 5x normal damage to 2x, EX Bursts usually deal less damage than in the first ''Dissidia''.
 
  +
====''[[Dissidia Final Fantasy NT]]''====
  +
Though EX Modes and Bursts were reworked into EX Skills, Cloud gains Limit Break as his unique EX Skill, which greatly reduces the charge time for his attacks. Its activation is also required for Omnislash's full power.
  +
{{Ability section|Dissidia Final Fantasy NT}}
   
 
===''[[Theatrhythm Final Fantasy]]''===
 
===''[[Theatrhythm Final Fantasy]]''===
 
Each of the original thirteen characters has an exclusive ability learned at level 40 named for their trademark Limit Break—[[Terra Branford/Theatrhythm|Terra Branford]] learns [[Trance (Final Fantasy VI)|Trance]], [[Tidus/Theatrhythm|Tidus]] learns [[Blitz Ace]], and so forth. The heroes of the first five ''Final Fantasy'' games take their Limit Break names from their ''Dissidia'' EX Modes or EX Bursts. These abilities are exclusive to the [[Nintendo 3DS]] version and are removed in the [[iOS]] port.
{{sideicon|TFF}}
 
Each of the original thirteen characters has an exclusive ability learned at Level 40 named for their trademark Limit Break—[[Terra Branford#Theatrhythm Final Fantasy|Terra Branford]] learns [[Trance (Final Fantasy VI)|Trance]], [[Tidus#Theatrhythm Final Fantasy|Tidus]] learns [[Blitz Ace]], and so forth. The heroes of the first five ''Final Fantasy'' games take their Limit Break names from their ''Dissidia'' EX Modes or EX Bursts. These abilities are exclusive to the [[Nintendo 3DS]] version and are removed in the [[iOS]] port.
 
   
With the exception of [[Lightning (Final Fantasy XIII)#Theatrhythm Final Fantasy|Lightning]], whose Limit Break ability innately boosts her stats, the Limit Break abilities activate during [[Battle Music Sequence]] when certain conditions are fulfilled. [[Warrior (Final Fantasy)#Theatrhythm Final Fantasy|Warrior of Light]], [[Firion#Theatrhythm Final Fantasy|Firion]] and Terra activate their Limit Breaks have chaining enough notes and they have effects that buff the party for the rest of the stage. The other nine characters have their Limit Break activate when a boss enemy enters the stage, and deal damage to it dependent of the user's stats, the stats used to calculate damage done varying for each character.
+
With the exception of [[Lightning (Final Fantasy XIII)/Theatrhythm|Lightning]], whose Limit Break ability innately boosts her stats, the Limit Break abilities activate during [[Battle Music Sequence]] when certain conditions are fulfilled. [[Warrior of Light (Dissidia)/Theatrhythm|Warrior of Light]], [[Firion/Theatrhythm|Firion]] and Terra activate their Limit Breaks have chaining enough notes and they have effects that buff the party for the rest of the stage. The other nine characters have their Limit Break activate when a boss enemy enters the stage, and deal damage to it dependent of the user's stats, the stats used to calculate damage done varying for each character.
   
 
===''[[Final Fantasy Record Keeper]]''===
 
===''[[Final Fantasy Record Keeper]]''===
{{sideicon|FFRK}}
 
 
{{main|Soul Break}}
 
{{main|Soul Break}}
Every character comes with a [[Soul Break]]. To perform it, a Soul Gauge segment is required to be filled and there are three Soul Gauge segments available to fill. Most Soul Breaks cost one Soul Gauge segment but some cost two. Currently in the global release a character can have a single Soul Break assigned to them, but in the Japanese release a character can learn up to three Soul Breaks and learning a Soul Break provides with stat bonuses.
+
Soul Breaks are Limit-like special abilities. Every character comes with a default Soul Break, but certain weapons or armor can add another ability to a character's set of up to four moves. To perform one of these, at least one Soul Gauge segment is required to be filled and there are six Soul Gauge segments available to fill. Most Soul Breaks cost two Soul Gauge segments. with [[Arcane Overstrike]]s costing three and usable only once per dungeon, [[Glint]]s costing one and usable thrice per dungeon, and still other moves requiring higher multiples of two.
   
  +
Soul Breaks may be mastered and equipped at will when they are unique to a character. These unique moves are often modeled after the characters' in-canon special abilities, such as Auron's [[Bushido (Final Fantasy X)|Bushido]], Sabin's [[Blitz (Final Fantasy VI)|Blitz]], or Zidane's [[Dyne (command)|Dyne]]. A number of equipment items may also carry advanced moves, which when mastered will not only be permanently grafted into the character's move set, but will also permanently augment a specific stat for that character.
==Non-''Final Fantasy'' Appearances==
 
  +
  +
===''[[Final Fantasy Brave Exvius]]''===
  +
{{main|Limit Burst}}
 
{{Ability section|Final Fantasy Brave Exvius}}
  +
  +
===''[[Mobius Final Fantasy]]''===
  +
{{main|Ultimate (Mobius)}}
  +
{{Ability section|Mobius Final Fantasy}}
  +
  +
==Non-''Final Fantasy'' guest appearances==
 
===''{{KHWiki|Kingdom Hearts (series)|Kingdom Hearts}}'' series===
 
===''{{KHWiki|Kingdom Hearts (series)|Kingdom Hearts}}'' series===
 
In ''{{KHWiki|Kingdom Hearts II}}'', all party members have a "Limit" command, while Donald and Goofy have two. The command costs Sora all his MP and initiates a special attack where he and the party member team up to attack all enemies the player having to press the button to attack as many times as possible within a time limit before the attack ends with a final blast that damages all enemies heavily. In ''Kingdom Hearts II: Final Mix+'', Sora's Limit Form has the Limit command, which allows him to use Sonic Blade, Strike Raid, Ars Arcanum and Ragnarok, special attacks in the first ''Kingdom Hearts'' that were originally absent in ''Kingdom Hearts II''.
 
In ''{{KHWiki|Kingdom Hearts II}}'', all party members have a "Limit" command, while Donald and Goofy have two. The command costs Sora all his MP and initiates a special attack where he and the party member team up to attack all enemies the player having to press the button to attack as many times as possible within a time limit before the attack ends with a final blast that damages all enemies heavily. In ''Kingdom Hearts II: Final Mix+'', Sora's Limit Form has the Limit command, which allows him to use Sonic Blade, Strike Raid, Ars Arcanum and Ragnarok, special attacks in the first ''Kingdom Hearts'' that were originally absent in ''Kingdom Hearts II''.
   
In ''{{KHWiki|Kingdom Hearts 358/2 Days}}'', every character has a Limit Break once their HP reaches a certain percentage, indicated by when the HP bar changes from Green to Yellow. After using the Limit Break, they use the ability for the duration of the time it takes for a white bar to reach the end of the HP bar starting from where life was at the time of activation. Every character has a unique limit break in multiplayer mode, and they all have a final limit that can be activated as a rebound with certain panels. Furthermore, there is a one use item that can be synthesized to restore the Limit Break Bar by one level, as well as a panel that allows the Limit Break to be first used at a higher percentage. While using a Limit Break, the character in question can still normally take damage.
+
In ''{{KHWiki|Kingdom Hearts 358/2 Days}}'', every character has a Limit Break once their HP reaches a certain percentage, indicated by when the HP bar changes from Green to Yellow. After using the Limit Break, they use the ability for the duration of the time it takes for a white bar to reach the end of the HP bar starting from where life was at the time of activation. Every character has a unique Limit Break in multiplayer mode, and they all have a final Limit that can be activated as a rebound with certain panels. There is a one-use item that can be synthesized to restore the Limit Break Bar by one level, as well as a panel that allows the Limit Break to be first used at a higher percentage. While using a Limit Break, the character in question can still normally take damage.
   
  +
===''Radiata Stories''===
==Trivia==
 
  +
Once Jack Russel masters every skill usable for the One Handed Sword (or reaches a certain training exercise from the Training Dummy), Jack learns the Volty Blast. When the Volty Gauge is at 100%, Jack exclaims "Limit Break" and deals eight slashes before finishing with an upward finisher for a total of nine hits.
*In ''Fallout 2'', companion {{wikia|fallout|John Cassidy}} may remark during combat "''wish I had a limit break''."
 
   
==References==
+
==Trivia==
 
*In ''Fallout 2'', companion [[w:c:fallout:John Cassidy|John Cassidy]] may remark during combat "wish I had a limit break."
{{Reflist}}
 
  +
*After upgrading the party's car to the [[Regalia#Regalia Type-D|Regalia Type-D]] in ''Final Fantasy XV'', [[Cindy Aurum|Cindy]] says "limits were only made to be broken".
   
{{Limit Breaks}}
+
{{navbox limit breaks}}
{{Recurring Elements}}
+
{{navbox recurring}}
 
[[Category:Limit Breaks| ]]
 
[[Category:Limit Breaks| ]]
[[Category:Battle Elements]]
+
[[Category:Battle elements]]

Revision as of 04:55, 17 June 2020

Template:Sideicon

FFVII Limit Break Cloud Braver

Cloud uses Braver, his default Limit Break in Final Fantasy VII.

Limit Breaks, also known simply as Limits (リミット, Rimitto?), are powerful combat moves featured in several Final Fantasy titles. Limit Breaks are among the most damaging moves at a player's disposal, and several Limit Breaks have developed into various characters' signature moves.

Limit Breaks usually rely on the damage the player takes in some way, but the gameplay mechanics vary between games. In some games the player takes damage to fill up a power meter (like in Final Fantasy VII or Final Fantasy X), or the attacks become available in HP Critical status (like in Final Fantasy VI or Final Fantasy VIII). However, this is not universal, and some games use different systems. Though the name and precise implementation of the mechanic has varied, the concept of Limit Breaks has become a series staple.

The term first appears in Final Fantasy VII, which used it in reference to filling up a power meter by taking damage. Since the release of Final Fantasy VIII, the term has also been used to refer to powerful combat moves used after entering HP critical status, a concept that originates from Final Fantasy VI. Since then, the term "Limit Break" has retroactively also been applied to the Desperation Attacks of Final Fantasy VI. The underlying idea of taking damage for gameplay benefits could be traced back to Final Fantasy II, where the player needs to take damage to increase stats.

Appearances

Final Fantasy VI

Though the term Limit Break comes from Final Fantasy VII, the underlying idea of being able to use a powerful combat move by taking damage was used in Final Fantasy VI. Desperation Attacks activate randomly when a character is in critical health and the Attack command is issued. Desperation Attacks are one-time high-powered attacks that ignore defense and sometimes cause Instant Death to an enemy. They hit one target and cannot be used twice in a battle.

All player characters, except Gau and Umaro, have a Desperation Attack. Gogo's Desperation Attack cannot be used if he is not equipped with the Attack command, nor can he Mimic others'. In a normal playthrough one is more likely to heal than attack in low health, and thus Desperation Attacks are seen so rarely many players are unaware of their existence.

Final Fantasy VII

FFVII Limit

Final Fantasy VII was the first game to use the term "Limit Break." There is a Limit Break gauge that fills up when a character takes damage, and it activates a powerful special move when the gauge is full. As a result, taking damage became a more central gameplay feature. Despite the consistent use of "Limit Break" and "Limit" seen throughout Final Fantasy VII-related Japanese media, the English version of the demo release initially used "Special Ability" and "Special."

According to the tutorials, the Limit gauge fills as the character angers, hence the Fury and Sadness statuses. When enemies push a character to their limits they unleash an "unimaginable power." According to the Crisis Core Complete Guide Keyword Collection, when spirit energy rises to its ultimate limit for a short while, it aligns with and emits from the body, allowing powerful abilities that cannot be performed in a natural state.

FFVII Limit Break Tifa Somersault

Tifa's Somersault.

Each party member has a Limit meter that fills as they take damage. When the bar is full, the character can unleash a special attack. Most characters have seven Limit Breaks spread over four levels of strength. Characters start with one Limit Break and learn the next five by killing enemies or performing lesser Limit Breaks, but their seventh and ultimate Limit Break is learned after acquiring the other six via a manual hidden somewhere in the game.

The exact effect of Limit Breaks vary. Most do damage, but others cast supportive and healing spells on the party. Each character's set of Limit Breaks has a specific "gimmick." E.g. Cid uses Jump attacks, while Aeris heals and defends the party. For most characters, the player simply selects the attack from a command list once the Limit bar is filled, but Tifa and Cait Sith need the player to perform Slots input sequence to determine the outcome for the Limit Break. Characters are unable to use the Attack command once their Limit gauge is filled up, as the Limit command replaces the Attack command.

Final Fantasy VII Remake

Limit Breaks are special attacks that can be used after filling a Limit gauge in battle. The gauge always starts at 0 for every battle. Every character has two Limit Breaks they can use.

Before Crisis -Final Fantasy VII-

The Limit command is a story element. During the final battle, the player Turk will awaken to the power inside them and break their limits when Zirconiade runs out of HP. Only by selecting the Limit command may the final battle be ended.

Crisis Core -Final Fantasy VII-

The Limit Break system is called the Digital Mind Wave (DMW), a set of three reels at the top left hand corner of the player's screen. The reels feature numbers and images of characters met in the game, and are constantly spinning provided the player has enough Soldier Points. Certain DMW number combinations buff the player while having the same image in the two end reels opens up the Modulating Phase in a separate screen of reels, which allows the player to perform Limit Breaks, summons, and level up. The DMW can become enhanced when specific events in the storyline boost Zack's emotions. New abilities are learned by progressing in the story and Zack can boost the chances of certain Limit Breaks by equipping the corresponding Materia.

Final Fantasy VII: Advent Children

Limit Break Cloud

Cloud uses a Limit Break in Advent Children Complete.

Limit Breaks are used by several characters, mostly by Cloud whose Limit Breaks in are signified by a fiery blue aura appearing over him or his weapon. Though they do not feature the same aura, Tifa, Aerith, Red XIII, Barret, and Sephiroth also use moves similar to their Limit Breaks.

Dirge of Cerberus -Final Fantasy VII-

Vincent can use two of his 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 in the last chapter. In addition, using Limit Breaker during two specific moments (in the tutorial, and during the battle against Weiss Empowered) surrounds Vincent with pulsating golden aura, which significantly boosts Vincent's damage, defense and rate of fire, as well as giving him infinite ammunition for the duration.

Final Fantasy VIII

All party members, even temporarily playable ones, have Limit Breaks. There is no limit bar and the mechanism that determines when a character can perform a Limit Break is an invisible piece of coding, but usually triggers when a character is in critical health. Other factors that influence the likelihood of Limit Break appearing are KO'd party members and statuses.

Limit Breaks always hit and ignore what the character has junctioned to elemental attack. By the casting of Aura, the character can easily reach the limit without being in critical health.

When a character can use a Limit Break, an event that might seem random to players, a glowing icon appears next to the character's Attack command allowing them the choice to perform a "Limit Break" (known as Special Arts in the Japanese version). Unlike the previous two games, Limit Breaks can be used as often as the player wishes as long as the option appears and skipping a character's turn will reset the probability of the Limit Break option.

Each character's Limit Break is exclusive and each has unique ways of obtaining and performing the Breaks: Squall has Renzokuken, which requires the player to time button presses with a flashing power meter; Quistis has Blue Magic where the player selects spells from a list; Zell has Duel where the player inputs button commands within a time limit; Irvine has Shot which expends ammo from the player's inventory; Rinoa has two Limit Breaks, Combine, which calls Rinoa's pet dog to attack the enemies and enhance the party, and Angel Wing, which puts her in a magic berserk state continually casting powerful spells; and Selphie has Slot, which shuffles random magic spells. Temporary playable characters also have Limit Breaks, although less versatile.

Final Fantasy VIII is the first time an antagonist uses the Limit Break system; Seifer can use the Limit Break No Mercy when the player is in control of him and he can use his subsequent Limit Breaks in the battles against him. Other characters, such as Raijin, Fujin and GIM52A, have moves that function similar to Limit Breaks and will usually only use them if they have low HP or are under the Aura status. Edea also uses a Limit Break against Squall in an FMV called Ice Strike.

Final Fantasy IX

Trance Zidane Tribal

Zidane in Trance mode.

The Trance system brings back a bar to show the amount of Trance slowly building up over time, but rather than executing a special attack when the bar fills, the character enters Trance state that lasts a short period of time, usually only a few turns. Tranced characters' stats are boosted and they can access special skills or their normal abilities are enhanced. For example, Zidane can use special Dyne attacks, while Steiner has his attack power tripled.

Certain story battles involve compulsory Trances, and at one point Dagger is unable to enter Trance due to her emotional state. Trance plays a role in the storyline even outside of battles with the characters Mog and Kuja.

Final Fantasy X

FFX Banishing Blade

Auron's Overdrive, Banishing Blade.

The Limit Breaks are called Overdrives. Each character has an Overdrive meter that fills up over time, but the exact method of filling the bar is determined by the character's Overdrive Mode—they can fill the bar by healing allies, attacking enemies, using items, or under certain unfavorable conditions like in Final Fantasy VIII. Different characters learn new Overdrives via different methods. For example, Tidus learns new Overdrives by repeatedly using his old ones while Wakka must win them in the blitzball, and Auron learns them by searching for Jecht's Spheres.

For most characters, the Overdrive's strength is determined by some form of player input; Tidus's Swordplay requires the player to stop the moving cursor in the middle of a bar, Auron's Bushido grows stronger as the player inputs button commands, Wakka uses various Slots Overdrives where the player must stop the rotating reels on the desired attack, and so forth.

Aeons also have Overdrives, the first time in the series that summons can execute Limit Breaks. Their Limit Breaks are simpler, and function as strong attacks based on their usual summon ability. For example, Ifrit uses Hellfire, while Shiva uses Diamond Dust. Some bosses can also use Overdrives, their Overdrive gauge being visible to player, giving hint of when to brace for it.

Final Fantasy X-2

Ffx2-floralfallal

Floral Fallal.

Each character can access a special dressphere once they have activated all of the nodes on their Garment Grid during a battle, and upon activation only that character will be playable supported by support units belonging to the dressphere. The character can remain in their special dressphere until the end of the battle or until they decide to spherechange.

Spherechanging into a special dressphere raises the character's attributes and they receive a set of abilities unique to their dressphere. The special dresspheres are: Yuna's Floral Fallal, Rikku's Machina Maw, and Paine's Full Throttle. Each special dressphere possesses a unique ability that causes massive damage to all enemies, but carries the cost of an entire ATB bar.

Final Fantasy XI

Due to the game's massive multi-player nature, the Limit Break concept is adapted into attacks called Weapon Skills, which are associated with specific weapon types rather than individual characters. Most Weapon Skills are unlocked as adventurers gain proficiency with the appropriate arms. Characters have a gauge that fills with Tactical Points as they attack enemies or are attacked themselves.

Once the meter is full a Weapon Skill may be executed to deal significant damage to opponents or, in some cases, confer benefits to the party. Players can delay using a Weapon Skill to accumulate more than a full bar of Tactical Points (up to 300) to add extra value to their eventual attacks.

The ongoing development introduced a variety of features that supplement or complicate the basic Weapon Skills system. These include the Samurai job, which boasts improved control over the accumulation and expenditure of Tactical Points; Weapon Skills that must be earned from quests; the Dancer job, which adopts Tactical Points as a resource for its dances; and effects such as Regain which can award Tactical Points outside of combat.

While Weapon Skills are not as devastatingly powerful as other variations of the Limit Break, adventurers are provided with job-specific abilities that capture the spirit of the rare, life-saving talents wielded by the protagonists of previous games. The term "Limit Break" is also used to describe the quests that remove level caps for players level 50 and above.

Final Fantasy XII

Fires of war

Balthier unleashing his Level 1 Quickening, Fires of War.

Quickenings (Mist Knacks in the Japanese version) are purchased via License Points on the License Board, up to three for each character. In the original PlayStation 2 version every new Quickening gives the character a new Mist Charge, increasing their MP. Quickenings are powerful cinematic attacks, and allow the player to shuffle and execute several characters' Quickenings in succession. This is called a Quickening chain, and if the right Quickenings are used a finishing blow called a Concurrence is executed. In the original version Quickenings are the main way for players to break the damage limit and with long enough Quickening chains, even low level parties can defeat powerful bosses and Marks

Espers have a "deathblow" cinematic attack only used under certain circumstances, such as their summoner's HP being low or the Esper's remaining summon time going below a certain point. The attacks do heavy damage to all enemies in range.

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

In the Zodiac versions, the Quickenings now have their own bar and no longer use MP.

Final Fantasy XII: Revenant Wings

RW Pyroclasm

Vaan's Quickening, Pyroclasm.

The Quickenings work differently by, instead of expending MP, being charged via a more traditional method by filling a "Mist Gauge". The bar is charged by different methods depending on the character in question: Vaan's Quickening bar fills as he and his group kill enemies, whereas Basch's Quickening charges when enemies attack him. Each permanent character has their own Quickening learned by defeating one of the nine Scions in battle. Each Scion teaches one character their Quickening. Each character's Quickening serves different purposes; some perform strong attacks and some heal and enhance the party. Quickenings are cinematic attacks that hit all enemies or allies, depending on the Quickening's nature.

Final Fantasy XIII

File:Last resort ffxiii.png

Hope's Full ATB Skill, Last Resort.

There are two attack types for each playable character which could classify as similar to Limit Breaks: full ATB skills and an Eidolon's Gestalt Mode. With full ATB moves each character has a unique attack, which requires the whole ATB bar to use. These attacks ignore defense, or multiple strikes that rapidly increase the enemy's chain gauge. They are unlocked in the latter stages of the character's Crystarium system. When using Eidolons the player can initiate Gestalt Mode where the Eidolon uses multiple techniques and powerful finishers to deal extreme damage to multiple foes.

Final Fantasy XIII-2

FFXIII-2 RoTG Legion of One

Lightning's Feral Link, Legion of One.

There are two types of attacks which could classify as similar to Limit Breaks: full ATB skills and Feral Links. Serah and Noel each have a unique attack which requires the whole ATB bar to use. Unlike the previous game, they can only be used once per battle. However, using an Elixir resets the limit. Each obtainable Paradigm Pack monster has a unique requirement to fill the Feral Link gauge before being usable. Many same Feral Links are assigned to several monsters of the same subtype.

Lightning Returns: Final Fantasy XIII

LRFFXIII Lightning Battle 1

Lightning performing Army of One.

When Lightning is under the effects of Overclock, she can can expend Energy Points to perform Army of One, a barrage of attacks on her enemies from all sides. She also uses Hope's Last Resort in the cutscene during the fight against Bhunivelze.

Noel can use his Full ATB skill Meteor Javelin during the fight against him. Unlike in Final Fantasy XIII-2, he can use it multiple times.

Final Fantasy XIV

FFXIV Black Mage Limit Break

A Black Mage using the Meteor limit break.

A Limit Break system for parties is implemented, in place of the Battle Regimens. Parties have a limit gauge that increases over time, and once it hits certain thresholds, a Limit Break may be used by one of the party members, which will empty the gauge. Depending on how much the gauge is filled the party may gain access to more powerful attacks.

The gauge can be increased faster by performing actions determined as "fine play," such as blocking enemy attacks. Limit Breaks have different effects depending on the role of the class or job of the player who uses them.

Final Fantasy XV

Noctis-enters-Armiger-FFXV

Armiger.

After collecting four royal arms, Noctis can enter a state called Armiger after filling up his Armiger gauge that fills on its own during battle. During Armiger all abilities cost 0 MP, Noctis's damage output is increased, and all his movements become warps. The Armiger gauge drains until it reaches 0. When Noctis unleashes his power, his royal arms circle him and he will attack the enemies with them. Armiger can be further enhanced from the Ascension Grid.

Party members can instead use Techniques, special moves unique to each character. Guest party members also have Techniques. The Techniques can be empowered by eating the party member's favorite food at camp.

When controlling characters directly, they can use various Technique-esque moves. Gladiolus uses Glaive Arts, Prompto uses Bullet Arts and Ignis uses Tactical Arts.

Limit Break is also an Ascension Grid ability for Gladiolus, Prompto and Ignis that cost 999 AP each. This ability allows their Techniques to break damage limit.

In the Windows and Royal Editions, Noctis can gain access to Armiger Unleashed, which lets him use new movesets and Techniques.

Final Fantasy Type-0

Trinity attackNineKingQueen

Triad Maneuver.

Each cadet has his/her own Triad Maneuver, but they require a party of three members to be executed. Each member performs a powerful attack on a single enemy in conjunction with the other two's respective powerful attacks, doing more damage than regular attacks. Triad Maneuvers can be used instead of summons and avoid sacrificing the current character. These combination moves don't deal as much damage as summons, but can be used multiple times and outside of missions.

Final Fantasy Tactics

FFT Cherry Blossom 1

Cloud Strife Limit, Cherry Blossom.

"Limit" is the Job Command of the Soldier class exclusive to Cloud Strife. It uses Cloud's Limit moves from Final Fantasy VII plus an extra skill, the Cherry Blossom. Cloud is can perform the Limit skills when equipping the Materia Blade, which is retrieved from the highest grid at Mount Bervenia by having a character equipped with the Chemist's movement ability, Treasure Hunter move to the grid.

There is no Limit gauge so all Limit skills are magickal moves with certain Charge Time to execute. The power of the Limit moves depend on Cloud's magickal power, but since their Charging Speed is low by the time Cloud joins the player's party most of the moves are rather useless, except for Finishing Touch, which is quick to perform and inflicts instant KO, Stop or Petrify to targets within 2-grid effect radius.

Bravely Default

Special moves are triggered under certain conditions. They can be obtained by upgrading the shops in Norende.

Bravely Second: End Layer

Specials are weapon-based moves that can be unlocked by rebuilding Fort-Lune, and the player can use them to turn the tide of battle to their favor. There are four types of specials; Offensive, Recovery, Enfeebling, and Support. The player can unlock a total of four Special Moves per weapon type, and each can be further customized with modifiers found by upgrading the various Parts Labs found in Fort-Lune. These modifiers can be swapped out at any time from the Special menu. The player can change the type of damage done, family weakness, power boost, and ailment status given.

Dissidia Final Fantasy (2008)

Dissidia Omnislash Version 5

Cloud using Omnislash.

EX Mode is the Limit Break system. All characters have an EX Gauge displayed next to their HP bar that fills by collecting EX Force and EX Cores. Once full the character may enter EX Mode, enacting a transformation or granting them a stronger weapon. Characters in EX Mode gain Regen status, have an increased likelihood to inflict critical hits, and change their appearance. Fighters gain bonuses specific to them, including special attacks or enhanced normal attacks; for example, Terra can doublecast her spells, Sephiroth can use Heartless Angel, Cloud's attacks have Melee High priority, and so forth.

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, unblockable Brave-draining strikes, leading up to a final HP attack. For the heroes, many EX Bursts are based on the character's Limit Break from their original game. In the case of the villains, their EX Bursts are based on their strongest attack as an enemy. Using an EX Burst ends EX Mode.

Dissidia 012 Final Fantasy

EX Mode was rebalanced as an opposite to the Assist mechanic, EX Mode and EX Bursts intended to act as final game-ending attacks while Assists act as weaker but more reliable support attacks. Numerous characters have had their EX Mode special effects changed, and due to the critical hit multiplier being reduced from 5x normal damage to 2x, EX Bursts usually deal less damage than in the first Dissidia.

Dissidia Final Fantasy NT

Though EX Modes and Bursts were reworked into EX Skills, Cloud gains Limit Break as his unique EX Skill, which greatly reduces the charge time for his attacks. Its activation is also required for Omnislash's full power.

Edgar - Chainsaw2This section about an ability in Dissidia Final Fantasy NT is empty or needs to be expanded. You can help the Final Fantasy Wiki by expanding it.

Theatrhythm Final Fantasy

Each of the original thirteen characters has an exclusive ability learned at level 40 named for their trademark Limit Break—Terra Branford learns Trance, Tidus learns Blitz Ace, and so forth. The heroes of the first five Final Fantasy games take their Limit Break names from their Dissidia EX Modes or EX Bursts. These abilities are exclusive to the Nintendo 3DS version and are removed in the iOS port.

With the exception of Lightning, whose Limit Break ability innately boosts her stats, the Limit Break abilities activate during Battle Music Sequence when certain conditions are fulfilled. Warrior of Light, Firion and Terra activate their Limit Breaks have chaining enough notes and they have effects that buff the party for the rest of the stage. The other nine characters have their Limit Break activate when a boss enemy enters the stage, and deal damage to it dependent of the user's stats, the stats used to calculate damage done varying for each character.

Final Fantasy Record Keeper

Soul Breaks are Limit-like special abilities. Every character comes with a default Soul Break, but certain weapons or armor can add another ability to a character's set of up to four moves. To perform one of these, at least one Soul Gauge segment is required to be filled and there are six Soul Gauge segments available to fill. Most Soul Breaks cost two Soul Gauge segments. with Arcane Overstrikes costing three and usable only once per dungeon, Glints costing one and usable thrice per dungeon, and still other moves requiring higher multiples of two.

Soul Breaks may be mastered and equipped at will when they are unique to a character. These unique moves are often modeled after the characters' in-canon special abilities, such as Auron's Bushido, Sabin's Blitz, or Zidane's Dyne. A number of equipment items may also carry advanced moves, which when mastered will not only be permanently grafted into the character's move set, but will also permanently augment a specific stat for that character.

Final Fantasy Brave Exvius

Edgar - Chainsaw2This section about an ability in Final Fantasy Brave Exvius is empty or needs to be expanded. You can help the Final Fantasy Wiki by expanding it.

Mobius Final Fantasy

Edgar - Chainsaw2This section about an ability in Mobius Final Fantasy is empty or needs to be expanded. You can help the Final Fantasy Wiki by expanding it.

Non-Final Fantasy guest appearances

Kingdom Hearts series

In Kingdom Hearts II, all party members have a "Limit" command, while Donald and Goofy have two. The command costs Sora all his MP and initiates a special attack where he and the party member team up to attack all enemies the player having to press the button to attack as many times as possible within a time limit before the attack ends with a final blast that damages all enemies heavily. In Kingdom Hearts II: Final Mix+, Sora's Limit Form has the Limit command, which allows him to use Sonic Blade, Strike Raid, Ars Arcanum and Ragnarok, special attacks in the first Kingdom Hearts that were originally absent in Kingdom Hearts II.

In Kingdom Hearts 358/2 Days, every character has a Limit Break once their HP reaches a certain percentage, indicated by when the HP bar changes from Green to Yellow. After using the Limit Break, they use the ability for the duration of the time it takes for a white bar to reach the end of the HP bar starting from where life was at the time of activation. Every character has a unique Limit Break in multiplayer mode, and they all have a final Limit that can be activated as a rebound with certain panels. There is a one-use item that can be synthesized to restore the Limit Break Bar by one level, as well as a panel that allows the Limit Break to be first used at a higher percentage. While using a Limit Break, the character in question can still normally take damage.

Radiata Stories

Once Jack Russel masters every skill usable for the One Handed Sword (or reaches a certain training exercise from the Training Dummy), Jack learns the Volty Blast. When the Volty Gauge is at 100%, Jack exclaims "Limit Break" and deals eight slashes before finishing with an upward finisher for a total of nine hits.

Trivia

  • In Fallout 2, companion John Cassidy may remark during combat "wish I had a limit break."
  • After upgrading the party's car to the Regalia Type-D in Final Fantasy XV, Cindy says "limits were only made to be broken".