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The Scissors is an enemy from Final Fantasy VII fought in the Northern Cave. It can change form and split in two.

Stats[]

Main

Upper

Lower

Formations[]

# Formation
948 Scissors, Scissors(Upper), Scissors(Lower)
949 Scissors A, Scissors(Upper) A, Scissors(Lower) A, Scissors B, Scissors(Upper) B, Scissors(Lower) B
950 Scissors, Scissors(Upper), Scissors(Lower) (Back Attack)
951 Scissors A, Scissors(Upper) A, Scissors(Lower) A, Scissors B, Scissors(Upper) B, Scissors(Lower) B (Attack from both sides)

Locations[]

Northern Cave
Winding Descent 948, 950 (Back Attack)
Platform Descent 948, 949, 950 (Back Attack)
Red Passage 948, 949, 950 (Back Attack)
Horizontal Fork 948, 949, 950 (Back Attack)

Battle[]

FFVII Scissor Attack

Scissor Attack.

After losing half of its HP, Scissors will use Scissor Attack, splitting into two and instantly killing on last attacker (even though the game will register the attack only doing around 15 HP of damage). If the player does trigger the transformation, they will not receive the spoils from the intact Scissors; if the player wanted to, they can try to steal the Ether from it before it transforms, however, then its two parts will no longer have anything to steal from them, either. If the player doesn't steal from the intact Scissor, they may be able to steal an Ether from both parts.

After splitting, the lower body uses Confu, which may inflict Confusion, Scissor Kick and Cure3, while the upper body uses two physical attacks and Scissor Tornado to remove a party member from battle. Scissor Tornado can only be used one time per battle. While it has strong abilities, the Scissor has low HP and can be killed before it splits. If they do split, the Battle Spoils will be higher.

Strategy[]

The player needs to equip Safety Bits or Added Effect+Odin (on armor) to survive the Scissor's Scissor Attack. Death Force enemy skill also works.

AI script[]

Main Body[]

AI: Setup {

TempVar:ScissorGroup = Scissors(Upper) and Scissors(Lower) with same
Formation ID as Scissors

} AI: Main {

Choose Random Opponent
1/2 Chance: Use Cross Scissor on Target
1/2 Chance: Use Scissor Kick on Target

} AI: Counter - General {

If (Scissors' HP <= 50% of Scissors' Max HP) Then
{
Choose Scissors' Last Attacker (General)
Use Scissor Attack on Target
Choose Self
Use <> on Target
Remove Self
Activate TempVar:ScissorGroup
Set Scissors' HP to Scissors' Max HP
Set Scissors' MP to Scissors' Max MP
Copy Scissors' Stats to TempVar:ScissorGroup
Remove Self
}

} AI: Counter - Death {

Remove TempVar:ScissorGroup

}

Upper[]

AI: Main {

If (Count == 0 or 1) Then
{
If (At Least One Opponent doesn't have Confusion Status) Then
{
Choose Random Opponent without Confusion Status
Use Cross Scissor on Target
}
Count = Count + 1
} Else If (Count == 2) Then {
If (At Least One Opponent doesn't have Confusion Status) Then
{
If (Scissors(Upper)'s HP < Scissors(Upper)'s Max HP) Then
{
Choose Random Opponent without Confusion Status with Highest HP
Use Bloody Nail on Target
} Else {
Choose Random Opponent without Confusion Status
Use Cross Scissor on Target
}
}
If (TempVar:Tornado == 0) Then
{
Count = 3
} Else {
Count = 0
}
} Else {
If (At Least One Opponent doesn't have Confusion Status) Then
{
If ((TempVar:Tornado == 0) AND (1/3 Chance)) Then
{
Choose Random Opponent without Confusion Status with Highest HP
Use Scissor Tornado on Target
TempVar:Tornado = 1
} Else {
Choose Random Opponent without Confusion Status
Use Cross Scissor on Target
}
}
Count = 0
}

}

Lower[]

AI: Main {

If (Count == 0 or 1) Then
{
If (At Least One Opponent doesn't have Confusion Status) Then
{
Choose Random Opponent without Confusion Status
Use Scissor Kick on Target
}
Count = Count + 1
} Else If (Count == 2) Then {
If (At Least One Opponent doesn't have Confusion Status) Then
{
If (Scissors(Lower)'s MP >= 18) Then
{
Choose Random Opponent without Confusion Status
Use Confu on Target
} Else {
Choose Random Opponent without Confusion Status
Use Scissor Kick on Target
}
}
Count = 3
} Else {
If ((Scissors(Upper) doesn't have Death Status)
AND (TempVar:MoveSet == 1)) Then
{
SelectTar = Scissors(Upper)
TempVar:MoveSet = 0
} Else {
SelectTar = Self
TempVar:MoveSet = 1
}
If ((SelectTar's HP <= [SelectTar's Max HP / 3])
AND (Scissors(Lower)'s MP >= 64)) Then
{
Choose SelectTar
Use Cure3 on Target
} Else {
If (At Least One Opponent doesn't have Confusion Status) Then
{
Choose Random Opponent without Confusion Status
Use Scissor Kick on Target
}
}
Count = 0
}

}

Gallery[]

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