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[]
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
- If ((Scissors(Upper) doesn't have Death Status)
- }
}