An elite student who is unsociable and hates forming relationships with others, Squall aspires to walk the path of solitude like a lion. Whether out of personal charm that attracts others, or just a coincidence, a lively crowd is often seen by his side.
Dissidia 012 Description
A cold, taciturn youth who wields a gunblade, a weapon part sword, part gun.
Dissidia Final Fantasy description
Squall Leonhart is a hero fighting on the side of Cosmos in Dissidia Final Fantasy and Dissidia 012 Final Fantasy. He is a cold taciturn youth who wields a gunblade, a weapon part sword and part gun. He is a master of combos, able to chain a myriad of attacks. Squall is a loner focused on finding the Crystals and defeating his nemesis, Ultimecia. During his travels, he is torn between fulfilling his duty and protecting his friends, Zidane and Bartz, who are being targeted by Ultimecia's allies.
Profile[]
Appearance[]
Squall's primary attire is a combined interpretation of both his original outfit from Final Fantasy VIII , with some modifications taken from Yoshitaka Amano's artworks. He wears a black leather bomber jacket over a white deep v-neck t-shirt which parts down the middle of his chest, black pants, and white fur trimming along the collar and top of his pants. He wears a Griever pendant and has a Griever belt buckle. A sash partially covers his right leg.
Squall's first alternate costume is the "SeeD Uniform", the formal military outfit he wore in Final Fantasy VIII during his graduation ceremony. It consists of a black jacket with gold trim fastened by a belt, black pants and knee-high black boots. The jacket's cuffs are red with silver shoulders connected by a chain across the chest.
Squall's second alternate costume, "Steely Blade", is based on Amano's artwork. He wears a sleeveless black tank top with fingerless gloves, a chain is wrapped around his left arm, and the belt, sash, pants, and boots from his original outfit.
Squall's DLC costume is his appearance in Kingdom Hearts as "Leon". He wears a short-sleeved black jacket over a white t-shirt, black leather pants with zippers running down the leg, black shoes and gloves, and has three belts wrapped around his left forearm and four belts wrapped around his waist. He retains the Griever pendant, but sports a different Griever belt buckle than his previous outfits, and has red Griever emblems on the sleeves of his jacket. Squall's hair is longer and differently styled. The DLC costume was included with the April 2011 issue of V-Jump magazine in Japan, and with the European-exclusive Legacy Edition of Dissidia 012 Final Fantasy.
Squall's manikin version, Transient Lion, is fuchsia.
Equipment[]
Squall's base weapon is his signature Revolver gunblade, and his EX Mode weapon is the Lion Heart, respectively Squall's starting and strongest weapons in Final Fantasy VIII. Both appear identically to how they appear in the original game.
Squall's Crystal is a silver shard with two short protrusions on the top and three longer protrusions emerging from the sides and extending down at an angle. Its overall shape is based on the revolver, and it also resembles a feathered wing, a recurring theme in Final Fantasy VIII.
Personality[]
We can still help each other, even if we're apart. And whether or not I needed it, I received their support. So I'll return the favor in my own way. I have to carve out my path to change the situation.
Squall
Similar to his personality in Final Fantasy VIII, Squall is stoic, resolute, and a loner. He keeps to himself, and refuses attempts from the other warriors of Cosmos to join their quest. Squall focuses on his search, and even battles the Warrior of Light to prove his resolve. Initially, Squall does not shown concern for the safety of the other warriors, which further develops under Ultimecia's manipulations.
Following Ultimecia's revelation of her plan to make Squall cold-hearted, he becomes conflicted between his duty and the prospect of his allies being in danger, and refuses to fight her. When Squall finally confronts her he declares that he is driven by his promise to protect his allies, and the knowledge that he can rely on them. Even when surrounded, Squall is confident that defeating his adversaries would make his allies' journeys easier. In later conversations, Squall confesses that he does have someone waiting for him in his homeworld, though he refuses to elaborate further. By the end of the conflict, Squall is comfortable with accompanying the other warriors and opening up to them. Though he initially shows disdain for good-luck charms, Squall comes to appreciate their value.
Story[]
Unknown cycle[]
At some point in the cycles, Squall, Zidane, and Vaan meet Gilgamesh, but none of them remember him.
12th cycle[]
At the start of the 12th cycle Squall accompanied Firion and Laguna on patrol and they found a wild rose. After Firion takes the flower and runs off, Laguna talks to Squall about their new friends and tries to talk him out of being a loner. When Squall questions why he needs to make friends on the battlefield, Laguna mimics Squall's voice to mock him. Laguna says that even though Squall and he were both born in the same world, they will be separated. He appears later at the World of Darkness, attempting to strike up a conversation with Lightning, who is speaking with Firion.
Squall appears in the Phantom Train with Laguna, Vaan, and the Onion Knight, and is exasperated over being stuck with Laguna and Vaan. When Vaan and Laguna are late coming back from a patrol, the Onion Knight and Squall discuss their relationship with the two and go out to search. Squall heads back in case they searched the wrong area and the two came back from another way, and runs across Cloud. Cloud implies they have met in a previous cycle, but Squall's memories of the encounter have been purified. The two fight and Cloud retreats. Squall thinks he sees Laguna near where he saw Cloud go, but Laguna's voice calls out to him from behind him. Squall brushes off the sighting of the "other" Laguna as a shadow, not knowing it was a manikin and the first sign of their arrival.
Squall accompanies Bartz as Zidane introduces them to Kuja, where Squall doubts Kuja's allegiance, suspecting him of being Chaos's minion. When Kefka confirms his suspicions, Squall and the others attack Kuja. They are defeated, but are allowed to escape. Later, Squall comes acrross Kain after Kain finishes fighting Ultimecia. Squall advises caution and Kain confirms he is alone before attacking Squall, incapacitating him so he can sleep and awaken in the next cycle.
13th cycle[]
As Cosmos explains the need for the Crystals, she transmits illusions of herself to her warriors separated into small groups due to the battle. Squall, the only warrior save for the Warrior of Light to be on his own, embarks on his quest without concern for its difficulty. He meets Zidane and Bartz, but rejects their offer to join forces after saving them from manikins. As they depart, Bartz forces a chocobo feather on him, offering it as a good-luck charm. Squall travels alone to the Planet's Core where Ultimecia, under the guise of Cosmos, questions his rejection and hints at how to get his Crystal.
As Ultimecia convinces Garland to assist her, Squall starts to doubt his decision from Ultimecia's previous questioning. Kefka convinces Kuja to capture Squall at the Rift to further Kuja's plans to capture Zidane. Things do not go according to plan and Kuja is defeated and gives up on capturing Squall, telling him to wait for the second act. Squall rejects the thought of trying to warn Zidane and Bartz due to his current situation to find the Crystals and continues on.
Squall meets the Warrior of Light as his travel leads him to the Crystal World, where Warrior of Light challenges him to prove his conviction of traveling alone. Squall defeats him and says that grouping up is not the only way of cooperation. Warrior of Light accepts this and leaves, reminding Squall he is not alone in the war.
Ultimecia appears in the Old Chaos Shrine and commends on Squall's cold resolve to find his Crystal as he had neglected to help Zidane, and thought feelings were inconsequential to the task at hand. Bewildered, he backs down as Ultimecia allows him to go free, saying the time for their confrontation is close at hand. As he continues down his path, Squall confirms to himself what is important to him—his duty.
Confronting Ultimecia at her castle, he explains what he did was not out of abandonment or selfish desire, but because of a call of duty. Garland appears and challenges Squall to fight them both, but Zidane tackles Garland aside, leaving Squall and Ultimecia to fight each other. After Ultimecia is defeated and Squall obtains his Crystal, Zidane explains he had come across him while looking for Bartz, who has fallen into a trap. Squall helps Zidane look for Bartz and pulls out the chocobo feather, saying he has to return it, as his Crystal points the way towards Bartz's location.
As the two arrive at Planet's Core, they run into Bartz, who explains what happened to him. Showing them the Crystal he had stolen, Squall notices something suspicious about it. Zidane touches it as Squall attempts to warn him and is teleported away into another trap. As they are searching for Zidane in the Rift, Bartz resents being so easily fooled, but Squall returns the lucky feather and assists Bartz as Exdeath appears.
Though Squall offers to take the villain down Bartz declines, saying he must gain the strength to defeat Exdeath and not someone else. Upon Exdeath's defeat, the lucky feather turns into the Crystal Bartz was searching for. His journey complete, Squall remains with Bartz and Zidane, who escaped his trap by defeating Kuja.
While the three come to rest at Dream's End, having collected their Crystals, they share the stories on how each of them acquired them, with Squall saying he had obtained his Crystal through the hope born from Cosmos's words. Regrouping with the others, Squall is forced to listen to Tidus's story alongside Cloud as they look for the Warrior of Light.
Squall and Zidane rejoin the other eight warriors as they approach Warrior of Light in Order's Sanctuary, where Cosmos awaits, only to inform them they are too late. A fully-powered Chaos incinerates Cosmos, and with her death, the side of harmony begins to fall, light being consumed into The Void—including the warriors themselves—as a gloating Chaos looks on. Protected by the Crystals' power the warriors do not disappear permanently, and reappear in Order's Sanctuary. As World B begins to crumble, they make their way to the Edge of Madness, defeating the Chaos warriors along the way.
They learn more of the war's endless cycle, and that their worlds are to vanish. Cloud theorizes that if they save this world, their worlds would be saved as well. Squall is thinking along the same lines, recalling a promise he had made to someone waiting for him back home. Later on he notes the world is nearing its end, and they have to defeat Chaos to end the cycle.
Squall confronts Ultimecia in her castle where she tells him Cosmos's final wish was fulfilled when she died, and that Chaos will soon follow. Squall learns Ultimecia wants to create a world of compressed time where everything would exist eternally. Squall, wishing to fulfill the promise he made with the person waiting back home, defeats her. As she begins to fade Ultimecia still attempts to compress time, forcing Squall to kill her.
Squall travels to the realm of Chaos in the Edge of Madness with the other warriors of light and confronts Chaos. Upon the god's defeat, the previously destroyed worlds are reformed and balance is restored between Chaos and Cosmos. Squall, along with the other heroes, finds himself in Cornelia of World A before fading back to his own world while catching a white feather, stating that maybe one day they can all go on another journey together.
Gameplay[]
Squall's fighting style is Relentless Revolver. He specializes in swift, powerful Bravery combos that can easily build up his Bravery and drain the opponent's. He has several mid-range magical attacks that deal decent damage compared to other melee-focused fighters, and Squall can use them to set his opponent up for combos into his melee attacks. Coupled with above-average movement speed and his melee attacks executing quickly, and Squall has one of the best Bravery games in the roster. A major disadvantage is that his HP attacks all have a charge-up time and thus he has difficulty dealing HP damage; while his magic attacks can help create the openings he needs, an evasive and quick opponent can still be hard to pin down. Fortunately, Squall is able to quickly build up his Assist gauge, and utilizing an Assist eliminates his primary weakness.
Boss[]
Squall is fought in Distant Glory and Inward Chaos. In Dissidia 012 he is fought in Report 1, Side Story: Singer of the End -2-, using Kuja.
Attacks[]
Bravery Attacks[]
Move | Type | CP (Mastered) | AP | Priority | Effect | Damage type | Obtained | Image | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Upper Blues | Ground | 30 (15) | 120 | Melee Low | Wall Rush | Physical | Initial | ||||||||||
Step forward and perform a quick upward slash that knocks the opponent into the air, then strike them three more times to slam them to the ground.
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Blizzard Barret | Ground | 20 (10) | 90 | Ranged Low | None | Magical | Initial | ||||||||||
Fire an ice bullet. Has long range and slightly homes.
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Solid Barrel | Ground | 30 (15) | 120 | Melee Low | Chase | Physical | Level 3 | ||||||||||
Slash the opponent four times from close-range with four quick slashes, then stab upwards while triggering the gunblade three times, sending the victim flying.
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Thunder Barret | Ground | 30 (15) | 120 | Melee Low | None | Magical | Level 6 | ||||||||||
Fire a string of lightning that drags the opponent closer.
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Fusillade | Ground | 30 (15) | 120 | Ranged Low | Chase | Magical | Level 22 | ||||||||||
Fire four magical projectiles followed by a string of lightning. Can combo without hitting.
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Heel Crush | Aerial | 30 (15) | 180 | Melee Mid | Magic Block Wall Rush |
Physical | Initial | ||||||||||
Spin towards the opponent and then smack them to the ground.
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Beat Fang | Aerial | 30 (15) | 180 | Melee Low | Wall Rush | Physical | Level 10 | ||||||||||
Strike the opponent three times to knock them down and around, then rise and stab them repeatedly. Short range but fast execution.
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Mystic Flurry | Aerial | 30 (15) | 180 | Ranged Low | Wall Rush | Magical | Level 33 | ||||||||||
Fire multiple ice bullets that turn into lightning strikes that damage the opponent and knock them downward. Can combo without hitting.
|
Move | Type | CP (Mastered) | AP | Priority | Effect | Damage type | Obtained | Image | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Upper Blues | Ground | 30 (15) | 100 | Melee Low | Wall Rush | Physical | Initial | ||||||||||
Step forward and perform a quick upward slash that knocks the opponent into the air, then strike them three more times to slam them to the ground.
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Blizzard Barret | Ground | 20 (10) | 90 | Ranged Low | None | Magical | Initial | ||||||||||
Fire an ice bullet. Has long range and slightly homes.
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Solid Barrel | Ground | 30 (15) | 100 | Melee Low | Chase | Physical | Level 3 | ||||||||||
Slash the opponent four times from close-range with four quick slashes, then stab upwards while triggering the gunblade three times, sending the victim flying.
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Thunder Barret | Ground | 30 (15) | 90 | Melee Low | None | Magical | Level 9 | ||||||||||
Fire a string of lightning that drags the opponent closer.
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Fusillade | Ground | 30 (15) | 100 | Ranged Low Ice and fire Ranged Mid Lightning |
Chase | Magical | Level 22 | ||||||||||
Fire four magical projectiles followed by a string of lightning. Can combo without hitting.
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Heel Crush | Aerial | 30 (15) | 100 | Melee Mid | Magic Block Wall Rush |
Physical | Initial | ||||||||||
Spin towards the opponent and smack them to the ground.
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Beat Fang | Aerial | 30 (15) | 100 | Melee Low | Wall Rush | Physical | Level 10 | ||||||||||
Strike the opponent three times to knock them down and around, then rise and stab them repeatedly. Short range, but fast execution.
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Mystic Flurry | Aerial | 30 (15) | 90 | Ranged Low | Wall Rush | Magical | Level 6 | ||||||||||
Fire several ice bullets that turn into lightning strikes that damage the opponent and knock them down. Can combo without hitting.
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Fire Barret | Aerial | 30 (15) | 90 | Ranged Low | None | Magical | Level 28 | ||||||||||
Fire three fireballs that spread out and track the opponent with weak homing.
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HP Attacks[]
Move | Type | CP (Mastered) | AP | Priority | Effect | Damage type | Obtained | Image |
---|---|---|---|---|---|---|---|---|
Fated Circle | Ground | 40 (20) | 180 | Ranged high | Magic Block Absorb Wall Rush |
N/A | Initial | |
Spin around horizontally while surrounding self with orbs of energy, then detonate them.
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Rough Divide (ground) |
Ground | 40 (20) | 300 | Melee high | Wall Rush | N/A | Initial | |
Rise into the air, then charge forward at high speed to strike with a powerful slash.
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Blasting Zone | Ground | 40 (20) | 300 | Melee high | None | Magical | Level 28 | |
Surround gunblade in a field of energy to extend it's range, then slam it into the ground.
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Revolver Drive | Ground | 40 (20) | 180 | Melee high | Wall Rush | Physical | Level 38 | |
Surround gunblade in a red aura and charge. If it hits, deals constant bravery damage.
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Aerial Circle | Aerial | 40 (20) | 180 | Ranged high | Magic Block Absorb Wall Rush |
N/A | Initial | |
Spin around vertically while surrounding self with orbs of energy, then detonate them.
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Rough Divide (midair) |
Aerial | 40 (20) | 300 | Melee high | Wall Rush | N/A | Level 16 | |
(Long) Leaping charge. Slow start, but very fast charge.
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Move | Type | CP (Mastered) | AP | Priority | Effect | Damage type | Obtained | Image |
---|---|---|---|---|---|---|---|---|
Fated Circle | Ground | 40 (20) | 180 | Ranged high | Magic Block Absorb Wall Rush |
N/A | Level 12 | |
Swing Gunblade to surround self with orbs of energy horizontally, then detonate them.
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Rough Divide (ground) |
Ground | 40 (20) | 300 | Melee high | Wall Rush | N/A | Initial | |
Jumps up and charges at opponent at high speed.
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Blasting Zone | Ground | 40 (20) | 300 | Melee high | None | Magical | Level 16 | |
Surround Gunblade in a field of energy and extend its range, then slam it into the ground. Drags airborne opponents downward if they're caught in the blast.
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Revolver Drive | Ground | 40 (20) | 180 | Melee high | Wall Rush | Physical | Level 36 | |
Surround Gunblade in a red aura and charge forward while is held. Can be steered, and ends prematurely if used too close to a wall.
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Aerial Circle | Aerial | 40 (20) | 180 | Ranged high | Magic Block Absorb Wall Rush |
N/A | Initial | |
Swing Gunblade to surround self with orbs of energy vertically, then detonate them.
| ||||||||
Rough Divide (midair) |
Aerial | 40 (20) | 300 | Melee high | Wall Rush | N/A | Level 31 | |
Jumps up and charges at opponent at high speed. Can trigger Walking in air glitch
|
EX Mode[]
Squall's EX Mode is Equipped Lion Heart, transforming the Revolver into the Lion Heart, his ultimate weapon from Final Fantasy VIII. Squall gains the abilities "Lion Heart (RANGE)" and "Lion Heart (HIT)". The first increases the range of all of Squall's melee attacks, and the second makes Squall pull the gunblade's trigger when attacking, increasing the number of hits his melee attacks inflict. His Solid Barrel attack also becomes unblockable in Dissidia Final Fantasy, but this no longer occurs in Dissidia 012 Final Fantasy.
Squall's EX Burst is Renzokuken, his Limit Break from Final Fantasy VIII. A cursor appears and the player must press repeatedly with the correct timing as Squall slashes his opponent eight times. Squall finishes the EX Burst with Lion Heart, his strongest finishing move from Final Fantasy VIII, where he dashes through the opponent and strikes them, creating an explosion.
Equipment[]
Squall can equip Swords, Thrown Weapons, Shields, Bangles, Hats, Helms, Clothing, and Light Armor.
In Dissidia 012, Squall can no longer equip Thrown Weapons, but he can equip Daggers, Katanas, Guns, Large Shields, and Chestplates.
Exclusive weapons[]
Name | Level | Stats | Effects | Obtained |
---|---|---|---|---|
Revolver | 1 | ATK +4 | None | Treasure chest in Destiny Odyssey VIII-1 |
Twin Lance | 50 | ATK +36 | EX Core Absorption +10%. | Trade: 15460 gil, Revolver, Spirit Stone x3, Bless Shard x2 |
Punishment | 92 | ATK +63 | EX Core Absorption +20%. | Trade: 29570 gil, Twin Lance, Goddess's Magicite x5, Bless Crystal x3 |
Lionheart | 100 | ATK +68 | EX Core Absorption +30%. Minor Sneak Attack Effect. |
Trade: 31920 gil, Punishment, Unshelled Bullet x5, Bless Orb x5 |
Name | Level | Stats | Effects | Obtained |
---|---|---|---|---|
Revolver | 1 | ATK +22 | None | Treasure chest in Light to All - Chapter 7 Trade: 16100 gil, Altair, Fish Scale x1, Lion's Desire x3 |
Twin Lance | 30 | ATK +40 | EX Core Absorption +15%. | Trade: 61000 gil gil, Revolver, Scarletite x1, Lion's Desire x5 |
Punishment | 90 | ATK +63 | EX Core Absorption +20%. | Trade: 158,000 gil, Twin Lance, Electrum x1, Lion's Dream x5 |
Lionheart | 100 | ATK +68 | EX Core Absorption +30%. Minor Sneak Attack Effect. |
Trade: 182,800 gil, Punishment, Unshelled Bullet x1, Lion's Hopes x5 |
Behind the scenes[]
In the ending FMV, Squall is wearing a different version of his Griever necklace than in his art and in-game model, identical to a variation of the necklace available as merchandise in real life.
Voice[]
Squall is voiced in Japanese by Hideo Ishikawa and in English by Doug Erholtz. He shares his Japanese voice actor with Cait Sith from the Final Fantasy VII series, Auron from Final Fantasy X and Final Fantasy X-2, Qator Bashtar from Final Fantasy Type-0, and with his Leon incarnation from the Kingdom Hearts series.
Allusions[]
- In the opening sequence, Squall drags his gunblade on the ground, emitting sparks as he runs to fight Sephiroth. This refers to the opening of Final Fantasy VIII when Squall retaliates at Seifer with his gunblade after he scarred him.
- The battleground in the opening sequence resembles the one seen in the opening of Final Fantasy VIII.
- Just before he vanishes in the ending, Squall is framed against a field of yellow and white flowers reminiscent of the field in Final Fantasy VIII. The white feather Squall catches in the ending FMV refers to the Final Fantasy VIII opening and ending cinematics. This is also a reference to his love interest, Rinoa Heartilly.
- In Shade Impulse, Squall mentions to Ultimecia and Onion Knight he made a promise to return to someone in his world, referring to the promise he made to Rinoa before the final battle in Final Fantasy VIII. Also, when fighting against Jecht, Squall's intro line is, "I have something to protect, too", most likely referring to Rinoa.
- The chocobo feather Bartz gives him playing an important part in Squall's story may be a reference to the recurring theme of feathers in Final Fantasy VIII, and/or both characters hailing from games that feature a chocobo named Boco.
- As was the status quo in Final Fantasy VIII, Destiny Odyssey VIII and a few other scenes with Laguna in Dissidia 012 Final Fantasy are narrated by Squall's inner monologue.
- Squall's lines, "Sorry, but I'm not interested", "We only live to fight", "I refuse to become the past" and "Gone talkin' to a wall," are paraphrases of what he said in Final Fantasy VIII.
- Squall's exclusive weapons are gunblades from Final Fantasy VIII.
- Squall's magic attacks focus on ice and thunder spells, alluding to the two Guardian Forces he has at the start of Final Fantasy VIII: Shiva and Quezacotl. In Dissidia 012 Final Fantasy, he gains an additional Fire-elemental attack, alluding to Ifrit, the third Guardian Force the player receives in Final Fantasy VIII.
- Just before his fight with Ultimecia in Destiny Odyssey VIII, Squall briefly poses with the gunblade in front of his face, a reference to one of his official CG artworks.
- Squall's HP attacks, Fated Circle, Blasting Zone, and Rough Divide, are three of his Renzokuken finisher moves in Final Fantasy VIII beside Lion Heart.
- The first three slashes of Solid Barrel are identical to the poses assumed by Irvine in his Limit Break, Shot.
- Squall runs is the same way he runs in Final Fantasy VIII when attacking.
- His pose when landing after using Rough Divide is used several times in Final Fantasy VIII, such as when he saves Zell in the D-District Prison, and when he saves two children during the Battle of the Gardens.
- Against himself, Squall's opening line is, "There can only be one Squall", a reference to Edea Kramer stating to his younger self: "You're the only Squall allowed here", in Final Fantasy VIII.
- Before Squall fights Ultimecia, Zidane says, "You're being too cool, Squall!" a reference to Rinoa's line, "Maybe you're being a little too cool, Squall". The line is changed to "Trying to take the spotlight, eh Squall?" in its western release. Tidus's battle intro, "What's on your mind? Spill it!" is what Zell said to Squall early in Final Fantasy VIII.
- In the first area of Destiny Odyssey VIII, Squall says the manikins are "swarming like locusts", something which Ultimecia said of SeeDs in Final Fantasy VIII.
- When fighting Laguna in Dissidia 012 Final Fantasy, Squall will say, "This guy's like a bad dream", a reference to how in Final Fantasy VIII Squall would dream about Laguna. When entering the second gateway in Squall's story, he refers to a manikin fought in the previous gateway resembling a face he sees in his dreams—Laguna's manikin is among those fought.
- In the Dissidia 012 Final Fantasy remake of Destiny Odyssey, there is a chest in Squall's chapter containing 1999 gil, a reference to Final Fantasy VIII's year of release.
- One of Kefka's battle intros for Squall is "You sure are talkative in your head", referring to the use of thought boxes in Final Fantasy VIII.