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Limit Breaks (sometimes shortened to Limits) are powerful combat moves featured in Squaresoft's Final Fantasy series.

Limit Breaks generally occur when a character has taken a large amount of damage in combat, and offers the possibility of dealing large amounts in return. Subsequent games in the series have used similar mechanics with different names. 'Limit Break' has been popular slang for similar attacks or abilities in other role playing games. Several other games have adopted systems similar to the Limit Break mechanic.

The term Limit Break was first used in Final Fantasy VII, though the same concept was first introduced three years prior in Final Fantasy VI. In the Japanese versions of the Final Fantasy series, FFVII is the only one to actually use the term Limit Break. It is only outside of Japan that Limit Break has become a generic and all encompassing term for this sort of move or action in the Final Fantasy series and other RPGs. They are also compared to the super combos in fighting games such as the Street Fighter series. Limit Breaks are also used in a similar fashion in the White Wolf (pen and paper) role playing game Exalted.

Limit Breaks in Final Fantasy VI


Final Fantasy VI featured a precursor to the Limit Break in its "Desperation Attacks". If a character was at very low HP (Character's current HP < their max HP / 8), there was a 1 in 16 chance that they would use a Desperation Attack when the normal Fight command was issued.

If the character has any of the following statuses, then they will never do a desperation attack: Muddle, Image, Clear, Zombie. Characters will also never use Desperation Attacks during the first 25.6 seconds of combat. A Desperation Attack cannot be used twice. (i.e.Terra cannot use Riot Blade twice)

All Desperation attacks are unblockable. All Desperation attacks are magical attacks, that ignore defense. Sabre Soul and Star Prism are instant death attacks, rather than damage-dealing attacks like the others. Shadow Fang will also inflict seizure status.

In the Japanese version of Final Fantasy VI, these attacks were called "Hissatsuwaza", for which the literal English translation is "Certain Kill Technique", and is often translated as Deathblow. However, a significant amount of text had to be omitted from the English version of the game, including a line where one of the instructors in Narshe gives the player this information. "Desperation Moves" and "Desperation Attacks" are fan-coined terms.

Limit Breaks in Final Fantasy VII


In Final Fantasy VII, each character has a Limit Break meter that fills up as the character takes damage. When the bar is full, the character can unleash a powerful attack. Not all limits have damaging effects; Aerith Gainsborough's Healing Wind for example, will heal the party. Limit Breaks are divided into four levels. (Exceptions are Vincent Valentine and Cait Sith.) The first three levels contain two limits, while the fourth level only contains one limit. Each character starts with their first Level 1 Limit Break. By performing the limit eight times, the character will obtain the second Level 1 Limit Break. When the player has killed a set number of enemies (60 for Cait Sith or Vincent, 80 for anyone else), he or she will learn the first Level 2 Limit Break. The process then repeats. The only exception is the Level 4 Limit, which must be learned by obtaining a special item for each character, usually in a side-quest relating to that character.

The player must choose outside of battle which level of Limit Break they want to use, but within battle all limits from that particular level are available. Higher-level limits are stronger, but require the absorption of more damage to charge the Limit Bar fully. Once obtained, the Limit attack may be saved for later, but as the Limit option replaces the Attack option, the character's repertoire is limited to magic-based attacks, summon monsters and any command materia that they have equipped.

Final Fantasy VII's Limit Break system is similar to systems found in earlier games, such as Lufia II's IP Attacks and Wild ARMs' Force Attacks.

Limit Breaks in Final Fantasy VIII


In Final Fantasy VIII, the Limit Bar has been removed entirely. Whenever a character's turn comes up, there is a small chance that they will be given the option to perform a limit; this chance rises as the character's HP goes down, resulting in gameplay styles that allow some or all of the characters to remain critically wounded. (This check is performed every time the command menu comes up for a character; as a result, some players make two of the characters act and continually press the Circle button for the third character in the hopes of having the Limit option come up at some point.) The Aura spell also raises this percentage, without associated hazards. In the Japanese version of FFVIII, these desperation moves were called Special Arts, shortened to Special in the Status Menu. They were re-named Limit Breaks in the North American and European versions of the game due to the fact that Final Fantasy VII was the first Final Fantasy game to become extremely popular in those regions, and the localization director decided it would be best to use a term players were already familiar with.

Limit Breaks in Final Fantasy IX


Final Fantasy IX renames Limit Breaks to Trance and returns to the Final Fantasy VII model, with one notable difference: A filled Trance bar cannot be saved for later battles. The instant a Trance bar is filled, that character will go into Trance automatically. It is impossible to save a Trance for a later battle, or even a later turn in the current battle. Trances also remain in effect for a few turns and increase the stats of the Tranced character.

Unlike its predecessors, Final Fantasy IX uses Trance to affect the story. Certain battles important to the plot may involve compulsory trances and during the party's visit to Terra, Kuja learns about the effects of Trance and uses it to destroy Terra.

Limit Breaks in Final Fantasy X


As with Final Fantasy IX, Final Fantasy X renames the Limit Break system to Overdrive, but retains its core function. However, in addition to each character's different Overdrives, the characters can also learn new Overdrive Modes, which change how the meter is filled. For example, characters who heal their allies often will learn the "Healer" Mode, which, when selected, will cause the character's bar to increase when they heal allies, instead of when they take damage. Only one Overdrive Mode can be selected at a time. Modes are learned after a character does a certain behavior enough times (for instance, Yuna will probably learn "Healer" first because she learns curative magic long before the other characters can). In addition, the Aeons (the game's summon monsters) can also perform Overdrive attacks. Their Overdrive meters fill both when the Aeon attacks, when it takes damage, and when it dodges an enemy attack. Players can reserve full meters for oncoming battles.

Limit Breaks in Final Fantasy XI


Final Fantasy XI continues the Limit Break tradition with Weapon Skills. As in previous games, a character can fill a special gauge by engaging in combat and then use the stored energy to unleash a powerful ability. This gauge can optionally be filled up to three times its normal capacity in order to magnify the effectiveness of a particular skill.

Each weapon family (sword, dagger, spear, etc.) has its own exclusive skills. A character learns new Weapon Skills simply by using a particular type of weapon in combat until the numerical skill associated with it increases. For example, a character fighting with a hammer gains club skill. When club skill reaches 10 the character learns the Weapon Skill Shining Strike. When club skill reaches 220 the character learns the more powerful Hexa Strike.

Although Weapon Skills are relatively weak compared to traditional Limit Breaks, they can be executed consecutively to produce additional damage events. This process, referred to as a skillchain or renkei, is the basis for much of the combat in Final Fantasy XI.

The 'two-hour' job abilities used by players and many enemies are also conceptually similar to Limit Breaks, providing a rare but powerful advantage in battle. The parallel is particularly clear when considering the battles against the avatars- their two hour abilities are their signature attacks, seen as Limit Breaks in other games in the series.

The term 'Limit Break' (or 'Genkai Toppa') in this game, however, is a term for quests characters must complete in order to increase the level caps from level 50, and again every 5 levels, until the 70 cap where you can level up your character to level 75 (the maximum level) without hindrance. These quests are given by Maat, in Ru'Lude Gardens (Jeuno).

Limit Breaks in Final Fantasy XII


Limit Breaks in Final Fantasy XII are named "Mist Knacks". The mechanics of the system are unknown.

Limit Breaks in Kingdom Hearts


In Kingdom Hearts and Kingdom Hearts II, there are no strict limit breaks, but both games have very powerful techniques that can be used only at certain times in battle and/or by consuming large amouts of MP. In Kingdom Hearts, Sora can utilize powerful techniques such as Blitz, Sonic Blade, Strike Raid, Ars Arcanum, Ragnarok and Trinity Limit. Most of these abilities consume MP when used in battle.

In Kingdom Hearts II, Sora can use a number of trigger commands that appear in the heat of battle, most of which are related to which enemies Sora and Co. are fighting at the time. These trigger commands consume no MP and are often vital to winning battles. In addition, Sora can also use powerful combination techniques with his allies. Trinity Limit can be used alone or in conjuntion with allies. Sora and Donald Duck team up to use Fantasia and Duck Flare. Sora and Goofy can use Tornado Fusion and Teamwork. He also has limits available for the world-specific heroes, such as Red Rocket when he teams up with Mulan to unleash a devastating fire-based attack.

Limit Breaks in other games


  • In the White Wolf Game Studio tabletop role-playing game Exalted, a Limit Break is a negative psychological effect rather than a positive combat effect. Other than the name, there is no similarity between this and the Final Fantasy Limit Breaks.
  • In the Asymmetric Publications online game Kingdom of Loathing, the Chocobo-like familiar known as a cocoabo is able to execute limit breaks, which enhance the power and effectiveness of its abilities for the current turn. Unlike the Final Fantasy Limit Breaks, this ability occurs randomly and is not related to damage dealt or other factors.
  • In City of Heroes, the Blaster class contains the inherent power Defiance, in which the Blaster does more damage the weaker he is, very similar to a Limit Break.

References


Computer and video game gameplay | Final Fantasy

Limit Break

 

This article is licensed under the GNU Free Documentation License. It uses material from the "Limit Break".

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