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.
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.
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.
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.
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).
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.
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