FINAL FANTASY VIII  >  LIMIT BREAKS

SQUALL'S LIMIT BREAK: RENZOKUKEN
       The Renzokuken is a series of Gunblade attacks that cause bid damage. When the Limit Break begins, a bar appears at the bottom of the screen. As the light moves across the bar, press the R1 button (or E key) when the light enters the small box near the end. Pressing the R1 button at the right time results in a much stronger attack. If you miss, Squall will still attack, but the attack will be much weaker.

       This function can be set to Auto in Squall's Status Screen is you're not comfortable with pressing the R1 button. You can also turn off the indicator box, and attempt to press the R1 button at the proper time without the indicator's assistance.

       At the end of Squall's Renzokuken, an ending attack will sometimes randomly occur. There are four possibles ending attacks. Which ending attacks Squall can perform depend upon the weapon he's carrying at that time.

Rough Divide

      Squall finishes his Limit Break by charing at a single enemy and performing a rising slash.

Fated Circle (sound familiar?)

      After leaping into the air, Squall twirls his Gunblade and releases a shockwave of energy that hits all enemies.

Blasting Zone

      A column of light shoots out of Squall's Gunblade, which he uses to crush his foes.

Lion Heart

     Squall knocks a single enemy into the air, and then unleashes a devestating flurry of attacks. This is Squall's strongest Limit Break in the game.

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RINOA'S LIMIT BREAK: COMBINE

       Rinoa actually has two different types of Limit Breaks: Angelo and Angel Wing. She begins the game with Angelo, but will receive Angel Wing Limit Break during Disc Three.

Angelo

      Rino'as pet dog, Angelo, comes to her aid in times of need. Angelo can also show up randomly during battles without being called or just to lend a helping hand.  Rinoa can teach Angelo new tricks by finding or purchasing copies of Pet Pals Magazine. Each issue contains one new trick. Read the magazine, and the trick will be added to Angelo's status screen within Rinoa's status screen in the Main menu.

      To teach Angelo a trick, access the Angelo status screen and select a trick with an empty or partly filled bar nex to it. Tricks with full red bars have already been learned and can be used in battle. As Rinoa explores the world, the trick will slowly be learned. Keeping listening for a confirmation noise, which indicates that Angelo has mastered the trick. You can then select another trick to laern, if one is available.

Angelo's Tricks:
MOVE NAME LEARNED IN... MOVE EFFECT
Angelo Rush Starts With Damages one enemy/ random counterattack
Angelo Recover Pet Pals Vol. 2 Restores HP to a party member with low HP/ random event
Angelo Reverse Pet Pals Vol.4 Revives party member from KO/ random event
Angelo Search Pet Pals Vol. 5 Finds items on the battlefield/ random event
Angelo Cannon Starts With Damages all enemies/ when called
Angelo Strike Pet Pals Vol.1 Damages one enemy/ when called
Invincible Moon Pet Pals Vol.3 Makes all party members invincible/ when called
Wishing Star Pet Pals Vol.6 Damages all enemies/ when called

Angel Wing

       Angel Wing is similar to the Berserk status effect. The main difference is that instead of only performing physical attacks, Rinoa will only use magic. Basically, you lose control of her decisions for the remainder of the battle even if she's K.O.'ed and then revived. Her magic power and speed are boosted slightly to provide her more power. The spells she uses are picked randomly and targeted randomly. Any magic she casts doesn't come from your magic stock.

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QUISTIS' LIMIT BREAK: BLUE MAGIC

       Blue Magic is basically the same as an enemy skill. If you're a FINAL FANTASY verteran, this should seem very familiar. FINAL FANTASY V had the Blue Mage job class. FINAL FANTASY VI (III in the states) had a character named Gau, who would leap onto the enemies' backs and learn their attacks. In FINAL FANTASY VII, there was an Enemy Skill Materia that enabled a character to learn an enemy skill after getting hit with it. Obtaining Blue Magic is done a bit differently in FINAL FANTASY VIII, but the basic idea remains the same.

       By finding special items, you can teach Quistis a new Blue Magic skill. These items can be dropped by or stolen from monsters, made using the Card Mod ability, or refined from other items.

BLUE MAGIC LIST
ITEM BLUE MAGIC DROP/STEAL FROM CARD MOD REFINE ITEM
Spider Web Ultra Waves Caterchipillar Caterchipillar N/A
Coral Fragment Electrocute Cockatrice, Creeps, Blitz Creeps N/A
Curse Spike LV?Death Forbidden, Imp, Malboro, Tri-Face Tri-Face N/A
Black Hole Degenerator Gesper, Wendigo Diablos, Gesper N/A
Water Crystal Aqua Breath Chimera, Fastitocalon-F, Grand Mantis Fastitocalon, Fastitocalon-F N/A
Missle Mirco Missile Death Claw, GIM52A N/A N/A
Mystery Fluid Acid Gayla Gayla N/A
Running Fire Gatling Gun BGH251F2, Iron Giant, SAM08G SAM08G N/A
Inferno Fang Fire Breath Hexadragon, Ruby Dragon Ruby Dragon N/A
Malboro Tentacle Bad Breath Malboro Malboro N/A
Whisper White Wind Adamantoise N/A N/A
Laser Cannon Homing Laser Belhelmel, Elastoid, Mobile Type 8 N/A N/A
Barrier Mighty Guard Behemoth Behemoth N/A
Power Generator Ray-Bomb Blitz N/A N/A
Dark Matter Shockwave Pulsar N/A N/A Cures Spike

(100 for 1)

ZELL'S LIMIT BREAK: DUEL

     Relying completely on his powerful fists, Zell has developed a fighting style that's all his own. When his HP drops, Zell goes into high gear and nails his opponents with a powerful custom-made combo.

     When the game begins, Zell only know five basic atttacks. Throughout the game, Zell can learn new attacks by locating issues of a magazine called Combat King. Each issues will teach Zell a new move.

Combat King Locations
Combat King 001 In a cell on the first floor of the D-District Prison
Combat King 002 Defeat Fujin and Raijin in Balamb
Combat King 003 Buy from Esthar bookstore
Combat King 004 Get from an Esthar Soldier in Esthar
Combat King 005 Found in Lunatic Pandora during Disc Three
NOTE: You can buy all the Combat Kings during Disc Three from the Esthar Book Store as long as you have taught the Tonberry GF the Familiar ability.

     When the Duel Limit Break is selected, a window appears at the bottom of the screen showing all of the available attacks. To the right is the time limit for the combo. If you don't enter and ending attack before the time limit expires, the combo will end on it's own. As you enter attacks, the main window will disappear and reapper with a new set of attacks. Typically, there are two to three options in each window. Sometimes only two moves appear in the window, but you'll notice a blank spot at the bottom. At these times, you can input the Punch Rush rather than the two options that apperar int he box.

     Initially, this many seem difficult, but after learing the attacks you will have no trouble. The following chart lists combo strings that lead to ending attacks. Use these to boost your speed, because you'll know exactly what to press next before the options even appear. You can also set Zell's  Duel attacks to Auto in Zell's Status Screen.

 O=Circle button  X=X button  ^ =Triangle button  #=Square button

Duel Attacks:
MOVE NAME MOVEMENT LEARNED IN...
Punch Rush  O  X Learned
Booya   Learned
Heel Drop   Learned
Mach Kick    O Learned
Dolphin ? Combat King 001
Meteor Strike   O   O  Combat King 002
*Buring Rave  O  Learned
*Meteor Barret  X   ^  O Combat King 003
*Different Beat ^  #   X   O   Combat King 004
*My Final Heaven        ^ Combat King 005

*Notes ending moves

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SELPHIE'S LIMIT BREAK: SLOT

     Early in the game, Selphie's Limit Break is extremely valuable because it enables you to access spells you probably won't see elsewhere for quite some time. In addition, Selphie has several types of magic that can't be found anywhere else in the game.

    When you select Slot, a menu opens in the bottom-left corner of the screen. You'll then see a spell with a number next to it. The spell shown is what will be cast if you choose the cast option; the number indicates how many times the spell will be cast. If you want, choose the "Do Over" command to receive a different spell and number. Targeting of the spells is completely random, but Selphie will not cast protective/curative magic on enemies or attack magic on allies.

Full-Cure  -  In early Boss fights, this spell will come in handy because it completely restores your entire party's HP.

Wall  -  This spell casts Protect and Shell on all party members. It's a great defensive spell, but kind of rare.

Rapture  -  Rather than causing damage to an opponent, Rapture attaches angel wings to the enemy's back and flies it right out of the battle. This spell is also rare, and doesn't work against Bosses.

The End  - This is Selphie's strongest Limit Break, and perhaps the best one in the game. When Selphie casts this spell, the enemy is take to a serene field of flowers, where it is put to rest. The End works on regular enemies and Bosses, however, it doesn't affect undead enemies. The End is the most difficult Limit Break to get in Selphie's Slot menu. Your chances of getting it increase when Selphie's level is very high, and when she's in danger of getting knocked out.

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 IRVINE'S LIMIT BREAK: SHOT

     When in trouble, Irvine loads his weapon with special ammunition and assaults his opponents with a hall of bullets. After selecting Shot, choose teh type of ammo you want Irvine to use. Consider your enemy before choosing. Do you need the wide-spread damage of Shotgun Ammo, or a powerful punch against a tough beast?

     When teh Shot Limit Break begins, two windows appear. The one on the left shows which enemy(s) you're targeting. Press X or the E key to fire and move teh cursor up and down the switch targets while shooting. The window on the right indicates how much ammo is remaining and the time before the Limit Break ends.

Normal Ammo (Normal Shot)
     Inflicts a moderate amount of damage on one enemy, and reloads at an average speed. You can shift your aim between several targets while using this type of Ammo.

Shotgun Ammo (Scatter Shot)
     Similar to Normal Ammo, Shotgun Ammo hits every enemy on-screen with each shot.

Dark Ammo (Dark Shot)
     Similar to Normal Ammo, but each time you hit an enemy you have a chance of causing several abnormal status effects (Sleep, Blind, Poison, Silence, etc.)

Fire Ammo (Flame Shot)
      This fire elemental ammo causes damage to all enemies on-screen. Effective against enemies weak against fire, but doens't work well on enemies resistant to fire magic. It will heal enemies that absorb fire magic.

Demolition Ammo (Canister Shot)
       Although it has a slow load time, it packs a strong punch. Its downside is that you can only target one enemy at a time, although you can still cycle through targets.

Fast Ammo (Quick Shot)
       Think machine gun. It's not very strong, but you can quickly unload about 25 rounds into a group of enemies. This ammo's speed makes up for it's lack of power. Just make sure you have a healthy supply, or you'll quickly run out.

AP Ammo (Armor Shot)
       Armor Piercing (AP) Ammo is much better than the similar Demolition Ammo. It's stronger than Demolition Ammo and the firing rate is much faster.

Pulse Ammo (Hyper Shot)
       This is by far the best ammo you can find. It causes maximum damage to a single enemy, and has a great fire rate. Unfortunately, it's difficult to come by.

You can find, buy, or refine ammo. You need to refine most of the good stuff from rare items. Just make sure you keep an ample supply around, because you don't want to run out in the middle of a critical battle.

Taken from: the Final Fantasy VIII Official Strategy Guide


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