Zell's Limit Break Guide & Link Chart - Guide for Final Fantasy 8
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Zell's Duel Limit Break Link Guide ---------------------------------- (For All Formats) By Loopy (email@example.com) (Version 1.0) (Alpha Release Version) ***************************************************************************** *COPYRIGHT & DISCLAIMER* ------------------------ Final Fantasy, Final Fantasy III, Final Fantasy VI and Final Fantasy VIII are all Copyright (C) Squaresoft. No infringement of any kind has been intended by the production of this FAQ. This FAQ is Copyright (C) Loopy 2001 ***************************************************************************** Zell's Limit Break is like Sabin's Blitzes from FF3/FF6 and Tifa's Limit Breaks from FF7. The only major difference here is that Zell has a time limit in which to pull off *as many* combos, not just one (like FF3/6/7.) The time limit varies depending on the amount of HPs Zell and his team mates has. So you'll have more time to perform the links if you have only 1HP than if you had 200HPs. You'll have even _more_ time to do the links if all of your team mates have 1HP as well. The linking of the combos is crucial to defeating the enemy. Will you pull off a short combo that is easier to do, but may not kill the enemy? Or will you pull off a long one that does can potentially lead to more damage, but will leave you more open to miss-linking (i.e. screwing up the links)? Key to moves ------------ (I wrote this guide whilst playing the PSX version of FF8. Therefore the motions for Zell's moves may not be the same as if you're playing say a Windows version of FF8. However, I will use the _names_ of the moves rather than the motions so you will not be confused. I am 99% sure that the names of the moves will be the same regardless of game platform.) *Key* 1,2,3,4 = Square, Triangle, Cross, Circle (Respectively) L,U,R,D = Directions (Left, Up, Right, Down.) L1,L2,R2,R2 = "Shoulder" buttons at top of controller *Starters* When you first start the Limit Break, Zell will randomly pick either one of these two. They are the starters and you can link from these into many other moves -- see later on for a complete link list. Punch Rush 3+4 (Learnt when you get Zell) -- Two straight punches followed by an uppercut to the jaw of the enemy. The most common starter and can be linked into the Booya by using R,L. Booya R,L (Learnt when you get Zell) -- Zell pulls the enemy towards him and knees them. Second most common starter can be linked to the Punch Rush by using 3+4. BTW: If you're having problems with the Punch Rush motion, try holding down 3 and pressing 4 while holding down 3. Vice versa works as well. *Combos & Linkers* From the starter moves, you can link into other moves, for example, you can link from the Booya into the Heel Drop and then into the Mach Kick. The link moves are as follows: Punch Rush 3+4 (Learnt when you get Zell) -- Two straight punches followed by an uppercut to the jaw of the enemy. Booya R,L (Learnt when you get Zell) -- Zell pulls the enemy towards him and knees them. Heel Drop U,D (Learnt when you get Zell) -- Zell raises his leg into the air and brings his heel crashing down on the enemy's head. Good damage. Mach Kick L,L,4 (Learnt when you get Zell) -- A powerful roundhouse kick. Good damage. Dolphin Blow L1,R1,L1,R1 (Combat King 01 -- One the first floor of the Prison Tower, after the failed assassination of Edea and after battling both her and Seifer.) -- A Dragon Punch-style uppercut, with Zell being accompanied by two Dolphins on either side. Powerful damage. Meteor Strike D,4,U,4 (Combat King 02 -- Battle prize after defeating both Raijin and then both Fujin and Raijin at Balamb Hotel.) -- Dunno why they called this Meteor Strike, Zell grabs his opponent, lifts them up above his head. Jumps up and throws them down. Ineffective against flying enemies and does poor damage against Bug enemies. *Finishers* These moves are only available as a final link to the combo. Think of Mortal Kombat's Brutality finisher -- they always end with an uppercut. Now, just imagine if you could choose the finisher and this is what you get. I've also explained which magazine you learn the move from and how to get it. To learn a move, use it from the "Item" menu option in the O-button (4) menu, read the magazine and then you look at Zell's "Special" section in the Status screen, you'll find the move there. After you've learnt the move, feel free to sell the magazine -- you won't be needing it again. Getting to the Finishers require you to perform a certain string of link moves. Again, see later for the links. Burning Rave D,D,D,D,4 (Learnt when you get Zell) -- Zell charges up all his ki in a flaming globe around him and then punches the ground, sending shockwaves at the opponent(s) who get thrown up into the air. Works against flying enemies, too. Damages all enemies on screen. Easy to pull off and very useful during early fights. Meteor Barret U,3,D,2,4 (Combat King 03 -- After defeating Raijin and Fujin and saving Balamb Town, visit the Balamb Garden Library a lot -- make sure you have Zell on your team. Visit Balamb Town you will sometimes see a girl at the entrance of the town. You have to wait for her to appear. As a precaution, when you enter Balamb Town, wait for a bit to see if she appears. Talk to her. If she asks Zell if he knows a girl at Garden with a pigtail, (Zell must be in your party for this to happen.) go to Zell's house, and Zell will talk to his mom. Now, check in at the Balamb Hotel. The next morning, Zell goes missing. Save and head downstairs to find Zell and the pigtailed girl talking. She will give Zell the book and when Zell rejoins, you'll get it too.) -- Zell jumps into the air and collects his energy in the same way as Ryu and Ken charge up a fireball. Channeling this energy into his fist, he dives at his opponent, passing straight through whilst the enemy is subjected to many explosions. Does good damage against one enemy. Different Beat 2,1,3,4,U (Combat King 04 -- Battle prize from an Esthar soldier during the attack of the Lunatic Pandora.) -- Zell runs at his opponent and backflips, knocking them up into the air. He repeatedly backflips, sending them higher up. After a while, he jumps on them and stamps them into the ground, leaving a big dent on the floor. :) Zell's best single-enemy finisher. My Final Heaven U,R,D,L,2 (Combat King 05 -- Found inside Lunatic Pandora by using lift 03. There'll be a ladder here. Go left from here and to the three open doors against the north wall. Go down the hallway and to the left to take the magazine. This is Zell's ultimate finisher and although it's tricky to pull off, it's well worth the touble in getting.) -- Zell charges up his ki in a similar way to Burning Rave and channels it into one fist. Zell then rushes (and I mean RUSHES) past the opponents, sending them spinning around. Zell circles around the Earth once and then rushes through them again before doing his "Finisher" starting animation (without the blue fire.) The victims gets a massive explosion up their backsides. Good damage against all enemies on screen. Like Burning Rave, it also affects flying type enemies. Zell's best multi-enemy hitting finisher. BTW: All of the magazines required for Zell's moves (CK 1 = CK 5) can be bought from the Esthar Shopping Mall for low gil. CK 05 is pretty expensive, but it's worth getting. Make sure Tonberry knows Haggle and Familar to make things easier for you. Recommended Combos & Short Finishing Strings -------------------------------------------- Here are some combo strings and short finisher strings that I like to use: Key: '|-' = linkable move; '\-' = linkable finisher move; '(Starter X)' = can begin with this move. Punch Rush (Starter 1) |- Booya (Starter 2) |- Punch Rush |- Booya |- Punch Rush |- Booya |- Punch Rush |- .... (Infinite) |- Heel Drop |- Mach Kick |- Heel Drop |- Mach Kick |- Heel Drop |- .... (Infinite) |- Heel Drop (1) |- Mach Kick (links to (1)) |- Punch Rush \- My Final Heaven |- Heel Drop |- Booya \- Different Beat |- Meteor Strike \- My Final Heaven |- Meteor Strike |- Booya \- Different Beat |- Dolphin Blow \- Meteor Barret |- Meteor Strike |- Dolphin Blow |- Mach Kick \- Meteor Barret |- Mach Kick |- Punch Rush |- Heel Drop \- Burning Rave |- Dolphin Blow |- Mach Kick |- Dolphin Blow |- Heel Drop (2) |- Punch Rush |- Heel Drop |- Dolphin Blow (links to (2)) \- Different Beat \- My Final Heaven Complete Link List ------------------ The following is a list of move sets that you can link to. Bear in mind that there _are_ duplicates. Punch Rush (1) and Punch Rush (5) for example, are _not_ the same links. Although the actual animation is the same, the linkability of the two are completely different. Punch Rush (1) can link to Booya (2) or Mach Kick (4), but Punch Rush (5) can link to the Heel Drop (6), the Dolphin Blow (7) or the Meteor Strike (23) -- provided, of course, you've picked up the relevant magazines (Combat King Magazine Number 01 for the Dolphin Blow and Combat King Magazine Number 02 for the Meteor Strike.) The numbers in brackets, for example (1), (2) and (3) mean that performing that link move will take you to that step mentioned in brackets and you can link from _that_ step to another link move or to a finisher, if one is available. Remember, this list is NOT the same as the list in the previous section. That diagram only shows you the recommended combo strings. Using this list, you can pick 'n' mix your own combo strings. So if you can link from (1) to (2) and then back to (1), you have an infinite string. Or you can go crazy and do (1),(2),(1),(2),(1),(2),(1),(4),(5),(6),(4),(5),(6),(4),(5),(6) and then finish off with Burning Rave for a crazy amount of damage. Of course, this depends on the amount of time you have and how fast your fingers are. On the subject of Limit Break time, here's a little cheat for you. If you have Selphie and Zell on your team and both are low enough for their Limit Breaks, have Selphie do Full-Cure to heal up Zell. Now, as she does her move (it takes a while, anyway), hammer away at the Circle button (4) until the "" comes up (indicates Limit Break activation possible.) Get Zell to do his Limit Break and, provided that Selphie hit first with the Full-Heal, he'll start up WITH MAX TIME. This also seems to work if you cast Aura (spell or stone, it doesn't matter) on Zell to get him to do his Limit Break. Anyway, here's the link list I've been promising you -- BTW: if a move has (Finisher) under to it, it means that that move will finish the chain, regardless of where you are in the chain (i.e. it's a Finishing Move.) Another thing, if you haven't picked up the relevant magazine for the move, then you can't link to that move (obviously.) So you'll have to ignore the links that involve that move. Step | Move | Available Links (Next Step) ---------------------------------------------------------------------- 1: | Punch Rush | Booya (2), Mach Kick (4), Dolphin Blow (7) 2: | Booya | Punch Rush (1), Heel Drop (3), Meteor Strike (20) 3: | Heel Drop | Booya (2), Mach Kick (13), Meteor Strike (21) 4: | Mach Kick | Punch Rush (5), Dolphin Blow (9), Booya (2) 5: | Punch Rush | Heel Drop (6), Dolphin Blow (7), Meteor Strike (23) 6: | Heel Drop | Mach Kick (4), Dolphin Blow (9), Burning Rave | | (Finisher) 7: | Dolphin Blow | Heel Drop (10), Mach Kick (8), Meteor Barret | | (Finisher) 8: | Mach Kick | Punch Rush (5), Dolphin Blow (9) or Booya (2) 9: | Dolphin Blow | Booya (2), Heel Drop (12), Meteor Strike (20) 10: | Heel Drop | Punch Rush (1), Mach Kick (11), Meteor Barret | | (Finisher) 11: | Mach Kick | Punch Rush (1), Dolphin Blow (7), Meteor Barret | | (Finisher) 12: | Heel Drop | Booya (2), Mach Kick (13), Meteor Strike (21) 13: | Mach Kick | Punch Rush (14), Heel Drop (15), Meteor Strike (20) 14: | Punch Rush | Heel Drop (12), Meteor Strike (21), My Final Heaven | | (Finisher) 15: | Heel Drop | Booya (17), Dolphin Blow (16), Meteor Strike (20) 16: | Dolphin Blow | Booya (17), Meteor Strike (20), Different Beat | | (Finisher) 17: | Booya | Punch Rush (18), Dolphin Blow (19), Different Beat | | (Finisher) 18: | Punch Rush | Mach Kick (11), Dolphin Blow (19), Different Beat | | (Finisher) 19: | Dolphin Blow | Punch Rush (1), Booya (2), Mach Kick (11) 20: | Meteor Strike | Booya (17), Heel Drop (3), Dolphin Blow (19) 21: | Meteor Strike | Booya (17), Dolphin Blow (22), My Final Heaven | | (Finisher) 22: | Dolphin Blow | Booya (2), Heel Drop (3), Dolphin Blow (19) 23: | Meteor Strike | Heel Drop (24), Mach Kick (4), Burning Rave | | (Finisher) 24: | Heel Drop | Mach Kick (4), Dolphin Blow (9), Burning Rave | | (Finisher) I know it's hard to read this, but think about it, if I drew all of this info in a link chart like a bit further back, it would be even worse, since I'd have arrows and lines everywhere! No, better have it like this -- it's easier on your and my eyes. Final Note ---------- Please don't rip off my work. I know there's nothing to stop you from taking the link table and passing it off as your own, but if you decide to put this FAQ on your page or put the link table in your own FAQ, you have my permission, just indicate that I created the link table. Remember, I spent _many_ hours drawing up this chart and Zell has died countless times because of this. Please don't rip of my work. Besides, this FAQ is (C) Loopy 2001 -) -- and you thought you'd got away with it.