Limit Breaks
The Limit Breaks in Final Fantasy VIII are much different in various ways. There is no Limit Break meter, you can only activate the limit break once you have 'low health.' The limit breaks are gained by items. Here is a list of Limit Breaks for each character and the requirements to gain the limit break abilities.
Squall Leonhart : Renzokuken
For all other characters, Squall's limit break is the most unique and powerfull. These limit breaks require you to push R1 when the light hits the small box towards the end. If you do this, successfully, the attack will be much stronger than if you miss the box entirely. Squall then can add any random limit break move to the end of the attacks. Depending on what weapon you have equiped with Squall, will determine whether or not a finishing limit break will appear. The chances of getting certain limit breaks may be higher or lower than others.
| Renzokuken |
| Limit Break | Weapon Required |
| Rough Divide | Revolver |
| Fated Circle | Shear Trigger |
| Blasting Zone | Flame Saber |
| Lionheart | Lion Heart |
Rinoa Heartilly : Combine
Naturally, Rinoa's limit breaks are different than the rest, as are others. Rinoa's limit breaks rely on her pet dog, Angelo, which is why her limit break is named 'Combine,' because she combines the attacks with her dog, Angelo (Or whatever the hell you named the dog). The limit break depends on whether Rinoa has taught Angelo any tricks via the magazines, Pet Pals. To teach Angelo a trick, go to the Angelo status screen and select a trick with an empty or partially filled bar to learn the trick. When the trick is learned, you'll hear a whistle, and then you can learn a new trick. This is only if you have different issues og Pet Pals in your inventory. Like Squall, the limit Break that is preformed is completely random.
| Combine |
| Limit Break | Pet Pals Vol. | Description |
| Angelo Rush | - | Damages One Enemy / Counterattack Once. |
| Angelo Cannon | - | Damages All Enemies. |
| Angelo Strike | Vol. 1 | Damages One Enemy. |
| Angelo Recover | Vol. 2 | Restores HP to Party Member with Low HP. |
| Invincible Moon | Vol. 3 | Makes All Party Members Invincible. |
| Angelo Reverse | Vol. 4 | Revives A Party Member. |
| Angelo Search | Vol. 5 | Finds Items On Battlefield. |
| Wishing Star | Vol. 6 | Damages All Enemies Severely. |
Angel Wing - Second Limit Break : Rinoa's Second Limit Break, and the only one to have a second variation of their limit break. Angel Wing is similiar to the status effect of Berserk except that the effect is limited to attacking with Magic-Based abilities. Like Beserk, you can no longer control her. You recieve the limit break automatically when you reach Disc 3, when you save Rinoa On the Ragnarok in Disc 3.
Quistis Trepe : Blue Magic
Blue Magic is the same as it is in all other Final Fantasies, with a little variation. For Quistis you require items to obtain the desired Limit Break. Some items require Moding or Refining. A Detailed Guide can be found in the page of The Final Fantasy VIII Section.
Zell Dincht : Duel
Duel is by far the hardest limit break to execute successfully. Unlike the other characters, A button combination is required to execute the desired limit break combination in succession. When you first activate 'Duel' a prompt will appear, the first attack will be 'Punch Rush' while Zell is doing the attack, you have the chance to press more button combinations to activate a different step in the combo. You can continue until the time ends. At the Top, there is a time meter, depending on Zell's Luck, the time could be long or short. Time is of the essence in using Zell's limit break, make sure you use the combos well. Each step in any limit break combo requires fast reaction and button mashing. To learn abilites, you need to collect different issues of the magazine, Combat King. Finisher Moves are moves that will end the combination of attack movements, regardless of time.
| Duel |
| Limit Break | Combat King Vol. | Description |
| Punch Rush | - | Deals A Combo Attack To Enemy |
| Booya | - | Deals A Single Effective Continueing Punch |
| Heel Drop | - | Drop Kicks On Enemy |
| Mach Kick | - | Kicks One Enemy |
| Dolphin Blow | Vol. 1 | Deals Damage |
| Meteor Srike | Vol. 2 | Deals Damage |
| Burining Rave | - | Finisher |
| Meteor Barret | Vol. 3 | Finisher |
| Different Beat | Vol. 4 | Finisher |
| My Final Heaven | Vol. 5 | Finisher |
Selphie Tilmit : Slots
The Easiest limit break of all to activate, or at least one of the easiest. When Selphie's health is low, and the limit break activates, you can select it, and a Random Limit Break will appear. You are given then a choice to activate the random limit break listed, or you can select 'Do It Over,' which changes the slot result. You can continue until you recieve the limit break result you want.
| Slots |
| Limit Break | Description |
| Full Cure | Fully Recovers Allied Character's Health and Cures Status Ailements. |
| Wall | Casts Protect And Shell On Allied Characters. |
| Rapture | Removes All Enemies From Battle, Instant Victory / Has Limits On Effect |
| The End | Destories All Enemies, Istant Victory / Has Limits On Effect |
Irvine Kinneas : Shot
This is the most time consuming Limit Break, in terms of the amount of ammo you have to gather. Irvine for his limit break requires Ammo to be refinedusing the Ammo-RF ability. The Ammo-RF ability is crucial if you are to use Irvine's limit break. When you activate his limit break, you are prompted to select which Ammo you'd like to use. There are various different types, with different resulting Limit Break outputs. When you select the ammunition you want to use, Irivine shoots, and continues to shoot until the enemy is defeated, or you happen to run out of ammo.
| Shot |
| Limit Break | Ammo | Description |
| Normal Shot | Normal Ammo | Damages One Enemy |
| Scattered Shot | Shotgun Ammo | Damages All Enemies |
| Dark Shot | Dark Ammo | Damages One Enemy + Blind |
| Fire Shot | Fire Ammo | Damages All Enemies + Fire |
| Canister Shot | Demolition Ammo | Damages One Enemy + Surplus Damage |
| Quick Shot | Fast Ammo | Damages One Enemy + Quicker Shots |
| Armor Shot | AP Ammo | Damages One Enemy + Defense Zero |
| Hyper Shot | Pulse Ammo | Damages One Enemy |