STAR OCEAN: TILL THE END OF TIME BATTLE SKILLS FAQ (v1.2, 5-4-04) by Edward Chang (chang dot 459 at osu dot edu) ****************************************************************************** IMPORTANT! THIS FAQ IS BASED ON THE ORIGINAL JAPANESE RELEASE OF STAR OCEAN 3. THE NORTH AMERICAN RELEASE IS BASED ON THE DIRECTOR'S CUT VERSION OF STAR OCEAN 3. IF YOU ARE PLAYING THE NORTH AMERICAN RELEASE, REFER TO MY FAQS IN THE DIRECTOR'S CUT SECTION OF GAMEFAQS. ANY EMAILS ASKING WHY MY FAQS LEAVE OUT THINGS ADDED TO THE DIRECTOR'S CUT WILL BE SUMMARILY IGNORED. ****************************************************************************** Revision History v1.2 (5-04-04) A quick update pertaining to the US release. v1.1 Corrections (Cliff's strongest battle skill; added more info on Nel's Fuujin). v1.0 (1-4-03) First version. TABLE OF CONTENTS 1. Introduction 2. Character Data 3. Comparative Charts 4. Credits 1. INTRODUCTION This is an FAQ for Star Ocean: Till the End of Time. It deals with each character's battle skills (as well as regular attacks), describing them each in both strict numerical and descriptive terms. At the end there will also be a list of comparative charts so you can tell at a glance which battle skills are the most damaging, most hits, and so on and so forth. Please note that this FAQ is for the regular version of the game; the US release of the game will be based off the Director's Cut version of the game, so if you are playing the US release please refer to my DC version of this FAQ. The numerical data in this guide is drawn from the official "Final Edition" strategy guide published by Square-Enix (ISBN 4-7575-0932-4). Descriptive data is my own opinion. Data is arranged by character, in alphabetical order (so Arbel is first and Souffle is last). The basic weak/strong attacks come first, then the universal skills (Charge and Aerial), and then each of the character's unique battle skills. A standard entry looks like this: Kuuhazan 2 CP Weak: 110% - 142% HP; 5 HP, 5 Guts Strong: 220% - 286% HP; 200 HP, 47 Guts Sends a wave along the ground. This attack counts as wind-elemental. It travels along the ground so you will have a hard time hitting airborne enemies with it. What this means is that the name of the attack is Kuuhazan; it takes 2 CP to equip the skills (remember the max CP is 15, so if you equip this skill you will only have 13 other CP to work with). A weak version does 110% HP damage at zero proficiency and 142% HP damage at max proficiency; it takes 5 HP and 5 Guts to perform. The strong version does 220% at zero and 286% at max proficiency, and takes 200 HP and 47 Guts to perform. "110%" means that on average the attack will do approximately (Character's ATK value - Enemy's DEF value) x 110% in HP damage. This value is modified by elemental strengths and weaknesses as well as other factors (whether your character is Angered, has had Growth cast on them, and so on). Sophia's magic spells use her INT instead of her ATK. Basic attacks do not have HP consumption nor do they have CP. Charge and Aerial do not improve with proficiency. Most attacks can be equipped at both short and long range, but Charge and Aerial can only be equipped at Short range. 2. CHARACTER DATA ------------------------------------------------------------------------------ ARBEL NOX ------------------------------------------------------------------------------ Weak Attack (Short Range) 63% HP; 8 Guts A horizontal slash. You can keep pressing the attack button to add on extra hits, though each additional hit takes an extra 10 Guts. Weak Attack (Middle-Long Range) 105% HP; 5 Guts Arbel shoots off a wind-elemental wave along the ground. You can press the attack button again for a second wave (for another 5 Guts). Strong Attack (Short Range) 210% HP; 10 Guts A two-handed vertical strike; like most strong attacks, relatively slow. It has a very small chance of causing confusion. Strong Attack (Long Range) 300% HP; 12 Guts Arbel sweeps back and forth from left to right until he approaches the enemy. Has a chance of causing Guts damage in addition. Strong Attack (Anti-Air) 210% HPx2; 10 Guts As the name applies, this activates to enemies in the air (whether flying or whether floated by another skill). Knocks the enemy down. Strong Attack (Counter Attack) 63% HP; 10 Guts If you press the attack button while an enemy is directly attacking, Arbel will sidestep and perform this attack instead of a standard strong attack. You can press the weak attack button to chain this directly into short-range weak. Charge 4 CP Weak: 240% HP; 20 HP, 10 Guts Strong: 360% HP; 400 HP, 42 Guts Standard charge attack. Arbel's Charge is the strongest in terms of pure HP damage among the 8 characters, so it's worth using in some situations; however like all charge attacks, it's very short range. Aerial 2 CP Weak: 53% HP; 10 HP, 10 Guts Strong: 80% HP; 100 HP, 42 Guts Standard aerial attack. It has good reach (in other words, if the enemy is knocked down before the attack completes it still usually hits), but it's a little on the weak side. Kuuhazan 2 CP Weak: 110 - 142% HP; 5 HP, 5 Guts Strong: 220 - 286% HP; 200 HP, 47 Guts Sends a wave along the ground. This attack counts as wind-elemental. It travels along the ground so you will have a hard time hitting airborne enemies with it. Shouretsuha 2 CP Weak: 77-100% HPx5; 10 HP, 15 Guts Strong: 92-119% HPx5; 500 HP, 57 Guts Sends a crescent-shaped wave outward from him. This attack counts as wind-elemental. In practice, you will usually get only 2-3 hits out of the 5 unless the enemy is large. Kikoushou 4 HP Weak: 276-356% HP + 11-14% MP; 10 HP, 15 Guts Strong: 356-460% HP + 14-18% MP; 500 HP, 57 Guts Arbel sends a wave of energy out from his hand. Long-range, it has a chance of knocking the opponent down, and it does a little MP damage as well. Mashouseki 6 CP Weak: 3-4% MPxn; 50 HP, 30 Guts Strong: 4-5% MPxn; 800 HP, 45 Guts Arbel creates a barrier in front of him that lasts for 6 seconds. Opponents who walk in continually take MP damage until they leave or the wall dissipates. There is a small chance of causing confusion as well. Takes awhile to set up, so don't use it too close to the opponent. Souhazan 4 CP Weak: 77-100% HPx2; 10 HP, 20 Guts Strong: 100-129% HPx2; 500 HP, 40 MP An upwards-downwards strike. It's very fast and easy to use, so well-worth using it. Makousen 6 CP Weak: (10-14% HP + 8-11% MP)xn; 300 HP, 10 Guts Strong: (10-14% HP + 8-11% MP)xn; 500 HP, 52 Guts Creates a field around Arbel; enemies will have their HP and MP drained and Arbel will gain some back. You can continually hold down the button to make it last longer, but it will consume more Guts (10 for Weak and 20 for Strong per wave). Good in a pinch; the damage is no different so don't use the Strong version. Goumashou 4 CP Weak: (165-215% HP + 11-14% MP)x6; 60 HP, 20 Guts Strong: (215-280% HP + 14-18% MP)x6; 700 HP, 52 Guts Arbel attacks with his claw three times. The third attack does 4 hits for a total of 6 hits, if the whole thing hits. Has a chance of Guts damage. Kouryuuha 6 CP Weak: (110-143% HP + 11-14% MP)x18; 40 HP, 20 Guts Strong: (165-215% HP + 16-21% MP)x18; 600 HP, 62 Guts Arbel summons out 6 dragon heads that dive towards the enemy. Each head does 3 hits for a total of 18, but the attack area is so wide and each hit has a chance of knocking down, so it is rare for you to get all 18 hits. Mugen Kuuhazan 6 CP Weak: (66-86% HP + 11-14% MP)xn; 150 HP, 5 Guts Strong: (86-112% HP: + 14-18% MP)xn; 900 HP, 47 Guts Just like Kuuhazan, only it does less damage; however, it is non-elemental and does MP damage. You can continually push the button for extra waves; each extra wave takes an extra 5 Guts for a weak and 10 Guts for a strong attack. Mugen Souhazan 6 CP Weak: 66-86% HPx2xn; 150 HP, 5 Guts Strong: 86-112% HPx2xn; 900 HP, 47 Guts In technical terms the same as Mugen Kuuhazan, you can continuously press the button for extra hits. Not as useful as Mugen Kuuhazan thanks to the short range nature and the tendency of Souhazan to knock down the opponent. ------------------------------------------------------------------------------ CLIFF FITTER ------------------------------------------------------------------------------ Weak Attack (Short Range) 64% HP; 10 Guts A quick left jab; you can continuously press the button to chain in extra jabs (no change in damage or Guts per hit). Weak Attack (Middle Range) 105% HP; 10 Guts A straight right punch. Has a chance of damaging Guts as well. Weak Attack (Long Range) 105% HPx2; 10 Guts Cliff rushes forward and then does a double kick attack. The second hit knocks the enemy back. Weak Attack (Anti-Air) 110% HP; 10 Guts A jump-kick; pretty fast attack. Strong Attack (Short Range) 300% HP; 15 Guts An uppercut that floats the enemy high. If you press the button again, it flows into the next entry's attack. Strong Attack (Short Range 2nd) 210% HP; 10 Guts A straight punch that knocks the airborne enemy down. Strong Attack (Middle Range) 240% HP; 15 Guts Cliff rushes in and hits the enemy with a side kick. Has a chance of damaging Guts as well. Strong Attack (Long Range) 300% HP, 15 Guts Cliff rushes in and hits a high spin kick. It's rather slow so it's easy to get hit during the period; in exchange it's very strong. Charge 4 CP Weak: 160% HP + 10% MP; 20 HP, 10 Guts Strong: 240% HP + 15% MP; 400 HP, 42 Guts A fairly good charge attack that has MP damage; easy to use for combo chains. Aerial 2 CP Weak: 160% HP; 10 HP, 10 Guts Strong: 240% HP, 100 HP, 42 Guts Cliff jumps high and spin kicks. It's easy to miss smaller enemies and it won't hit grounded enemies, so it's not that easy to use. Might Discharge 4 CP Weak: 44-57% HPx5; 10 HP, 13 Guts Strong: 66-85% HPx5; 400 HP, 55 Guts Creates a giant ball of energy diagonally upwards from Cliff. It hits airborne enemies as well, but it will completely miss short enemies. Does up to 5 hits. Might Hammer 4 CP Weak: 77-100% HPx2; 15 HP, 10 Guts Strong: 115-150% HPx2; 300 HP, 52 Guts Cliff jumps upwards and sends a 2-hit energy wave down at a wide area. Effective at hitting a large group. Current Knuckle 6 CP Weak: 77-100% HPx3; 10 HP, 9 Guts Strong: 115-150% HPx3; 300 HP, 51 Guts A 3-punch combo, the third hit downs the opponent. The time it takes to activate depends on your current distance from the opponent. Burst Tackle 6 CP Weak: 140-181% HP; 20 HP, 12 Guts Strong: 210-271% HP; 400 HP, 54 Guts A pumped-up version of Charge, it has ridiculously fast speed. This attack counts as fire-elemental. Even from across the field, you can activate this attack, so it is also useful for getting close to the enemy quickly. Aerial Raid 4 CP Weak: 440-568% HP + 66-85% MP; 80 HP, 12 Guts Strong: 660-852% HP + 99-128% MP; 400 HP, 54 Guts Cliff jumps into the air and dives foot-first at the opponent. If you press the button a second time Cliff hits with his fist instead, causing an extra hit, but each hit only does half as much damage (this is useful for causing a little damage against Protects). Does ridiculous damage, HP as well as MP; you'll be using this move a lot. Flash Chariot 6 CP Weak: 33-43% HPx21; 200 HP, 8 Guts Strong: 40-52% HPx21; 800 HP, 50 Guts Cliff does a fast 19-hit punch combo, then an extra two punches. Great for locking the enemy in place for awhile, although the last hit knocks the opponent down. Bean Bagger 6 CP Weak: 66-85% HPxn; 300 HP, 12 Guts Strong: 99-128% HPxn; 900 HP, 54 Guts The first hit is an uppercut on the opponent; then by continuing to press the attack button, Cliff attacks with a series of spin kicks. It's rather slow and hard to use, though you can get a fair amount of damage off of it. Acrobat Locus 6 CP Weak: 44-57% HPx16; 400 HP, 10 Guts Strong: 57%-73% HPx16; 950 HP, 52 Guts Cliff floats the enemy with 2 hits, then proceeds to hit a long combo to knock the opponent back down. Great for the last skill in a combo chain. Infinity Arts 8 CP Weak: (44-57% HP + 5-7% MP)x11; 500 HP, 12 Guts Strong: (57-74% HP + 7-9% MP)x11; 950 HP, 54 Guts Similar to Acrobat Locus, though it has fewer hits but additional MP damage. Quite a good skill, though overshadowed by some of Cliff's other battle skills. Max Extension 8 CP Weak: 44-57% HPxn; 900 HP, 15 Guts Strong: 66-85% HPxn; 950 HP, 95 Guts Cliff charges up and send an energy wave far forward. The wave goes through obstacles and other enemies and does up to 4 hits, though it's easy to get interrupted. Kind of slow and therefore not as worth it as Infinity Arts. ------------------------------------------------------------------------------ FATE LINEGOD ------------------------------------------------------------------------------ Weak Attack (Short Range) 105% HP, 5 Guts A downwards strike. You can hit the button a second time for a return upwards strike. Weak Attack (Long Range) 105% HP, 5 Guts Fate runs in with a thurst. You can hit the button a second time for another hit; this has a change of doing Guts damage as well. Weak Attack (Anti-Air) 105% HP, 5 Guts Fate hits upwards; you can hit the attack button again for another hit. Both attacks have a chance of doing Guts damage. Strong Attack (Short Range) 170% HP, 12 Guts A strong downwards slash. It's rather slow and easy to get hit out of. Strong Attack (Long Range) 250% HP, 13 Guts Fate runs in and sweeps the enemy upwards the float them. You can hit the weak attack button afterwards for an additional hit. Strong Attack (Anti-Air) 215% HP, 12 Guts Fate hits the airborne opponent with a circle kick. It's fast for a strong attack and has a chance of damaging Guts. Charge 4 CP Weak: 140% HP; 20 HP, 10 Guts Strong: 210% HP; 400 HP, 42 Guts An average Charge, not really worth using that much. Aerial 2 CP Weak: 170% HP + 15% MP; 10 HP, 10 Guts Strong: 255% HP + 23% MP; 100 HP, 42 Guts Fate jumps up and swings his sword down at the opponent. Has MP damage, but otherwise is just so-so. Blade Reactor 4 CP Weak: 90-112% HP; 2 HP, 20 Guts Strong: 116-145% HP; 300 HP, 47 Guts Fate imbues his sword with power and swings at the opponent. Keep pressing the button for up to two additional hits (for an additional 5 Guts per hit for weak and 10 Guts per hit for strong). Blaze Sword 4 CP Weak: (Regularx50-65%) + (16-21% HP + 16-21% MP); 2 MP, 10 Guts Strong: (Regularx100-130%) + (32-41% HP + 32-41% MP); 30 MP, 37 Guts Fate adds fire-elemental damage to his sword for 30 seconds or until he uses another battle skill. At max proficiency this extends as far as 60 seconds. The base damage per hit goes down, but it adds MP damage, so if the enemy is low in MP or has a weakness to fire it's well worth it. Reflect Strike 2 CP Weak: 88-115% HPx3; 2 HP, 10 Guts Strong: 105-137% HPx3; 300 HP, 37 Guts Fate sidesteps before diving in to kick the opponent. Good for avoiding attacks, you'll probably be using this a lot. Icicle Edge 4 CP Weak: (Regularx90-120%) + (14-18% HP + 14-18% MP); 12 MP, 10 Guts Strong: (Regularx135-180%) + (21-27% HP + 21-27% MP); 36 MP, 37 Guts Similar to Blaze Sword, this adds ice-elemental damage and MP damage for 30 (60 at max proficiency) seconds. The base damage per hit is not reduced nearly as much as Blaze Sword so this is another bonus. Shotgun Bolt 4 CP Weak: 55-70% HPx5; 20 HP, 35 Guts Strong: 83-105% HPx5; 600 HP, 62 Guts Fate creates a wall of fire in front of him. The enemy has to be a certain distance away and it's a little slow, so this is somewhat hard to use. Lightning Bind 6 CP Weak: (Regularx35-46%) + (18-23% HP + 18-23% MP); 15 MP, 10 Guts Strong: (Regularx70-92%) + (36-47% HP + 36-47% MP); 45 MP, 37 Guts Like the other elemental skills, this imbues Fate's sword with lightning (wind) elemental attacks. The damage reduction is more severe than the other two; in face, even with the Strong version you won't do as much basic damage as a regular attack; however you will get a good damage bonus for the elemental damage. Vertical Airraid 8 CP Weak: 44-55% HPx7; 200 HP, 40 Guts Strong: 65-83% HPx7; 900 HP, 67 Guts Fate jumps and sends a wave of energy down, like Cliff's Might Hammer. Good for hitting a wide variety of enemies, and also good to end combo chains. Strayer Void 8 CP Weak: (9-11%xn + 85-110%) HP; 200 HP, 30 Guts Strong: (13-17%xn + 130-170%) HP; 900 HP, 70 Guts Fate creates a zone of energy around him that damages all opponents around him, then warps to the nearest enemy and slashes them. By holding down the button (consumes an additional 4 Guts per tick), the zone of energy can be made to last longer and therefore do more hits. Even so, this move is not that damaging and not that worth it. Divine Weapon 8 CP Weak: (Regularx70-95%) HP + 27-34% MP; 50 MP, 10 Guts Strong: (Regularx130-160%) HP + 45-57% MP; 250 MP, 80 Guts Fate adds non-elemental magical damage to his sword, again for 30-60 seconds. This does not give a bonus to HP damage like the others, but adds a great amount of MP damage. Iserial Blast 8 CP Weak: (10-13% HP + 10-13% MP)x15; 400 HP, 70 Guts Strong: (15-20% HP + 15-20% MP)x15; 900 HP, 90 Guts Fate jumps into the air, grows wings, then sends out a divine aura at the opponent. The attack radius is large, but only the center of the beam will do the full 15 hits. This move is slow and generally not worth using in battle, though the MP damage is fairly effective. ------------------------------------------------------------------------------ MARIA TRAITOR ------------------------------------------------------------------------------ Weak Attack (Short Range) 105% HPx2; 5 Guts Maria dashes in for a two-kick combo. This doesn't take advantage of Maria's range, so don't use it often, though it can be linked into her other close- range skills like Trident Arts. Weak Attack (Long Range) 105% HP; 5 Guts Maria fires her gun once. Standard attack that you'll likely use a lot. Weak Attack (Long Anti-Air) 105% HPx4; 5 Guts Maria fires her gun four times at an airborne opponent. Great attack to use since it does 4 hits and therefore lots of damage. Weak Attack (Step) 105% HP; 5 Guts If you press the attack button during a step and hold it, this attack will activate. It's basically the same as her long-range weak attack; the advantage is you can therefore step at short range and use this to override her normal short-range weak attack and have her use her gun instead. Strong Attack (Short Range) 210% HP; 20 Guts Maria dashes in for a spin kick. Like her short-range weak attack, it's not terribly useful. Strong Attack (Long Range) 210% HP; 25 Guts Maria fires her gun from far away. Slower than the weak attack obviously, but very useful. Charge 4 CP Weak: 160% HP + 15% MP; 20 HP, 10 Guts Strong: 240% HP + 23% MP; 400 HP, 42 Guts Not very damaging, but it does the most MP damage out of any of the Charges, and therefore is great for getting certain Battle Collections. Aerial 2 CP Weak: 160% HP; 10 HP, 10 Guts Strong: 240% HP; 100 HP, 42 Guts Maria aims upwards and fires at the enemy. Using her standard long-range weak anti-air is more efficient than this, so you won't be using it often. Aiming Device 2 CP Weak: 133-170% HP + 22-28% MP; 2 MP, 28 Guts Strong: 170-220% HP + 15-36% MP; 15 MP, 75 Guts Maria uses a laser sight to shoot the opponent. Great for doing MP damage early on; and quite easy to use. Pluto Horn 2 CP Weak: 55-71% HPx5-10; 10 HP, 30 Guts Strong: 71-92% HPx5-10; 400 HP, 75 Guts Maria shoots a spread pattern of rays out. The number of rays as well as the damage increases with proficiency, but if you're too far away not all of the rays will hit. Magnetic Field 6 CP Weak: 160-210% HP + 21-26% HPxn; 20 HP, 5 Guts Strong: 320-420% HP + 42-52% HPxn; 200 HP, 50 Guts Maria lays out a field along the ground that does a large amount of initial damage; you can press the button again to inflict about 3 hits of additional but lesser damage to the enemy. Wide range. Pulse Emission 4 CP Weak: 55-71% HPx4-12; 50 HP, 25 Guts Strong: 71-92% HPx4-12; 500 HP, 75 Guts Maria sends out a wave of energy pulse bullets. More bullets are fired as the proficiency increases, making this move more and more effective. Crescent Locus 4 CP Weak: 66-86% HPx4; 50 HP, 30 Guts Strong: 97%-128% HPx4; 800 HP, 55 Guts A short-range attack, Maria hits the opponent with a crescent wave that does up to four hits, the last of which knocks the opponent down. Good for combo chains. Trident Arts 6 CP Weak: 110-142% HPx3; 60 HP, 18 Guts Strong: 220-284% HPx3; 900 HP, 55 Guts Maria does a 3-kick combo that hits a wide range thanks to the additional aura. Knocks the opponent down and is good for combo chains. Laser Emission 4 CP Weak: 66-86% HPx3; 100 HP, 30 Guts Strong: 86-110% HPx3; 400 HP, 75 Guts Maria shoots a laser in a spread pattern around her for one hit; the pattern then explodes upwards in a wall of fire for another two hits. Great when Maria is surrounded by opponents. Gravity Bullet 4 CP Weak: 33-43% HPx25; 300 HP, 30 Guts Strong: 39-51% HPx25; 900 HP, 80 Guts Maria shoots out a large, slow-moving bullet at the opponent. Does a crazy amount of hits and is perhaps her best battle skill. Good for wrapping up the opponent, use this in conjunction with Cliff's Flash Chariot for those high-combo battle collections. Burst Emission 8 CP Weak: 33-43% HPxn; 200 HP, 40 Guts Strong: 39-50% HPxn; 950 HP, 95 Guts Maria shoots out a large horizontal laser. By holding down the button, the laser continues to shoot until her Guts runs out or its Protected against. Fairly hard to use though it has its merits. Radiation Device 6 CP Weak: (66-86% HP + 21-27% MP)x4; 100 HP, 50 Guts Strong: (99-129% HP + 32-41% MP)x4; 950 HP, 77 Guts Maria creates four drones around her. Everytime she attacks afterwards for a short while, the drones also shoot for the indicated amount of damage. Does great HP and MP damage; the drones last up to 12 seconds at max proficiency. Great skill, it's too bad she doesn't get this until rather late. ------------------------------------------------------------------------------ NEL ZELPHER ------------------------------------------------------------------------------ Weak Attack (Short Range) 105% HPx4; 10 Guts Nel spins upwards. Rather strong for a weak attack, if you can get all 4 hits to hit; however most enemies will not be hit by all of the hits. You can hit the strong attack button afterwards to link into another attack. Weak Attack (Short Range Special) 105% HP + 10% MP; 8 Guts This attack triggers if 3 or more enemies surround Nel; she jumps into the air a little and throws a bomb downwards. This attacks a wide range of enemies and adds MP damage, so it's a good attack if you can pull it off. Weak Attack (Middle-Long Range) 105% HP; 8, 5 Guts Nel dashes in for a quick slash. The attack looks the same, but based on whether you are at middle or long range the amount of Guts consumed differs. Strong Attack (Short Range) 180% HP; 12 Guts Nel jumps into the air and homes in on the opponent in a cannonball attack. You can hit the attack button again to link to the Chain Special. Since it homes, this is a great attack to use. Strong Attack (Long Range) 210% HP; 12 Guts Visually looks exactly the same as the Short Range version. It does more damage; you can still link to the Chain Special afterwards. Strong Attack (Chain Special) 105% HP; 5 Guts After connecting with a strong attack (either short or long range), if there is another enemy near Nel this attack will trigger. It counts as a weak attack even though it uses the strong attack button, so it can be Protected against. Charge 4 CP Weak: 160% HP; 20 HP, 10 Guts Strong: 240% HP; 400 HP, 42 Guts A mediocre Charge attack. Probably not worth using. Aerial 2 CP Weak: 160% HPx7; 10 HP, 10 Guts Strong: 240% HPx7; 100 HP, 42 Guts An extremely good Aerial attack; however normal sized enemies will only be hit 1-3 times, and only the biggest enemies will get hit with all 7. Nevertheless, if all those hits hit, this is the strongest Aerial in the game. Shisentou 4 CP Weak: 43-56% HPx4; 5 HP, 20 Guts Strong: 56-73% HPx4; 300 HP, 62 Guts Nel sends an energy wave forward. It runs along the ground so it's hard to hit airborne enemies with this. Kagebarai 2 CP Weak: (77-100% HP + 11-14% MP)x3; 5 HP, 10 Guts Strong: (115-148% HP + 16-21% MP)x3; 300 HP, 52 Guts Nel sends a crescent-shaped wave along the ground, hitting multiple enemies for good HP and MP damage. This is even lower than Shisentou, so it will miss flying enemies. Touga 4 CP Weak: 110-142% HPx3; 30 HP, 40 Guts Strong: 142-183% HPx3; 400 HP, 62 Guts Nel creates a series of water-elemental shards that she sends at the opponent. It has a small chance of freezing the enemy, making this an extremely good battle skill. Fuka 2 CP Weak: (33-43% HP + 16-21% MP); 10 HP, 10 Guts Strong: (39-50% HP + 19-24% MP); 300 HP, 52 Guts Nel sends a poison cloud forward. It's slow, but it has a chance to poison the enemy, and it does MP damage as well as HP. Still, you probably won't use this too much. Fuujin 3 CP Weak: 110% HPxn; 80 HP, 30 Guts Strong: 33% HPxn; 600 HP, 72 Guts This creates a whirlwind around Nel that lasts for 3 seconds at first but at max proficiency stays for 8 seconds. While active, Nel can move around, and any enemies that get close will be hit by the whirlwind. It's easy to get 50+ hits with this skill alone. Kokuyousen 4 CP Weak: (22-28% HP + 12-16% MP)x7; 40 HP, 30 Guts Strong: (33-42% HP + 18-24% MP)x7; 800 HP, 72 Guts The best battle skill in the game. Nel sends out her large sword as a large black disc boomerang, which hits the opponent for not-so-great HP damage but very respectable MP damage. Small enemies will only be hit up to 4 times. In the mid-game, this will be the skill you use most often. Raikouha 4 CP Weak: 33-43% HPxn; 30 HP, 20 Guts Strong: 39-51% HPxn; 900 HP, 62 Guts Nel sends a wind (thunder)-elemental ray out that lasts from 3-6 seconds, depending on proficiency. The amount of damage is not spectacular, though if the opponent is weak against wind this can be a fairly good attack. Kyoumensatsu 8 CP Weak: 66-86% HPx10; 100 HP, 40 Guts Strong: 99-129% HPx10; 900 HP, 82 Guts Nel attacks the opponent in a series of slashes; the "Mirror Slice" famous from other Star Ocean games. Even though the animation has lightning and fire, this attack counts as non-elemental. Great for combos. Uraouka Sakkou 6 CP Weak: 66-86% HPx18; 200 HP, 25 Guts Strong: 99-129% HPx18; 950 HP, 67 Guts Like a pumped-up version of Kyoumensatsu, the final purple hurricane can hit a large area of enemies. One of the best skills in the game in terms of sheer damage. Fuujin Seiraiha 8 CP Weak: (55-71% HP + 13-17% MP)xn; 160 HP, 40 Guts Strong: (71-92% HP + 17-22% MP)xn; 900 HP, 95 Guts Nel floats into the air, surrounded by electricity, then sends out a large wind-elemental ray that continues for as long as you hold down the attack button (consumes an additional 2/4 Guts per tick). Good against those weak against wind. ------------------------------------------------------------------------------ ROGER S HUXLEY ------------------------------------------------------------------------------ Weak Attack (Short Range) 77% HPx2; 12 Guts Roger kicks up dirt at the opponent. You can hit the strong attack button afterwards to chain into his special. Weak Attack (Middle-Long Range) 105% HP; 12 Guts Roger dives at the opponent with his axe. A little on the slow side for a weak attack. Has a chance of damaging Guts. Strong Attack (Short Range) 170% HPx4; 15 Guts A rotating axe strike that does lots of damage, if you manage to hit with all of them. Sadly, it's easily interrupted by the enemy. Strong Attack (Long Range) 270% HP; 15 Guts A diving axe attack that you'll use a lot. Like most strong attacks, pretty slow, though the limited range makes it hard to hit fast enemies with. Strong Attack (Special) 300% HP; 15 Guts A chained attack from the weak attack, Roger charges forward and hits the enemy with a single strong strike. Worth using. Charge 4 CP Weak: 160% HP; 20 HP, 10 Guts Strong: 240% HP; 400 HP, 42 Guts A relatively strong charge attack, but still not great. Aerial 2 CP Weak: 160% HP + 10% MP; 10 HP, 10 Guts Strong: 240% HP + 15% MP; 100 HP, 42 Guts Fairly slow for an Aerial, it at least is capable of hitting a large range of enemies and has MP damage as well. Heat Axe 2 CP Weak: 160-210% HPx2 + 40-52% HPx2; 10 HP, 10 Guts Strong: 240-315% HPx2 + 60-78% HPx2; 300 HP, 52 Guts Roger powers up his axe and dives at the opponent for two hits. Rather slow. If you do it from far away, an additional explosion occurs that adds on another two hits. Heat Whip 2 CP Weak: 110-142% HP; 15 HP, 12 Guts Strong: 142-183% HP; 500 HP, 54 Guts Roger hits with a long range whip that spins the opponent around and causes them to be unable to act for a short while. It also has a chance of confusing the opponent. Tareru Mine 4 CP Weak: (54-70% HPx2)x4-10; 10 HP, 15 Guts Strong: (80-105% HPx2)x4-10; 400 HP, 57 Guts Roger lays a series of earth-elemental mines on the ground. After a certain period, or if an enemy draws close, the mines will explode, hitting for 2 hits apiece. As the proficiency increases, the number of mines laid also increases. Last Ditch 4 CP Weak: 22-28% HP + 22-28% MP; 50 HP, 20 Guts Strong: 44-56% HP + 44-56% MP; 400 HP, 62 Guts Roger dives in with a headbutt. This move takes a long time to recover, and the associated damage isn't great (although the MP damage is all right), so it's hard to use effectively. Has a chance of damaging Guts. Ex Arm 4 CP Weak: (77-100% HP + 11-14% MP)x3; 30 HP, 15 Guts Strong: (92-119% HP + 12-16% MP)x3; 400 HP, 57 Guts Roger attacks with a drill arm. Does some MP damage; can also damage Guts. Stream Attack 4 CP Weak: 77-100% HPx6 + 155-200% HP; 40 HP, 15 Guts Strong: 100-129% HPx6 + 200-258% HP; 800 HP, 57 Guts Sends out a series of earth-elemental beams, then a bazooka for additional damage. Hard to hit airborne enemies with. If the initial beams do not hit, the bazooka will not fire. Cannon Shield 8 CP Weak: (44% HPx3); 57% HPx2 + (13%HPx2)x3; 200 HP, 40 Guts Strong: (48% HPx3); 62% HPx2 + (14%HPx2)x3; 900 HP, 95 Guts Fires a series of three seeking missiles at the opponent. As the proficiency increases, the second set of damage numbers is used instead, as explosive missiles are added to the mix. Jeek Beam 6 CP Weak: 77-100% HPx7; 200 HP, 20 Guts Strong: 122-159% HPx7; 400 HP, 62 Guts Roger sends his helmet upwards, sending a series of lasers down in a dome pattern. Hits a wide range of opponents for great damage; however if you get Protected the move ends immediately. Tri Fauna 6 CP Weak: 46-60% HP + 60-77% HP + 46-60% HPx5; 300 HP, 30 Guts Strong: 68-90% HP + 90-116% HP + 68-90%HPx5; 800 HP, 72 Guts Summons three separate animals that last from 6-12 seconds, depending on proficiency. The third animal (the 5-hit one) is a fish that only attacks if Roger is attacked. Star Fall 8 CP Weak: (86-112% HP + 3-4% MP)xn; 500 HP, 50 Guts Strong: (172-224% HP + 6-8% MP)xn; 800 HP, 72 Guts Summons a series of meteors that rain down on the battlefield. Extremely slow, but ridiculously damaging and has ridiculously large range. It's too bad you get it so late in the game. ------------------------------------------------------------------------------ SOPHIA ESTEED ------------------------------------------------------------------------------ Weak Attack (Short Range) 105% HP; 5 Guts A staff swing that floats the enemy upwards. Since Sophia shouldn't be anywhere near enemies, this is only for emergencies. Weak Attack (Middle Range) 105% HP; 5 Guts Sophia rushes in and hits the opponent with a sideways swipe. Again, not terribly efficient. Weak Attack (Long Range) 55% HP + 20% MP; 5 Guts Sophia fires a pink energy ball at the opponent. The ball doesn't really home so it's easy to miss; however it does a goodly amount of MP damage. Strong Attack (Short Range) 300% HPx3; 12 Guts Sophia throws her staff at the opponent. An extremely damaging attack, though the range is short, and Sophia's ATK tends not to be so high. Strong Attack (Long Range) 105% HP + 30% MP; 12 Guts Similar to the weak long-range attack, with the same benefits and drawbacks, though it's slower. Charge 4 CP Weak: 105% HP + 10% MP; 20 HP, 10 Guts Strong: 158% HP + 15% MP; 400 HP, 42 Guts A so-so charge, with added MP damage. Aerial 2 CP Weak: 105% HPx2; 10 HP, 10 Guts Strong: 158% HPx2; 100HP, 42 Guts Sophia fires energy upwards at the opponent. She runs a specific distance away so it can be used for hit-and-run. Firebolt 3 CP Weak: (40% HP + 20-60)x1-4; 5 MP, 20 Guts A fire-elemental attack. At first there is only 1 fireball, but it can increase up to 4. Ice Needle 3 CP Weak: (20% HP + 20-60 HP)x5; 5 MP, 20 Guts Fires a series of ice needles at the opponent. It's easy to miss, but it has a chance of freezing the opponent. Lightning Blast 4 CP Weak: (30% HP + 20-100 HP)x8; 5 MP, 20 Guts A wind-elemental attack, effective at long range (though not too long). Earth Grave 5 CP Weak: (40% HP + 40-120 HP)x3; 5 MP, 20 Guts Causes a series of rocks to jut upwards from the ground. Large area of effect, earth-elemental. Ifrit Sword 6 CP Strong: (30% HP + 150-800 HP)xn; 250 MP, 72 Guts Summons an Ifrit behind Sophia who attacks downward with his sword. Even enemies touching the Ifrit himself will be damaged. Fire-elemental. Ray 6 CP Strong: (40% HP + 300-1200 HP)x5; 250 MP, 87 Guts Sends out a seeking non-elemental area of lasers at the opponent. Great range and area of effect. Deep Freeze 5 CP Strong: (30% HP + 200-600 HP)x5; 250 MP, 72 Guts Sends out a wide area of cold that has a large chance of freezing the opponent. Water-elemental. Thunder Flare 4 CP Strong: (3% HP + 2-15 HP)x9 + (30% HP + 20-150 HP)x3 + (45% HP + 30-200 HP); 100 MP, 72 Guts Sends out a sphere of lightning that attacks the opponent. Does a good number of hits and can hold the opponent in place for a long time. Dark Circle 8 CP Strong: -; 900 MP, 96 Guts Doesn't do damage, but instantly kills enemies. The chance of it succeeding is based on the enemy's remaining HP and the move's proficiency. Rock Rain 5 CP Strong: (40% HP + 200-450 HP)x6; 250 HP; 72 Guts Sends an area of crumbling rocks over a wide area of the field. Earth- elemental. Explosion 8 CP Strong: (20% HP + 250-1400 HP)x5 + (40% HP + 450-2800 HP)x5; 900 MP, 96 Guts Sends a huge fireball down on the field which explodes for more hits. Does great damage and the area of effect for the explosion part is great. Fire-elemental. Thunderstruck 8 CP Strong: (40% HP + 500-450 HP)x8; 900 MP, 96 Guts Sends a wind-elemental bolt of lightning down to the ground. Area of effect is not as great as Rock Rain or Explosion, but still fairly good. Gremlin Lair 6 CP Weak: (20% HP + 130-300 HP)x6-10; 50 MP, 40 Guts Summons some small animals forward that attack the enemy. Earth-elemental. The number summoned increases as the proficiency increases. Each individual attack also has a chance of doing much more damage than usual. Blood Scylla 9 CP Strong: (30% HP + 350-500 HP)x3; 900 MP, 93 Guts Creates a large field that doesn't do much damage, but it drains the HP to heal Sophia. Southern Cross 8 CP Strong: (40% HP + 450-2800 HP)x2; 750 MP, 96 Guts Creates a cross-shaped area of wind-elemental damage. Not great damage-wise, but fairly large range. Meteor Swarm 10 CP Weak: ((40% HP + 650-4000 HP)x3)x12-20; 200 MP, 80 Guts Strong: ((40% HP + 650-4000 HP)x3)x12-20; 950 MP, 96 Guts Like Roger's Star Fall, summons a large series of meteors. Each one does a lot of HP damage. Fire-elemental. The number of meteors increases as the proficiency increases. ------------------------------------------------------------------------------ SOUFFLE ROSSETTI ------------------------------------------------------------------------------ Weak Attack (Short Range) 105% HP; 5 Guts A fast cape swipe that's easy to hit with. Weak Attack (Middle-Long Range) 75% HPx2; 5 Guts Souffle jumps and then homes in on the enemy, attacking with her cape. Can dodge attacks easily with this. Weak Attack (Counter) (63% HP + 10% MP)x2; 5 Guts Activates if you attack while an opponent is attacking. Souffle dodges and sends the opponent flying upwards. Has a chance of confusing the opponent and has added MP damage. Strong Attack (Short Range) 300% HPx3; 12 Guts Souffle jumps upwards spinning with her cape. Great damage, but slow so it's easy to be interrupted. Strong Attack (Long Range) 210% HP; 12 Guts A double-handed cape attack. Has a chance of damaging Guts. Strong Attack (Counter) (190% HP + 30% MP)x4; 12 Guts Like the weak attack counter, activates if the enemy is in the midst of attacking. Does a goodly amount of MP damage. Charge 4 CP Weak: 105% HP; 20 HP, 10 Guts Strong: 160% HP; 400 HP, 42 Guts A ho-hum charge attack, not worth using. Aerial 2 CP Weak: 160% HP + 10% MP; 10 HP, 10 Guts Strong: 240% HP + 15% MP; 100 HP, 42 Guts An anti-air attack, Souffle doesn't actually jump. Drags the opponent to the ground if it hits, and does MP damage. Beyond Lure 2 CP Weak: 160-210% HPx2; 5 HP, 10 Guts Strong: 240-315% HPx2; 500 HP, 47 Guts Souffle attacks with what looks like a fishhook, then charges the enemy. Has a chance of damaging Guts as well as confusing the opponent. Frozen Dagger 4 CP Weak: 86-112% HPx4; 2 HP, 10 Guts Strong: 112-144% HPx4; 300 HP, 47 Guts Similar to Nel's Touga, but slower, Souffle creates a series of ice spikes that have a chance of freezing the opponent. Water-elemental. Shining Dance 6 CP Weak: -; 5 HP, 15 Guts Strong: -; 25 HP, 52 Guts Souffle creates an area along the ground. Allies in the area have their ATK multiplied by 1.5. This increases to up to 2.5 with proficiency. The effect lasts for an additional 30 seconds after Souffle stops dancing. Dokyuun Blast 4 CP Weak: 64-83% HP + 14-18% MP; 4 HP, 15 Guts Strong: 83-107% HP + 18-23% MP; 800 HP, 52 Guts Souffle sends out an invisible blast that instantly attacks the opponent. Good at medium range, and also does MP damage; one of her easier-to-use skills. Panic Dance 6 CP Weak: -; 5 HP, 15 Guts Strong: -; 25 HP, 52 Guts Creates an area along the ground that confuses enemies. However some enemies are immune to the effect. Not really worth it. Papapa Splash 4 CP Weak: 67-86% HPx14; 6 HP, 20 Guts Strong: 100-129% HPx14; 900 HP, 57 Guts Souffle creates a glowing ball that rotates around her, hitting all enemies for a good number of hits and for good damage. Has a small chance of instant killing the opponents, but this is rather unreliable. Prismic Dance 6 CP Weak: 30-300 HPx9-27 Heal; 5 HP, 15 Guts Strong: 30-300 HPx9-27 Heal; 25 HP, 52 Guts Creates an area along the ground heals allies that stand in it. The amount of HP healed is pitiful at first but improves with proficiency. Fairy Arts 6 CP Weak: (165-213% HP + 16-21% MP)x9; 8 HP, 20 Guts Strong: (247-318% HP + 24-31% MP)x9; 500 HP, 57 Guts Creates a large stuffed animal that attacks the opponent's mirroring Souffle's actions. Good amount of damage, both HP and MP, but it is hard to get all 9 hits. Magical Dance 6 CP Weak: 6-45 MPx5-9 Heal; 5 HP, 15 Guts Strong: 6-45 MPx5-9 Heal; 25 HP, 52 Guts Like Prismic Dance, only it restores MP. Not worth it unless you spend the time increasing the proficiency to max. Dream Combo 8 CP Weak: (86-111% HP + 8-11% MP)xn; 10 HP, 25 Guts Strong: (172-222% HP + 17-22% MP)xn; 900 HP, 62 Guts Creates a huge hammer; afterwards continue to press the attack button and she'll swing it at the opponent. Does a lot of MP damage and can damage Guts, perhaps her best skill. 3. COMPARATIVE CHARTS These charts compare skills by max proficiency. MOST DAMAGING SKILLS BY CHARACTER (HP) Arbel: Kouryuuha (215% HP)x18 = 3870% Cliff: Flash Chariot (52% HP)x21 = 1092% Fate: Vertical Airraid (83% HP)x7 = 581% Maria: Gravity Bullet (51% HP)x25 = 1275% Nel: Uraouka Sakkou (129% HP)x18 = 2322% Roger: Star Fall (224% HP)xn = ? Sophia: Meteor Swarm (40% HP + 4000 HP)x3x20 = 2400% + 240000 Souffle: Fairy Arts (318% HP)x9 = 2862% MOST DAMAGING SKILLS BY CHARACTER (MP) Arbel: Kouryuuha (21% MP)x18 = 378% Cliff: Aerial Raid (128% MP) Fate: Iserial Blast (20% MP)x15 = 300% Maria: Radiation Device (41% MP)x4 = 164% Nel: Kokuyousen (24% MP)x7 = 168% Roger: Star Fall (8% MP)xn = ? Sophia: Strong Attack (Long Range) (30% MP) Souffle: Fairy Arts (31% MP)x9 = 279% CHARGES 1. Arbel: 360% HP 2. Maria: 240% HP + 23% MP 3. Cliff: 240% HP + 15% MP 4. Nel: 240% HP 4. Roger: 240% HP 6. Fate: 210% HP 7. Souffle: 160% HP 8. Sophia: 158% HP + 15% MP AERIALS 1. Nel: 240% HPx7 2. Fate: 255% HP + 23% MP 3. Roger: 240% HP + 15% MP 3. Souffle: 240% HP + 15% MP 5. Cliff: 240% HP 5. Maria: 240% HP 7. Sophia: 158% HPx2 8. Arbel: 80% HP 4. CREDITS Thanks go to: tri-Ace and Enix for the best RPG I have ever played. This FAQ Copyright 2004 to Edward Chang. Redistribution in any form, including reprinting in electronic or print media, without express permission of the author is strictly forbidden.