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And that countering combo takes off more than Knight does, and takes much less time. I wish you could skip the Summons videos after you've seen them once - FF9 had something to shorten them, but using Knight 20 odd times to beat Emerald Weapon get a bit tiresome.
Hey, I was just thinking - if you've got 1 person left in your team with Final Attack, and that attack kills that enemy (so everyone is dead), do you win the battle or get Game Over?
final_fantasy_vii_materia_combo.txt
I stole it.
Har hardy-har-har.
There's all the best ones here, including:
Quad-Magic-Fire, MP Turbo-Fire, MP Absorb-Fire, HP Absorb-Fire,
Added Cut-Fire, Added Steal-Fire, Magic Counter-Fire, W-Magic, Magic Plus
With one casting, you get 8 Fire 3s, two attacks, 8 steal
attempts, and end up with a lot more HP and MP than you started with
Yummy : P
Master Magic, W-Magic, MP Absorb-Master Summon, MPTurbo-Knights of the Round, Master Command, Enemy Skill,
W-Summon, Slash-All, Mega All, HP Plus, Final Attack-Phoenix
The Master Magic gives a character all the spells, while W-Magic lets
you use two spells in one turn. The Master Command activates most commands,
and a mastered Enemy Skill will give you some nice spells (Big Guard).
The Slash-All (Mastered), will give you Flash, which can instantly kill all opponents. The HP Plus should boost your characters HP up to 9999. The famous Knights of the Round causes 129,987 damage each time it is cast, while absorbing abnormal amounts of MP is also here, and you can cast it twice with the W-Summon enabled. The Final Attack-Phoenix protects your entire party from death while dealing Fire damage to all opponents.
Ha!
Ha!
All the end-game bosses are pish if you've done the side-quests.