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Final Fantasy VII - Red's Limit Breaks / Specials
Filed Under: Final Fantasy VIIThis section will give you pictures of the limits and a brief description of what each on is. Click on the thumbnail pictures to get a bigger version Level 1:Sled Fang:Red XIII charges through an opponent causing a large amount of physical damage. For a while this may be the only long-range attack Red XIII has, so it's sure to come in handy. However, it's become obsolete by the time you receive Blood Fang.
Lunatic High: A glowing light covers the party and Haste is cast on Everyone. Until you've purchased the "Time" Materia, the Lunatic High should come in handy during major battles.
Level 2:Blood Fang:Red XIII charges through an opponent causing more physical damage than the Sled Fang attack. He also gains a small amount of Hit Points and Magic Points. This attack isn't much different from the Sled Fang attack, but it's nice for eliminating an opponent and boosting Red XIII's MP.
Stardust Ray: Red XIII's howl summons a cluster of falling stars, which causes severe damage to groups of enemies. Unless you need the MP boost, stick with the Stardust Ray during fights. It inflicts considerably more damage to a group or a single enemy than the Blood Fang.
Level 3:Howling Moon:The full moon drives Red XIII into a range, casting Berserk and Haste on him for the remainder of the battle. This attack has some obvious advantages and disadvantages. Using this attack, Red XIII can attack quickly, but he can not longer aid the party with magic or any kind of special attack.
Earth Rave: Red XIII attacks a group of enemies with a series of five elemental attacks. In the end, the Earth Rave will prove to be more beneficial than the Howling Moon. It does a large amount of direct damage without committing Red XIII to a single attack Pattern.
Level 4:Cosmo Memory:Red XIII summons a huge ball of fire which explodes, engulfing his opponents in a huge ray of super-heated plasma.
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