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)

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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.