
But since there’s no list of usable items for Abare, it’s no wonder that many people wouldn’t use it.
The only user of shock after Leo’s death.
If you’re asking for a list of techniques that can be used in “Abareru,” then there isn’t one, but since the multipliers for FF6 techniques are not visible, knowing them wouldn’t be meaningful anyway…
In the first place, one character with one skill is…
It’s the kind of thing that’s a hassle to remember and you won’t know the content until you try it, so it’s the ultimate hassle.
The flower that can be used for temptation is strong, you know.
It’s a thing that, like the combination in FF5, has effects that are completely mysterious, but once you master it, it becomes insanely powerful.
I wish I could register the monsters I use often.
The act of rampaging itself is quite an advanced gameplay element for expert players, isn’t it?
It’s just an easy element of kicking cats in Stray Cat without any deep gameplay or anything.
>>9
There are quite a few diverse talents, such as being able to go unmatched in the first half with a million volts and a variety of excessively high-damage area attacks that are not appropriate for the timing.
>>12
Ah, clearing at a low level depends on luck in encounters, but there might be some usefulness around that.
The ultimate form of mastering it is strong.
Even if you don’t master it, the Trans is roughly strong.
>>10
If you don’t know how to use the trance, it can lose its effect in an instant and end up being like “What is this?” right?
I lose the will to use it at the point of diving in to remember each thing and waiting to come back.
It’s not a game that’s difficult to clear, so I won’t use it.
I haven’t really used Wooma much either.
>>15
By the way, who is this Chinese-looking character?
I found Berserkers in 5 hard to use, and I didn’t really know they were that strong in the same vein.
Woomaro seemed clearly strong and reliable when equipped with the Blizzard Orb, so I trusted Woomaro more than the other.
I have a memory of being angry because I couldn’t complete the list, rather than being able to use it.
Make sure to fill it in properly.
At that time, I felt like I could have accepted anyone other than Mash and Edgar.
The fact that encounter determination is not based on the type of monster but rather that the encounter pattern must be registered in the Beast’s Origin can be quite tricky.
>>19
Is there anything that would be troublesome with this?
Death penalty?
>>21
The Aspiration that can learn 1 million volts is uncontrollable and only appears on the Snake’s Path, which has completely random encounters, so if you’re unlucky and don’t know the system, you’ll end up circling half the world just to return to the Snake’s Path again.
>>21
Magical factory escape Magna Loaders; depending on the pattern, a certain color was likely not present.
>>24
It was troublesome when the beast didn’t come out regardless of the registration of the beast field.
As a magician, they are quite strong.
However, if you get confused, you will die.
It’s easy to deal with capped damage using controllable characters, so I don’t bother using uncontrollable characters that have weaker moves.
>>22
The true essence of Gao is that it can comfortably deal 4-digit damage even before the collapse.
>>22
Aside from the continuous attacks that resemble a chaotic barrage, everyone ultimately reaches Ultima.
On top of that, it’s easy to manage the MP for the neck.
I often added it because the regular base was mash cayenne.
Before the collapse, techniques with the power of a galactic type have a romantic appeal, don’t they?
The type who suddenly loses motivation when they miss out on Magna Rovers.
This game was much harder before the collapse.
>>29
It’s a common trope in RPGs that the first half, where managing resources is difficult, is harder than the second half, where inflation progresses.
No, it’s not realistic because the methods to learn Ultima are too limited for everyone and the speed is slow.
>>31
If you’re going to level up casually to the max, then Ultima is the shortcut.
It’s that powerful.
If you’re aiming for a critical hit with a lock, it could be done faster.
It’s bad that there are only strong guys who don’t require effort.
Considering everything around it, 1 million volts isn’t really that outrageous.
Characters that can use monster techniques became a staple of RPGs around this time, but I didn’t really use them much.
Tina is the only one who can achieve damage efficiency comparable to 1 million volts with her easy-to-use character.
It’s annoying to scroll to the desired place after selecting it.
The convenience of a skill like that of level 7 enemies is just right.
>>37
Aren’t you leaning a bit towards the stronger side?
Even if something is strong or convenient, if the hurdle is too high, it will negate those advantages.
Even if there are strong techniques, whether they’ll be used is random.
It’s a pain in the ass.
Before the collapse, I worried if this game was alright when I saw 9999 on the mechanical enemies with Trans Thunder.
>>42
The balance of ease of learning and firepower in Ra-type magic is good, isn’t it?
If you unleash Kefka, it’s really funny.
It’s certainly a hassle.
It seems like it’s a way to differentiate from Strago’s blue magic.
I was a brat who only played around by diving in and then using Dejon to blast everything away when I came back.
Anyway, it’s a hassle, but I kind of like how it suddenly starts to shine in a restricted play environment.
It was too strong that you could easily perform continuous attacks just by equipping accessories.
It’s no surprise that the evaluation of machines and special techniques is high.
In reality, machines don’t suffer that kind of damage unless they’re conscious.
The special move is undoubtedly lawless.
>>52
Since there’s the hassle of inputting every time, it should be that strong.
Pikiin
Scared of the power of a cat kick.
You can use it to casually snack on a bit of something strong.
When aiming for completion, the Beast Plains table becomes hateful.
They didn’t use any impressive skills, so I stopped using it quickly.
I don’t understand how to use this!
Special move key input error!
>>57
Who made this game!
I liked that they used techniques that you wouldn’t see from our side, so they were in the starting lineup.
Mashu… Aren’t you relying too much on your magical power?
The impression that remains for most people is probably the phantom beast defense battle.
It seems that the ones chosen over there have become quite widespread.
I couldn’t master the magic wand when I was a kid.
>>62
Oh Dig… It just sucks up the armor and ends.
>>62
Sealed in the tower of the most lively fanatic.
>>62
Don’t worry, because unless it’s a constraint play, adults can’t handle it either.
The machine has high power, but isn’t there another evaluation point besides power?
“Drill’s guaranteed hit, saw’s instant death, and weak maker.”
>>65
I think it gives the impression that it’s not a patented technology of the machine, so it was used as a no-cost area attack from the beginning.
Despite there being already a lot of other dangerous means of attack.
There are times when you might want to jump into a troublesome situation without meaning to, just to feel the shock.
It was easy to leave the Yeti alone.
The firepower is reasonably good.
I feel that the machine has a significant presence in the early stages, like with the auto crossbow and the factory’s sunbeam.
I’ll jump at the special move that deals damage in a way that’s easy to understand and feels good.
In the first Kefka battle, the magic-sealing sword is still shining…
The Final Attack Ultima is far too mean while being sealed by commands.
I was using this.
I really didn’t use Stragos.
I didn’t use the old man, the old man, or the little girl at all.
>>77
Rilmu was used because it was convenient for dinosaur hunting.
I really like the idea of just diving right in!
Better than Umaro.
The tactics mash after the collapse is terrible.
The decisive factor in the Funbaba battle is whether or not Mugen Toubu Mash is present; everything else doesn’t really matter.
The sketch lacked differentiation.
Back then, I thought Gogo only had mimicry commands, so I hardly used it.
I liked monsters in my childhood, so I used them casually.
I don’t understand the post-change status or skills at all, so it’s too much for professionals.
>>84
This system has no information about which monsters are strong or which techniques are strong.
I didn’t really use young girls much because I didn’t know how to handle them.
Was the Yeti strong?
At that time, I might not have noticed because I made Mash too strong with the magic stone bonus.
I feel like the techniques I’ve learned have become less interesting compared to the blue magic from the previous game.
>>88
Blue magic is so broken that it reflects too much and performs a subtle lateral jump.
6 and 9 are on the fringe side.
>>95
10 is not just subtle; it’s something else entirely.
Don’t let me do it in the OD frame.
>>97
I was only able to rotate it cautiously because I felt like the controller was about to break…
I thought I would get scolded because it’s my dad’s PS2…
>>103
That’s Rululu.
>>104
I completely forgot about Kimari, I’m sorry.
The Grand Trine is cool, but I can’t help but think that isn’t the Ultima better?
>>89
Because it’s cheaper than Altema…
In the beginning, I was like “Wow, the Empire soldier using Fire is really strong!” and ended up only using Empire soldiers.
I found out that cat kicks are stronger about 10 years later.
I was using Shadow Realm just because of its appearance.
Tactics don’t matter since you can use various magic with magic stones anyway.
It was a hassle to learn the magic for 6, so it’s great that I can easily switch it in 7.
I love blue magic and learning so much that I want to buy RPGs that have similar systems.
>>96
Have you played The Legend of the Great Sea Beast?
It’s a benefit that you can learn attack methods comparable to Ultima at events because mastering Ultima is tedious.
I just wanted to get Ragnarok quickly, so I thought there would be an event for the blood-stained shield and left it alone.
The shuriken, or rather the throwing, is still highly efficient, and the price has become almost free.
Maybe the reason we don’t hear that it’s very strong is that the period when the shadow exists is short to begin with.
Just by encountering the Stray Cat right before this and registering the Guard Leader and Stray Cat (and maybe a heavy soldier), you can be a regular member for a while.
The SFC didn’t fill in the gaps and there was no rearrangement, right?
>>105
Yes.
That’s why it’s easy to tell which ones I don’t remember.
>>105
The staff was busy with deadlines, so they couldn’t take that extra time.
Instead, the player should put in the effort.
>>109
Hey, this isn’t going to fill up!
I really loved the beams shooting from behind the magic armor.
Unlike blue magic, when there’s a target enemy, I have to go to the Beast Mountain and jump in to learn it… it’s a hassle.
>>107
When I was just a kid, I really felt a sense of training from all that trouble and enjoyed it…
I understand that it can be a hassle if I bring it up now.
Mog might be less needed than this guy.
>>111
Precious amulet keeper
>>113
Dancing is not very convenient to use, so feel free to also use the kappa.
>>111
No one can fulfill the role of a protector.
If used seriously, things like continuous jumpers.
Playing around without prior information is the most fun in 6.
Suddenly barging into a tower of rubble and getting beaten up.
Once I became part of the group, I could use all the R-type magic, so it got interesting and I had them learn various things.
Ten-Sou-Hei! Dark Side! Cloud!
It was interesting that you could use the three attribute Magic from the moment you joined.
When I look back, FF6 is quite considerate in that characters become allies in order from those who are generally just strong and have few quirks.
It’s fine if it takes time to dive in.
It’s terrible that you need luck for completing it.
I don’t particularly care about completion or anything.
I think it would have been more convenient if there was a sort for the fighting.
As expected, there weren’t any tedious collection elements like this in the later series… probably.
Italians have strong quirks, but if used properly, they also possess strength.
>>125
That said, in the end, I can’t do much; being a run-of-the-mill Altima role is the best I can manage.
I use it because it’s cool, but it’s just playing a role that takes the tasty parts of the story.
>>125
If you infiltrate the Tower of Ruins early, you’ll pick up the cheating dice.
It’s fine even if it hasn’t grown much, as it becomes less relevant.
In my childhood, it was justice to strengthen power with magic stones and hit, so being unable to do that meant I was relegated to the second string…
>>126
The cat kick is seriously strong when trained with strength.
It’s not a definite activation, but…
The strategy guide said to hit it with a machine, a special move, or magic! It didn’t teach me anything about how to rampage…
In fact, they have high magical power, so they could also be a wizard.
A wild child equipped with drills all over their body.
At that time, which monster could use what?
I didn’t use it at all because I have no idea how strong it is.
I remember that heavy infantry Fira was very reliable in the demon beast defense battle.
It’s not so much that it’s impossible to complete; it’s designed in a way that makes it fundamentally difficult. However, it is possible with knowledge and perseverance.
What tried to make it impossible to complete at all costs was 12.