Limits are powerful combat moves featured in several Final Fantasy titles. They are often among the most damaging moves at a player's disposal, typically allowing them to unleash the full power of their overall stats. Initially, Players are awarded 3 main limits that coincide with their chosen Paths. The first at level 10, the second at level 25, and the third at level 50. To perform each limit, players must fill the Command Gauge a certain percentage before performing the limit. After each limit, no matter the cost, the command gauge reverts back to 0%.
Damage for the level 10 limits are calculated by adding up the Strength, Speed, Defense, Magic, and Resistance of the character.
|Warrior Wrath||100%||With a powered up keyblade, deal a Multi-hit combo to the target. (3AP) (Ground Only)||Level 10|
|Warrior Plus||200%||All party members gain an increase of 3 hits and 100% damage to all combos. (4AP)||Level 25|
|Hunter Strike||100%||At high speed, dash quickly through multiple foes (Max. 3) (3AP) (Air or Ground Targets)||Level 10|
|Hunter Mist||200%||The Hunter unleashes a mist that increases the party's evasion by 50% for 3 cycles. (4AP)||Level 25|
|Guardian Rush||100%||Gain momentum and perform a powerful sonic charge. (3AP)|
|Guardian Wall||200%||The Guardian summons a wall that absorbs 250 points of damage. (4AP)||Level 25|
|Mystic Flight||100%||Glide through the air, and deal a swift, magical blow to the enemy. (3AP) (Air Only)||Level 10|
|Mystic Aura||200%||The Mystic summons a veil of magical energy. All players' MP and HP bars are refilled. CG increases by 100. (4 AP)||Level 25|
Unlockable limits can be gained from a specific summon.
|Pink Elephants||125%||The Limit begins with Dumbo entering an entranced state. From all sides, bubble-formed pink elephants enter the scene, causing chaos and strange visions. Causes all players to gain 40% evasiveness, and float airborne for 3 cycles.||Dumbo|
|Dragonblaze||150%||The Limit begins by having Mushu appear and fire a barrage of fireballs. Afterwards, Flametongue causes the player to leap towards enemies surrounding themself in flame. The finishing move is Red Meteor, where Mushu spits a volley of fireballs into the air, and lands on the player's head as the fireballs impact around you, damaging enemies. (Deals 500% MAG Fire damage)||
Group Limits can only be activated once per battle.*
|All for One||200%||The player unleashes a powerful slash, carrying with it all the power of their friends. Damage dealt is based on your total friendship level multiplied by 15. (4AP)||Country of the Musketeers|
|Get'em!||200%||A good old fashioned beat down, allows participating players in the boss battle, to jump into a smoke filled brawl and rush in for an all out attack! Players post as many times as they can for 24 hours. Each post deals 30 damage. (4 AP)||Timeless River|
|Symphonia||200%||An orchestral limit that requires teamwork to pull off successfully. A pattern of instruments is made to initiate the limit. The party members must post themselves playing all 30 instruments in 24 Hours flat to unleash the limit's full potential of 1,000 Magic Damage! (4 AP)||Symphony of Sorcery|
Special limits can only be activated ONCE per battle*
|Trip around the Sun||300%||The Limit harnesses a year's worth of sun power and bursts onto the enemy in a blazing ball of fire. Always deals 365 Damage for every year you've been in SOS. (5AP)||Anniversary Event|
Fusion Limits - Level 1Edit
Level 1 Fusion Limits are a synchronized combo between two players in the party. It costs no AP to equip and the players must have a mutual Friendship Level of 5. These limits became available after the first part of the Mark of Mastery Exam and always deal 500 Damage.
|Kaida and Hikaru||100%||Kaida: "You go low!"
Hikaru: "You go High!"
|Beuce and Kaida||100%||Kaida: "Let's whip 'em out!"
Beuce: "No wait! I'm too young!"
|Glen and Kaida||100%||Glen: "Race ya!" *runs*
Kaida: "Wait, I wasn't ready!"