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I was playing Final Fantasy 8 a while ago and it got me thinking about Squall's profile on here and thought it could use a solid update. Currently his powers/abilites read as follows:
Superhuman Physical Characteristics, Non-Physical Interaction, Master Gunswordsmanship, Magic, Can draw magic from foes, Summoning, Energy Blasts, Elemental Manipulation (Of the Fire, Ice, Lightning, Water Manipulation, Water, Wind and Earth variety), Barrier Creation, Levitatio, Telekinesis (Able to call down meteors), Petrification, Poison Manipulation, Time Manipulation (In the variety of speeding himself up and slowing down/stopping his targets), Gravity Manipulation, Status Effect Inducement, One Hit Kill (Via Doom)
Not a bad skill set of powers but when you look further into the game, their should be far more to his abilites then what is currently listed. His summons or Gaurdian Forces also in this game also give him access to more magic spells and various resistances, as well as effect his stats. Furthermore we also need to dive more into the abilities of "Drawing" and "Junctioning" and what these do, and how it should translate onto his profile. Without further ado, let's begin.
Gaurdian Forces:
Let's start off with Gaurdian Forces and the powers that come from them. Squall has the spell "Doom" listed on his profile here as his One Hit Kill. This spell comes from the Ice based Guardian Force known as Shiva. Shiva is one of two Gaurdian Forces Squall has at the start of the game. The other is "Quezacotl" a lightning based Gaurdian Force who gives Squall the ability called "Card", this spell allows him to turn enemies into Triple Triad cards which counts as a form of Transmutation. Gaurdian Forces in general have a direct affect on your stats and are related to a characters' growth, which is what the "Junction" system is meant to represent when Squall and co Junction Gaurdian Forces. In other words Junctioning Gaurdian Forces could count as a form of Statistics Amplification due to the fact that the directly increase a characters' growth in Power, Speed, Defense, Etc. Gaurdian Forces also give various resistances to certain magic and effects depending on who you have Junctioned meaning Squall should also have Resistance to Status Effect Inducements via Junction.
The Brothers' Gaurdian Force isn't listed as one of his Gaurdian Forces under Notable Attacks/Techniques but they are tied directly to Squall's Lifting Strength, so it's only fair that we put the abilities gained from being Junctioned to them. One of those abilities is te spell "Defend" which grants Immunity to Physical Attacks and halves the damage of Magic.
Lastly we have "Eden" Squall's Gaurdian Force that gives him his 3-C rating. This Gaurdian Force has previous abilities as the ones above but also Grants the person junctioned to it a skill called "Devour" according to the offical description in Final Fantasy 8 this ability reads as "Devour Monsters" this allows the user swallows a weakened opponent whole, treating them as being removed from the battle, and sometimes granting the eater some sort of benefit. This falls under the description of Biological Absorption. Hi Lastly before we end the section of Gaurdian Forces Eden's notable attack is called "Eternal Breath" the attack warps the target to a different dimension and causes space itself to fold as Eden targets the opponent. https://www.youtube.com/watch?v=zRtzPeuIoik this should give Squall Spactial Manipulation. That's all for Gaurdian Forces for now, their are a total of 27 Gaurdian Forces within the game but since those were the only ones on his profile here, I decided to just stick with those for now and discuss possibly adding his other Gaurdian Forces later in another CRT.
Summary: Summons play a pivitale role in Final Fantasy 8 way more so than any other Final Fantasy game. They are directly responsible for leveling up and giving power ups to your stats. Gaurdian Forces are also Elemental based which when junctioned they will naturally give squall resistance based upon the element of the Gaurdian Force, based upon those things alone. Junctioning Gaurdian Forces should give Squall Statistics Amplification as well as Resistance to Status Effect Inducment. Gaurdian Forces also give Squall various magic, which in turn count under certain poweres and abilities detailed on this thread, I will list the following powers he gains from being Junctioned to Gaurdian Forces: Transmutation-via the spell "Card" (Can turn opponents into Triple Triad Cards) this spell comes from "Quezacotl". Immunity to Physical Attacks and halves the damage of Magic-via the spell "Defend", this comes from The Brothers Gaurdian Force. Biological Absorption-via the spell "Devour" (Allows the user swallows a weakened opponent whole, treating them as being removed from the battle, and sometimes granting the eater some sort of benefit.) This spell comes from from "Eden". Spactial Manipulation-via Eden's Eternal Breath Attack (Warps the target to a different dimension and causes space itself to fold as Eden targets the opponent.)
Magic:
Let's move on to Magic, this one is realitvely short. As brought up in a previous revision thread almost one year ago (https://vsbattles.com/vsbattles/1495366). FF8 uses what's called "Para-Magic" this is a type of Magic that can be used by ordinary humans, according to the description found in the tutorial:
Magic used by ordinary people is actually "para-magic." In essence, it is a technique which involves controlling energy. That description comes directly from the tutorial of the game. Everyone in Final Fantasy 8 should in turn have Energy Manipulation listed on thier profiles since they are literally manipulating energy to copy magic spells.
Summary: Magic in Final Fantasy 8 should be listed as Energy Manipulation due to the tutorial of the game stating the difference between Magic used by Normal Humans and sorceresses such as Ultimecia and Rinoa.
Drawing:
One of his most important skills is the ability to siphon magic away from his foes and can do one of two things with them, Stock them, or Cast Them. Casting is quite simple being able to cast the very magic that was Drawn and use it instead. Stocking is simply just reserving the magic drawn and saving it for a later time, while cast is using said abilities that were siphoned. While this ability is listed on his profile it's not highlighted or clarified upon, so to make things more clear. Drawing should explained as Power Absorbtion and Power Mimicry
Summary: Drawing is basically is literally described as siphoning magic from enemies and either using it out right in combat or save it for Junctioning. Basically Power Absorbtion and Power Mimicry combined into one technique when you draw the ability away and use that ability out right in casting.
Magic Attacks:
In regards to Magic, I'm not exactly sure what the rules are when applied to Final Fantasy characters' magic capabilites but I'm just going to add this video here which demonstrates all learnable magic in Final Fantasy 8 https://www.youtube.com/watch?v=qLpkC8vStCk (Tried to use the video link but it wouldn't work for some reason. Anyway this showcases all available and learnable magic in Final Fantasy 8. So I request that spells showcased in the video would be added to his profile under his noteworthy magic such as Fiagra, Blizzaga, Thundaga, Aeroga, Esuna, Cure, Regen, Death, Demi, Aura, Silence, Sleep, Scan, Shell, Reflect, Bio, Pain, Stop, Meteor, Meltdown, Holy, Ultima, and Apocolypse.
These spells would also give him the following abilities to list: Power Nullifcation via Silence, Sleep Manipulation via Sleep, Resistance to Sleep Manipulation via Junction, Death Manipulation via Death Spell, Resistance to Death Manipulation via Junction, Healing via Cure and Regen, Holy Manipulation via Holy, Information Analysis via Scan, Attack Reflection via Reflect, Statistics Reduction via Meltdown, and Can Bypass Convintenial Durability with Demi.
Junctio:
Summary: Junctioning is the other important aspect when it comes to FF8's combat. It allows the Junctioner to increase statistics based upon Gaurdian Forces one has at their disposel. Junctioning magic is another way The Final Fantasy 8 cast can Resist Status Effects Inducments and powers. Junctioning can Augment natural resistance even further and depending on how much you juntion magic. In some cases you can become immune to certain attacks and effects as demonstrated by the video displaying all notable magic in Final Fantasy 8 that I posted earlier in the discussion thread.
In conclusion I'm requesting that the following abilities be added to Squall's profile: Transmutation, Resistance to Transmutation via Junction, Statistics Amplification via Junctioning to Gaurdian Force and various magic spells, Resistance to Status Effect Inducement via Junction, Immunity to physical attacks and reducing magical damage via "Defend", Biological Aborption via Devour, Energy Manipulation, Power Absobtion and Power Mimicry (Drawing and Casting Magic falls under both of these desciptions), Spactial Manipulation, Power Nullifcation via "Silence", Sleep Manipulation via "Sleep", Death Manipulation via "Death", Resistance to Death Manipulation (Can Junction the spell Death to increase resistance) and Healing and Regenerationn via "Curaga" and "Regen", Holy Manipulation via "Holy", Resistance to Holy Manipulation (Can Junction the Holy Spell), Statistics Reduction via Meltdown, Can bypass Convential Durability with Demi, Attack Reflection via "Reflect" and Information Analysis via "Scan". I also request that "Drawing and Junctioning "be added to his notable attacks under a proper description. Here is an example given by user "Friendlysociopath" in his Content Revision Thread.
Draw and Stock/Cast: Squall can absorb the energy from an opponent to recreate their abilities. He can use this absorbed energy offensively to use the same ability on an opponent or he can Junction it to become resistant/immune/strengthened by it.
Junction: Able to increase his statistics from Gaurdian Forces and grant himself resistance/immunity/strength to effects of magic and energy.
Here are also Magic Spells that should be under his profile under notable techniques-Magic, with proper descriptions for each spell.
Blizzaga: Summons a massive ice meteor and throws it at a foe dealing heavy ice damage
Thundaga: Strikes the foe with a barrage of lightning bolts dealing heavy lightning damage.
Aeroga: Summons a burst of wind around the foe then strikes the foe to deal heavy wind damage
Esuna: Removes Harmful status effects.
Curaga: Can restore a large amount of his HP.
Regen: Squall can grant himself or others Regenerationn.
Death: Squall summons a reaper from a small void, and the reaper strikes the foe with its scythe, instantly killing them unless they are able to dodge it or have reisistant or immunity to instant death attacks.
Demi: Crushes the foe in an orb of gravity and reduces their HP by half.
Aura: A spell that allows Squall to access his Limit Break state freely.
Silence: Prevents the foe from casting spells.
Sleep: Puts the foe to sleep.
Scan: Scans the foe revealing the target's weaknesses, HP, and level.
Shell: Creates a barrier that increases magic defense
Reflect: Generates a barrier that reflects Magic Attacks
Bio: Strikes the foe with many poison orbs dealing poison damage and inflicting poison status ailigment.
Pai: Prevents the foe from attacking
Stop: Stops time for an enemy.
Card: Squall can transmutate his enemies and turn them into Triple Triad Cards, leaving them defenseless.
Meteor: Squall transports the foe to another dimension and causes them to get bombarded with meteors for a brief period of time.
Meltdown: Shoots a powerful wave of scorching air dealing fire and wind damage, and reduces the foe's defense.
Holy: Squall bombards the foe with a barrage of light orbs deals heavy light damage
Ultima: Squall draws in large amounts of magical energy and unleashes in a massive explosion upon the enemy, dealing massive nonelemental damage.
Apocolypse: Drawn from the sorceress Ultimecia. It is the single mightiest offensive spell, creating magical sigils that erupt in a catastrophic burst of light, dealing twice the damage of Ultima, which was thought to be the strongest spell by most magic users.
For more detailed explinations in regards to my justification what I went over and visit the Final Fantasy wiki to learn more (https://finalfantasy.fandom.com/wiki/Guardian_Force#Junctionable, https://finalfantasy.fandom.com/wiki/Junctio, https://finalfantasy.fandom.com/wiki/Draw_(Final_Fantasy_VIII)#Mechanics) If I make many mistakes or violate anything please forgive me as this is my first Content Revision Thread. Thanks for reading and have a good one.
Agree3) Blackcurrant91, Dark649, CrimsonStarFallen
Disagree:
Superhuman Physical Characteristics, Non-Physical Interaction, Master Gunswordsmanship, Magic, Can draw magic from foes, Summoning, Energy Blasts, Elemental Manipulation (Of the Fire, Ice, Lightning, Water Manipulation, Water, Wind and Earth variety), Barrier Creation, Levitatio, Telekinesis (Able to call down meteors), Petrification, Poison Manipulation, Time Manipulation (In the variety of speeding himself up and slowing down/stopping his targets), Gravity Manipulation, Status Effect Inducement, One Hit Kill (Via Doom)
Not a bad skill set of powers but when you look further into the game, their should be far more to his abilites then what is currently listed. His summons or Gaurdian Forces also in this game also give him access to more magic spells and various resistances, as well as effect his stats. Furthermore we also need to dive more into the abilities of "Drawing" and "Junctioning" and what these do, and how it should translate onto his profile. Without further ado, let's begin.
Gaurdian Forces:
Let's start off with Gaurdian Forces and the powers that come from them. Squall has the spell "Doom" listed on his profile here as his One Hit Kill. This spell comes from the Ice based Guardian Force known as Shiva. Shiva is one of two Gaurdian Forces Squall has at the start of the game. The other is "Quezacotl" a lightning based Gaurdian Force who gives Squall the ability called "Card", this spell allows him to turn enemies into Triple Triad cards which counts as a form of Transmutation. Gaurdian Forces in general have a direct affect on your stats and are related to a characters' growth, which is what the "Junction" system is meant to represent when Squall and co Junction Gaurdian Forces. In other words Junctioning Gaurdian Forces could count as a form of Statistics Amplification due to the fact that the directly increase a characters' growth in Power, Speed, Defense, Etc. Gaurdian Forces also give various resistances to certain magic and effects depending on who you have Junctioned meaning Squall should also have Resistance to Status Effect Inducements via Junction.
The Brothers' Gaurdian Force isn't listed as one of his Gaurdian Forces under Notable Attacks/Techniques but they are tied directly to Squall's Lifting Strength, so it's only fair that we put the abilities gained from being Junctioned to them. One of those abilities is te spell "Defend" which grants Immunity to Physical Attacks and halves the damage of Magic.
Lastly we have "Eden" Squall's Gaurdian Force that gives him his 3-C rating. This Gaurdian Force has previous abilities as the ones above but also Grants the person junctioned to it a skill called "Devour" according to the offical description in Final Fantasy 8 this ability reads as "Devour Monsters" this allows the user swallows a weakened opponent whole, treating them as being removed from the battle, and sometimes granting the eater some sort of benefit. This falls under the description of Biological Absorption. Hi Lastly before we end the section of Gaurdian Forces Eden's notable attack is called "Eternal Breath" the attack warps the target to a different dimension and causes space itself to fold as Eden targets the opponent. https://www.youtube.com/watch?v=zRtzPeuIoik this should give Squall Spactial Manipulation. That's all for Gaurdian Forces for now, their are a total of 27 Gaurdian Forces within the game but since those were the only ones on his profile here, I decided to just stick with those for now and discuss possibly adding his other Gaurdian Forces later in another CRT.
Summary: Summons play a pivitale role in Final Fantasy 8 way more so than any other Final Fantasy game. They are directly responsible for leveling up and giving power ups to your stats. Gaurdian Forces are also Elemental based which when junctioned they will naturally give squall resistance based upon the element of the Gaurdian Force, based upon those things alone. Junctioning Gaurdian Forces should give Squall Statistics Amplification as well as Resistance to Status Effect Inducment. Gaurdian Forces also give Squall various magic, which in turn count under certain poweres and abilities detailed on this thread, I will list the following powers he gains from being Junctioned to Gaurdian Forces: Transmutation-via the spell "Card" (Can turn opponents into Triple Triad Cards) this spell comes from "Quezacotl". Immunity to Physical Attacks and halves the damage of Magic-via the spell "Defend", this comes from The Brothers Gaurdian Force. Biological Absorption-via the spell "Devour" (Allows the user swallows a weakened opponent whole, treating them as being removed from the battle, and sometimes granting the eater some sort of benefit.) This spell comes from from "Eden". Spactial Manipulation-via Eden's Eternal Breath Attack (Warps the target to a different dimension and causes space itself to fold as Eden targets the opponent.)
Magic:
Let's move on to Magic, this one is realitvely short. As brought up in a previous revision thread almost one year ago (https://vsbattles.com/vsbattles/1495366). FF8 uses what's called "Para-Magic" this is a type of Magic that can be used by ordinary humans, according to the description found in the tutorial:
Magic used by ordinary people is actually "para-magic." In essence, it is a technique which involves controlling energy. That description comes directly from the tutorial of the game. Everyone in Final Fantasy 8 should in turn have Energy Manipulation listed on thier profiles since they are literally manipulating energy to copy magic spells.
Summary: Magic in Final Fantasy 8 should be listed as Energy Manipulation due to the tutorial of the game stating the difference between Magic used by Normal Humans and sorceresses such as Ultimecia and Rinoa.
Drawing:
One of his most important skills is the ability to siphon magic away from his foes and can do one of two things with them, Stock them, or Cast Them. Casting is quite simple being able to cast the very magic that was Drawn and use it instead. Stocking is simply just reserving the magic drawn and saving it for a later time, while cast is using said abilities that were siphoned. While this ability is listed on his profile it's not highlighted or clarified upon, so to make things more clear. Drawing should explained as Power Absorbtion and Power Mimicry
Summary: Drawing is basically is literally described as siphoning magic from enemies and either using it out right in combat or save it for Junctioning. Basically Power Absorbtion and Power Mimicry combined into one technique when you draw the ability away and use that ability out right in casting.
Magic Attacks:
In regards to Magic, I'm not exactly sure what the rules are when applied to Final Fantasy characters' magic capabilites but I'm just going to add this video here which demonstrates all learnable magic in Final Fantasy 8 https://www.youtube.com/watch?v=qLpkC8vStCk (Tried to use the video link but it wouldn't work for some reason. Anyway this showcases all available and learnable magic in Final Fantasy 8. So I request that spells showcased in the video would be added to his profile under his noteworthy magic such as Fiagra, Blizzaga, Thundaga, Aeroga, Esuna, Cure, Regen, Death, Demi, Aura, Silence, Sleep, Scan, Shell, Reflect, Bio, Pain, Stop, Meteor, Meltdown, Holy, Ultima, and Apocolypse.
These spells would also give him the following abilities to list: Power Nullifcation via Silence, Sleep Manipulation via Sleep, Resistance to Sleep Manipulation via Junction, Death Manipulation via Death Spell, Resistance to Death Manipulation via Junction, Healing via Cure and Regen, Holy Manipulation via Holy, Information Analysis via Scan, Attack Reflection via Reflect, Statistics Reduction via Meltdown, and Can Bypass Convintenial Durability with Demi.
Junctio:
Summary: Junctioning is the other important aspect when it comes to FF8's combat. It allows the Junctioner to increase statistics based upon Gaurdian Forces one has at their disposel. Junctioning magic is another way The Final Fantasy 8 cast can Resist Status Effects Inducments and powers. Junctioning can Augment natural resistance even further and depending on how much you juntion magic. In some cases you can become immune to certain attacks and effects as demonstrated by the video displaying all notable magic in Final Fantasy 8 that I posted earlier in the discussion thread.
In conclusion I'm requesting that the following abilities be added to Squall's profile: Transmutation, Resistance to Transmutation via Junction, Statistics Amplification via Junctioning to Gaurdian Force and various magic spells, Resistance to Status Effect Inducement via Junction, Immunity to physical attacks and reducing magical damage via "Defend", Biological Aborption via Devour, Energy Manipulation, Power Absobtion and Power Mimicry (Drawing and Casting Magic falls under both of these desciptions), Spactial Manipulation, Power Nullifcation via "Silence", Sleep Manipulation via "Sleep", Death Manipulation via "Death", Resistance to Death Manipulation (Can Junction the spell Death to increase resistance) and Healing and Regenerationn via "Curaga" and "Regen", Holy Manipulation via "Holy", Resistance to Holy Manipulation (Can Junction the Holy Spell), Statistics Reduction via Meltdown, Can bypass Convential Durability with Demi, Attack Reflection via "Reflect" and Information Analysis via "Scan". I also request that "Drawing and Junctioning "be added to his notable attacks under a proper description. Here is an example given by user "Friendlysociopath" in his Content Revision Thread.
Draw and Stock/Cast: Squall can absorb the energy from an opponent to recreate their abilities. He can use this absorbed energy offensively to use the same ability on an opponent or he can Junction it to become resistant/immune/strengthened by it.
Junction: Able to increase his statistics from Gaurdian Forces and grant himself resistance/immunity/strength to effects of magic and energy.
Here are also Magic Spells that should be under his profile under notable techniques-Magic, with proper descriptions for each spell.
Blizzaga: Summons a massive ice meteor and throws it at a foe dealing heavy ice damage
Thundaga: Strikes the foe with a barrage of lightning bolts dealing heavy lightning damage.
Aeroga: Summons a burst of wind around the foe then strikes the foe to deal heavy wind damage
Esuna: Removes Harmful status effects.
Curaga: Can restore a large amount of his HP.
Regen: Squall can grant himself or others Regenerationn.
Death: Squall summons a reaper from a small void, and the reaper strikes the foe with its scythe, instantly killing them unless they are able to dodge it or have reisistant or immunity to instant death attacks.
Demi: Crushes the foe in an orb of gravity and reduces their HP by half.
Aura: A spell that allows Squall to access his Limit Break state freely.
Silence: Prevents the foe from casting spells.
Sleep: Puts the foe to sleep.
Scan: Scans the foe revealing the target's weaknesses, HP, and level.
Shell: Creates a barrier that increases magic defense
Reflect: Generates a barrier that reflects Magic Attacks
Bio: Strikes the foe with many poison orbs dealing poison damage and inflicting poison status ailigment.
Pai: Prevents the foe from attacking
Stop: Stops time for an enemy.
Card: Squall can transmutate his enemies and turn them into Triple Triad Cards, leaving them defenseless.
Meteor: Squall transports the foe to another dimension and causes them to get bombarded with meteors for a brief period of time.
Meltdown: Shoots a powerful wave of scorching air dealing fire and wind damage, and reduces the foe's defense.
Holy: Squall bombards the foe with a barrage of light orbs deals heavy light damage
Ultima: Squall draws in large amounts of magical energy and unleashes in a massive explosion upon the enemy, dealing massive nonelemental damage.
Apocolypse: Drawn from the sorceress Ultimecia. It is the single mightiest offensive spell, creating magical sigils that erupt in a catastrophic burst of light, dealing twice the damage of Ultima, which was thought to be the strongest spell by most magic users.
For more detailed explinations in regards to my justification what I went over and visit the Final Fantasy wiki to learn more (https://finalfantasy.fandom.com/wiki/Guardian_Force#Junctionable, https://finalfantasy.fandom.com/wiki/Junctio, https://finalfantasy.fandom.com/wiki/Draw_(Final_Fantasy_VIII)#Mechanics) If I make many mistakes or violate anything please forgive me as this is my first Content Revision Thread. Thanks for reading and have a good one.
Agree3) Blackcurrant91, Dark649, CrimsonStarFallen
Disagree: