History YMMV / FinalFantasyX

25th Oct '17 5:16:34 AM rixion
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** Now we got the audio drama ''[[http://www.finalfantasy.net/x/rumors-final-fantasy-game-abound/ Final Fantasy X -Will-]]'' to further fracture everything. It's fans jumping to conclusions about the implications of the audio drama. Shinji Hashimoto (one of the senior producers of the series) has gone on record stating that this was meant to be nothing more than an entertaining bonus feature and have no plans to continue the series further, which has of course led to the argument as to it's canon. Said argument isn't helped by ''Will'' bringing Sin BackFromTheDead and breaking up Tidus and Yuna, thus undoing most of what the first two games revolved around. See InternetBackdraft.

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** Now we got the audio drama ''[[http://www.finalfantasy.net/x/rumors-final-fantasy-game-abound/ Final Fantasy X -Will-]]'' to further fracture everything. It's fans jumping to conclusions about the implications of the audio drama. Shinji Hashimoto (one of the senior producers of the series) has gone on record stating that this was meant to be nothing more than an entertaining bonus feature and have no plans to continue the series further, which has of course led to the argument as to it's canon. Said argument isn't helped by ''Will'' [[spoiler: bringing Sin BackFromTheDead and breaking up Tidus and Yuna, thus undoing most of what the first two games revolved around. around.]] See InternetBackdraft.
25th Oct '17 5:05:52 AM rixion
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** One incredibly controversial topic amongst Final Fantasy forums is to whether Yuna qualifies as a Mary Sue or not. She's incredibly beautiful, is loved by almost everyone she meets, is one of the most powerful characters in the game, is sweet and innocent and enraptures Tidus and Seymour at first glance. She does score very highly on the infamous [[http://www.springhole.net/writing/marysue.htm Mary Sue Litmus test.]]



* InternetBackdraft: The HD re-release came with a new audio drama as well as a tie-in novel. The two imply that after the events of ''X-2'', [[spoiler:Tidus is killed in a freak accident but summoned back by Yuna as an unsent with him unaware of his status as such, and this causes them to break up. The dead are returning to Spira including the return of ''Sin'', and Auron has a long-lost daughter that is trying to get the party back into action to stop it. The novel also includes a lot of backstory including a parallel version of Spira during during the Zanarkand-Bevelle war, and a pantheon of five "gods" that predates Yevon and have their own laws on summoners and summons, their summons called "Jūshin," a type of summoning that relies on what is implied to be a sexual connection between a summoner and their summon.]] Unfortunately, it isn't badly written fanfiction, its real, and reaction to the two pieces is universally negative. WordOfGod denies this is meant to be setting up a third game, but all the evidence says otherwise.

to:

* InternetBackdraft: The HD re-release came with a new audio drama as well as a tie-in novel. The two imply that after the events of ''X-2'', [[spoiler:Tidus is killed in a freak accident but summoned back by Yuna as an unsent with him unaware of his status as such, and this causes them to [[spoiler:Yuna break up.up with Tidus because she suspects that he is cheating on her. The dead are returning to Spira including the return of ''Sin'', and Auron has a long-lost daughter that is trying to get the party back into action to stop it. The novel also includes a lot of backstory including a parallel version of Spira during during the Zanarkand-Bevelle war, and a pantheon of five "gods" that predates Yevon and have their own laws on summoners and summons, their summons called "Jūshin," a type of summoning that relies on what is implied to be a sexual connection between a summoner and their summon.]] Unfortunately, it isn't badly written fanfiction, its real, and reaction to the two pieces is universally negative. WordOfGod denies this is meant to be setting up a third game, but all the evidence says otherwise.
29th Sep '17 3:22:31 AM FarSider
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** Any attack that normally "ejects" a party member for the remainder of the battle, as that member cannot be replaced.

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** Any attack that normally "ejects" a party member for the remainder of the battle, as that member cannot be replaced. Or, when fighting underwater, attacks with Stonetouch, since the exact same thing happens. Geosgaeno and Shinryu both have such an attack.
14th Sep '17 12:44:29 PM rixion
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Added DiffLines:

* AlternateCharacterInterpretation: [[AlternativeCharacterInterpretation/FinalFantasy Here.]]
13th Sep '17 9:34:28 AM MiinU
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* IncestYay: Yuna and her cousin, Rikku, have a sizeable shipping fandom judging from the amount of fan art dedicated to pairing them together. Which is helped by the fact that several cutscenes show Rikku is [[IRomanticTwoGirlFriendship very affectionate]] towards Yuna and [[IncestSubtext touchy feely]] with her.

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* IncestYay: *IncestYay: Yuna and her cousin, Rikku, have a sizeable shipping fandom judging from the amount of fan art dedicated to pairing them together. Which is helped by the fact that several cutscenes show Rikku is [[IRomanticTwoGirlFriendship [[RomanticTwoGirlFriendship very affectionate]] towards Yuna and [[IncestSubtext touchy feely]] 'touchy feely']] with her.
13th Sep '17 9:33:13 AM MiinU
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Added DiffLines:

*IncestYay: Yuna and her cousin, Rikku, have a sizeable shipping fandom judging from the amount of fan art dedicated to pairing them together. Which is helped by the fact that several cutscenes show Rikku is [[IRomanticTwoGirlFriendship very affectionate]] towards Yuna and [[IncestSubtext touchy feely]] with her.
12th Sep '17 7:01:04 AM rixion
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* GameBreaker: So many! On your first time through the game, it's recommended that you fight the last boss as soon as it's available. If you go and start doing sidequests first, you'll pick up a few Game Breakers and the end will be disappointingly easy.
** Yuna's Celestial Weapon Nirvana turns her into a death machine. It lets her break the damage limit, doubles the AP she gets in battle, triples the rate at which her Overdrive charges, and lets her cast any spell for just 1 MP. Once you get her Doublecast and Flare or Ultima (both entirely possible during a normal playthrough), Yuna can dualcast the best Black Magic in the game every turn for damage in the five-digit range, for just 2 MP. Further, the Nirvana is possibly the easiest Celestial Weapon to acquire and empower.
** Lulu's Celestial Weapon Onion Knight is even better. It has the same Break Damage Limit and Triple Overdrive as all Celestial Weapons, and also comes with Magic Booster, giving all her spells a 50% power boost but doubling their MP cost. Enter the weapon's fourth ability, MP Cost One. Thus Lulu can not only abuse the same Doublecast-Ultima combo that Yuna gets with Nirvana, but hers will be even stronger. Though, unlike the Nirvana, the Onion Knight is rather difficult to fully empower thanks to one of the most frustrating minigames of the franchise, lightning dodging.
** Quick Hit allows you to attack, and then get a second turn with almost no delay. Combine with Haste for consecutive turns on end with attacking. The ''International'' and subsequent HD releases nerfed Quick Hit by tripling its MP costs and reducing its speed[[note]]it allows only half the number of attacks per turn that it originally did in normal usage, and one-third at maximum Agility due to values used in turn calculation rounding down[[/note]]. Even with the nerf it's still an immensely powerful ability.
** Wakka's Attack Reels Overdrive + World Champion + high Strength =12 max-damage hits, for a total of 1199988 points. All but the toughest {{Bonus Boss}}es die in one attack. Getting it is a ridiculously long process, but once he has it, you might as well just have everyone else Entrust their Overdrive to him.
** The Aeons in general are this; they have massive HP, powerful attacks, can easily hit the 9999 damage limit with their Overdrives even midway through the game, and NoSell most status ailments. This is ''before'' you obtain the items to freely boost their stats and teach them new magic like Haste and Curaga. You can also summon them into normal battles to charge up their Overdrives and then simply save those charged Overdrives for later. It's probably why a lot of bosses are scripted specifically to be able to effectively counter Aeons, especially the late-game bosses after Bevelle (where you get Bahamut, see below).
*** Once you get him, Bahamut makes all other mandatory Aeons pretty much obsolete. Lots more HP than them, he has all four Level 3 Black Magics, his special attack Impulse hits all enemies, and he can break the damage limit. Grand Summoning Bahamut and launching a Megaflare is a good way to instantly snap off half the HP of most mandatory bosses up to and including Braska's Final Aeon.
*** Mindy's Passado can do ''[[UpToEleven fifteen]]'' max-damage hits if Yuna's strength is high enough. While this is definitely more net damage than the aforementioned Attack Reels, it's somewhat less reliable due to the Magus Sisters' pseudo-random AI, meaning that while you can ''influence'' Mindy to use Passado, you can never outright guarantee it like you can with Attack Reels. In the end, which you prefer comes down to risk vs. reward. Also, Passado's individual hits may be lessened by armor, which becomes very noticeable against tougher enemies.
*** Yojimbo is a summoned Aeon who fights for money. He's supposed to act randomly depending on how much you pay him. If you play your cards right you can guarantee he will use his "Zanmato" attack, which kills literally ''anything''[[note]]Including Penance, the hardest BonusBoss in the whole game[[/note]] in one hit, even if its immune to instant death. And even if you don't want to pay much, Yojimbo can do an extraordinary amount per turn for just 10 gil.
*** Anima in the ''International'' and HD releases. In previous versions her Overdrive was a rapid series of punch combos leading up to an explosion that only dealt one hit. In the mentioned releases each punch now deals individual, damage limit-breaking damage, meaning sixteen individual hits of 99,999.
** Rikku's "Mix" Overdrive is absurdly good with a variety of powerful effects. Examples include Final Elixir (revives KO'd party members, restores everyone to full HP and MP, cures all status ailments), Hyper Mighty G (casts Shell, Protect, Haste, Regen and Auto-Life on the party), Ultra [=NulAll=] (sets all four "Nul" statuses and 5 stacks of Cheer, Focus, Aim, and Reflex on the party), Trio of 9999 (entire party's damage and healing output will always be at least 9999 HP), Hot Spurs and Eccentrick (increase the rate at which Overdrives charge, and these two separate Mixes stack with each other), and many, many others. Rikku becomes very useful in many [[SelfImposedChallenge self imposed challenges]], especially when she fulfills an effect equivalent to what you have decided not to use. There are entire guides revolving around eschewing summons, instead using Rikku.
** For Blitzball:
*** The Jecht Shot. For 120 HP, Tidus gets a +5 to his Shoot stat and completely ignores up to two defenders; position him right and that's all there'll be in the first place, and if there's three or even four, Tidus has enough Endurance to take a tackle or two on a breakthrough. Thus it's up to the goalie alone to catch the superpowered blitzball coming at them, as Tidus has a very high Shoot even without the +5 from Jecht Shot. For a lot of Blitzball games, the only strategy you'll need is "pass the ball to Tidus, swim to the goal, fire the Jecht Shot."
*** There's also a glitch in the Blitzball enemy AI: As soon as you have the lead, have one of your guys holding the ball swim into your own goal. The opposing team has no programming for what to do and will swim uselessly around in circles until the time runs out.
*** Nap Shot. If it hits the goalie, and he or she does not have Anti-Nap, it has a chance of knocking them asleep. This means when the ball comes towards them, they get no chance to catch it one time. Get past the defenders and it's an instant goal. Combine with the Jecht Shot and double-digit score CurbStompBattle victories become trivial.

to:

* GameBreaker: So many! On your first time through the game, it's recommended that you fight the last boss as soon as it's available. If you go and start doing sidequests first, you'll pick up a few Game Breakers and the end will be disappointingly easy.
** Yuna's Celestial Weapon Nirvana turns her into a death machine. It lets her break the damage limit, doubles the AP she gets in battle, triples the rate at which her Overdrive charges, and lets her cast any spell for just 1 MP. Once you get her Doublecast and Flare or Ultima (both entirely possible during a normal playthrough), Yuna can dualcast the best Black Magic in the game every turn for damage in the five-digit range, for just 2 MP. Further, the Nirvana is possibly the easiest Celestial Weapon to acquire and empower.
** Lulu's Celestial Weapon Onion Knight is even better. It has the same Break Damage Limit and Triple Overdrive as all Celestial Weapons, and also comes with Magic Booster, giving all her spells a 50% power boost but doubling their MP cost. Enter the weapon's fourth ability, MP Cost One. Thus Lulu can not only abuse the same Doublecast-Ultima combo that Yuna gets with Nirvana, but hers will be even stronger. Though, unlike the Nirvana, the Onion Knight is rather difficult to fully empower thanks to one of the most frustrating minigames of the franchise, lightning dodging.
** Quick Hit allows you to attack, and then get a second turn with almost no delay. Combine with Haste for consecutive turns on end with attacking. The ''International'' and subsequent HD releases nerfed Quick Hit by tripling its MP costs and reducing its speed[[note]]it allows only half the number of attacks per turn that it originally did in normal usage, and one-third at maximum Agility due to values used in turn calculation rounding down[[/note]]. Even with the nerf it's still an immensely powerful ability.
** Wakka's Attack Reels Overdrive + World Champion + high Strength =12 max-damage hits, for a total of 1199988 points. All but the toughest {{Bonus Boss}}es die in one attack. Getting it is a ridiculously long process, but once he has it, you might as well just have everyone else Entrust their Overdrive to him.
** The Aeons in general are this; they have massive HP, powerful attacks, can easily hit the 9999 damage limit with their Overdrives even midway through the game, and NoSell most status ailments. This is ''before'' you obtain the items to freely boost their stats and teach them new magic like Haste and Curaga. You can also summon them into normal battles to charge up their Overdrives and then simply save those charged Overdrives for later. It's probably why a lot of bosses are scripted specifically to be able to effectively counter Aeons, especially the late-game bosses after Bevelle (where you get Bahamut, see below).
*** Once you get him, Bahamut makes all other mandatory Aeons pretty much obsolete. Lots more HP than them, he has all four Level 3 Black Magics, his special attack Impulse hits all enemies, and he can break the damage limit. Grand Summoning Bahamut and launching a Megaflare is a good way to instantly snap off half the HP of most mandatory bosses up to and including Braska's Final Aeon.
*** Mindy's Passado can do ''[[UpToEleven fifteen]]'' max-damage hits if Yuna's strength is high enough. While this is definitely more net damage than the aforementioned Attack Reels, it's somewhat less reliable due to the Magus Sisters' pseudo-random AI, meaning that while you can ''influence'' Mindy to use Passado, you can never outright guarantee it like you can with Attack Reels. In the end, which you prefer comes down to risk vs. reward. Also, Passado's individual hits may be lessened by armor, which becomes very noticeable against tougher enemies.
*** Yojimbo is a summoned Aeon who fights for money. He's supposed to act randomly depending on how much you pay him. If you play your cards right you can guarantee he will use his "Zanmato" attack, which kills literally ''anything''[[note]]Including Penance, the hardest BonusBoss in the whole game[[/note]] in one hit, even if its immune to instant death. And even if you don't want to pay much, Yojimbo can do an extraordinary amount per turn for just 10 gil.
*** Anima in the ''International'' and HD releases. In previous versions her Overdrive was a rapid series of punch combos leading up to an explosion that only dealt one hit. In the mentioned releases each punch now deals individual, damage limit-breaking damage, meaning sixteen individual hits of 99,999.
** Rikku's "Mix" Overdrive is absurdly good with a variety of powerful effects. Examples include Final Elixir (revives KO'd party members, restores everyone to full HP and MP, cures all status ailments), Hyper Mighty G (casts Shell, Protect, Haste, Regen and Auto-Life on the party), Ultra [=NulAll=] (sets all four "Nul" statuses and 5 stacks of Cheer, Focus, Aim, and Reflex on the party), Trio of 9999 (entire party's damage and healing output will always be at least 9999 HP), Hot Spurs and Eccentrick (increase the rate at which Overdrives charge, and these two separate Mixes stack with each other), and many, many others. Rikku becomes very useful in many [[SelfImposedChallenge self imposed challenges]], especially when she fulfills an effect equivalent to what you have decided not to use. There are entire guides revolving around eschewing summons, instead using Rikku.
** For Blitzball:
*** The Jecht Shot. For 120 HP, Tidus gets a +5 to his Shoot stat and completely ignores up to two defenders; position him right and that's all there'll be in the first place, and if there's three or even four, Tidus has enough Endurance to take a tackle or two on a breakthrough. Thus it's up to the goalie alone to catch the superpowered blitzball coming at them, as Tidus has a very high Shoot even without the +5 from Jecht Shot. For a lot of Blitzball games, the only strategy you'll need is "pass the ball to Tidus, swim to the goal, fire the Jecht Shot."
*** There's also a glitch in the Blitzball enemy AI: As soon as you have the lead, have one of your guys holding the ball swim into your own goal. The opposing team has no programming for what to do and will swim uselessly around in circles until the time runs out.
*** Nap Shot. If it hits the goalie, and he or she does not have Anti-Nap, it has a chance of knocking them asleep. This means when the ball comes towards them, they get no chance to catch it one time. Get past the defenders and it's an instant goal. Combine with the Jecht Shot and double-digit score CurbStompBattle victories become trivial.
[[GameBreaker/FinalFantasy Here]].



* GoodBadBugs: There is a chance that Geosgaeno, upon its final defeat, will drop a weapon with the [[EncounterRepellant No Encounters]] ability, which is normally available only for armor.

to:

* GoodBadBugs: GoodBadBugs:
** There is a glitch in the Blitzball enemy AI: As soon as you have the lead, have one of your guys holding the ball swim into your own goal. The opposing team has no programming for what to do and will swim uselessly around in circles until the time runs out.
**
There is a chance that Geosgaeno, upon its final defeat, will drop a weapon with the [[EncounterRepellant No Encounters]] ability, which is normally available only for armor.
8th Sep '17 7:57:27 PM DrakeClawfang
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** So you've finally defeated [[spoiler:Jecht]] in a boss battle that was both emotional for the party and epic for the player. Now it's time to face [[spoiler:the aeons you've summoned throughout your journey, as well as Yu Yevon, TheManBehindTheMan and true BigBad, who turned Jecht into Sin in the first place and dragged Spira into an endless death cycle for centuries]]. The latter boss is vulnerable to most status ailments, including Doom (giving him only three turns to live), Zombie Strike (thus his Curaga counter will damage him), and Slow and Delay (keep him from ever getting a turn). For his offense he has only has two damaging attacks, one of which is Gravity-based thus it can't actually kill you, just weaken you. And to add insult to injury, the party has permanent Auto-Life status for both fights and cannot ever die without being Petrified, which the enemies have no way to inflict anyway. These fights are infamous in the ''Final Fantasy'' community for being laughably easy, and has even led to speculation that their ease was a programming error and the final boss was ''supposed'' to be some sort of PuzzleBoss that wasn't scripted properly.

to:

** So you've finally defeated [[spoiler:Jecht]] in a boss battle that was both emotional for the party and epic for the player. Now it's time to face [[spoiler:the aeons you've summoned throughout your journey, as well as Yu [[spoiler:Yu Yevon, TheManBehindTheMan and true BigBad, who turned Jecht into Sin in the first place and dragged Spira into an endless death cycle for centuries]]. The latter boss is vulnerable to most status ailments, including Doom (giving (gives him only three turns to live), Zombie Strike (thus (causes his Curaga counter will damage him), and Slow and Delay (keep (keeps him from ever getting a turn). For his offense he has only has two damaging attacks, one of which is Gravity-based thus it can't actually kill you, just weaken you. And to add insult to injury, the party has permanent Auto-Life status for both fights and cannot ever die without being Petrified, which the enemies have boss has no way to inflict anyway. These fights inflict. The fight are infamous in the ''Final Fantasy'' community for being laughably easy, and has even led to speculation that their ease was a programming error and the final boss was ''supposed'' to be some sort of PuzzleBoss that wasn't scripted properly.
8th Sep '17 7:54:08 PM DrakeClawfang
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** So you've finally defeated [[spoiler:Jecht]] in a boss battle that was both emotional for the party and epic for the player. Now it's time to face [[spoiler:the aeons you've summoned throughout your journey, as well as Yu Yevon, TheManBehindTheMan and true BigBad, who turned Jecht into Sin in the first place and dragged Spira into an endless death cycle for centuries]]. The latter boss is vulnerable to most status ailments, including Doom (giving him only three turns to live), Zombie Strike (thus his Curaga counter will damage him), and Slow and Delay (keep him from ever getting a turn). For his offense he has only has two damaging attacks, one of which is Gravity-based thus it can't actually kill you, just weaken you. And to add insult to injury, the party has permanent Auto-Life status for both fights and cannot ever die without being Petrified, which the enemies have no way to inflict anyway. These fights are infamous in the ''Final Fantasy'' community for being laughably easy.

to:

** So you've finally defeated [[spoiler:Jecht]] in a boss battle that was both emotional for the party and epic for the player. Now it's time to face [[spoiler:the aeons you've summoned throughout your journey, as well as Yu Yevon, TheManBehindTheMan and true BigBad, who turned Jecht into Sin in the first place and dragged Spira into an endless death cycle for centuries]]. The latter boss is vulnerable to most status ailments, including Doom (giving him only three turns to live), Zombie Strike (thus his Curaga counter will damage him), and Slow and Delay (keep him from ever getting a turn). For his offense he has only has two damaging attacks, one of which is Gravity-based thus it can't actually kill you, just weaken you. And to add insult to injury, the party has permanent Auto-Life status for both fights and cannot ever die without being Petrified, which the enemies have no way to inflict anyway. These fights are infamous in the ''Final Fantasy'' community for being laughably easy.easy, and has even led to speculation that their ease was a programming error and the final boss was ''supposed'' to be some sort of PuzzleBoss that wasn't scripted properly.
8th Sep '17 6:47:21 AM CouchAlmark
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** Quick Hit allows you to attack, and then get a second turn with almost no delay. Combine with Haste for consecutive turns on end with attacking. The ''International'' and subsequent HD releases nerfed Quick Hit by tripling its MP costs; nothing a piece of MP Cost One armor can't fix.

to:

** Quick Hit allows you to attack, and then get a second turn with almost no delay. Combine with Haste for consecutive turns on end with attacking. The ''International'' and subsequent HD releases nerfed Quick Hit by tripling its MP costs; nothing a piece costs and reducing its speed[[note]]it allows only half the number of MP Cost One armor can't fix.attacks per turn that it originally did in normal usage, and one-third at maximum Agility due to values used in turn calculation rounding down[[/note]]. Even with the nerf it's still an immensely powerful ability.
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