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Limit Charge / Finishing Touch: Difference between revisions

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m (Used the translation from the video.)
(→‎Trivia: The Dragon Ascent move in Pokemon has no relevance in Smash whatsoever, so I see no reason to salvage this trivia.)
 
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{{ArticleIcons|ssb4=y}}
{{ArticleIcons|ssb4=y|ultimate=y}}
{{recent release}}
{{disambig2|Cloud's down special move|his fighter ability|Limit (status)}}
{{image|Needs origin pics of Finishing Touch and maybe a picture of the Limit Gauge.}}
{{Infobox Special Move
{{Infobox Special Move
|name=Limit Charge / Finishing Touch
|name=Limit Charge / Finishing Touch
|image=[[File:Limit Charge.JPG|300px]]<br>[[File:Finishing Touch.JPG|300px]]
|image={{tabber|title1=Limit Charge|content1=[[File:Cloud Down B SSBU.gif|300px]]|title2=Finishing Touch|content2=[[File:Cloud Down B 2 SSBU.gif|300px]]}}
|caption=Limit Charge (top) and Finishing Touch (bottom)
|caption=Limit Charge and Finishing Touch in ''Super Smash Bros. Ultimate''.
|user=[[Cloud]]
|universe={{uv|Final Fantasy}}
|universe={{uv|Final Fantasy}}
|user=[[Cloud]]
}}
}}
'''Limit Charge''' is {{SSB4|Cloud}}'s [[down special move]].


Over the course of normal play, Cloud charges up an invisible Limit Gauge while giving or receiving damage. This mechanic is similar to the [[Power Meter]] expressed by {{SSB4|Little Mac}}. As much as 250% in raw damage must be dealt by Cloud to players, or 100% taken by him, to fill the meter by ''only'' taking or receiving damage respectively. If not using Cloud's natural attacks, only [[Battering]] [[items]] count (and not damage caused by effects, such as the ''[[Flower]]'' ailment from a [[Lip's Stick]]).
'''Limit Charge''' ({{ja|リミットチャージ|Rimitto Chāji}}, ''Limit Charge'') is [[Cloud]]'s [[down special move]].
 
==Overview==
===Limit Charge===
Cloud possesses a '''[[Limit Gauge]]''' as a [[fighter ability]], which fills over the course of a battle as he deals or takes damage, much like [[Little Mac]]'s [[Power Meter]]. This gauge is normally invisible in ''[[Super Smash Bros. 4]]'', and displayed above his [[damage meter]] in ''[[Super Smash Bros. Ultimate]]''. However, an alternative method of filling the Limit Gauge is by using his down special, Limit Charge, which works akin to an auto-charge special. This additionally displays the gauge above Cloud himself, which is the only way to view its status in ''Smash 4''.
 
Limit Charge can be [[charge-cancel]]ed by pressing the special button, in addition to all conventional methods of charge-cancelling ([[shield]]ing, [[roll]]ing, or [[air dodging]], as well as [[spot dodging]] or [[jump]]ing in ''Ultimate''), which can be used situationally to move or attack quickly out of the charge cancel. Charge-canceling the move is instantaneous in ''Smash 4'', but incurs 7 frames of [[lag]] in ''Ultimate'', making it more committal in the latter game.
 
In ''Smash 4'', even if Cloud is attacked while charging, the meter will visibly fill up in proportion to the sustained damage. However, ''Ultimate'' has the opposite effect, where taking damage mid-charge or during the move's charge-cancel lag instead drains the meter accordingly. Additionally, if he gets grabbed out of either portion, any subsequent pummels and throws used on him, as well as other characters' collateral attacks, will drain the meter as well until he breaks out of the grab. Oddly enough, this does not apply to [[command grab]]s, with the sole exception of [[Force Palm]].
 
Limit Charge is one of the only chargeable special moves that can be used to [[instant charge-cancel]], along with [[Gyro]] and [[Needle Storm]], and this advanced technique is referred to as '''Instant Limit canceling''' for Cloud. It allows him to bypass every conventional charge-cancel method (including the option to cancel Limit Charge with another special button press) and perform either his [[neutral attack]], [[tilt attack]]s, or [[smash attacks]] almost instantly out of Limit Charge. This technique was removed in ''Ultimate''; additionally, even shielding and dodging out of Limit Charge have the same delay as canceling the move with the special button.
 
===Limit Break status===
{{main|Limit (status)}}
[[File:LimitFullyCharged.jpg|thumb|left|Cloud's appearance while the Limit Gauge is full.]]
 
Regardless of how full charge is obtained, Cloud will undergo a "'''Limit Break'''" status, emitting a blue, flame-like aura from his body, accompanied by the sound effect from ''Final Fantasy VII''. If the gauge is fully charged via his down special, Cloud will also announce 「{{ja|限界を超える|Genkai o koeru; lit. "Exceed the limit"}}」 (localized in Cloud's reveal trailer as "Limits are meant to be broken"). While retaining Limit Break status, most of his [[:Category:Character attributes|attributes]] change, with various increases to all his mobility stats. It also allows him to use a more powerful version of his special moves for one use, which will fully expend the Limit Gauge once performed. Though Limit Break lasts until Cloud expends the gauge or gets KO'd in ''Smash 4'', it lasts only up to 15 seconds in ''Ultimate'', forcing Cloud to behave more aggressively and charge wisely, as he can otherwise lose on a valuable KO option or be forced to use his regular, much less effective [[Climhazzard]] during a [[recovery]] situation.
 
The Limit Break status has no effect on [[Omnislash]], and vice versa.
{{clr}}
 
===Finishing Touch===
If the down special input is pressed again when the Limit Gauge is full, Cloud will instead perform '''Finishing Touch''' ({{ja|画竜点睛|Garyō Tensei}}, ''Finishing Touch''), a large whirlwind slash that deals only 1% damage, but has very high knockback. It is able to KO most fighters before 70%, launching foes too close to Cloud upward, though those that approach after the initial damaging hitbox are pushed away by a [[windbox]]. The move has less knockback when hitting opponents behind Cloud, KOing about 10% later, and even less knockback when performed in the air, KOing about 24% to 36% later, depending on the opponent's position. Despite its power, Finishing Touch can be [[shield]]ed, [[counter]]ed (though this is not very punishing due to the move's extremely low damage), or [[armor]]ed, negating its huge knockback while leaving Cloud wide open to attack. If used in the air, Cloud will briefly hover in place until the move ends, which can somewhat help his recovery, although a Limit Break [[Climhazzard]] is significantly better in this regard. Attempting Finishing Touch counts as using an improved special move, and will reset the Limit Gauge.
 
A nearly complete list of grounded Finishing Touch KO percentages in ''Smash 4'' can be found [https://www.youtube.com/watch?v=E9kwQ0mOQVk here]. Because Finishing Touch treats every character as having a weight of 100, the fall speed and gravity of that character is instead the main factor of surviving the move. For example, {{SSB4|Bowser}}, the heaviest character, is KO'd at 59.5%/70% (hitting in front and from behind respectively), while {{SSB4|Fox}}, the fastest faller, is KO'd at 74%/85%, which is the highest percentage required across all characters, barring {{SSB4|Shulk}} with the [[Monado Arts|Shield Art]] activated. Corrin is KO'd at 64%/74%, while Bayonetta is KO'd at 68%/79%, and Cloud himself survives 3% longer in Limit Break.


His down special is merely an alternative method of filling this bar. It takes six seconds to fully charge with this down-special alone, and no sustained input is required to continue charging. This is also the only way to see the Gauge's progress. In the vein of many charging moves (such as [[Giant Punch]]), Limit Charge can be [[charge-cancel]]ed and the charge held by pressing a shield button or left and right on the analog stick, which will cause Cloud to roll in the specified direction. Unlike other chargeable moves, being interrupted during the charge such as by an attack will not reset the timer and the player is free to charge the gauge from where they left off regardless of how the charge was interrupted.
In ''Ultimate'', Finishing Touch has slightly faster startup and slightly more knockback scaling, but possesses more endlag. It also no longer ignores weight. However, before the 2.0.0 update in ''Ultimate'', it also had a slightly smaller hitbox due to an error, rendering it unable to hit prone opponents. This has since been fixed.


Regardless of how full charge is obtained, Cloud will announce "{{ja|限界を超える|genkai wo koeru}}" (which is translated in Cloud's intro video as "limits are meant to be broken") and undergo a "'''Limit Break'''" status, emitting an blue, flame-like aura from his body. This form increases his overall stats slightly and allows him to use a more powerful version of his special moves for one use. However, attempting an improved special move or being KO'd will expend the Limit Gauge fully.
==Limit Charge mechanics==
Limit Charge adds a specific amount of units each [[frame]] it is active. In ''Smash 4'', this is equal to 0.25 from version [[1.1.5]] onward, and 0.28 prior to this version, so Limit Charge needs to be active for 400 and 358 frames (6.667 and 5.967 seconds), respectively, to reach Limit Break status without dealing or taking damage. In ''Ultimate'', Limit Charge adds 0.3 units per frame from version {{SSBU|7.0.0}} onward, or 0.25 prior to this version, so within the same conditions, it needs to be active for 334 and 400 frames (5.567 and 6.667 seconds), respectively.


If the down-special input is pressed again when the Limit Gauge is full, Cloud will instead perform '''Finishing Touch''', a spinning slash that deals only 1% damage, but has very high knockback. It is able to KO most fighters before 70%, launching foes too close to Cloud upward, though enemies too far from the damaging hitbox are pushed away by a windbox. However, due to its negligible damage, Finishing Touch is easily [[shield]]ed or [[armor]]ed, negating its huge knockback while leaving Cloud wide open to attack. Attempting Finishing Touch counts as using an improved special move, and will reset the Limit Gauge.
In ''Ultimate'', when Cloud gets hit out of Limit Charge (or grabbed alongside any subsequent damage until release), the Limit Gauge loses the amount of units it would have gained instead, so with a gauge close to full, taking slightly below 100% damage is enough to fully empty it. Additionally, once Limit Break status is reached, the Limit Gauge is emptied (therefore removing the status as well) if a special move is not used within 15 seconds; unlike the [[Final Smash Meter]]'s similar timeout mechanic from version {{SSBU|4.0.0}} onward, no visual indication is offered to players of how close the Limit Break status is to being lost.


Limit Break status has no effect on [[Omnislash]], and vice versa.
 
==Instructional quote==
{{InstructionalQuotes
|ssbuchar=Cloud
|ssbudesc=Charges up the Limit Gauge. The Limit Break version launches opponents upward.
}}


==Customization==
==Customization==
Special Move customization was added in ''[[Super Smash Bros. 4]]''. These are the known variations:
Special Move customization was added in ''[[Super Smash Bros. 4]]''. These are the variations:
{{CustomSet/Single|Cloud|Down|name=Limit Charge/Finishing Touch|desc=Charges up your Limit Gauge. Causes a tornado with immense launching power during a Limit Break.}}
{{CustomSet/Single|Cloud|Down|name=Limit Charge / Finishing Touch|desc=Charges up your Limit Gauge. Causes a tornado with immense launching power during a Limit Break.}}
# '''Limit Charge/Finishing Touch''': Default.
# '''Limit Charge / Finishing Touch''': Default.
Like the other DLC characters, Cloud currently lacks custom move variations.
Like the other DLC characters, Cloud lacks custom move variations.


==Origin==
==Origin==
Limit Breaks are a key feature of fights in ''Final Fantasy VII''. Like in ''Super Smash Bros. 4'', the Limit Gauge fills whenever a character successfully hits an opponent or whenever they take damage from an opponent. Once the Limit Gauge is filled, the character can use a Limit Break, which, in Cloud's case, is any of his Special Moves in ''SSB4''. Unlike in ''SSB4'' however, one cannot manually charge their Limit Gauge without dealing or taking damage. The offensive version of this move, Finishing Touch, is a Limit Break skill from the same game that has the ability to instantly kill any lesser monsters while dealing heavy damage to stronger ones; this is referenced by the move's properties in ''SSB4'', where it deals only 1% damage but possesses outstanding knockback to compensate.
===Limit Charge===
[[File:LimitchargeOrigin.gif|thumb|left|Origin of Limit Charge’s animation in ''Dissidia Final Fantasy''.]]
[https://finalfantasy.fandom.com/wiki/Limit_(Final_Fantasy_VII) Limit Breaks] are a key feature of fights in ''Final Fantasy VII''. Like in ''Super Smash Bros. 4'', the [https://finalfantasy.fandom.com/wiki/Limit_(Final_Fantasy_VII)#Limit_gauge Limit Gauge] (based on how it appeared in ''Final Fantasy VII'') fills whenever a character takes damage from an opponent. Once the Limit Gauge is filled, the character can use a Limit Break, which, in Cloud's case, is any of his Special Moves in ''Smash''. Unlike in Smash, however, one cannot manually charge their Limit Gauge without taking damage although a similar mechanic exists in ''Dissidia Final Fantasy'' with ''EX Burst''.
 
The pose that Cloud does when using his Limit Charge special move is taken from ''Dissidia Final Fantasy'' when Cloud is charging his EX Burst for Omnislash.
<gallery>
LimitGaugeOrigin.jpg|The Limit Gauge in ''Final Fantasy VII''.
</gallery>
 
===Finishing Touch===
[[File:FF7 Finishing touch.gif|thumb|Finishing Touch in ''Final Fantasy VII''.]]
[https://finalfantasy.fandom.com/wiki/Finishing_Touch_(Final_Fantasy_VII) Finishing Touch] is Cloud's second level 3 Limit Break, a skill from the same game that has the ability to instantly kill many enemies while dealing 3.125 times Cloud's normal damage to enemies that are immune to Instant Death like most bosses. It’s unlocked after using Meteorain six times. While Finishing Touch is only rendered in ''Smash'' as a small scale whirlwind, it is instead rendered as a massive tornado in its game of origin, while in the ''Dissidia'' games Cloud assaults his target locked within the very same one (save for in ''Dissidia NT'', where it reverts to its projectile-based origins). Finishing Touch's animation may be based on Tornado, an unused Limit Break in ''Final Fantasy VII''.
 
The attack's Japanese name, "Garyō Tensei", literally means "to paint in the dragon's pupil", often used as a term for the finishing touches to one's work.
<gallery>
File:Cloud Tornado Limit Sketch.jpg|''Tornado'' an unused Limit Break in ''Final Fantasy VII''.
</gallery>
{{clr}}


The gauge itself is based on how it appeared in ''Final Fantasy VII''.
==Gallery==
<gallery>
Limit Charge.JPG|Limit Charge in {{forwiiu}}.
Finishing Touch.JPG|Finishing Touch in {{forwiiu}}.
Cloud SSBU Skill Preview Down Special.png|Limit Charge as shown by the [[Move List]] in ''Ultimate''.
</gallery>
 
==Names in other languages==
===Limit Charge===
{{langtable
|ja={{ja|リミットチャージ|Rimitto Chāji}}, ''Limit Charge''
|en=Limit Charge
|fr=Charge de la limite
|es=Cargalímites
|de=Limit-Aufladung
|it=Carica limite
|nl=Limietoplader
|ru={{rollover|Заряд предела|Zaryad predela|?}}
|ko={{rollover|리미트 차지|Limiteu Chaji|?}}, ''Limit Charge''
|zh_cn={{rollover|极限蓄力|Jíxiàn Xù Lì|?}}
|zh_tw={{rollover|極限蓄力|Jíxiàn Xù Lì|?}}
}}
 
===Finishing Touch===
{{langtable
|ja={{ja|画竜点睛|Garyō Tensei}}
|en=Finishing Touch
|fr=Finition
|es=Toque final
|de=Letzter Schliff
|it=Attacco finale
|nl=Afmaker
|ru={{rollover|Завершающий удар|Zavershayushchy udar|?}}
|ko={{rollover|화룡점정|Hwaryongjeomjeong|?}}
|zh_cn={{rollover|画龙点睛|Huàlóngdiǎnjīng|?}}
|zh_tw={{rollover|畫龍點睛|Huàlóngdiǎnjīng|?}}
}}


{{Special Moves|char=Cloud|game=SSB4}}
==Trivia==
*In ''Smash 4'', the Limit Gauge is not visible in the mirror in [[Wii Fit Studio]].
*Cloud utters the same dialogue when he finishes charging up his Limit Gauge in both ''Dissidia Final Fantasy'' and ''Dissidia 012 Final Fantasy'', after filling up the Limit Gauge during his EX Burst.
*Like [[Little Mac]]'s [[Straight Lunge#KO Uppercut|KO Uppercut]], the camera zoom effect from Finishing Touch will not appear if Cloud is hit on the exact frame the move connects against an opponent.
*In ''Smash 4'', there existed a minor glitch where hitting Cloud the moment his Limit Gauge filled up ''and'' he attempted to unleash a Limit Break Special Attack would deplete his Limit Gauge without any attack performed, thus removing the blue aura effect, but would still cause his next attack to be a Limit Break version.


{{Special Moves|char=Cloud}}
[[Category:Cloud]]
[[Category:Cloud]]
[[Category:Cloud (SSB4)]]
[[Category:Cloud (SSBU)]]
[[Category:Final Fantasy universe]]
[[Category:Down special moves]]
[[Category:Down special moves]]
[[Category:Square Enix]]

Latest revision as of 19:50, September 8, 2024

This article is about Cloud's down special move. For his fighter ability, see Limit (status).
Limit Charge / Finishing Touch
Cloud Down B SSBU.gif
Cloud Down B 2 SSBU.gif

Limit Charge and Finishing Touch in Super Smash Bros. Ultimate.
User Cloud
Universe Final Fantasy

Limit Charge (リミットチャージ, Limit Charge) is Cloud's down special move.

Overview[edit]

Limit Charge[edit]

Cloud possesses a Limit Gauge as a fighter ability, which fills over the course of a battle as he deals or takes damage, much like Little Mac's Power Meter. This gauge is normally invisible in Super Smash Bros. 4, and displayed above his damage meter in Super Smash Bros. Ultimate. However, an alternative method of filling the Limit Gauge is by using his down special, Limit Charge, which works akin to an auto-charge special. This additionally displays the gauge above Cloud himself, which is the only way to view its status in Smash 4.

Limit Charge can be charge-canceled by pressing the special button, in addition to all conventional methods of charge-cancelling (shielding, rolling, or air dodging, as well as spot dodging or jumping in Ultimate), which can be used situationally to move or attack quickly out of the charge cancel. Charge-canceling the move is instantaneous in Smash 4, but incurs 7 frames of lag in Ultimate, making it more committal in the latter game.

In Smash 4, even if Cloud is attacked while charging, the meter will visibly fill up in proportion to the sustained damage. However, Ultimate has the opposite effect, where taking damage mid-charge or during the move's charge-cancel lag instead drains the meter accordingly. Additionally, if he gets grabbed out of either portion, any subsequent pummels and throws used on him, as well as other characters' collateral attacks, will drain the meter as well until he breaks out of the grab. Oddly enough, this does not apply to command grabs, with the sole exception of Force Palm.

Limit Charge is one of the only chargeable special moves that can be used to instant charge-cancel, along with Gyro and Needle Storm, and this advanced technique is referred to as Instant Limit canceling for Cloud. It allows him to bypass every conventional charge-cancel method (including the option to cancel Limit Charge with another special button press) and perform either his neutral attack, tilt attacks, or smash attacks almost instantly out of Limit Charge. This technique was removed in Ultimate; additionally, even shielding and dodging out of Limit Charge have the same delay as canceling the move with the special button.

Limit Break status[edit]

Main article: Limit (status)
Cloud's appearance while the Limit Gauge is full.

Regardless of how full charge is obtained, Cloud will undergo a "Limit Break" status, emitting a blue, flame-like aura from his body, accompanied by the sound effect from Final Fantasy VII. If the gauge is fully charged via his down special, Cloud will also announce 「限界を超える」 (localized in Cloud's reveal trailer as "Limits are meant to be broken"). While retaining Limit Break status, most of his attributes change, with various increases to all his mobility stats. It also allows him to use a more powerful version of his special moves for one use, which will fully expend the Limit Gauge once performed. Though Limit Break lasts until Cloud expends the gauge or gets KO'd in Smash 4, it lasts only up to 15 seconds in Ultimate, forcing Cloud to behave more aggressively and charge wisely, as he can otherwise lose on a valuable KO option or be forced to use his regular, much less effective Climhazzard during a recovery situation.

The Limit Break status has no effect on Omnislash, and vice versa.

Finishing Touch[edit]

If the down special input is pressed again when the Limit Gauge is full, Cloud will instead perform Finishing Touch (画竜点睛, Finishing Touch), a large whirlwind slash that deals only 1% damage, but has very high knockback. It is able to KO most fighters before 70%, launching foes too close to Cloud upward, though those that approach after the initial damaging hitbox are pushed away by a windbox. The move has less knockback when hitting opponents behind Cloud, KOing about 10% later, and even less knockback when performed in the air, KOing about 24% to 36% later, depending on the opponent's position. Despite its power, Finishing Touch can be shielded, countered (though this is not very punishing due to the move's extremely low damage), or armored, negating its huge knockback while leaving Cloud wide open to attack. If used in the air, Cloud will briefly hover in place until the move ends, which can somewhat help his recovery, although a Limit Break Climhazzard is significantly better in this regard. Attempting Finishing Touch counts as using an improved special move, and will reset the Limit Gauge.

A nearly complete list of grounded Finishing Touch KO percentages in Smash 4 can be found here. Because Finishing Touch treats every character as having a weight of 100, the fall speed and gravity of that character is instead the main factor of surviving the move. For example, Bowser, the heaviest character, is KO'd at 59.5%/70% (hitting in front and from behind respectively), while Fox, the fastest faller, is KO'd at 74%/85%, which is the highest percentage required across all characters, barring Shulk with the Shield Art activated. Corrin is KO'd at 64%/74%, while Bayonetta is KO'd at 68%/79%, and Cloud himself survives 3% longer in Limit Break.

In Ultimate, Finishing Touch has slightly faster startup and slightly more knockback scaling, but possesses more endlag. It also no longer ignores weight. However, before the 2.0.0 update in Ultimate, it also had a slightly smaller hitbox due to an error, rendering it unable to hit prone opponents. This has since been fixed.

Limit Charge mechanics[edit]

Limit Charge adds a specific amount of units each frame it is active. In Smash 4, this is equal to 0.25 from version 1.1.5 onward, and 0.28 prior to this version, so Limit Charge needs to be active for 400 and 358 frames (6.667 and 5.967 seconds), respectively, to reach Limit Break status without dealing or taking damage. In Ultimate, Limit Charge adds 0.3 units per frame from version 7.0.0 onward, or 0.25 prior to this version, so within the same conditions, it needs to be active for 334 and 400 frames (5.567 and 6.667 seconds), respectively.

In Ultimate, when Cloud gets hit out of Limit Charge (or grabbed alongside any subsequent damage until release), the Limit Gauge loses the amount of units it would have gained instead, so with a gauge close to full, taking slightly below 100% damage is enough to fully empty it. Additionally, once Limit Break status is reached, the Limit Gauge is emptied (therefore removing the status as well) if a special move is not used within 15 seconds; unlike the Final Smash Meter's similar timeout mechanic from version 4.0.0 onward, no visual indication is offered to players of how close the Limit Break status is to being lost.


Instructional quote[edit]

Super Smash Bros. Ultimate Move List Cloud (SSBU) Charges up the Limit Gauge. The Limit Break version launches opponents upward.

Customization[edit]

Special Move customization was added in Super Smash Bros. 4. These are the variations:

1. Limit Charge / Finishing Touch
Limit Charge / Finishing Touch
"Charges up your Limit Gauge. Causes a tornado with immense launching power during a Limit Break."
  1. Limit Charge / Finishing Touch: Default.

Like the other DLC characters, Cloud lacks custom move variations.

Origin[edit]

Limit Charge[edit]

Origin of Limit Charge’s animation in Dissidia Final Fantasy.

Limit Breaks are a key feature of fights in Final Fantasy VII. Like in Super Smash Bros. 4, the Limit Gauge (based on how it appeared in Final Fantasy VII) fills whenever a character takes damage from an opponent. Once the Limit Gauge is filled, the character can use a Limit Break, which, in Cloud's case, is any of his Special Moves in Smash. Unlike in Smash, however, one cannot manually charge their Limit Gauge without taking damage although a similar mechanic exists in Dissidia Final Fantasy with EX Burst.

The pose that Cloud does when using his Limit Charge special move is taken from Dissidia Final Fantasy when Cloud is charging his EX Burst for Omnislash.

Finishing Touch[edit]

Finishing Touch in Final Fantasy VII.

Finishing Touch is Cloud's second level 3 Limit Break, a skill from the same game that has the ability to instantly kill many enemies while dealing 3.125 times Cloud's normal damage to enemies that are immune to Instant Death like most bosses. It’s unlocked after using Meteorain six times. While Finishing Touch is only rendered in Smash as a small scale whirlwind, it is instead rendered as a massive tornado in its game of origin, while in the Dissidia games Cloud assaults his target locked within the very same one (save for in Dissidia NT, where it reverts to its projectile-based origins). Finishing Touch's animation may be based on Tornado, an unused Limit Break in Final Fantasy VII.

The attack's Japanese name, "Garyō Tensei", literally means "to paint in the dragon's pupil", often used as a term for the finishing touches to one's work.

Gallery[edit]

Names in other languages[edit]

Limit Charge[edit]

Language Name
Japan Japanese リミットチャージ, Limit Charge
UK English Limit Charge
France French Charge de la limite
Germany German Limit-Aufladung
Spain Spanish Cargalímites
Italy Italian Carica limite
China Chinese (Simplified) 极限蓄力
Taiwan Chinese (Traditional) 極限蓄力
South Korea Korean 리미트 차지, Limit Charge
Netherlands Dutch Limietoplader
Russia Russian Заряд предела

Finishing Touch[edit]

Language Name
Japan Japanese 画竜点睛
UK English Finishing Touch
France French Finition
Germany German Letzter Schliff
Spain Spanish Toque final
Italy Italian Attacco finale
China Chinese (Simplified) 画龙点睛
Taiwan Chinese (Traditional) 畫龍點睛
South Korea Korean 화룡점정
Netherlands Dutch Afmaker
Russia Russian Завершающий удар

Trivia[edit]

  • In Smash 4, the Limit Gauge is not visible in the mirror in Wii Fit Studio.
  • Cloud utters the same dialogue when he finishes charging up his Limit Gauge in both Dissidia Final Fantasy and Dissidia 012 Final Fantasy, after filling up the Limit Gauge during his EX Burst.
  • Like Little Mac's KO Uppercut, the camera zoom effect from Finishing Touch will not appear if Cloud is hit on the exact frame the move connects against an opponent.
  • In Smash 4, there existed a minor glitch where hitting Cloud the moment his Limit Gauge filled up and he attempted to unleash a Limit Break Special Attack would deplete his Limit Gauge without any attack performed, thus removing the blue aura effect, but would still cause his next attack to be a Limit Break version.