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    Special Moves/Aerial Combo FAQ by aznYinYang

    Version: 1.0 | Updated: 03/30/06 | Printable Version | Search This Guide

    ============================================================
    
    SQUARE-ENIX's GRANDIA III
    
    Special Moves and Combo FAQ
    
    (US version)
    
    ============================================================
    
    version 0.80
    
    + Majority of information is included on Special Moves
      and with special combos/skill configuration tips. I
      will later complete missing Special Moves'
      descriptions and character phrases that go along.
      Please feel free to e-mail me of any errors I may have
      made, but do not e-mail me contributions of missing
      information -- I'll have it recorded soon enough!
      Cheers.
    
    version 0.90
    
    + Did a spell check and added some descriptions, not
      many changes, thus far.
    
    
    version 0.95
    
    + Added more Special Move descriptions, fixed Power
      damages on some of them, corrected errors and phrases
      for each character. Did another spell check and
      reformatted the Special Moves section, for an easier,
      cleaner look. Cheers.
    
    version 0.98
    
    + Updated, corrected, checked, and clarified somethings.
      The phrases are now corrected, descriptions to specials,
      and edited a little bit on the Aerial Combo section --
      now labeled "Advanced Aerial Combos." Will later update
      the Special Levels at which each character learns a
      new Special Move, and re-adding "Combo" back to the
      Characters' Special Moves section. Inserted character
      information/bios, and did minor changes to order listing.
    
    version 1.00 (Completed)
    
    + Fixed and updated skill settings, added on skill levels.
      Added a Personal Thanks section to those who e-mailed
      me concerning the Faq.
    
    version 1.00 (error correction)
    
    + Corrected errors on the information with the concern of
      the Master Book and Force Attack. Thanks to all who
      e-mailed me on not only errors present in my faq, but
      also to those who e-mailed me questions about the game.
      Cheers!
    
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    I) Special Moves
    
    1. Explanation of Special Moves
    2. Learning New Special Moves
    3. Learning Secret Methods
    
    II) Characters' Special Moves
    
    1. Yuuki
       1a. Aerial Slash
       1b. Whirlwind
       1c. Flash
       1d. Blade Storm
       1e. Invincible Aura
       1f. Dragon Slash
    2. Miranda
       2a. Dagger Dash
       2b. Earth Force
    3. Alfina
       3a. Comet Spike
       3b. Stun Force
       3c. Ripple Shot
       3d. Holy Circle
       3e. Energy Surge
       3f. Armageddon
    4. Alonso
       4a. Thrust Crash
       4b. Lancer Smash
    5. Ulf
       5a. Rockbreaker
       5b. Force Wave
       5c. Shadow Warrior
       5d. Flame Spike
       5e. Big Wheel
       5f. Inferno Spike
       5g. Red Lotus
       5h. Dynamite Rush
    6. Dahna
       6a. Homing Shot
       6b. Mana Capture
       6c. Dancing Cards
       6d. Mana Spring
    7. Hect
       7a. Crimson Shock
       7b. Freeze
       7c. Armageddon
    
    III) Special Skill Set-Ups
    
    1. Yuuki
    2. Alfina/Hect
    3. Ulf
    4. Dahna
    
    IV) Advanced Aerial Combos
    
    1. Combo I
    2. Combo II
    3. Combo III
    
    V) Legal Information
    
    1. Contact Information
    2. Special and Personal Thanks
    
    ============================================================
    
    I) Special Moves
    
    ============================================================
    
    1. Explanation of Special Moves
    
    What are Special Moves? Powerful attacks. Executing
    them will have the screen tint slightly dark, and
    play out an undisrupted, animation scene.
    
    ------------------------------------------------------------
    
    2. Learning New Special Moves
    
    Acquiring a new Special Move can only be done by
    raising a character's Special Level. One skill can be
    learned per Special Level. However, there is no
    guarantee that with each Special Level UP, a new
    Special Move will be learned. Also, after raising
    Special Level, a character must execute an IP Combo
    command to initiate the final step of learning a
    new Special Move. If a character does learn a
    new Special Move, then it will be executed
    automatically, without using any SP Gauge and added
    into the character's Special Moves listing. As a
    final note, Special Moves are learned at certain
    Special Levels for each character. Raising a
    character's Special Level also increases the SP
    Gauge by 10 SP. I'll have a list of the levels in
    a later update (hopefully).
    
    ------------------------------------------------------------
    
    3. Learning Secret Methods
    
    Secret Methods can be learned for each Special Move
    -- up to 5 levels. Each level upgrades a specific
    attribute to the Special Move, from Power, Range,
    and Speed. Learning a new Secret Method is done,
    theoretically, in 2-ways. Either a random use of
    a Special Move or by using a Special Move to the
    its fullest potential (depending on situation).
    The second method seems far-fetched, but I assure
    you, it is not.
    
    I once learned the Ultimate Method for Ulf's
    Dynamite Rush (Ulf's final Special) from its
    initial state (no Secret Methods learned)
    in a single boss battle -- I guess it was the
    right time and place to use it. Other proof of
    the second method was of the usage of area-
    effective Special Moves on an enemy party of 1,
    compared to an enemy party of 5 and higher.
    However, one odd experience I had while playing
    was using Yuuki's Flash 19 times before learning
    a Secret Method. So either it was truly randomized
    or I did not use it in the right time and place...
    
    Enough with the theories. Choose to believe
    it or not, regardless, you'll need to use Special
    Moves repeatedly to learn Secret Methods. As for
    the Secret Method levels, a brief description
    is provided below.
    
    Special Move levels:
    
    Initial - No Secret Methods learned
    Level 1 - (P) Power upgrade
    Level 2 - (S) Speed upgrade
    Level 3 - (P) Power upgrade
    Level 4 - (R) Rate upgrade
    Ultimate Method - (P) Power upgrade
    
    Upgrade description:
    
    (P) Power upgrade
    Increases effectiveness of a Special Move.
    
    (S) Speed upgrade
    Reduces execution time of a Special Move.
    
    (R) Rate upgrade
    Reduces delay time after executing Special Move.
    
    ============================================================
    
    II) Characters' Special Moves
    
    ============================================================
    
    1. Yuuki - "Got it!"
               "All right! We won!"
               "Come on... Were they even trying?
               "I'm a pilot, I don't have time for this!"
    
    1a. Aerial Slash - "Here I go! Hyah!"
    
    SpLv:        1 (initial)
    Combo:       1-hit
    
    SP:          25
    Type:        Attack
    Range:       Single
    Target:      Enemy
    
    Element:     Non-Elemental
    Description: Hack into an enemy from above.
    Power:       **
    Effect:      Cancels enemy attack.
    
    1b. Whirlwind - "Feel the bite of my blade!
                     Whirlwind!"
    
    SpLv:        2
    Combo:       1-hit
    
    SP:          40
    Type:        Attack
    Range:       Circle
    Target:      Enemy
    
    Element:     Wind
    Description: Conjure up a devastating whirlwind.
    Power:       ***
    Effect:      n/a
    
    1c. Flash - "Hyah! I feel the power!"
    
    SpLv:        4
    Combo:       n/a
    
    SP:          25
    Type:        Strengthen
    Range:       Self
    Target:      Self
    
    Element:     n/a
    Description: Consume the wind's power to move twice
                 as fast.
    Power:       n/a
    Effect:      Combo attack hits are doubled.
    
    1d. Blade Storm - "Hyah! Take this!"
    
    SpLv:        6
    Combo:       10-hit
    
    SP:          40
    Type:        Attack
    Range:       Single
    Target:      Enemy
    
    Element:     Wind
    Description: Unleash a flurry of sword strikes.
    Power:       ****
    Effect:      Also damages nearby enemies.
    
    1e. Invincible Aura - "Hyah!"
    
    SpLv:        7
    Combo:       n/a
    
    SP:          75
    Type:        Strengthen
    Range:       Self
    Target:      Self
    
    Element:     n/a
    Description: Call upon the spirits for divine
                 protection.
    Power:       n/a
    Effect:      Negates a certain amount of damage.
    
    1f. Dragon Slash - "Dragon of Light, lend me
                        your power. Dragon... Slash!"
    
    SpLv:        9
    Combo:       1-hit
    
    SP:          99
    Type:        Attack
    Range:       All
    Target:      Enemy
    
    Element:     Non-Elemental
    Description: Unleash the Dragon King's power.
    Power:       ******
    Effect:      n/a
    
    ------------------------------------------------------------
    
    2. Miranda - "Right, I'll give it a try!"
                 "That's pathetic. Come back when you
                  learn how to fight."
                 "Why don't you make it easier for everyone
                  and just stay out of the way."
    
    2a. Dagger Dash - "Get ready... for a little 'Slice and
                       Dice!' Stings a little, doesn't it?"
    
    SpLv:        1 (initial)
    Combo:       9-hit
    
    SP:          25
    Type:        Attack
    Range:       Single
    Target:      Enemy
    
    Element:     Non-Elemental
    Description: Unleash a series of dagger strikes.
    Power:       **
    Effect:      Cancels enemy attack.
    
    2b. Force Slash - "You're not even enough for a meal...
                       but I'll fry you up anyways!"
    
    SpLv:        3 (initial)
    Combo:       varies
    
    SP:          40
    Type:        Attack
    Range:       Fan
    Target:      Enemy
    
    Element:     Earth
    Description: Send a wave of blade strikes barreling
                 through the ground.
    Power:       ***
    Effect:      n/a
    
    ------------------------------------------------------------
    
    3. Alfina - "Stop right there!"
                "Heehee. We won! Thank goodness."
                "I feel a little guilty."
                "See? Told you I could do it if I tried."
    
    3a. Comet Spike - "Oh Divine Comet, bringer of light...
                       illuminate the darkness!" (disc 1)
                      "Oh Divine Comet, slice through
                       the pitch black night!" (disc 2)
    
    SpLv:        1 (initial)
    Combo:       1-hit
    
    SP:          25
    Type:        Attack
    Range:       Single
    Target:      Enemy
    
    Element:     Non-Elemental
    Description: Send forth a burst of comet light.
    Power:       **
    Effect:      Cancels enemy attack.
    
    3b. Stun Force - "Sorry... this might hurt!" (disc 1)
                     "I won't hold back!" (disc 2)
    
    SpLv:        2
    Combo:       1-hit
    
    SP:          30
    Type:        Attack
    Range:       Single
    Target:      Enemy
    
    Element:     Non-Elemental
    Description: Unleash a shocking flash of light.
    Power:       *
    Effect:      Paralysis.
    
    3c. Ripple Shot - "Oh Blade of Light, go and strike
                       our enemy!"
    
    SpLv:        4
    Combo:       1-hit
    
    SP:          40
    Type:        Attack
    Range:       Line
    Target:      Enemy
    
    Element:     Non-Elemental
    Description: Create a ring of light to slice
                 through enemies.
    Power:       ***
    Effect:      n/a
    
    3d. Holy Circle - "Oh Divine Light, protect me."
    
    SpLv:        6
    Combo:       n/a
    
    SP:          60
    Type:        Strengthen
    Range:       Self
    Target:      Self
    
    Element:     Non-Elemental
    Description: Draw forth protection from the spirit
                 of light.
    Power:       n/a
    Effect:      Knocks back nearby enemies.
    
    3e. Energy Surge - "Oh nurturing Sun, bring courage and
                        love to us all. Now, let's fight!"
    
    SpLv:        8
    Combo:       +40SP/+55SP/+70SP
    
    SP:          50
    Type:        Support
    Range:       All
    Target:      Ally
    
    Element:     n/a
    Description: Offer a prayer to bolster the courage
                 of your allies.
    Power:       n/a
    Effect:      Recovers SP.
    
    3f. Armageddon - "Let your anger and your hate,
                      be absorbed by the divine light.
                      Your suffering is over."
    
    SpLv:        Received after Hect leaves party.
    Combo:       1-hit
    
    SP:          99
    Type:        Attack
    Range:       All
    Target:      Enemy
    
    Element:     Non-Elemental
    Description: Unleash Hect's flames of judgment.
    Power:       ******
    Effect:      Lowers all enemy attributes.
    
    ------------------------------------------------------------
    
    4. Alonso - "All right, I'll give it a shot."
                "If this keeps up, I'll be mobbed
                 to death by fans."
                "Another flawless victory! Want my
                 autograph? Get in line!"
    
    4a. Thrust Crash - "Hyah! Heard something
                        snap there."
    
    SpLv:        1 (initial)
    Combo:       2-hit
    
    SP:          25
    Type:        Attack
    Range:       Single
    Target:      Enemy
    
    Element:     Non-Elemental
    Description: Rush, jab, and gut the enemy.
    Power:       **
    Effect:      Cancels enemy attack.
    
    4b. Lancer Smash - "Hyah! Time to get down
                        and dirty! Rawh!"
    
    SpLv:        3 (initial)
    Combo:       3-hit
    
    SP:          40
    Type:        Attack
    Range:       Single
    Target:      Enemy
    
    Element:     Non-Elemental
    Description: Skewer an enemy in mid-air, then throw
                 it to the ground.
    Power:       ***
    Effect:      n/a
    
    ------------------------------------------------------------
    
    5. Ulf - "I've got it!"
             "Ha! I didn't even break a sweat."
    
    5a. Rockbreaker - "This might... sting a little!"
    
    SpLv:        1 (initial)
    Combo:       1-hit
    
    SP:          25
    Type:        Attack
    Range:       Single
    Target:      Enemy
    
    Element:     Non-Elemental
    Description: Pound an enemy with raw force.
    Power:       **
    Effect:      Cancels enemy attack.
    
    5b. Force Wave - "Hyah! Force Wave!"
    
    SpLv:        3 (initial)
    Combo:       1-hit
    
    SP:          30
    Type:        Attack
    Range:       Rim
    Target:      Enemy
    
    Element:     Non-Elemental
    Description: Belt out an explosive yell.
    Power:       **
    Effect:      n/a
    
    5c. Shadow Warrior - "Bet ya can't tell which one is me!
                          Haha! Keep an eye on my shadow."
    
    SpLv:        7
    Combo:       n/a
    
    SP:          25
    Type:        Strengthen
    Range:       Self
    Target:      Self
    
    Element:     n/a
    Description: Give your shadow physical form.
    Power:       n/a
    Effect:      It mimics your every move, doubling
                 critical and combo attacks
    
    5d. Flame Spike - "Hyah! Flame Spike!"
    
    SpLv:        5 (initial)
    Combo:       1-hit
    
    SP:          40
    Type:        Attack
    Range:       Single
    Target:      Enemy
    
    Element:     Fire
    Description: Leap up and spike a fireball.
    Power:       ****
    Effect:      n/a
    
    5e. Big Wheel - "No one can stop me now!
                     Ha! What a rush!"
    
    SpLv:        6
    Combo:       1-hit
    
    SP:          50
    Type:        Attack
    Range:       Line
    Target:      Enemy
    
    Element:     Non-Elemental
    Description: Swiftly roll over enemies.
    Power:       **
    Effect:      Cancels enemy attack.
    
    5f. Inferno Spike - "Hyah! Get ready to fry maggots!
                         Inferno Spike!"
    
    SpLv:        8
    Combo:       1-hit
    
    SP:          60
    Type:        Attack
    Range:       Circle
    Target:      Enemy
    
    Element:     Fire
    Description: Leap up and hurl an enormous fireball
                 at an enemy.
    Power:       ***
    Effect:      n/a
    
    5g. Red Lotus - "Hyah! These flames are scorching hot!
                     Ten-thousand degrees of death!"
    
    SpLv:        9
    Combo:       1-hit
    
    SP:          75
    Type:        Attack
    Range:       Line
    Target:      Enemy
    
    Element:     Fire
    Description: Catapult a ring of crimson flames
                 at an enemy.
    Power:       *****
    Effect:      n/a
    
    5h. Dynamite Rush - "Hyah! I'm loaded with... Dynamite!
                         Hyah! ...Ugh. I don't feel so good."
    
    SpLv:        10
    Combo:       10-hit
    
    SP:          99
    Type:        Attack
    Range:       Single
    Target:      Enemy
    
    Element:     Non-Elemental
    Description: Rip into an enemy with an explosion
                 of energy.
    Power:       ******
    Effect:      n/a
    
    ------------------------------------------------------------
    
    6. Dahna - "Oh, I see."
    
    6a. Homing Shot - "Pick a card. Any card."
    
    SpLv:        1 (initial)
    Combo:       ?
    
    SP:          25
    Type:        Attack
    Range:       Single
    Target:      Enemy
    
    Element:     Non-Elemental
    Description: Fire a barrage of curse cards.
    Power:       **
    Effect:      Cancels enemy attack.
    
    6b. Mana Capture - "Pardon me, but, would you
                        mind sharing? Heehee. Thanks."
    
    SpLv:        3 (initial)
    Combo:       1-hit
    
    SP:          40
    Type:        Support
    Range:       Circle
    Target:      Enemy
    
    Element:     Non-Elemental
    Description: Convert life force to mana.
    Power:       *
    Effect:      Absorbs MP.
    
    6c. Dancing Cards - "Oh Card of Light, here my call.
                         Protect me!"
    
    SpLv:        7
    Combo:       4 cards/6 cards/8 cards/10 cards
    
    SP:          25
    Type:        Support
    Range:       Self
    Target:      Self
    
    Element:     Non-Elemental
    Description: Summon cards of light for protection.
    Power:       n/a
    Effect:      They will execute counter-attacks.
    
    6d. Mana Spring - "Oh endless spring,
                       I call upon thee!"
    
    SpLv:        8
    Combo:       n/a
    
    SP:          75
    Type:        Support
    Range:       Self
    Target:      Self
    
    Element:     n/a
    Description: Summon an eternal mana spring.
    Power:       n/a
    Effect:      Reduces mana consumption to 0.
    
    ------------------------------------------------------------
    
    7. Hect
    
    7a. Crimson Shock - "Here I go. Hyah! Was that OK?"
    
    SpLv:        n/a (initial)
    Combo:       1
    
    SP:          40
    Type:        Attack
    Range:       All
    Target:      Enemy
    
    Element:     Non-Elemental
    Description: Overwhelm surrounding enemies.
    Power:       *
    Effect:      Cancels enemy attack.
    
    7b. Freeze - "Hear me evil-doers, stop! Freeze!"
    
    SpLv:        n/a (initial)
    Combo:       n/a
    
    SP:          75
    Type:        Attack
    Range:       Single
    Target:      Enemy
    
    Element:     Non-Elemental
    Description: Create a powerful barrier.
    Power:       n/a
    Effect:      Continues to damage the enemy overtime
                 and prevents movement.
    
    7c. Armageddon - "Let your anger and your hate,
                      be soothed by this divine melody.
                      Your suffering is over."
    
    SpLv:        n/a (initial)
    Combo:       1
    
    SP:          99
    Type:        Attack
    Range:       All
    Target:      Enemy
    
    Element:     Non-Elemental
    Description: Purify with flames of judgement.
    Power:       ******
    Effect:      Lowers all enemy attributes.
    
    ============================================================
    
    III) Special Skill Set-Ups
    
    ============================================================
    
    This section is only a personal recommendation of how
    to set up a character's skills, in order to maximize
    offense, whether it be physical or spiritual. I myself
    use all my characters offensively, with the exception
    of Alfina, whom I also use for healing purposes.
    
    Now, the most common thing to do with setting up magic
    for characters is to have every one of them have the
    most powerful spells you could get and equally
    distributing healing spells, right? Well, I tossed
    that logic out the window. Another alternative is
    assigning a specific element for a character to
    master. This saves time, money, and effort, and will
    allow you to focus on the skills (what you should be
    focusing on to begin with).
    
    However, the only problem with this method is that
    you'll need that saved time, money, and effort, to
    put that into playing at the casino for a Master Book
    (just 1)-- which means playing 'til you earn
    999,999 Medals (good luck with keeping your sanity).
    But, there's good news! You can find an Expert Book
    near the end of the game, use that in place of the
    Master Book. However, if you don't acquire the Master
    Book, you can't extract Force Attack to power up either
    Dahna or Ulf (you'll see why).
    
    Assuming you have leveled your characters to their
    maximum Skill Level (15) and all are level 60 or
    higher, you'll have no problem eliminating bosses,
    even Xorn. As a little note, all the set-ups listed
    contain Perception and Counter. I find that Perception
    is far more useful then Super Reflexes, and saves
    1 skill slot. Dodging physical attacks for 0 damage
    and having a chance to damage, cancel, or set-up an
    Aerial Combo, is highly effective compared to taking
    damage -- reduced 50% or not; also, it beats the heck
    out of Endurance.
    
    Now, just as a reminder, there is only 1 Master Book
    obtainable in the game; and that's by winning it via
    the Casino. Later on in the Skill Set-Up and Advanced
    Aerial Combo sections, you'll notice it's an "either-or"
    situation when choosing who to give the extracted
    Force Attack skill to (Ulf or Dahna). In those sections,
    I've laid out the ground work, sort of speak, to help
    you decide. Either way, doing the damage is fun,
    so there's no actual wrong or right choice. Come to think
    of it -- you don't even have to burn the Master Book
    if you obtained it. Oh, well.
    
    ------------------------------------------------------------
    
    1. Yuuki - Physical/Offensive/Wind Mastery
    
    Skills:
    
    *     Mighty Blow (body)
    *     Warrior's Way (body)
    ****  Berserker (tech)
    **    Fighter's Spirit (body)
    *     Life Up (body)
    *     Perception (tech)
    *     Counter (tech)
    *     Jolt Counter (tech)
    ***   Unshakable Will (body)
    
    Equipment:
    
    - Spirit Sword
    - Spirit Armor
    - Warp Shoes
    - Spirit Ring
    - Tempest Egg
    - Slayer Book
    
    Magic:
    
    - Every/any Wind spell in your inventory.
    
    Key Special Moves:
    
    - Aerial Slash      Cancel enemy specials.
    - Flash             Increases combo attack hits, pair
                        with Berserker, and use Aerial
                        Combos as much possible.
    - Whirlwind         Use in battles against a large
                        quantity of enemies.
    - Invincible Aura   Pair with Flash.
    - Dragon Slash      Use to greatly reduce HP and or
                        to finish 1 or more enemies.
    
    Now, in order to fully maximize this, you will need
    Yuuki's Flash and another member set up an enemy for
    an Aerial Combo. First off, all you need is a Slayer
    Book for Yuuki. When in battle, use Flash immediately;
    because Flash not only doubles Combo Attacks its for
    normal and Aerial Combos (I think you know where I'm
    going with this), but Berserker (fully supported) will
    double the amount, again. For a normal ground combo,
    Yuuki will be doing 12-hits, while for Aerial Combos,
    he'll be executing 16-hits in all critical damage!
    You can also combo Flash with Invincible Aura for
    an unstoppable, no-holds-barred, rampage.
    
    Now, some bosses are hard to knock up in the air, so
    who can you count on to do this for you? Why, Yuuki's
    sweetheart, Alfina. Activate Alfina's Holy Circle
    and let her combo an enemy. Either that, or have her
    cast Crackle on some of the lesser-than-heavy bosses.
    Before, during, or immediately after, execute a Combo
    command for Yuuki on the same target. Holy Circle
    knocks down any enemy it touches, attack while the
    enemy is falling to the floor, and it'll be juggled,
    attack even further (Yuuki's part) and it'll turn
    into an Aerial Combo. It's possible you can have Yuuki
    rack up 1~11 hits on the ground before executing
    another 16-hits when an enemy is projected into the
    air for an Aerial Combo. Max potential combo of 27,
    just from Yuuki, in one turn -- need I say more?
    
    Unshakable Will is self-explanatory, Yuuki will be
    undisrupted from executing any action -- trust me,
    you'll need it. Perception, Counter, and Jolt work
    hand-in-hand, dodge 'n hit. Another way to further
    damage an enemy without it being your turn; and it'll
    sometimes set-up the unlucky enemy that Yuuki counters,
    into an Aerial Combo for other party members.
    
    Mighty Blow and Warrior's Way work as enhancers for
    Yuuki. Yuuki's physical damage and defense will be
    increased, and every counter and Special Move cancel
    you do, will leave an enemy in the dust. Fighter's
    Spirit is there just to aid your Spirit Sword in
    recovering SP for more Dragon Slash or Flash &
    Invincible Auras.
    
    If your still wondering what Yuuki's purposes are
    in battle, there's only 1.
    
    * Attack.
    
    What's left to say about Yuuki is that USE ALL SEEDS
    ON YUUKI. Not to mention, use them only when he's low
    on SP. If you're facing bosses with a massive amount
    of HP, then start off using Dragon Slash (if you can)
    until your SP Gauge runs low/empty, only then, should
    you use the strategy provided above. Lastly, if you
    picked up the 'Bond of Trust', please us this for
    Yuuki whenever possible. It never goes away when used,
    so take advantage of it! The best scenario is Yuuki
    is just a hair behind a boss' IP Symbol, and the boss
    is about to unleash a devastating Special Move, and
    Yuuki is about to unleash Dragon Slash. You know that
    Dragon Slash can finish the fight, and you also know
    that one more attack from the boss can K.O. 1 or more
    party members, including Yuuki. That's when you use it!
    Though that scenario rarely happens, unless you get
    careless.
    
    ------------------------------------------------------------
    
    2. Alfina/Hect - Spiritual/Support/Water Mastery
    
    Skills:
    
    ***** Magica Exsorcista (mind)
    ***   Meditation (mind)
    **    Water Mastery (mind)
    *     Guru's Way (mind)
    *     Perception (tech)
    *     Counter (tech)
    
    Hect add-ons
    
    *     Absorb Magic (mind)
    *     Magic Up (mind)
    
    or
    
    ***** Magica Exsorcista (mind)
    ****  Berserker (tech)
    *     Perception (tech)
    *     Counter (tech)
    **    Water Mastery (mind)
    
    Hect add-ons
    
    *     Guru's Way (mind)
    *     Absorb Magic (mind)
    
    Equipment:
    
    - Spirit Staff or Staff of Isis (Baton of Light)
    - Maiden's Dress (Hect's Dress)
    - Mysterious Clogs (Hect's Shoes)
    - Divine Charm
    - Lake Egg
    - Divine Book
    
    Magic:
    
    - Every/any Water spell in your inventory.
    
    Key Special Moves:
    
    - Comet Spike       Cancel enemy specials.
    - Holy Circle       Use to set-up Aerial Combos and to
                        buy time for healing or executing
                        other actions. Also used to disrupt
                        enemies and inflict minor damage.
    - Ripple Shot       Use in battles against a large
                        quantity of enemies.
    - Energy Surge      Use to restore the entire party's
                        SP Gauge.
    * Armageddon        Use to greatly reduce HP and lower
                        attributes of all enemies or to
                        finish 1 or more enemies.
    + Crimson Shock     Cancel enemy specials. Also use in
                        battles against a large quantity
                        of enemies.
    + Freeze            Disable an enemy and inflict
                        additional damage.
    
    [ *  Indicates Special Moves shared with Hect]
    [ +  Indicates Special Moves only Hect can execute]
    [( ) Indicates Items equipped onto Hect]
    
    As mentioned above with Yuuki's strategy, Alfina's main
    purposes fall under 3 areas.
    
    * Casting either Diamond Dust, Crackle Fang, or
      Absolute Zero to cancel and damage enemies.
    * Setting-up and chaining Aerial Combos. Use either
      Crackle to cancel/damage/juggle an enemy or Holy
      Barrier to chain/damage/combo an enemy.
    * Heal.
    
    You'll be using Alfina to heal the party the most, but
    only if you either didn't level your characters past
    level 60 or avoided every single optional encounter in
    the game. With Hect, however, you'll find yourself
    canceling attacks the most.
    
    To cover the basics of Alfina's/Hect's layout, Magica
    Exsorcista, Meditation, and Guru's Way will always be in
    either set-up. Magica Exsorcista will be to cancel enemy
    attacks, Meditation will be synergetic. Every time Alfina
    Guards against an offensive magic spell, she regains MP
    from guarding and absorbing MP from the damage inflicted
    Guru's Way is self-explanatory -- increase magic
    damage and resistance.
    
    As for the offensive skill set, cast Holy Circle and
    combo everything that moves to set-up Aerial Combos.
    Easy, huh?
    
    ------------------------------------------------------------
    
    3. Ulf - Physical/Offensive/Fire Mastery
    
    Skills:
    
    (w/ Force Attack)
    
    ***** Force Attack (body)
    *     Warrior's Way (body)
    ****  Berserker (tech)
    *     Life Up (body)
    *     Perception (tech)
    *     Counter (tech)
    *     Jolt Counter (tech)
    
    (w/out Force Attack)
    
    *     Mighty Blow (body)
    *     Warrior's Way (body)
    ****  Berserker (tech)
    **    Fighter's Spirit (body)
    *     Life Up (body)
    *     Perception (tech)
    *     Counter (tech)
    ***   Unshakable Will (body)
    
    Equipment:
    
    - Rashik's Hammer
    - Phalanx
    - Ninja Slippers
    - Golden Ring
    - Volcano Egg
    - Slayer Book
    
    Magic:
    
    - Every/any Fire spell in your inventory.
    
    Key Special Moves:
    
    - Rockbreaker       Cancel enemy specials.
    - Shadow Warrior    Increases combo attack hits, pair
                        with Berserker, and use Aerial
                        Combos as much possible.
    - Big Wheel         Use in battles against a large
                        quantity of enemies. Also use to
                        cancel multiple enemies.
    - Inferno Spike     Use in battles against a large
                        quantity of enemies.
    - Red Lotus         Use in battles against a large
                        quantity of enemies.
    - Dynamite Rush     Use to greatly reduce HP or finish
                        an enemy.
    
    Yep, you guessed it. Ulf's purpose in battle is the
    same as Yuuki's. The only difference, Ulf can play
    either an offensive support, or an entire entity of
    offensive by himself. The secret lies within Ulf's
    Shadow Warrior -- where Yuuki's Flash falls behind,
    Ulf's Shadow Warrior picks up. Since Ulf's Shadow
    Warrior doubles, not only combo attack hits, but
    criticals as well, and Ulf has the highest innate
    attack power of all the characters in the game (you
    can see where I am going with this) -- you guessed
    it again. With the Slayer Book maxing out Body Type
    skills, Force Attack will increase the amount of times
    criticals hit, from 1 to 4. Activate Ulf's Shadow
    Warrior and now you have 8 criticals for the price of
    1 turn. Not to mention Ulf can keep up with Yuuki when
    it comes to combo damage, Shadow Warrior and Berserker
    will max out Ulf's normal combo up to 12-hits in 1
    turn.
    
    Not to mention that Ulf's Aerial Finish (since it
    cannot be chained) contains of 2-hits. The first,
    which roughly multiplies Ulf's attack x5, and the second
    hit which roughly multiplies it by x10. Have Shadow
    Warrior activated and you'll be dishing out 2-hits for
    the first and the second will be the amount of 1-hit x10,
    doubled!
    
    However, don't worry. For those who don't acquire the
    Master Book (999,999 Medals), then you can use Ulf, as
    you would Yuuki. The advantage for Ulf, though, lies
    with Rashik's Hammer (if you picked it up, of course).
    With SP Cost reduced by 25%, and Fighter's Spirit
    packing in SP regeneration, bosses will have a tough
    time dealing with numerous casts of Dynamite Rush
    (especially if you have Alfina using an Energy Surge
    with the Ultimate Secret Method learned). Sucks to be
    the bad guy.
    
    For a final touch on Ulf, it is quite possible and
    highly difficult, to execute an 8-hit critical and
    Aerial Combo in one turn. (Later referred under the
    "Advanced Aerial Combo" section.)
    
    Now, to recap, Ulf's main purposes are as followed.
    
    * Heavy offense. Includes using Dynamite Rush and
      when stocked on SP or Heaven's Gate or Galactic
      Bang if low on SP.
    * Offensive support. Includes canceling enemy attacks,
      stalling an enemy with Shadow Warrior, or attacking
      multiple targets with Red Lotus or Big Wheel (if
      canceling attacks are needed).
    
    ------------------------------------------------------------
    
    4. Dahna - Physical/Support/Earth Mastery
    
    Skills:
    
    (w/ Force Attack)
    
    ***** Force Attack (body)
    ****  Berserker (tech)
    *     Warrior's Way (body)
    *     Perception (tech)
    *     Counter (tech)
    
    or
    
    (w/out Force Attack)
    
    ***   Prayer (mind)
    ***   Meditation (mind)
    **    Earth Mastery (mind)
    **    Water Mastery (mind)
    *     Perception (tech)
    *     Counter (tech)
    
    Equipment:
    
    - Power Cards (Sublime Cards w/out Force Attack)
    - Sage's Robe
    - Mysterious Clogs
    - Anne's Necklace
    - Gravity Egg (Holy Egg w/out Force Attack)
    - Expert Book or Master Book
    
    Magic:
    
    - Every/any Earth spell in your inventory.
    
    Key Special Moves:
    
    - Homing Shot       Cancel enemy specials.
    - Mana Capture      Use in battles against a large
                        quantity of enemies. Also regains
                        MP.
    - Dancing Cards     Where the fun truly begins.
    - Mana Spring       Use to deal endless amounts of
                        spells. Simple as that.
    
    Assuming that you got a Master Book and burned it down
    to extract a Force Attack, you're in for a treat. If
    you didn't get a Force Attack, you're missing out on
    most of the fun of clobbering a boss with a 1-chain
    Aerial Combo to a victorious K.O. (if not 1, then 2).
    
    As you can see, Dahna is a support character, no
    matter how and which way you slice it. However, like
    Alfina, this doesn't mean Dahna can't dish it out
    either. Analyze the skill set-up, she has Force Attack,
    Berserker, Perception, Counter, and Warrior's Way.
    
    Warrior's Way will optimize potential of her
    to deal damage by physical attacks -- the physical
    and resistance comes as a plus to aid Dahna's
    already low innate defenses.
    
    Force Attack comes into play with the use of a Critical
    command. You see, the Dancing Cards will not strike
    unless Dahna is either attacked, or she attacks with a
    critical, but not with a combo. If you've learned the
    Ultimate Secret Method for Dancing Cards (9 Dancing
    Cards), stacked with the Power Cards (+180 ATK), have
    Force Attack in your skill set-up, and the Expert Book
    to max out Body Type skills, casted with Crystal Wall
    and... Well, you get the idea.
    
    A tank with a multi-rocket launcher with an endless
    supply of rockets. Remember, Dancing Cards consumes
    only 25SP, have Earth Mastery to lower Crystal Wall's
    MP cost to 50, max out Dahna's Special Level,
    and use Alfina's Energy Surge on the party when SP is
    low and... Well, you also get the idea here, too.
    
    Now, if you don't have Force Attack (the last time I'll
    mention it), then you'll have to play Dahna as you
    would Alfina/Hect -- only this time, less offensive
    spells and more Gravity to optimize area-effective
    Special Moves and spells (such as Ulf's Red Lotus or
    the Absolute Zero spell). You'll also be using
    Resurrection every once and awhile when you feel like
    reserving Revival Potions/Elixirs or just don't have
    any.
    
    Anyhow, Dahna's purposes are listed below.
    
    * Offensive support. Set-up Aerial Combos with Critical
      command and Dancing Cards. Use Gravity to raise
      potential of other party members' Special Moves and
      attack spells.
    * Support. Resurrect fallen members and use healing
      items or spells while Crystal Wall is active.
    
    ============================================================
    
    IV) Advanced Aerial Combos
    
    ============================================================
    
    The whole point of this section is to (as vividly as I
    can) recreate the steps to achieving high-damaging
    Aerial Combos, using every character. I have executed
    each one previously during my first and second time
    through the game. All examples are done with
    the assumption that you have learned the Ultimate
    Secret Methods for all Special Moves, have learned all
    the Special Moves, and have equipped your characters
    with the specified books, skills, and footware that
    allows warp movement (very important). Keep in mind that
    pulling off these combos will not only take precise
    timing, but also much luck. All three can be done at
    the beginning of a battle, as long as the random
    arrangement of your characters' IP Symbols fall in
    order and are distanced accurately apart. To note ahead,
    hits from Dahna's Dancing Cards will NOT count, towards
    the Combo Counter; so do not be aggravated if you cannot
    breach pass a 60-hit Aerial Combo -- I have only listed
    the total amount of hits landed.
    
    ------------------------------------------------------------
    
    1. Advanced Aerial Combo I
    
    Key Items:
    
    - Platinum Feather
    - Gold Feather
    
    (usage varies depending on IP Arrangement)
    
    Key Characters/Skills:
    
    Yuuki
    + Berserker
    
    Alfina
    + Berserker
    
    Ulf
    + Berserker
    
    Dahna
    + Berserker
    + Force Attack
    
    * Must have Yuuki's Flash activated
    * Must have Alfina's Holy Circle activated
    * Must have Dahna's Dancing Card activated
    * Must have Ulf's Shadow Warrior activated
    
    IP Arrangement:
    
    - Yuuki, at (COM)
    - Ulf, between Yuuki and Alfina
    - Dahna, slightly before Alfina
    - Alfina, moderate distance after Yuuki
    - ENEMY A, anywhere
    
    Combo Steps:
    
    1) Have Yuuki combo ENEMY A
    2) Have Ulf combo ENEMY A
    3) Have Alfina combo ENEMY A
    4) Have Dahna critical ENEMY A
    
    Scenario:
    
    * Yuuki at 4-hit combo, Ulf begins combo
    * Yuuki at 6-hit combo, Ulf at 4-hit combo,
      Alfina begins combo, Dahna begins critical
    * Yuuki at 8-hit combo, Ulf at 8-hit combo
      Alfina at 2-hit combo, Dahna launches critical
    * 9 Dancing Cards hit, followed by Dahna's critical,
      Yuuki at 10-hit combo, Ulf at 10-hit combo,
      Alfina at 4-hit combo, Dahna's critical hits
    * ENEMY A is knocked into the air, Yuuki performs
      Swallow Slash 16-hit combo, followed by Alfina's
      Mana Stinger 8-hit combo, followed by Ulf's
      "You're Finished!" 3-hit combo
    
    Normal Combo:   33
    Critical Combo:  4
    Aerial Combo:   27
    Total Combo:    64
    
    ------------------------------------------------------------
    
    2. Advanced Aerial Combo II
    
    Key Items:
    
    - Platinum Feather
    - Gold Feather
    
    Key Characters/Skills:
    
    Yuuki
    + Berserker
    
    Alfina
    + Berserker
    
    Ulf
    + Berserker
    
    Dahna
    + Berserker
    + Force Attack
    + Perception
    + Counter
    
    * Must have Yuuki's Flash activated
    * Must have Dahna's Dancing Card activated
    * Must have Ulf's Shadow Warrior activated
    * Must have at least 2 enemies on screen
    * Must have 1 enemy with moderate HP (ENEMY B)
    * Must have the other enemy target Dahna (ENEMY A)
    * Must have ENEMY A execute a Normal Attack
    
    IP Arrangement:
    
    - Yuuki, at (ACT) or (COM)
    - Alfina, at (ACT)
    - Dahna, moderate distance from (COM)
    - Ulf, slightly behind Dahna
    - ENEMY B, anywhere
    - ENEMY A, slight distance from (COM)
    
    Combo Steps:
    
    1) Have Yuuki and Alfina combo ENEMY B
    2) Have ENEMY A attack Dahna
    3) Hope Dahna dodges and counterattacks
    4) Hope ENEMY B is killed by this time
    
    Scenario:
    
    * Yuuki and Alfina combo ENEMY B
    * ENEMY A prepares to attack Dahna
    * ENEMY A attacks Dahna
    * Dahna dodges and counterattacks with Dancing Cards,
      at the same time, ENEMY B is killed, Yuuki and
      Alfina have not executed their entire combo
    * ENEMY A is knocked into the air, Yuuki performs
      Swallow Slash 16-hit combo, followed by Alfina's
      Mana Stinger 8-hit combo
    * While ENEMY A is still in the air, Dahna reaches
      (COM), choose the Combo command, and Dahna performs,
      Gatling Shot
    * While ENEMY A is still in the air, Ulf reaches
      (COM), choose the Combo command, and Ulf performs,
      "You're Finished!"
    
    Normal Combo:    9
    Critical Combo:  4
    Aerial Combo:   35
    Total Combo:    48
    
    ------------------------------------------------------------
    
    3. Advanced Aerial Combo III
    
    Key Items:
    
    - Platinum Feather
    - Gold Feather
    
    Key Characters/Skills:
    
    Yuuki
    + Berserker
    
    Alfina
    + Berserker
    
    Ulf
    + Berserker
    + Force Attack
    + Perception
    + Counter
    
    Dahna
    + Berserker
    
    * Must have Yuuki's Flash activated
    * Must have Ulf's Shadow Warrior activated
    * Must have at least 2 enemies on screen
    * Must have 1 enemy with moderate HP (ENEMY B)
    * Must have the other enemy target Ulf (ENEMY A)
    * Must have ENEMY A execute a Normal Attack
    
    IP Arrangement:
    
    - Yuuki, at (ACT) or (COM)
    - Alfina, at (ACT)
    - Dahna, at (ACT)
    - Ulf, moderate distance from (COM)
    - ENEMY B, anywhere
    - ENEMY A, slight distance from (COM)
    
    Combo Steps:
    
    1) Have Yuuki, Alfina, and Dahna combo ENEMY B
    2) Have ENEMY A attack Ulf
    3) Hope Ulf dodges and counterattacks
    4) Hope ENEMY B is killed by this time
    
    Scenario:
    
    * Yuuki, Alfina, and Dahna combo ENEMY B
    * ENEMY A prepares to attack Ulf
    * ENEMY A attacks Ulf
    * Ulf dodges and counterattacks, at the same time,
      ENEMY B is killed, and Yuuki, Alfina, and Dahna,
      have not executed their entire combo
    * ENEMY A is knocked into the air, Yuuki performs
      Swallow Slash 16-hit combo, followed by Alfina's
      Mana Stinger 8-hit combo, followed by Dahna's
      Gatling Shot
    * While ENEMY A is still in the air, Ulf reaches
      (COM), choose the Combo command, and Ulf performs,
      "You're Finished!"
    
    Normal Combo:    0
    Critical Combo:  8
    Aerial Combo:   35
    Total Combo:    43
    
    ============================================================
    
    V) Legal Information
    
    ============================================================
    
    SQUARE-ENIX, GRANDIA III and other names of products
    contained in this document are trademarks or registered
    trademarks of Square Enix Co, Ltd. in Japan and/or
    other countries. All rights reserved.
    
    This may be not be reproduced under any circumstances
    except for personal, private use. It may not be placed
    on any web site or otherwise distributed publicly
    without advance written permission. Use of this guide
    on any other web site or as a part of any public display
    is strictly prohibited, and a violation of copyright.
    
    Copyright 2006 D.Cung
    
    ------------------------------------------------------------
    
    Contact Information
    
    E-mail: baion-fuicchi@hotmail.com (be polite).
    
    ------------------------------------------------------------
    
    Special Thanks to:
    
    GameFAQs
    CodeBreakers
    Square-Enix
    Game Arts
    Sony Computer Entertainment
    1UP
    
    Personal Thanks to:
    
    Adam Richmond
    Dartz Vu
    Luis Velazquez
    John Simich
    
    and You, the readers
    
    ============================================================