7 Pro Tips For Final Fantasy 16

A lot has been said about the way fights work in Final Fantasy 16. Even though it’s not DMC, it has a lot of detail. Let us show you how to get in.
Well, Final Fantasy 16 is out now, and you know what? It’s pretty good. After the mess that was the action-based battle system in Final Fantasy 15, this is a huge step up. But it’s not just the way it feels, which is great; it also has a lot of meaning. Now, we need to talk about something before we start. Final Fantasy 16 is NOT a character action game, despite what the internet will tell you.
Final Fantasy 16 doesn’t have as much to do as a Devil May Cry game. The handling of meters, for example, is a pretty important part that limits what Clive can do. Even though Final Fantasy 16 isn’t a character-action game, there’s still a lot of freedom in this game. This guide will show you how to get to all the best parts of the game.
Tools For Grouping Your Enemies

In computer games, taunts are usually used to mess with your opponents. It’s not unheard of for taunts to be an important part of the core gameplay of a game, but they’re rarely very powerful outside of fighting in an MMO. But in the early parts of Final Fantasy 16, taunt is a move that can be used in many different ways. Until you get Ignition, the taunt is the best way to get a group of enemies together.
We probably don’t need to tell you this, but all of your Phoenix skills are great for hitting multiple enemies at once. To get the most out of this, you’ll want to draw in all your enemies. This is where your taunt comes in. Like we said, later in the game, you will often use Ignition instead of the taunt because it is great for picking up enemies and grouping them together. However, the taunt is still useful because it doesn’t have a limit.
The other purpose of taunting is to make an enemy angry enough to attack right away, which makes it easy to dodge or even block. This won’t work on bosses, but it’s a great way to take care of regular mobs.
Conceal Your Charges Mid-Combo

You might think that your Charged Magic attack or Burning Blade are only good for random strikes or when you first start fighting. Because, well, you have to charge those strikes. But here’s the thing: the way strikes are charged up is very flexible. During an Eikonic attack, you can charge these skills in the middle of their animations. During an image of a hard blow? You can also charge during those times. You can charge a move even when you’re in the middle of a combo.
You may not know this, but you can also charge both a Charged Magic attack and a Burning Blade attack at the same time. So, it doesn’t have to be either/or.
Torgal Is A Combo’s Best Friend

A lot of people don’t seem to pay enough attention to Torgal and how to use this smart puppy. One of the best things about Torgal is that he can help you make your attacks last longer. As an example, once you have improved your magic burst ability, you will be able to use it between each sword slash. After the fourth time, you will destroy your enemy. Most of the time, this would be the last move in your series. But if Torgal is with you, you can use his Sic order to hold your enemy in the air. Then you can use a thrust move to follow up.
Or, instead of the Sic, you could use Ravage to send them flying, then Phoenix Shift up to the enemy in the air, do a full air combo to bring them down to the ground, and then finish the combo with a Downthrust. These are two really simple combos. However, if you use Torgal with your Stomp ability, which lets you stop jumps, you can make even more complicated combos.
Ravage will throw enemies into the air if they are on the ground, but if they are already in the air, it will knock them back down.
Use The Stomp For Extended Air Combos

If you read the description of the stomp command, you might think that this move is mostly used to help him land his Downthrust. But while it can be used for that, your Stomp attack’s real purpose is to make air combos possible. The Devil May Cry comparisons have been made a bit too much, but this is a more controlled version of one of DMC’s most useful tools: the jump cancel.
Suddenly, you don’t have to launch your opponent, then Phoenix Shift to them, land an air combo, and then finish with a Downthrust. Instead, you can cancel the second-to-last hit into another air combo. This will also give you time to make several air combos.
Canceling Attacks WIth Your Limit Break

Most of the time, you won’t be able to do anything else once you’re locked into an attack. All of this changes, though, once you get your Limit Break. You can use your Limit Break at any time, which means you can use an Eikonic move to lock an enemy in place and then cancel out of it and go straight into a combo.
This obviously opens up a lot of new ways to make combos. But it’s not just a tool for attack; it can also be used to defend. When you’re in your 8 Ball Pool form, you can’t be killed, even if your HP hits 0. That means you can use it as a fear button if a big attack is about to hit you.
This is the best reason not to use your Limit Break until all of your meter bars are full. Instead, you can get more powerful combos out of that meter if you use Limit Break more often, one bar at a time.
Stop Running And Start Dodging

There is one thing that happens more often as the bad guys get bigger and stronger. They will use strikes that hit a large area. Most of the time, you will have just enough time to get away from these hits before the boss lets them go. But sometimes you might get caught in the middle of an animation, giving you less time to get away.
But if you really want to start making a scene, you need to stop standing on your heels and start precision dodging with more aggression. That means you have to stay put, keep hitting the enemy, and then move out of the way right before the attack goes off. The truth is that these things are neither chance nor hard to predict. Listen for the sounds and signs that you can see. You can quickly learn how to time these strikes on the fly.
Attacks With Counter Abilities In Final Fantasy 16

Several attacks in Final Fantasy 16 can be used to defend against other weapons. When used right, these strikes are very powerful. As an example, your Thrust attack is already a powerful tool that lets you move quickly over long distances (faster than your Phoenix Shift). However, if you time it to hit just before the enemy’s attack, time will stop and Clive will be able to do a full combo without worrying about a counterattack.
In the same way, many Eikonic abilities have unique ways to stop them from working. But these don’t really work as parries. Instead, when you use them correctly, they turn into a more powerful version of themselves. Like the Thrust attack, Rook’s Gambit gives you a stronger version if you use it just as the enemy is about to do an attack of their own. The Heatwave works the same way, but it can only be used with projectiles. If you do make the counter version of these attacks, they also get back to full health much faster.