Cloud Strife
Braver
A very hard and concentrated Slash that smashes the enemy.
Cross-Slash
Cloud makes a square then puts a slash in it that makes an X and it sores to the enemy and hits the enemy with a hard slash.
Blade Beam
Waves of energy rush from cloud's sword and collide with a single enemy. The remaining energy then splits into smaller, weaker waves, hitting any remaining enemies. This attack is great against a large group of weaker enemies. Always target the strongest enemy in the group, because the initial wave causes about three times as much damage as the smaller secondary waves.
ClimHazzard
Cloud skewers a single enemy and then leaps high into the sky to cause greater damage. This is best used against a single opponent or any really strong opponents you encounters. Eventually the Blade Beam attack will become ineffective, but the Climhazzard attack should be useful throughout most of the game.
Level 3:
Meteorain
While leaping into the air, Cloud unleashes a barrage of meteors upon a group of foes causeing to four seperate hits. This is actually best used against a single enemy, unless the targeted group is fairly weak. Used against one opponent, this attack can cause as much as 12,000 points of damage.
Finishing Touch
Cloud creates a large whirlwind that sucks a group of opponents into oblivion, which causes them to either immediately perish or suffer extensive damage from falling back to the ground. Most opponents will simply perish, but larger creatures like bosses will fall back to the ground. Save the Limit Break for groups it's completely wasted on a single enemy.
Level 4:
Omnislash
Cloud assaults his opponent with a long series of powerful sword attacks. This can be used against a single opponent or a group; either way, this is an extremely powerful attack. With the correct sword in hand,this attack can actually cause just as much, if not more, damage than the fabled "Knights of the Round" Materia.

Level 1:
Big Shot
Barret fires a large ball of energy from his gun, which causes massive damage to his opponent. For the first portion of the game the Big Shot should come in really handy, but it quickly becomes obsoletebas your enemies increase in strength.
Mindblow
Barret fires a large ball of blue energy fro his gun, which depletes his opponent's magic points. Such attacks often go unappreciated, but the Mindblow can turn a fierce magic user into a helpless wimp.
Level 2:
Grenade Bomb
Targeting an entire group of enemies, Barret launches a deadly grenade into the enemy ranks. This is typically the Level 2 Limit Break of choice. It causes a decent amount of damage to antire groups of enemies.
Hammerblow
Barret's powerful punch sends an enemy into orbit. Barret can completely remove an enemy from combat with the Hammerblow, but the attack is best used against individual non-boss monsters. The Hammerblow doesn't cause any direct damage, so it's worthless against Boss creatures.
Level 3:
Satellite Beam
Proving he has friends in high places, Barret calls for the ultimate air strike against a group of enemies. The beams hit for about 3000-4000 points of damage on each creature. Although this attack is great against a group of enemies, it's considerably less effactive against a lone attacker.
Ungarmax
Lock and load! Barret dumps a large amount of ammunition into a group of enemies causeing massive damage. The Ungarmax hits more times than the Satellite Beam, but the hits are weaker.
Level 4:
Catastrophe
Barret uses his gun arm to hover a group of enemies, and then burns them to a crisp with a super-heated plasma blast. As you might expect, this is the best of Barret's Limit Breaks. It does have one down side: Because the attack isn't focused, a single enemy won't feel the full force of the blow.
Level 1:
Beat Rush
Tifa unleashes a quick combo against a single enemy for the first part of here Limit Break combo.
Somersault
Tifa punishes a single opponent and shows off a little with this flipping kick. The Somersault tacks on another hit to her Limit Break combo.
Level 2:
Waterkick
The third part of Tifa's combo is a quick elemental wave of water that washes over an opponent.
Meteodrive
Tifa shows off her brute force by picking up her opponent and delivering a quick backdrop.
Level 3:
Dolphin Blow
Tifa calls on her fishy friend for this watery uppercut and tacks on hit number five.
Meteor Strike
After grabbing her opponent, Tifa jumps into the heavens before slamming down her opponent hard.
Level 4:
Final Heaven
Focusing her energies into her fist, Tifa hits the enemy with the force of a nuclear explosion.

Level 1:
Healing Wind
Aeris restores the party's lost hit points with this hevenly breeze.
Seal Evil
Aeris cast a mystic spell on a group of enemies, causeing them all to stop and become silenced.
Level 2:
Breath of the Earth
Magical beams of light cure the party of any existing negative statuses.
Fury Brand
Sacrificing her own Limit Attack, Aeris blasts the party with Holy power which instantly fills each of her allies' Limit gauges.
Level 3:
Planet Protector
Aeris forms a protective barrier around the party thet makes them temporarily invulnerable.
Pulse of Life
With a quick word of prayer, Aeris completely cures the party of any elements and restores any lost Hit Points or Magic Points.
Level 4:
Great Gospel
Aeris summons the heavenly host and the party is fully recovered and made temporarily invulnerable.

Level 1:
Sled Fang
Red XIII charges through an opponent causing a large amount of physical damage. For a while this may be the only long-range attack Red XIII has, so it's sure to come in handy. However,it will become obsolete by the time you recieve Blood Fang.
Lunatic High
A glowing light covers the party and Haste is cast on everyone. Until you have purchased the "Time" Materia, the Lunatic High should come in handy during major battles.
Level 2:
Blood Fang
Red XIII charges through an opponent causing more physical damage than the Sled Fang attack. He also gains a small amount of Hit Points and Magic Points. This attack isn't much different from the Sled Fangattack, but it's nice for eliminating an opponent and boosting Red XIII's MP.
Stardust Ray
Red XIII's howl summons a cluster of falling stars, which causes severe damage to groups of enemies. Unless you need the MP boost, stick with the Stardust Ray during fights. It inflicts considerably more damage to a group or a single enemy than the Blood Fang.
Level 3:
Howling Moon
The full moon drives Red XIII into a rage, casting Berserk and Haste on him self for the remainder of the battle. This attack has some obvious advantages and disadvantages. Using this attack, Red XIII can attack quickly,but he can no longer aid the party with magic or any kind of special attack.
Earth Rave
Red XIII attacks a group of enemies with a series of five elemental attacks. In the end, the Earth Rave will prove to be the most beneficial than the Howling Moon. It does a large amount of direct damage without commiting Red XIII to a single attack pattern.
Level 4:
Cosmo Memory
Red XIII summons a huge ball of fire which explodes,engulfing his opponents in a huge ray of super-heated plasma.
Level 1:
Boost Jump
Cid vaults into the air and crashes down on a single opponent's head. This is a straight forward attack that's your best bet for killing a single enemy early on.
Dynamite
Cid produces a large stick of dynamite that he hurls into a group of enemies. Once Cid learns the Dynamite Limit Break, it's unlikely you'll ever use Boost Jump again. It causes a fair amount of damage to each monster in a group, but the effect isn't cumulative like Big Brawl or Dragon Dive.
Level 2:
Hyper Jump
Cid leaps into the air and drives his weapon deep into the ground, causing a huge blue explosion that damages an entire group of enemies. This is basically a more powerful version of the Dynamite Limit Break; it's great against a group, but loses something against individual opponents.
Dragon
Cid summons a dragon to attack one of his enemies. The dragon injures the victim and transfers the Hit Points and Magic Points back into Cid. This is the best Level 2 attack against a single creature. It's also effective when Cid needs a small boost to his Mp; the HP boost is insignificant.
Level 3:
Dragon Dive
Cid repeatedly pounces on a group of opponents. Each attack creates a large explosion that creates heavy damage to a single opponent. The Dragon Dive is the stronger of thw two Level 3 Limit Breaks, but it connects against the enemy fewer times.
Big Brawl
Cid shows off his fighting skills by leaping into a group of enemies and crushing them with a series of blazing-fast attacks. The Big Brawl hits for less each time, but it hits more times than the Dragon Dive. It's difficult to say which attack is better.
Level 4:
Highwind
Cid calls on the Highwind for assistance. The ship's crew answers by unleashing a huge salvo against the opposition. This is a great attack against a single enemy or a huge group of enemies. Each missile causes several thousand points of damage to most enemies, plus the total damage is cumulative.
Yuffie Kisaragi
Level 1:
Greased Lightning
Yuffie hits a single opponent with a quick attack that causes massive physical damage. Greased Lightning does enough damage to eliminate weaker opponents, but it's well outdated by the time you receive the first of Yuffie's Level 2 Limit Breaks.
Clear Tranquil
A blue orb surronds each party member and restores a small portion of each character's Hit Points.m Early on, this Limit Break is helpful for curing your allies, but the amount of damage enemies cause plus the party's increased HP will soon be too much for Clear Tranquil to be effective.
Level 2:
Landscaper
Yuffie causes a large tremor that forces the ground beneath a group of opponents to rise and explode, wich causes massive damage to her enemies, Use this Limit Break solely against groups of enemies. The damage isn't cumulative, so its effect is drastically reduced against a lone enemy.
Bloodfest
Yuffie attacks a group of enemies with a series of 10 deadly blows. Unlike the Landscaper, this is effective against a group or a single enemy. The individual attacks are weaker than the Landscaper's single attack, so it's wise to limit its use to small groups.
Level 3: