Welcome to the SaGa Wiki! We have moved off Fandom very recently, so things are still being set up around here. Please note that some images did not successfully transfer, and will need to be manually reuploaded or replaced.


Note: Keep in mind that once you have an account, you must wait one day and make 5 edits to become autoconfirmed. This allows you to skip questions while editing, to create new articles, and to upload images.

SaGa Frontier 2 Arts

From SaGa Wiki
Revision as of 14:51, February 10, 2011 by gkProtector Wind (talk) (→‎Weapon Arts)
Jump to navigationJump to search
Patrick inputting Art commands

Arts are the collective term for attacks and spells in SaGa Frontier 2. Arts are learnt through the constant use of weapons and Anima (spells), or by manually inputting battle commands in a Duel. Any Art that has been used can be equipped to any character you currently have in your party, dependant on their weapons/equipment.

Each Art has it's own 'spark' level which determines how difficult it is to learn, and how strong the enemy has to be before you learn it. In general, the harder or more powerful the Art the stronger the enemy needs to be in order to learn it. A character's Skill Level in a given weapon/Anima does not affect how easy it is to learn. Skill Levels only affect how powerful an Art is, and how likely it is to Spark new Arts or cause Status Effects.


Arts are broken down into 3 separate categories: Weapon Arts, Spell Arts and Hybrid Arts.

Weapon Arts

The most common type of Art, Weapon Arts require only the use of a weapon. Weapon Arts are arranged by Weapon Type and consume WP when used.

Martial:

Name Commands WP Power Notes
Punch Punch 1 3
Karate Punch Ready - Punch 2 9
Counter -- - 10 React to attack, negate damage
Backhand Feint - Punch 3 15 Cannot be evaded
Rotation Kick Charge - Kick 3 21
Bear Paw Charge - Grab 4 24
Brawl Punch - Kick - Punch 4 27
Ogre Run -- 4 32 Party battle only, Line area
Crush Beat Charge - Punch - Punch 4 35 Bonus vs Rock monsters
Heart Breaker Focus - Grab - Punch 5 38 + Cripple
Arm Hammer Charge - Charge - Punch 5 45 Chance to miss
Kick Rush Kick - Kick - Kick 5 49
Corkscrew Charge - Focus - Punch 6 51
Somersault Charge - Kick - Kick 5 54
Triangle Kick Feint - Kick - Kick 6 57 Cannot be evaded
Sumo Throw Punch - Grab - Kick 8 60 + Cripple
Kitchen Sink Charge - Feint - Kick 7 62 Morale down
Rolling Thunder Focus - Punch - Punch - Punch 9 64
Tumbler Feint - Grab - Charge - Grab 9 72 + Cripple
Cascade Rising Focus - Kick - Kick - Kick 10 79
Dragon Revolution Feint - Grab - Kick - Punch 10 85 Cannot be learnt by commands
KAMIKAZE Charge - Charge - Charge - Grab 10 90 Lose 1 LP per use
Eradication Punch - Punch - Kick - Kick 10 99 Deathblow

Note: Ogre Run and Dragon Revolution cannot be learnt in a Duel. They can only be learnt at the end of a battle. Once learnt, Dragon Revolution can be used in a Duel, but Ogre run cannot. Lastly, Counter is a default move that has a chance to negate an enemy move and cause them damage. It has a fixed chance of being activated during an enemy turn if you are using Martial Arts.

Sword:

Name Commands WP Power Notes
Deflect -- - - React to attack, negate enemy damage
Slash Slash 1 9 Basic sword attack
Double Slash Cleave - Cleave 2 21
Cross Slash Slash - Backslash 3 25 Bonus vs. Undead
Strike Slash Feint - Slash 3 27 + Cripple
Running Slash Feint - Backslash 3 33
Mist Double Feint - Cleave - Slash 3 3
Smash Charge - Cleave 4 37 May fail
Final Letter Backslash - Cleave - Backslash 6 39 Deathblow
Dead End Cleave - Backslash - Slash 7 42 Deathblow
Double Stroke Ready - Backslash - Backslash 4 44
Cross Break Charge - Cleave - Cleave 5 46
Slice & Dice Slash - Backslash - Cleave 5 49
Dragon Tail Feint - Slash - Backslash 5 50
Thunder Blade Water - Backslash - Cleave 6 SP 50 Water Hybrid
Head Cracker Ready - Charge - Slash 6 52 Bonus vs. Insects
Aftervision -- 7 55 Damage all enemies
Heaven & Hell Charge - Slash - Backslash 6 55 + Cripple
Head Wind Feint - Cleave - Backslash 7 59
Bull Crush Charge - Charge - Cleave 8 63 May fail
No Moment Ready - Ready - Ready - Slash 8 66 Cannot be evaded
Blade Spray Ready - Charge - Charge - Backslash 9 71 Small fan area
Tornado Blade -- 7 SP 74 Tree Hybrid, Large circle area
Bear Crush Charge - Charge - Charge - Cleave 10 80 May fail
Multi-Way Slash - Backslash - Cleave - Slash 13 88
Gale Blade Tree - Cleave - Cleave - Slash 10 SP 94 Tree Hybrid

Axe:

Bow:

Spear:

Staff:

Spell Arts

Spell Arts are, as the name implies, the magical form of Arts and require the use of various forms of Anima and SP. Spell Arts are arranged by Anima type and can be either offensive, defensive or recovery.

Type Name Commands SP Power Notes
Tree Bushfire Tree + Flame 6 28 Large circle area
Life Water Tree - Water 5 30 Recover HP
Sleep Tree - Tree - Flame 5 -- Small circle area, + Sleep
Needle Shot Tree - Stone 4 36
Song of Earth Tree + Tone 8 -- All opponents, + Fear/Confusion
Woodstock Tree - Beast 5 32
Stone Delta Petra Stone - Tree 6 50 + Petrify
Guard Beast Stone - Stone - Beast 9 -- Chance to negate damage taken
Magmaxplosion Stone - Flame 5 38 Small circle area
Stone Armor Stone - Stone - Stone 4 -- Defence Up
Water Hammer Stone - Water 5 20 + Fear/Confusion
Flame Firestorm Fire + Tree 8 66 All opponents
Flame Naga Flame + Beast 5 40 Small circle area, Bonus vs Frogs
Incineration Flame - Flame - Tree - Stone 10 75 + Deathblow
Recovery Breath Flame - Tree 4 -- Remove abnormal status effect
Soul Hymn Flame + Beast + Tone 16 -- All allies + Regenerate, Morale Up
Water Aqua Viper Water - Beast 4 18 Line area, Bonus vs Frogs
Call Thunder Water - Water - Tone 7 60
Heavenly Thunder Water - Water - Tone - Tree 9 70
Permanence Water - Water - Stone - Tree 8 -- Prevents abnormal status
Sonic Poison Water + Tone 5 44 All opponents + Poison
Tone Hymnal Tone - Tree - Beast 11 60 All opponents, Bonus vs Undead
Sonic Burner Tone + Flame 6 21 Small fan area
Sonic Sanctuary Tone - Stone 4 -- Magic Up
Spoil Wave Tone + Water 3 -- Large line area, Psyche down
Stone Memory Tone - Tone - Stone 7 -- + Petrify
Beast Berserk Beast - Beast - Beast 3 -- Ally Berserk, Morale Up
Howling Heaven Beast + Tone 5 32 All opponents, Morale down
Mindscape Beast + Tree 3 -- All allies, Quick Up
Regenerate Beast - Beast 3 -- Recover HP each turn
Reviva Beast - Flame - Flame - Beast 9 -- Auto-Revive on character

Note: Spells classified as "Anima + Anima" cannot be learnt or used in a Duel. They can only be learnt at the end of a battle. The Anima(s) listed are the different types required to use the Art once it has been learnt.

Hybrid Arts

Hybrid Arts are a combination of Weapon and Spell Arts, using both a weapon and Anima. As these Arts are a combination they can deal large amounts of damage, or heal characters. The power of Hybrid Arts are based on both the weapon and Anima(s) skill levels. Hybrid Arts are also arranged by Weapon Type and consume SP (only) when used.


Type Name Commands SP Power Special Notes
Sword Thunder Blade Water - Backslash - Cleave 6 50 --
Tornado Blade Automatically learnt by Johan 7 74 Large Circle area
Gale Blade Tree - Cleave - Cleave - Cleave 10 94

--

Axe Fire Wheel Flame - Charge - Throw 5 45 --
Bow Poison Arrow Water - Choot 4 25 Poison
Bird Hunter Flame - Shoot 2 31 Bonus vs Flying
Flame Bird Flame - Beast - Shoot 9 33 User alse recovers HP
Death Shot Tree - Flame - Shoot 4 42 Deathblow
Spark Shot Flame - Quickshot - Quickshot 7 51 --
Windbreaker Tree - Charge - Charge - Shoot 8 60 --
Spectral Shot Beast - Beast - Beast - Quickshot 9 66 --
Spear Snake Blast Water - Charge - Thrust 6 72 Bonus vs Frogs
Twin Dragon Flame - Water - Thrust - Thrust 9 90 --
Jewel Strike Stone - Water - Backslash - Backslash 15 99 --
Staff Gale Strike Tree - Swing - Swing - Swing 7 74 --