FF7 New Threat Mod v1.4 - COMMANDO @SegaChief
FF7 New Threat Mod v1.4 - COMMANDO  @SegaChief
Uploaded May 2016 | Updated September 2026, 2 weeks ago
The Diet Coke to SOLDIER's Pepsi

Music:
-) Commando (James Horner) OST - Don't Move
-) Commando (James Horner) OST - Sully Starts to Run

\\COMMANDO: Captain//
HP: 9240 (COMMANDO: 3rd: 7890)

A mid-boss that blocks entry into the Shinra Mansion, these guys are alternate versions to SOLDIER enemies that have higher defence, less speed, and a slightly different pool of attacks.

The 3rds that appear here follow a new standardized AI template I've recently made for all SOLDIER-type enemies; they alternate between an attack and a special attack (usually a spell), which for COMMANDO enemies will usually be Earth magic or an Enemy Skill. They also counter Limit Break damage with a Cure spell (SOLDIER enemies will counter with Duo-Braver instead).

The Captain has a unique AI script adjusted from Gorki's AI; every few turns, a self-check is made for Reflect, Barrier, or Poison from which it'll react accordingly. If under Reflect, the enemy will Dispel it to prevent Wall being bounced back to the player party while Poison will be treated by Esuna (you can still get some decent tick damage done though if you time the poison proc right).

For attacks, the Captain has Aero2 which will target the entire party (Wind damage, same base power as, say, Earth2) along with Lifeshaver which will inflict Dual-Drain. All physical attacks will drain damage dealt as HP, so it's important to keep Barrier up to minimise this HP regain. As for the 3rds, they'll use Earth, Matra Magic, and Laser for a mix of single-target, elemental, multi-target, and fixed damage attacks.

Besides Poison, they have a few glaring weaknesses in that they can be hit by Gravity attacks and various status ailments such as Confuse. The Captain doesn't share these weaknesses, but can be hit with Silence to make the fight much more straightforward.
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Sega Chief |

FF7 New Threat Mod v1.4 - COMMANDO

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