Power Master 1: A Strange Journey
When used, Super Guard will reduce the amount of physical damage (damage taken from bare handed combat) the user takes for three turns.
Power Master: A Strange Journey MV
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Additionally, once the game is released, this section may need reorganizing.
In Power Master: A Strange Journey MV, Super Guard is adjusted. It will only be active for the remainder of the current turn, and it can only be learned by reading a Book of Super Guard. However, it temporarily increases both Defense and Resistance, effectively making it a stronger variation of the standard Defend command. It costs 10 Special Points to use, and has a high speed usage to help it be the first action that takes place in a battle.
There is an improved variant called Wonder Guard.
|Armor Break • Berserker's Roar • Blind • Blizzard II • Burst • Chakra • Confuse • Confusion Song • Cover • Darkness • Dark Cloud • Double Attack • Fairy's Breath • Fire • Fire Breath • Fire II • Flame II • Heal • Heal III • Ice • Ice Breath • Ice II • Life Drain • Magic Burst • Mana Barrier • Nuclear • Paralyze • Paralyze Breath • Petrify • Pierce • Poison • Poison Cloud • Possess • Pounding Blow • Provoke • Quake • Raise II • Recovery II • Restrengthen • Shade • Shout • Sleep • Sleep Breath • Slow Move • Special Shield • Spirit's Blessing • Stone • Strong Attack • Super Guard • Tackle • Thief's Luck • Thousand Arrows • Thunder • Thunder II • Tornado • Triple Attack • Ultimate Slash • Water • Wave • Weapon Break • Whip-Lash • Wind • Vanish|