I'm repeating a lot of crap you're already aware of here, since accosting you on AIM has lost its novelty. ;P Plus, there will be at least ten witnesses that I indeed mentioned this stuff, that the senility is purely yours!
Imzogelmo wrote:Final Fantasy 6
Non-final strike not required for triggering X-type instant death attack.
1) I'd list that with the Dragon Horn + Tempest bug, even if it means having an FF6j-specific entry within a general one. Though you can contend that Square omitting the check in FF6j's insta-death weapons routine is its own problem, the root cause of the bugs is the same: Fight and Capture reload the attack data from the weapons data before
every strike. Jump only loads the weapons data
once for the command.
While you're at it, add ThiefKnife (after it tries to steal once, will try to steal every remaining strike in the turn) and Ogre Nix (after it breaks, remaining jumps will do damage as if you still held it).
2) Speaking of Ogre Nix, another bug with it and Jump is that your character will appear barehanded
on the jump that breaks it. Contrast with the less prophetic Fight command.
3) Since you're including graphics, this certainly qualifies (pasted from my GameFAQs post):
When jumping between buildings in Zozo, your character "double pumps". When jumping to the left, they understandably squat facing left. But when jumping to the right, they also squat left, which requires some goofy physiology to make that leap.

Hell, they even face the wrong direction when *completing* the jump (apparently pulling themselves up by thin air), something i just realized a few seconds ago.
4) And from the very thread I was replying in, mblock129's Zephyr Cape observation:
"From: mblock129 | Posted: 11/5/2004 10:41:55 PM | Message Detail
The Zephyr Cape blocking animation consists of two different sprites of the Cape. When a character faces left, as in a normal attack, the first one is put behind the character and the second one in front. However, when attacked from behind, both sprites appear in front of the character.
This inconsistency not only makes the animation much easier to observe in a Back Attack, it also begs the question: is this a bug?"
[NOTE: the interested can read about #3 and 4 in this thread:
http://boards.gamefaqs.com/gfaqs/genmessage.php?board=8998&topic=17313515 ]
5) "Imping a Raging character can cause a nasty bug. Essentially, they'll get the automatic nature of Rage (choosing Battle every turn), but *none* of the monster properties (some statuses may linger from earlier in the rage, but they won't be permanent anymore).
When someone's Imp status is toggled, a routine is called that recalculates their properties (elemental reactions, statuses and status immunities, special properties like Human/Undead/etc, stats including Battle Power, Defense, MBlock, and Speed) from scratch using their equipment. This is done because Imp status (or lack thereof) can affect the Battle Power and Defense ratings of equipment. However, this routine never reloads the Raged monster's data. Even worse, because several commands (including Rage) get swapped for Fight on Imps, an afflicted Rager won't have the monster properties restored until they take a turn as a non-Imp.
This bug also appears to be the only reason characters can't benefit from the 'Critical Hit if Imped' property."
Reword that however ye choose.
6) Any luck trimming the epic description for the bug with the coloration of commands on Gogo's righthand list?
7) Expand the "Counterattack from beyond" description to include Poison. I'm sure Seizure will do it as well. Did we hypothesize that the Poison/Regen/Seizure damage "attack" has to be queued up by a certain time for it to meddle with the enemy counter?
8] Mute steals your Rage-inflicted status on attempted spell casts -
Swap out "lack of MP" for Imp, as we discussed. Also, I believe your description can get a little more specific on the bug's consequences. In particular, you can be robbed of permanent statuses only if the bug happens on the *1st* Rage turn. If the first turn went off without a hitch, you're all good. (Once you're "locked into" permanent statuses, subsequent turns can't screw you.) Your non-permament status description needs no revision, because those statuses can always be removed mid-Rage by Dispel and such (or for Intangir's Clear, simply a spell hitting you).
While your two monster examples are great, the list of monster statuses meant to be permanent might help the reader for other Rages:
Mute, Berserk, Muddle, Seizure, Regen, Slow, Haste, Shell, Safe, Reflect, and Float.
(as you know, enemies can technically have a Removable Float, but no actual ones set that without the normal Float.. so you don't have to confuse your readers by asterixing Float ^__^).
9) What about Randomosity? Normally, I'd say that a flaky random number generator is more of a design "limitation" than a bug.. But this flakiness can prevent certain attack formations
altogether, even when the data says they're
fully possible. IMHO,
0% vs. 5% is a world apart from something like 5% vs. 10%.
If my supplemental document and GameFAQs posting are still muddy, I can help you come up with a clear, brief description of the problem. Including the monster group list is optional.
The main question is whether we should start this off as an FF3us-specific bug and wait for it to be verified elsewhere, or start it off as a general bug and see if it's disproven on other flavors.