ファイナルファンタジーIX-レベル1のジダンがデスガイズを倒す
This fight requires careful planning and, above all, a lot of luck. Deathguise always starts by using Meteor, which is guaranteed to hit, making death almost certain. I say "almost" because, with some luck, it might only deal 50 or 100 damage, allowing you to survive. (In fact, in two of my attempts, it dealt 50 damage.)
Fun fact: If you start by attacking and use Sleep on Deathguise, Meteor will be skipped once he wakes up (either from your attack or when the status effect ends).
When Deathguise is open, there’s a 50% chance he’ll use Demon's Claw or Spin. Spin can’t miss, and surviving it is impossible (game over). In this phase, you’ll need to hope he always uses Demon's Claw and that you can dodge it as often as it’s used. Once he closes, it’s impossible to die because we have Zombie status and absorb the Wind element with Ribbon.
No one had ever managed to kill Deathguise solo at level 1—until now.
Note: I had to use the 2 Dark Matters (one stolen from Ozma and the other dropped by Ozma) because with Zombie status, you can’t recover HP or MP.
Detailed info about Deathguise's attacks taking into account the skills and equipment that Zidane has equipped:
✶ 'Meteor' deals damage between 50 and 4900, can't miss.
✶ 'Demon’s Claw' deals damage between 612 and 1224 with 28.5% chances to hit (back row halves physical damage / Distract halves hit rate).
Note: Has 57.0% chances to hit without Distract and 14.2% chances to hit with Distact + Defend command.
✶ 'Spin' deals damage between 384 and 768, can't miss (back row halves physical damage).
✶ 'Twister' heals between 45 and 4410 HP (Absorbing Wind turns damage into heal).
✶ 'LV5 Death' fails because Zidane's level is not a multiple of 5.
✶ 'Death' fully heals Zidane's HP (Zombie status).
Note: Death inflicts KO (if not guarded) with 78.0% chances to hit.
Physical attacks has two "accuracy" checks, one that leads to a miss if it fails (the hit rate) and one that leads to a dodge if it fails (the evasion). It says "Miss" in both cases but the dodging animation is used only on the latter.
Hit rate is 100% by default but the attacker's confuse / blind or the defender's defend / distract cuts it in half (cumulative, except for blind/confuse that don't stack).