That 'limit break' video was goofy, silly, funny, and amazing ^_^
That said though, I'm not certain if they would add a great deal to your game at this point in time. Maybe consider them a 'stretch goal' post-release once you've established the baseline game mechanics and have a completed story experience.
Don't get me wrong, I want those goofy silly fun limit breaks in the game but at the same time their presence in a turn-based Japanese-created RPG versus a real-time action system means that some things should be adapted to the current environment. In other words, do consider cool 'special moves' type of stuff from other real-time game series like Zelda, Metroid, Secret of Mana, etc. In fact out of all those the SoM comparisons might be the most beneficial to consider.
Once your demo is updated, do consider a crowdfunding campaign to fund the rest of the game and get some better art/animations in place so those 'epic' limit breaks truely do justice to the greats of old :)