Duel Duel is Zell Dincht ' s Limit Break moveset in " Final Fantasy VIII " . It is called Fight in the PlayStation demo version . Mechanics . When using Duel groups of button sequences appear on the screen and the player must attempt to input as many as possible in the allotted time . The time given depends on the Crisis Level and varies between 4 and 12 seconds . Zell has four finishing moves that can be input after a set combination of normal moves are used . Extra moves and finishers are learned by reading the Combat King magazine s found in various places . The abilities can be used before being unlocked , but they will not appear as an option . Several of the moves are reminiscent of Tifa ' s Limit moves in " Final Fantasy VII " , such as Dolphin Blow , Punch Rush , Meteor Strike and her ultimate limit , Final Heaven . Executing a finishing move ends the Duel , and are thus best saved as the final input command before the time expires . Each attack , particularly the finishing moves , can deal heavy damage and are not stunted by elemental resistance as they are pure physical attacks . All moves register as one hit , and none can exceed the damage limit of 9 , 999 , including finishers . Every hit has a chance to critical , but the target ' s Protect status halves the damage . The amount of time Zell has in his Duel depends on his Crisis Level : Duels . Finishing move prerequisites . For a finishing move to appear in the list of button sequences , one must complete a series of normal moves . Below is a list of prerequisite moves needed for the finishing moves ( shown in bold ) to appear . Strategy . The most effective way to use Zell ' s Duel is to do a technique dubbed by fans as " Armageddon Fist " whereupon the player constantly inputs two of Zell ' s moves in rapid succession ( Punch Rush ↔ Booya or Booya ↔ Heel Drop ) . It only takes fractions of seconds to input each command , and with the proper stats each move does around 5000 HP damage , critical hits reaching the 9 , 999 damage cap . With great concentration the player should be able to input these commands at or around 0 . 10 seconds ( on the game timer ) . With Duel lasting a minimum of four seconds and at maximum twelve seconds , the damage potential surpasses any other attack or combo . If during a twelve - second round the player were to input every command at or around 0 . 10 seconds , and Zell were to average a critical hit once every 5 attacks , under ideal conditions ( Zell ' s Strength at 255 and the enemy ' s Defense at 0 from Vit 0 ) this strategy could yield roughly 720 , 000 points of damage , enough to kill any enemy save for Omega Weapon in one round . With enough luck to land critical hits more frequently , even Omega Weapon can be killed in one round by this strategy . This hard to pull off , and depends on Vit 0 , making it less effective on normal encounters and early game . Punch Rush , Booya , and Heel Drop are weak and do less than half the damage of a Renzokuken hit and roughly 1 / 10 the damage of Renzokuken ' s Lion Heart finisher if damage cap isn ' t an issue . With most players and under most conditions , even with Vit 0 this will usually be weaker than Lion Heart but stronger than Renzokuken due to Lion Heart ' s randomness . Other appearances . " Final Fantasy VIII " demo . Zell ' s Limit Break command is called Fight and doesn ' t involve player input . It only includes Meteor Barret , although the animation is slightly different than in the final game . In the demo the chance to use Limit Breaks sometimes appears even when Zell isn ' t on low health , although the chance is small . " Final Fantasy Airborne Brigade " . Some of Zell ' s Duel moves appear in " Final Fantasy Airborne Brigade " . " Final Fantasy Record Keeper " . Zell uses his Duels in " Final Fantasy Record Keeper " .