Different Beat (Final Fantasy VIII)

Different Beat is Zell's strongest Duel finishing move in Final Fantasy VIII. It deals physical damage to one enemy depending on Zell's Strength stat. When Duel initiates, the player has a variable amount of time to perform Duel moves on their chosen target. A finishing move ends the chain, and is best used right before Zell is about to run out of time.
Different Beat is learned from Combat King 004 and is performed with a input. Because building a long chain of moves is where Zell's damage potential lies, finishing moves are usually not needed, and can be detrimental in cutting Zell's Duel short. The time allotted for performing moves depends on Zell's Crisis Level, a hidden calculation in the game. Duel is randomly available when Zell is on low health or under Aura.
When Zell uses Different Beat, he performs a series of flipkicks sending the enemy to the sky, and finishes off with a crushing flying energy kick.
==Obtained==
Different Beat can be used since the beginning of the game, but will not appear in the command window as an option until the player reads Combat King 004, obtained by speaking to the lone Esthar soldier on a bridge near the Airstation before heading to the Lunar Gate, then again during Lunatic Pandora's attack on Esthar City, while controlling Zell.
The magazine is also sold in the Esthar book store when the player has Familiar from Tonberry. The player can buy it before getting it from the soldier.
==Mechanics==
Different Beat is performed either automatically by chance when the player sets their Duel to "Auto" in the Status menu, or by chaining from another move by inputting when it appears in the command window.
Different Beat deals non-elemental physical damage to one enemy calculated as per the following formula:
:Critical Determination
:Critical\% = (Luck + 1) / 256 \times 100
Where "Luck" is Zell's Luck stat. If the hit criticals, it will deal double damage.
:Base Damage Calculation
:Damage = Strength^2 / 16 + Strength
:Damage = Damage \times (265 - Target's~Vitality) / 256
:Damage = Damage \times 72 / 16
Where "Strength" is Zell's Strength stat and "Vitality" is the target's Vitality stat. Different Beat is by far the strongest Duel technique; for comparison, the next strongest technique, Meteor Barret, has a Power value of 52 whereas Different Beat has a Power value of 72. It is not particularly powerful in comparison to other characters' physical Limit Breaks, however. Quistis's Gatling Gun and Rinoa's Angelo Strike (can) have Power values of 120. Each strike from Squall's Lion Heart has a Power value of 100, and Irvine's Armor Shot has the Power value of 80.
All damage is randomized slightly:
:Damage = Damage \times ([0..32] + 240) / 256
The time Zell has for Duel depends on his Crisis Level in the following manner:
* Crisis Level 1: 4.66 seconds (starts with Punch Rush)
* Crisis Level 2: 6.66 seconds (starts with Punch Rush)
* Crisis Level 3: 9.33 seconds (starts with Booya)
* Crisis Level 4: 12 seconds (starts with Booya)
Crisis Level is a hidden stat calculated based on how low Zell's current HP is compared to his maximum, the number of dead allies, and the number of ailments he is afflicted with. The worse off he is, the longer Duel times the player can expect. Crisis Level is also raised with the Aura status.
Different Beat can be used from any of the following combinations:
* Punch Rush → Booya → Meteor Strike → Booya → Different Beat
* Punch Rush → Booya → Heel Drop → Mach Kick → Heel Drop → Booya → Different Beat
Because of the complexity of Duel, it is best explained and summarized by viewing the following Google docs flowchart.
If the target has Protect, damage is halved. Limit Breaks never miss and are unaffected by Elem-Atk junctions.
==Use==
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Different Beat is the strongest Duel finisher. It is not considered Zell's ultimate Limit Break however: his My Final Heaven is strong as well and targets all enemies whereas Different Beat only targets one. However, its single-target nature diminishes Different Beat's usefulness in practice, as targeting all enemies is one the only reasons the player may want to use a finishing move as opposed to continuing with basic moves for the longest possible chain.
Zell's Duel is already at its best potential since the start of the game and does not need enhancement and investment outside of stat-maxing the same way the other permanent characters do (besides Selphie, though she still gets better spells to her Slot when on a higher level). There is little need to learn Different Beat or actively try to use it combat, as Zell is lethal regardless.
Different Beat is best used when Zell is about to run out of time to finish strong, but timing it perfectly would be lucky. The player may also want to use it to deliberately end the Duel early (with an added flourish), such as when presumed the hit will kill the target. If the player additionally inflicts Vit 0 onto the enemies, Different Beat can be even more powerful, though this may simply let Zell hit the damage cap of 9999 with lesser moves, especially if the player maximizes the chance for critical hits. Different Beat can be used against Adel, being single-targeting.
Zell should be junctioned toward high Strength to make the most of his Limit Break. The Guardian Forces that have Str-J natively are Shiva, Ifrit, Brothers, Pandemona, and Cerberus. It is also worthwhile to give Zell any Str+% abilities. Because each hit has a chance of being a critical hit, Zell is also an excellent choice for Luck-J and Luck+50%; the only GF that has Luck-J natively is Cactuar, but Luck-J Scroll is available from some sidequests to give to the GFs Zell is junctioning.
==Etymology==
The English-language idiom "to march to a different beat" (cf. "to march to the beat of one's own drum") means to follow one's own intuition with little regard for what others in a group may be doing. The phrase can be interpreted as the quality of having independence of thought or action, or more rarely the tendency toward stubbornness.
==Citations==
Category:Duels in Final Fantasy VIII