Meteor Barret (Final Fantasy VIII)

Meteor Barret is a Duel finishing move for Zell 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.
Meteor Barret is learned from Combat King 003 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 Meteor Barret, he jumps, charges his fists with energy, and throws himself into a flying punch that engulfs the opponent in an explosion.
==Obtained==
Meteor Barret 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 003, obtained by staying in the town's hotel with Zell in the party after liberating Balamb. This is the culmination of a long sidequest involving Zell and the Library Girl with a Pigtail, but the player does not need to do any of the events to get the magazine.
Combat King 003 is also sold in the Esthar City book store.
==Mechanics==
Meteor Barret is performed either automatically 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.
Meteor Barret 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 52 / 16
Where "Strength" is Zell's Strength stat and "Vitality" is the target's Vitality stat. Meteor Barret is only slightly more powerful than the target-all-enemies finishers: Burning Rave and My Final Heaven.
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.
Meteor Barret can be used from any of the following combinations:
* Punch Rush → Dolphin Blow → Meteor Barret
* Booya → Meteor Strike → Dolphin Blow → Mach Kick → Meteor Barret
* Booya → Heel Drop → Mach Kick → Heel Drop → Booya → Punch Rush → Mach Kick → Meteor Barret
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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Meteor Barret is perhaps the least useful finisher for being only marginally stronger than the default finishing move, Burning Rave, and targeting only one foe when some finishers' ability to target 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. Meteor Barret is weaker than Different Beat, which is learned later.
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). Therefore, there is no need to learn Meteor Barret or actively try to use it combat, as Zell is lethal regardless.
Meteor Barret 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 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, Meteor Barret can be even more powerful. Meteor Barret 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==
==Citations==
Category:Duels in Final Fantasy VIII