Dolphin Blow (Final Fantasy VIII)

Dolphin Blow is the strongest basic Duel technique for Zell in Final Fantasy VIII, but is hidden in the command window before the player reads Combat King 001. It deals physical damage to an 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.
Dolphin Blow is strong and performed with a input. Though it shares the longest button sequence for a non-finishing move with Meteor Strike, Dolphin Blow can be performed quickly and is a good part in building a long chain of moves, which is where Zell's damage potential lies and makes him potentially the strongest party member. 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.
Dolphin Blow is an uppercut alongside two jumping dolphins. Many of Zell's Duel moves are reminiscent of Tifa's Limit techniques from Final Fantasy VII, and Dolphin Blow is one of her signature moves.
==Obtained==
Dolphin Blow can be performed since the start, but will not appear in the command window until the player reads Combat King 001, found in the bottom floor of D-District Prison. The magazine must be picked up before rescuing Squall Leonhart. Later on, Combat King 001 will also be for sale in Esthar City Book Store, alongside the other Combat Kings.
==Mechanics==
Dolphin Blow 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.
Dolphin Blow deals non-elemental physical damage to an opponent 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 28 / 16
Where "Strength" is Zell's Strength stat and "Vitality" is the target's Vitality stat. For comparison, the Power value of a normal attack is also 20, meaning one hit from Dolphin Blow is 40% stronger than using his Attack command; the damage potential increases further from being able to attack consecutively and the guarantee that the Duel will not miss.
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.
Dolphin Blow chains from Punch Rush at the start of a chain, and then either into Heel Drop or Mach Kick to continue the chain, or into Meteor Barret to finish. The player can build a repeating chain with Punch Rush → Dolphin Blow → Heel Drop → Mach Kick → repeat from Dolphin Blow.
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==
Dolphin Blow is the strongest of of Zell's non-finisher Duel techniques when not counting for fractional damage from Meteor Strike. It has the longest button sequence for a non-finishing move at four inputs, but is still fast to use. It is not unveiled in the command window until the player reads Combat King 001. 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). With this in mind, Dolphin Blow is not needed to make most out of Zell's Duel, but is a good addition to add some variety to his chains.
Dolphin Blow remains an excellent move throughout the game as part of chaining to his other moves; it all stacks up the longer the Duel time is. Punch Rush ↔ Booya or Booya ↔ Heel Drop are faster chains than Punch Rush → Dolphin Blow → Heel Drop → Mach Kick → back to Dolphin Blow. However, if the player can do the latter sequence rapidly and accurately, it would be very strong. If the player additionally inflicts Vit 0 onto the enemy, Dolphin Blow can be even more powerful. For the best chance of getting the maximum timer, the player can have Zell in critical HP and have him under Aura status. (However, Aura spells and stones are rare.)
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.
Zell's Limit Break is always good, but especially so against bosses when he gets the long timer. It would be especially good against Adel (without finishing moves), Ultima Weapon, Omega Weapon, and the final bosses.
==Other media==
A poster of Zell doing his pose when performing Dolphin Blow appears on a poster on Tifa Lockhart's room in Nibelheim in Final Fantasy VII Rebirth.
==Citations==
Category:Duels in Final Fantasy VIII