Jecht (Dissidia 012)

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Info
Name Jecht (ジェクト)
Original game Final Fantasy X
Weapon Greatswords, Axes, Grappling Weapons, Thrown Weapons
Armor Shields, Bangles, Hats, Helms, Clothing, Light Armor, Headbands, Chestplates
Base ATK (LV100) 112 (Very High)
Base DEF (LV100) 111 (Average)
Run Speed 5 (Above Average)
Dash Speed 77 (Average / Good)
Fall Speed 81 (Average)
Fall Speed Ratio After Dodge 39 (Average)
Exclusive weapons Kaiser Knuckles, Sin's Talon, Sin's Fang

Combos page

Strategy page

Strengths Weaknesses

Overview

Jecht is a close range character with innate solo combos into HPs, strong mix-ups, relatively high damage output and good wall rush potential.

By charging an attack on start-up, Jecht can increase it's damage and range, delay it's activation as well as break through regular blocks with high priority bravery attacks. When defending, the unique Jecht Block can be used to threaten fast pokes, cover your own dodges, prevent assist meter decay and defend against high priority attacks on frame 1. Combined with unreactable braveries, standard-fare mobility and great wall rush potential, this makes Jecht dangerous to interact with up close.

However, his whiffs -particularly aerial Jecht Stream- are rather commital and can be difficult to work with when defending for resource building. Meter generation is weak without Jecht Beam HP enders (EX) or Side by Side builds (Assist). The EX meter often provides diminishing returns compared to assist and requires more investment over time, though it has it's benefits. Jecht's combos are linear by design, they require multiple 3-frame inputs to complete and can be exploited with opponent's assist (or internet router) to counter and intercept altogether.

Jecht's offensive gameplay is fairly straightforward, but provides multiple ways to his twist interactions. For example, while closing gaps is often risky with charged braveries, he can call out whiffs or air dodges with them. Thanks to the fast speed of uncharged braveries and his wall rush centric combos, Jecht can work with a variety of different assists to suit the player's needs.

Historically Jecht has been ranked at mid tier and later at high tier in competitive play. He thrives with momentum and can struggle a lot when it's not in his favor. Air poking is riskier compared to some other strong characters, traps can hinder him greatly and the strict input timing presents an entry barrier for new players to overcome. Dodge punishing fast fallers will require resources but with it, his close-range combat, post-dodge defense and high damage output are enough to compete with majority of the roster.

Bravery Attacks

Check the Combos page to learn more about concepts surrounding Jecht's solo combos.

Ground

Numbers in brackets are skipped when chaining a combo.

Version Damage multiplier Startup frame Type Priority EX Force Effects CP (mastered)
Level 1 4, [5] (4, 5) 13F Physical Melee Low 9, [60] - 60 (30)
Level 2 5, 5, [5] (10, 5) 18F (charge), 5F (release) Physical Melee Low 12, [60] -
Level 3 3 x 5, [5] (15, 5) 34F (charge), 5F (release) Physical Melee High 15, [60] Wall Rush -

[Close] Hold button to start. Combo with timing, analog stick.

Cancels: Dodge, block, Jecht Rush

Jecht Rush is Jecht's only grounded offensive bravery attack. Charging up the attack by holding the button will change it's start-up, damage and priority (only at LV3). Different combos branch off of this move and carry none of the altered attributes from charging Jecht Rush.

It's a straightforward attack with multiple uses. The fast start-up and early cancel windows make it good for building assist meter on whiff and initiating offense without huge risk of whiff punishment. The wall carry and Ultimate Jecht Shot enders make the reward on hit potent and consistent in many stages.

If the level 3 version collides with an opponent's melee low / mid priority attack, they will stagger and Jecht can follow up with a combo branch on his own. Also, because Jecht Rush becomes active quickly after releasing the button, you can use it to reliably reflect HP projectiles even at a close distance.

Be careful not to overuse this move. The opponent might not be able to whiff punish Jecht Rush consistently, but they can still look to hit you after you cancel it with a block or dodge. Pay attention to your own habits to keep yourself safe and unpredictable.

If a Level 3 Jecht Rush clashes with an attack, you can continue with timing inputs as normal. In practice, you can use this to challenge air attacks and transition into Jecht Rush Up 2 and reap the rewards.

Startup frame Block frames End frames Priority EX Force Effects CP (Mastered)
1F 1-16F 80F Jecht Block -- Block 30 (15)

[Block] Stops blows with powerful backhand. Does not deal damage.

Cancels (whiff): Dodge

Cancels (block): Anything

Jecht Block is a bravery attack that practically functions as a high priority block. The guarding activates on the first possible frame, meaning it is possible to dodge INTO attacks and nullify them during invincibility. That makes it very effective for defending after a dodge. Combined with the ability to cancel into any actionable state upon a successful block, Jecht Block becomes a very flexible tool with relatively high reward. It's the adhesive move that ties much of his gameplay together.

Jecht Block's interactions against properties are as follows:

Priority Result
Melee Low & Mid Wins (Staggers the opponent)
Melee High Tie (Both characters stagger)
Ranged Low, Mid & High Wins (Reflect / deflect)
Special & Unblockable Loses

The block duration is 1-16 frames (at 60 FPS) according to Japanese wiki and the animation can be (dodge) cancelled much earlier compared to a regular block. This does not invalidate regular blocking as their durations and applicable timings differ greatly. Jecht Block can be performed out of a dodge or as an air recovery substitute, but has shorter block duration. Regular block lasts much longer, only works against low priority moves, can be cancelled INTO from Jecht Rush / Jecht Stream whiff. It is also not available out of air recovery.

As an attack with no built-in offensive properties, Jecht Block does not generate assist meter. However, it WILL reset the assist meter decay which is still a great help when fighting in the air. In addition, the attack state avoids the innate critical hit rate increase for the opponent that normal blocks incur. The extra ability "Counterattack" can be used to a similiar effect, although it can be accounted for with the appropriate "Disable __" extra ability.

Both ground and air versions are largely identical in properties and applications and thus are staple abilities in many match-ups. If you wish to Jecht Block more consistently against airborne opponents on the ground, equipping the ability on a neutral circle input is recommended.

Make sure to avoid repeatedly pressing Jecht Block when using it. If it blocks something, subsequent button presses can accidentally perform another Jecht Block, reducing your window of opportunity for a counter attack.

Aerial Moves

Numbers in brackets are skipped when chaining a combo.

Version Damage multiplier Startup frame Type Priority EX Force Effects CP (mastered)
Level 1 2, 2, [5] (4, 5) 17F Physical Melee Low 9, [60] - 60 (30)
Level 2 2, 2, 1, 1, [5] (6, 5) 18F charge, 11F release Physical Melee Low 12, [60] - -
Level 3 1 x 8, [5] (8, 5) 34F (charge), 11F (release) Physical Melee High 12 Wall Rush -

[Close] Hold button to start. Combo with timing, analog stick.

The bronze toes are Jecht's only offensive aerial bravery attack. The slower start-up, longer animation and later cancel windows make it inferior to Jecht Rush on paper, but it is not enough to invalidate aerial combat altogether. For one, Jecht Stream is still fast enough to be unreactable when uncharged. The first kick can scoop opponents from below, making it fairly consistent in dodge punishing majority of the cast. Burst damage and wall rush potential are still potent. It is also easier to visually confirm a combo on hit compared to Jecht Rush. And just like Jecht Rush, a LV3 version can power through a lower melee priority move and follow up with a combo.

The reliance on this move does create problems, however. Recovering from a whiff takes a lot longer and leaves Jecht vulnerable to whiff punishment more consistently. Charged versions of Jecht Stream will attempt to close in on the opponent before becoming active and Jecht is susceptible to damage during that time. In addition to this, building assist meter is rather slow. Many characters can rotate fast pokes to defend and build a resource for themselves and Jecht does not quite fit into that mold. As such, it can be difficult and time consuming to come back from situations where he has no meter to combat the opponent's resources.

Because there are not many safe moves to threaten with, players will run the risk of becoming predictable. A backwards aerial dodge is often enough to negate Jecht Stream's effective ranges (charged and uncharged). Primary ways to increase ambiguity is through the use of Jecht Block, movement and dash feints. You may have to sweat the small stuff to make this move -and Jecht as a whole- work, but it will pay off if you stick with it.

Jecht Stream can also be cancelled into a regular block or whiff, but the longer animation compared to Rush makes this less practical.

Startup frame Block frames End frames Priority EX Force Effects CP (Mastered)
1F 1-16F 74F Jecht Block -- Block 30 (15)

[Block] Stops blows with powerful backhand. Does not deal damage.

Aerial version. Outside of shorter recovery frames, it shares all characteristics of the ground version. Because of air combat's frequency, you will naturally have many opportunities to use Jecht Block. As already mentioned, it is a great asset for covering your air dodges, threatening fast air braveries, nullifying projectiles and interrupting your assist meter decay.

Directional inputs for aerial attacks are not influenced by the opponent's relation to your character. However, the neutral input for air Jecht Block can still be beneficial - The absence of movement related inputs means you will not accidentally cancel out of Jecht Block and make yourself vulnerable prematurely. This is particularly useful against multiple projectiles such as Ultimecia's Knight's Blade or attacks with long active duration such as Feral Chaos' Lux Magnus.

Jecht Block has slight forward movement, which can be used to guard attacks from outside of their immediate range. This is good when dealing with lingering projectiles such as The Emperor's Flares or traps such as Ultimecia's charged Knight's Lance.

Combo Chains

Jecht Rush and Jecht Stream will transition into different combo attacks when bravery attack has been pressed at the right time. Many properties are shared across all variations of a single chain.

For more information on how these combo chains work, please refer to the Jecht combo page.

Hits in brackets are skipped when chaining.

Version Damage multiplier Startup frame Type Priority EX Force Effects CP (mastered)
Ground (Neutral) 1x9, [12] (+9, 12) ?? Physical Melee Low 9, [60] Chase -
Ground (Up) 1x5,2, [12] (+7, 12) ?? Physical Melee Low 9, [60] Chase -
Air (Neutral) 1x4, 3, [12] (+7, 12) ?? Physical Melee Low 9, [60] Chase -

Version Damage multiplier Startup frame Type Priority EX Force Effects CP (mastered)
Ground / Air (Neutral) 1x4, 6, [19] (+10, 19) ?? Physical Melee Mid 9 Wall Rush -
Ground (Up) 3, 1x5, 2, [19] (+10, 19) ?? Physical Melee Mid 9 Wall Rush -
Air (Down) 5, 5, [1x4, 15] (+10, 19) ?? Physical Melee Mid 9 Wall Rush -

HP Attacks

Please note: All HP attacks except Ultimate Jecht Shot have a ground and midair version which have identical attributes. Ultimate Jecht Shot is only available on the ground.

Only available on the ground.

Version Damage multiplier Startup frame Type Priority EX Force Effects CP (mastered)
Level 1 1 x 18 (18) 31F Physical Melee High 30 Wall Rush
Level 2 1 x 24 (24) 48F charge, 1F release Physical Melee High 30 Wall Rush
Level 3 1 x 34 (34) 64F charge, 1F release Physical Melee High 30 Wall Rush
[Close] Hurl meteors from sky. Boost power by holding button.

Version Damage multiplier Startup frame Type Priority EX Force Effects CP (mastered)
Level 1 2 x 5 (10) 41F Physical Melee High 30 Wall Rush
Level 2 1 x 6, 2, 2, 3, 3 (16) 48F charge, 11F release Physical Melee High 30 Wall Rush
Level 3 1 x 9, 2 x 6 (21) 64F charge, 11F release Physical Melee High 36 Wall Rush
[Close] Masterful swordplay. Boost power by holding button.

Version Damage multiplier Startup frame Type Priority EX Force Effects CP (mastered)
Level 1 1 x 5, 3, 2 (10) 41F Physical Melee High 30 Wall Rush
Level 2 2 x 7, 1 (15) 48F charge, 11F release Physical Melee High 30 Wall Rush
Level 3 2 x 11, 1, 1 (24) 64F charge, 11F release Physical Melee High 30 Wall Rush
[Close] Grab foe and detonate. Boost power by holding button.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
-- 31F -- Ranged High 120 -- 30 (15)
[Close] Fires lasers from eyes. Short range, but fast.

EX Mode: Final Aeon!

Effects:

  • Regen
  • Critical Boost
  • Full Combo

Full Combo

[Always active while in EX Mode] Even if the first hit misses the opponent, combos can be completed.

Full Combo allows Jecht to initiate surprise attacks and extend EX mode's duration for added health regeneration. By whiffing Jecht Rush or Jecht Stream and then activating EX Mode, Jecht can quickly close the gap with the second combo chain. At a glance it sounds tempting, powerful even. But the tracking is not very strong and only the 3rd combo chain has an increase in priority from Melee Low to Melee Mid. However, Jecht Rush works particularly well with this since the 2nd chain (neutral) can traverse in the blink of an eye or anti-air (up).

As a general rule, the player character's EX Mode will not deactivate while they are in an attack state. Since Jecht can charge an attack without time restrictions, he can theoretically stay in EX Mode forever and thus, regenerate as much health as he wants. Taking advantage of this trait means allowing the opponent to pursue resources at their leisure while putting yourself at the risk of getting whiff punished. Remember that Jecht is still vulnerable while charging as well.

If no EX meter remains and Jecht is in a combo, the EX Mode will deactivate after the 3rd combo chain. Therefore, if you want to ensure an EX Burst, you must already be performing the HP attack by the time the EX meter has run out.

EX Burst: Blitz King

A flurry of attacks leading to a splendidly impressive shot. Watch your timing and press circle when the cursor hits the center.

Damage multiplier (initial) Damage multiplier (rest) Type
5 (5) 5, 5, 10, 19 x 4 (96) (101 total) Physical

Not a particularly strong EX Burst. Two separate timings for a perfectly input burst leaves plenty of room for human error, especially in spotty internet connections. The extra skill Auto EX Burst Omega can be used to compensate, but Jecht already needs CP for other things. His synergy with Side by Side builds and relatively weak EX generation means you may not see this all that often, but as with any other EX Burst, it's still okay for tacking on extra damage or closing out a match.

Jecht's mechanics

About bravery charges

If bravery button is held when using Jecht Rush or Jecht Stream, Jecht will begin charging the attack. Holding the button increases the attack's properties, but will make him vulnerable as he is stationary in this state. Release the button to attack. The attacks have three levels to them.

  • Level 1 = Uncharged, Melee Low priority, fastest start-up. Quickly tap the button.
  • Level 2 = Slightly charged, Melee Low priority. Slower start-up, but minor range and damage increase. Indicated by a different grunt and additional, but subdued particle and sound effects.
  • Level 3 = Fully charged, Melee High priority. Slowest start-up (almost doubled from LV2), but provides biggest range and damage increase. Indicated by a different sound effect and a major aura surrounding Jecht.

The most common and practical uses for charging are breaking through regular blocks, punishing dodges and anticipating a whiffed attack outside of close range.

This is not without risk, however. Once the charge has been initiated, Jecht MUST follow through with the attack even if it cannot make contact. This makes charging the air BRV Jecht Stream particularly risky, as the attack takes even longer to start up and recover from due to performing both kicks. Jecht remains vulnerable while he closes the distance with a charged Jecht Stream and opponents usually have more room to evade the attack in the air. When charging, the button can be held indefinitely but this typically makes it easier for the opponent to retaliate. That idea goes for any charges as they delay the attack's moment of impact.

While charged Jecht Stream is vulnerable on button release, Jecht Rush does not suffer from this issue as much due to the active hitbox coming out much earlier. Not only that, the shorter animation combined with earlier cancel window allow Jecht to whiff a charged Jecht Rush more frequently without repercussions. This makes ground combat a bit safer for him than aerial fighting. Unfortunately, the majority of Dissidia Duodecim's interactions mandate air combat, so building good intuition for charging attacks in the air can cripple your gameplay for some time. Take advantage of walls and small stages as there is less room to evade safely.

When attacking with Jecht, try to be mindful of how long you press the bravery button. Even a slight hold can make your attack slower than it actually is, even if it's properties don't improve.

About neutral attack input

The attack you assign to the neutral input (no direction) matters! On the ground Jecht Rush becomes immune to ambigious camera angles and helps attacking grounded characters. The same goes for Ultimate Jecht Shot and thus is recommended to equip it on the neutral input. On the other hand, gapless Jecht Blocks become very practical and can also help defending against airborne attacks regardless of angle.

There is another way to mitigate this, but it requires a larger CP investment: Jecht Block on neutral (15 CP) and Jecht Rush on both directional inputs (30 + 30 CP). Or Jecht Rush on neutral (30 CP) and Jecht Block on both directional inputs (15 + 15 CP). This is not an issue for air attacks and lock-off Jecht Blade / Triumphant Grasp are not known to have effective uses either.

Builds

Notable Abilities
Basic Support Extra
Dodges Auto Assist Lock On Precision Evasion
Blocks Auto EX Command Omega Counterattack
Reverse Air Dash Sneak Attack
Free Air Dash First Strike
Ground Dash Riposte
Reverse Ground Dash Assist Critical Boost
Omni Ground Dash Disable Counterattack
Multi Air Slide EXP to Assist
Free Air Dash Boost
Assist Gauge Up Dash
Speed Boost
Jump Times Boost
Ground & Midair Evasion Boost
Evasion Boost
Descent Speed Boost

Auto Assist Lock-On allows charged attacks to automatically home in towards the opponent's assist. This does leave you open for an opponent's attack though.

Stats
HP 9376
CP 450
BRV 1393 (2089 with Hero's Seal)
ATK 179
DEF 183
LUK --
Max Booster x3.8
Special Effect: None
Equipment
Assist Kuja / Aerith
Weapon Piggy's Stick
Hand Chainsaw
Head Royal Crown
Armor Maximillian
Accessory 1 accessory_basic.png Muscle Belt
Accessory 2 accessory_basic.png Sniper Eye
Accessory 3 accessory_basic.png Dismay Shock
Accessory 4 accessory_booster.png BRV = 0
Accessory 5 accessory_booster.png Empty EX Gauge
Accessory 6 accessory_booster.png Pre-EX Mode
Accessory 7 accessory_booster.png Pre-EX Revenge
Accessory 8 accessory_special.png Hero's Seal
Accessory 9 accessory_special.png Together as One
Accessory 10 accessory_special.png Side by Side
Summon Rubicante

You must use the CP glitch on all four equipment. The extra skills are Peltast's Gear, Bard's Gear, Cavalier's Gear and Equip Machines.

Standard high base bravery with wall rush, a stable build for competition. Meter depletion are placed here, as are initial brv and assist meter boosts. At base bravery, a solo combo with HP wall rush deals roughly 2,000 HP damage. The first wall rush combo with Hero's Seal is going to hit for over 3,000 HP. Coupled with Side by Side's meter gain, that already makes for a good lead. Together as One kickstarts assist meter at the beginning and lets Jecht avoid committing to an attack for a longer period of time. Naturally, getting hit early will take your higher initial bravery away, but ideally the assist meter will be available to protect you.

For an EX variant of this build, swap Side by Side and Together as One for Tenacious Attacker and / or Glutton.

If you don't prefer starting with higher resources, you can change Hero's Seal and Together as One for Hero's Essence (extra CP), Winged Boots, Great Gospel, Miracle Shoes or additional boosters.

Stats
HP 9972
CP 450
BRV 997
ATK 178
DEF 185
LUK --
Max Booster x4.0
Special Effect: Adamant Chains
Equipment
Assist Tidus / Kuja
Weapon Adamant Knife
Hand Adamant Shield
Head Dueling Mask
Armor Adamant Vest
Accessory 1 accessory_basic.png Zephyr Cloak
Accessory 2 accessory_basic.png Heart's Ease
Accessory 3 accessory_basic.png Dismay Shock
Accessory 4 accessory_basic.png Battle Hammer
Accessory 5 accessory_booster.png HP = 100 %
Accessory 6 accessory_booster.png Empty EX Gauge
Accessory 7 accessory_booster.png Pre-EX Mode
Accessory 8 accessory_booster.png Pre-EX Revenge
Accessory 9 accessory_special.png Together as One
Accessory 10 accessory_special.png Side by Side
Summon Rubicante

Use the CP glitch with Peltast's Gear, Knight's Gear and Cavalier's Gear to equip everything except Dueling Mask.

A match-up specific build for accumulating bravery through dodges and blocks. Recommended against Ultimecia, The Emperor and Sephiroth, where you may have high uptime on dodges and blocks, but then struggle to land a proper hit. If you have room for only one set, the emphasis on gaining BRV from dodges is more consistent in competition. Jecht Block is more efficient at generating BRV against multiple projectiles, but loses to unblockables, sidelining projectiles and is more vulnerable on whiff.

If the opponent has no EX intake, swap out Dismay Shock for a booster such as Summon Unused, BRV > Base Value or Aerial. Together as One is for stability, but can be swapped for another booster or Hero's Essence. The extra CP can be spent on extra base bravery, health or even crits. You might not need as many ground moves against Ultimecia, so if you're looking for CP, start by trimming those.

Stats
HP 9644
CP 480
BRV 1314
ATK 180
DEF 181
LUK --
Max Booster x3.3
Special Effect: Seal of Lufenia
Equipment
Assist Kuja
Weapon Piggy's Stick
Hand Lufenian Dirk
Head Lufenian Hairpin
Armor Lufenian Jacket
Accessory 1 accessory_basic.png Sniper Eye
Accessory 2 accessory_basic.png Bravery Orb
Accessory 3 accessory_basic.png Battle Hammer
Accessory 4 accessory_booster.png BRV = 0
Accessory 5 accessory_booster.png Summon Unused
Accessory 6 accessory_booster.png Pre-EX Mode
Accessory 7 accessory_booster.png Pre-EX Revenge
Accessory 8 accessory_special.png Hero's Essence
Accessory 9 accessory_special.png Tenacious Attacker
Accessory 10 accessory_special.png First to Victory
Summon Rubicante

Use the CP glitch with Peltast's Gear, Thief's Gear and Bard's Gear. Lufenian Jacket is natively allowed.

An all-rounder build focused on EX meter depletion. Recommended against characters with good EX generation or long-winded match-ups involving EX such as Gabranth, Gilgamesh, Prishe, Lightning, Garland and Tidus.

Boosted wall rush, initial meter and higher CP are for flexibility. If Seal of Lufenia set bonus' EX drain is not enough, you may swap one of the special accessories, BRV = 0 or Bravery Orb for Dismay Shock. The extra CP provided by Hero's Essence lets you equip more abilities with movement, critical hit rate boosts or stat increases. Depending on your preferences, First to Victory is also interchangeable. Glutton, Winged Boots and Muscle Belt are all good picks there.

If you want Judgment of Lufenia version for enhanced assist meter depletion, swap Lufenian equipment for Judgment of Lufenia gear and swap Battle Hammer with Dismay Shock.

Stats
HP 11299 (with Master Guardsman)
CP 450
BRV 956
ATK 181
DEF 184
LUK --
Max Booster x2.7
Special Effect: Soul of Yamato
Equipment
Assist Cannot use.
Weapon Cleaver
Hand Genji Shield
Head Genji Helm
Armor Genji Armor
Accessory 1 accessory_basic.png Pearl Necklace
Accessory 2 accessory_basic.png Dragonfly Orb
Accessory 3 accessory_basic.png Silver Hourglass
Accessory 4 accessory_basic.png Pendant
Accessory 5 accessory_basic.png Battle Hammer
Accessory 6 accessory_booster.png Empty Assist Gauge
Accessory 7 accessory_booster.png Pre-EX Revenge
Accessory 8 accessory_booster.png Pre-Assist
Accessory 9 accessory_special.png Close to You
Accessory 10 accessory_special.png Center of the World
Summon Rubicante

Use the CP glitch with Cavalier's Gear for Genji Armor.

A completely EX-oriented build that sacrifices the assist mechanic for stronger EX generation. The boosters are low, but consistent. Because you have no assist meter to manage, you have more liberty in moving around looking for interactions and EX Cores. Jecht Beams are preferred combo enders for EX meter.

Historically Center of the World builds have been a liability in competitive play and Jecht is no exception. However, his ability to function independently from assist (HP links) can make this build a decent, albeit a very different style of play for match-ups he doesn't struggle in. You may still have to land multiple full combos for an EX meter, there is no assist meter to save you from any mistakes and timing an EX mode will be paramount to success.

Stats
HP 10299
CP 450
BRV 1335 (with Master Protector)
ATK 179
DEF 184
LUK --
Max Booster x5.3
Special Effect: Soul of Yamato
Equipment
Assist Kuja / Tidus / Aerith
Weapon Piggy's Stick
Hand Genji Shield
Head Genji Helm
Armor Genji Armor
Accessory 1 accessory_basic.png Dragonfly Orb
Accessory 2 accessory_basic.png Bravery Orb
Accessory 3 accessory_basic.png Dismay Shock
Accessory 4 accessory_basic.png Battle Hammer
Accessory 5 accessory_booster.png EX Core Present
Accessory 6 accessory_booster.png Summon Unused
Accessory 7 accessory_booster.png Pre-EX Mode
Accessory 8 accessory_booster.png Pre-EX Revenge
Accessory 9 accessory_booster.png Aerial
Accessory 10 accessory_special.png Together as One
Summon Rubicante

Use the CP glitch with Peltast's Gear and Cavalier's Gear.

An air-centric set with assist available for use against Exdeath and Sephiroth. Dragonfly Orb boosts EX Core absorption, but weakens assist gauge duration, so Together as One is used to offset it. While approaching Exdeath is frantic and generates assist meter over time, the worse gauge duration can miss you a level 2 Assist Change in the heat of the moment.

High base bravery is to play around high defense stat, so Bravery Orb is bundled to optimise damage during an assist combo. Battle Hammer is to stop LV2 Assist Change staggers on HP hit (you could be broken afterwards). In air oriented match-ups such as Exdeath you can remove Jump Boosts, Speed Boosts and Jecht Beam (ground) for other CP investments, such as extra crits.

This is not a very common set, but in cases where you want to rely more on EX Cores for EX intake this can be a good alternative.

Stats
HP 8761
CP 450
BRV 1723 (2929 with Hero's Seal)
ATK 179
DEF 183
LUK --
Max Booster x2.2
Special Effect: None
Equipment
Assist Kuja / Tidus / Aerith
Weapon Piggy's Stick
Hand Chainsaw
Head Thornlet
Armor Auto Crossbow
Accessory 1 accessory_basic.png Hyper Ring
Accessory 2 accessory_basic.png Muscle Belt
Accessory 3 accessory_basic.png Sniper Eye
Accessory 4 accessory_booster.png HP = 100 %
Accessory 5 accessory_booster.png HP is a Prime Number
Accessory 6 accessory_special.png Blue Gem
Accessory 7 accessory_special.png First to Victory
Accessory 8 accessory_special.png Hero's Seal
Accessory 9 accessory_special.png Together as One
Accessory 10 accessory_special.png Side by Side
Summon Rubicante

Use the CP glitch for all equipment. Peltast's Gear, Bard's Gear and Equip Machines.

This one's a kicker. With the 100 % crit rate on First Strike extra ability, you can take the idea of high initial damage from the Side by Side build even further. Against Exdeath with 187 defense (higher end of the competitive spectrum), the FIRST Jecht Rush UJS into Tidus assist and Jecht Rush DC combo will deal close to 8,000 damage off of the first hit with both wall rushes. Characters with lower base defense will absolutely get SHREDDED by this.

So what's the catch? If the opponent manages to avoid ground or Jecht Rush until they can escape a combo, the strength of this build is compromised. That is a lot more common than what is desireable for this build. Taking any HP damage will also disable the rare Prime Number booster, though it might not be a very big loss by itself. The abnormally high base bravery and Side by Side ensure Jecht can at least stay somewhat competitive in case his win condition is not satisfied quickly. Use responsibly!

Assists

Jecht's Assist Data

Type Attack Startup Position Spawn Damage multiplier Effects
BRV Jecht Rush 13F Ground Opponent 4, 1 x 9, 3, 1 x 5, 2, 19 (42) Wall Rush
BRV Jecht Stream 17F Air Opponent 2, 2, 1 x 4, 3, 5, 5, 1 x 4, 15 (40) Wall Rush
HP Jecht Blade 41F Ground Opponent 2 x 5 (10) Wall Rush
HP Triumphant Grasp 41F Air Opponent 1 x 5, 3, 2 (10) Wall Rush

Overview

With the ability to convert fast braveries into a full blown HP combo with wall rush, Jecht's gameplay lends well to a variety of assists. All meta assists work with Kuja being conventionally strongest, with other four providing match-up / stage specific utility.

In addition, Squall, Onion Knight and Ultimecia can provide specifically tailored utility. Small stages enable Terra and Gilgamesh.

High bravery damage, whiff punishes, consistent follow-ups anywhere and HP assists to help bypass LV2 Assist Change or force an HP through a botched combo. A Jecht Beam during a BRV assist is often guaranteed at a wall, pushing critical hit rate for the next combo higher and speeding up base bravery recovery. Jecht will have to engage with the opponent directly if they choose to escape the opponent and lock the vulnerable Kuja assist, but it is well worth the effort.

What Tidus loses in raw damage output, he makes up for it with whiff punish proficiency and ground combo potential. Air BRV assist Hop Step is faster than Kuja air BRV with less range, but helps with reaction times and bypasses The Emperor's Dreary Cell HP reliably, both notable assets to Jecht.

Sonic Buster BRV isn't the best at whiff punishing, but the ground wall rush knockback means Jecht can go for a full Jecht Rush dodge cancel combo to rack up damage. The short interval between Hop Step and a teleport follow-up incentivises a full combo over a raw HP for high base bravery builds, which can hurt player consistency at times. If a Jecht Stream combo fails half way, the Slice and Dice HP can salvage it during a chase sequence.

Tidus is not necessarily an optimal assist in all match-ups, but definitely worth consideration regardless.

Aerith does not primarily function as a whiff punisher, but she allows Jecht to play around situations where many other assists can fall short. Both Cure and Holy can provoke an approach, and the former can stack bravery in drawn out match-ups. Seal Evil lets Jecht land an HP via chase if the player didn't get past the second bravery chain. In addition, Seal Evil can be used in conjunction with Jecht Block or fully charged Jecht Stream to clash with high priority attacks and create a favorable interaction.

The big cherry on top though, would be the double Ultimate Jecht Shot combo. This lets Jecht combo into an HP three times in a row on the ground. For a high base bravery build, that is roughly 5000-6000 HP for two assist bars. Powerful in ground-based match-ups where Jecht can operate without landing an assist first.

If you are struggling to time Jecht's combos or want high burst damage on the ground, Aerith assist is a good choice.

Functionally this may be treated as a budget Kuja assist with a faster ground BRV assist, but without Ranged High HP assists. Solid, perhaps a bit average, but viable nonetheless.

Stagger-immune air BRV assist with downward knockback makes Yuna a decent choice for small stages. Jecht can facilitate wall rushes fairly easily in stages such as M.S. Prima Vista or Pandaemonium - Top Floor, so combo game is a smooth process, Ultimate Jecht Shot notwithstanding. Fast start-up and Ranged Low priority also makes whiff punishing air attacks with Yuna assist a noteworthy merit, though this may not come into play very often. Both air BRV and HP assists could work out though.

Ranged Low ground BRV assist is good for grounded interceptions and Ultimate Jecht Shot follow-ups, enabling Jecht Rush dodge cancel combos. Air BRV assist is a bit more situational, requiring wall to capitalise on whiff punishes or to cancel the knockback of the last hit for another HP. If Jecht fails to proceed to the 3rd chain, the Comet HP assist can enforce an HP hit. Not the strongest assist available overall, but quite good on his own terms.

Ground BRV and HP assists are arguably Squall's strongest assets to Jecht here. Air BRV Heel Crush requires ground and even then it leaves little time for conversions. With no access to Jecht assist, Squall becomes the fastest ground BRV assist for whiff punishing purposes with Solid Barrel.

The holding potential and assist teleport ensure that Jecht can take advantage of any hits he DOES land with Squall assist. Using two assist bars is not without merit either - Blasting Zone can intercept and Aerial Circle lets Jecht land an HP through empty chase even if the player's combo timing was off.


As a result, Squall ends up serving a niche purpose. Air BRV can struggle to create favorable interactions due to slow speed and poor tracking, so much of his effectiveness hinges on having the opponent vulnerable on the ground. Ground wall rushes or more importantly, calling Squall after an opponent has whiffed. Recommended against Golbez.

If you are willing to sacrifice consistent HP wall rush follow-ups and whiff punishes, Ultimecia allows Jecht to perform multiple Jecht Rush dodge cancel combos in a row. This relies on performing the Jecht Rush dodge cancel combo, calling Ultimecia for air BRV Knight's Axe and wall rushing with Down 3 ender near the wall so the axe hits. Since the projectile will hit after Ultimecia has disappeared, it will not lock the assist gauge, allowing repetitions of this combo. If you mess up the solo combo timing, the Knight's Axe can still force an HP / wall rush during chase near wall, but this should not be your primary way of landing HPs.

The air BRV Knight's Axe can also hypothetically force an interaction with it's Ranged High priority. And with the fast assist call glitch even the ground BRV assist can function as a ground wall rush follow-up!

The extended solo combos are the selling point here though. Ultimecia is not the kind of assist you would pick to tackle a specific match-up. Rather, this might be your way of signaling confidence as she requires an independent hit to function even remotely well. Investing in ATK and Assist Critical Boost is recommended.

Functions primarily in small stages as a combo assist off of Wall Rush. Gilgamesh has some of the highest raw BRV damage with Excalibur equipped (50 / 50 chance), so he can substitute Yuna at the expense of being susceptible to LV2 Assist Change staggers.

Functions in small stages as a non-staggerable combo extender and an interceptor with Blizzara (midair). Terra's homing Meltdown HP can also enforce an offensive situation in closed spaces.