Jecht (Dissidia 012): Difference between revisions
Muggshotter (talk | contribs) |
Muggshotter (talk | contribs) |
||
Line 26: | Line 26: | ||
'''Level 1''' | '''Level 1''' | ||
Hits in brackets are skipped when chaining a combo. | |||
Please note: Hits in brackets are skipped when chaining a combo. | |||
{{AbilityInfo | {{AbilityInfo | ||
Line 63: | Line 64: | ||
''[Close] Hold button to start. Combo with timing, analog stick.'' | ''[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. | |||
Check the [[Jecht_(Dissidia_012)/Combos|Combos page]] to learn more about concepts surrounding Jecht's solo combos. | |||
==== Jecht Block (ground) ==== | ==== Jecht Block (ground) ==== | ||
Line 80: | Line 90: | ||
'''Level 1''' | '''Level 1''' | ||
Hits in brackets are skipped when chaining a combo. | |||
Please note: Hits in brackets are skipped when chaining a combo. | |||
{{AbilityInfo | {{AbilityInfo | ||
Line 91: | Line 102: | ||
|cp=?? (30) | |cp=?? (30) | ||
}} | }} | ||
'''Level 1''' | |||
{{AbilityInfo | {{AbilityInfo | ||
Line 101: | Line 114: | ||
}} | }} | ||
'''Level 1''' | |||
{{AbilityInfo | {{AbilityInfo | ||
|damage=1x8, [5] (8,5) | |damage=1x8, [5] (8,5) |
Revision as of 04:53, 6 October 2023
Info | |
---|---|
Name | Jecht (ジェクト) |
Original game | Final Fantasy X |
Base ATK (LV100) | |
Base DEF (LV100) | |
Run Speed | 5 (Above Average) |
Dash Speed | 77 (Average / Good) |
Fall Speed | 81 (Average) |
Fall Speed Ratio After Dodge | 39 (Average) |
Fastest BRV | |
Fastest HP | |
1-Hit HP | |
HP Links | |
Command Block | |
Weapon | Greatswords, Axes, Grappling Weapons, Thrown Weapons |
Armor | Shields, Bangles, Hats, Helms, Clothing, Light Armor, Headbands, Chestplates |
Exclusive weapons | Kaiser Knuckles, Sin's Talon, Sin's Fang |
Unlock | |
Alignment | |
Voice Actor (JP) | |
Voice Actor (ENG) |
Strengths | Weaknesses |
---|---|
Overview
All attacks have a ground and midair version, except Ultimate Jecht Shot.
Bravery Moves
Grounded Moves
Jecht Rush
Level 1
Please note: Hits in brackets are skipped when chaining a combo.
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
4, [5] (4,5) | 13F | Physical | Melee Low | 9 [60] |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
?? (30) | ||||
Unlocked at level |
Mastered at AP |
Level 2
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
5,5, [5] (10,5) | 18F charge, 5F release | Physical | Melee Low | 12 [60] |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
- | ||||
Unlocked at level |
Mastered at AP |
Level 3
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
3x5, [5] (15,5) | 34F charge, 5F release | Physical | Melee High | 15 [60] |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
Wall Rush | - | |||
Unlocked at level |
Mastered at AP |
[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.
Check the Combos page to learn more about concepts surrounding Jecht's solo combos.
Jecht Block (ground)
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.
Aerial Moves
Jecht Stream
Level 1
Please note: Hits in brackets are skipped when chaining a combo.
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
2, 2, [5] (4,5) | 17F | Physical | Melee Low | 9 [60] |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
- | ?? (30) | |||
Unlocked at level |
Mastered at AP |
Level 1
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
2, 2, 1, 1 [5] (6,5) | 18F charge, 11F release | Physical | Melee Low | 12 [60] |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
Wall Rush | ||||
Unlocked at level |
Mastered at AP |
Level 1
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
1x8, [5] (8,5) | 34F charge, 11F release | Physical | Melee High | 12 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
Wall Rush | ||||
Unlocked at level |
Mastered at AP |
[Close] Hold button to start. Combo with timing, analog stick.
Jecht Block (midair)
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.
An essential defensive tool for completing Jecht's repertoire. 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. A great asset for covering your air dodges, threatening fast air braveries, nullifying projectiles and interrupting your assist meter decay.
HP Attacks
Ultimate Jecht Shot
Version | Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (mastered) |
---|---|---|---|---|---|---|---|
Ultimate Jecht Shot (LV1) | 1x18 (18) | 31F | Physical | Melee High | 30 | Wall Rush | |
Ultimate Jecht Shot (LV2) | 1x24 (24) | 48F charge, 1F release | Physical | Melee High | 30 | Wall Rush | |
Ultimate Jecht Shot (LV3) | 1x34 (34) | 64F charge, 1F release | Physical | Melee High | 30 | Wall Rush |
[Close] Hurl meteors from sky. Boost power by holding button.
Ground only.
Jecht Blade
Version | Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (mastered) |
---|---|---|---|---|---|---|---|
Jecht Blade (LV1) | 2x5 (10) | 41F | Physical | Melee High | 30 | Wall Rush | |
Jecht Blade (LV2) | 1x6, 2, 2, 3, 3 (16) | 48F charge, 11F release | Physical | Melee High | 30 | Wall Rush | |
Jecht Blade (LV3) | 1x9, 2x6 (21) | 64F charge, 11F release | Physical | Melee High | 36 | Wall Rush |
[Close] Masterful swordplay. Boost power by holding button.
Triumphant Grasp
Version | Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (mastered) |
---|---|---|---|---|---|---|---|
Triumphant Grasp (LV1) | 1x5, 3, 2 (10) | 41F | Physical | Melee High | 30 | Wall Rush | |
Triumphant Grasp (LV2) | 2x7, 1 (15) | 48F charge, 11F release | Physical | Melee High | 30 | Wall Rush | |
Triumphant Grasp (LV3) | 2x11, 1, 1 (24) | 64F charge, 11F release | Physical | Melee High | 30 | Wall Rush |
[Close] Grab foe and detonate. Boost power by holding button.
Jecht Beam
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
-- | 31F | -- | Ranged High | 120 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
-- | 30 (15) | |||
Unlocked at level |
Mastered at AP |
[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.
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, 19x4 (96) (101 total) | Physical |