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| |+colspan="4"|<div style="width: 120px; height: 27px; overflow: hidden; line-height:-17px;"><p style="margin: 0"> https://resources.dissidia.wiki/ddff/chara-icon/ddff-icon-cecil.png</div></p>
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| ! style="background:#FFFFFF; |[[Jecht (Dissidia 012)|'''General''']]
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| ! style="background:#FFFFFF; |[[Jecht (Dissidia 012)/Starter Guide|'''Starter Guide''']]
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| ! style="background:#FFFFFF; |[[Jecht (Dissidia 012)/Combos|'''Combos''']]
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| ! style="background:#FFFFFF; |[[Jecht (Dissidia 012)/Strategy|'''Strategy''']]
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| ! style="background:#FFFFFF; |[[Jecht (Dissidia 012)/Matchups|'''Matchups''']]
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| ! style="background:#FFFFFF; |[[Jecht (Dissidia 012)/Resources|'''Resources''']]
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| ! style="background:#FFFFFF; |[https://replaytheater.app/?game=d012&c1=Jecht '''Match Videos''']
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| |}
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| !colspan="2"|Info
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| |colspan="2"|<img style="width: 239px; height: 256px; object-fit: cover; display:block; margin:0 auto;" src="https://resources.dissidia.wiki/ddff/portraits/ddff-port-cecil.png" alt="">
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| | Name || Cecil Harvey<br>(セシル・ハーヴィ)
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| | Original game || Final Fantasy IV
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| | Weapon || Axes <br>Greatswords<br>Swords
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| |Armor || Gauntlets<br>Heavy Armor<br>Helms<br>Light Armor<br>Shields
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| | [[Statistic_(Dissidia_012)#Attack_(ATK)_and_Defense_(DEF)|'''Base ATK (LV100)''']] || 109 (Low) <br> 111 (+2 DK, Very High)
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| | [[Statistic_(Dissidia_012)#Attack_(ATK)_and_Defense_(DEF)|'''Base DEF (LV100)''']] || 111 (Average)<br>113 (+2 PLD, Very High)
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| | [[Movement_Speed_Ranking_(Dissidia_012)#Character_Movement_Speed|'''Run Speed''']] || 9 (DK, Slow) <br>5 (PAL, Above Average)
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| | [[Movement_Speed_Ranking_(Dissidia_012)#Dash_Speed|'''Dash Speed''']] || 81 (DK, Below Average)<br>77 (PLD, Average)
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| |style="width: 40%"| [[Movement_Speed_Ranking_(Dissidia_012)#Character_Fall_Speed|'''Fall Speed''']] ||style="width: 100%"| 81 (DK, Average) <br>89 (PLD, Below Avg.)
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| | [[Movement_Speed_Ranking_(Dissidia_012)#Fall_Speed_Ratio_After_a_Dodge|'''Fall Speed Ratio After Dodge''']] || 39 (DK, Average) <br>40 (PLD, Average)
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| | Exclusive weapons ||
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| Blazefire Saber
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| <br>Axis Blade
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| <br>Flamberge
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| <br>Enkindler
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| <br>Omega Weapon
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| <br>Barrage Blade
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| <br>Zantetsuken
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| <br>Odin Blade
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| |Unlock || Scenario 000: Confessions of the Creator
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| |Alignment || Cosmos
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| |Voice actor (JP) || Takahiro Sakurai
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| |Voice actor (EN) || Steve Burton
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| |}
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| = Overview =
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| Garland is a defensive close / mid-range character who is defined by good whiff punish ability, combo game, EX meter economy and crushingly good bravery damage output.
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| On the ground, Garland can take advantage of higher priorities, gap closers and mixups. With the character-defining Deathblow bravery, Garland can reliably generate assist meter on whiff, anti-air opponents and combo into Twist Drill for a considerable amount of damage and EX meter.
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| In the air, Garland can utilise attacks with well defined tracking through a variety of braveries. Twist Drill anti-airs and pokes through projectiles, Chain Cast covers his air dodges and enables dodge cancel combos and the infamous Bardiche crushes anyone caught below the mighty axe.
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| He boasts above average attack and defense stat, but his attributes are a bit lacking elsewhere. Movement speed is below average, air dodges are floaty, post-dodge defensive options are risky, he lacks independent HP links and air dodge punish attempts have considerable limitations. Not to mention, his braveries have well defined ranges that can hinder his approaches at times.
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| However, one aspect where Garland is a cut above the rest is in the usage of EX meter. Not only can Garland acquire a full EX meter efficiently through combos, his EX Burst is one of the more damaging bursts in the game. But what he is ''really'' infamous for, is his EX Revenge damage output. Being able to combo into a high damaging Bardiche five times is enough to secure a bravery break against any character at their base bravery. This creates a dangerous dynamic with Garland where he can end matches early with a full EX bar if the opponent is below half health. If the player was able to amass a couple bravery breaks before using EX Revenge, Garland can practically ''kill any character from full health''.
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| Historically Garland has been considered a low tier character. However, his representation in competitive play in recent years present a case for a '''mid tier''' or even '''high tier''' position. Garland is not without faults, nor is he the easiest character to succeed with. He is decent at exploiting the opponent's flaws with proper positioning, but if ''he'' is forced to try and create a mistake, he can fall apart completely against opponents with proper knowledge, positioning and reactions. Garland's long-term gameplan is strong, but it always requires landing hits with resources to later back him up.
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| With consistent grounded defensive play, he can overpower many conventionally strong characters who have to engage with him first.
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| ! style="background:#36B37E; color:#FFFFFF; text-shadow: 1px 1px 1px rgba(0, 0, 0, 0.8), 1px 1px 4px rgba(0, 0, 0, 0.8);" | {{{lheader|Strengths}}} !! style="background:#FF5D5D; color:#FFFFFF; text-shadow: 1px 1px 1px rgba(0, 0, 0, 0.8), 1px 1px 4px rgba(0, 0, 0, 0.8);" | {{{rHeader|Weaknesses}}}
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| *'''Strong close-range combat''' thanks to mobility and braveries with high priority and utility to twist interactions.
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| *'''Damage''' - Thanks to high attack stat, brv combo damage multipliers and HP enders, Jecht can inflict a lot of damage with just one combo starter.
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| *'''Jecht Block''' guards high priority attacks on frame 1 and is a rare, excellent post-dodge defensive option for it's frame data and reward on stagger.
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| *'''Jecht's [[Dodge_(Dissidia_012)#Dodge_punishment|dodge punishment]]''' benefits greatly from the above. Good hitbox on braveries and added tracking during assist call help punish dodges. And because of his threat and relative safety, Jecht's dodges are safer on average despite the floaty fall speed.
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| *'''Solo HP combos''' allow Jecht to carry the opponent to the wall for a lot of damage and space control in small stages.
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| *'''Flexible assist synergy''' with wall rush potential and quick bravery followups. Few can salvage dropped combos for him too.
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| *'''Builds''' - Jecht works with a variety of builds, including the niche [[Customisation_Guide_for_Online_Battles_(Dissidia_012)#EX_(Center_of_the_World)|'''Center of the World''']]. But he is most notably a strong user of [[Assist_(Dissidia_012)#Side_by_Side|'''Side by Side''']] {{accsp}}.
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| *Because of all the above, Jecht can establish good '''momentum''' with a good hit early on. LV2 Assist Change staggers provide a full combo and with Jecht Beam and Jecht Block, bypassing [[Glossary_(Dissidia_012)#Final_EX_Revenge|'''final EX Revenge''']] is also possible.
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| *'''Limited moveset''' - While powerful and capable of disorienting opponents, Jecht's gameplan and effective range can make him predictable. His primary air bravery poke Jecht Stream also has considerable recovery on whiff, which poses certain risk for Jecht against characters with safer pokes.
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| *'''Input precision''' - Jecht's solo combos demand multiple 3-frame timings to inflict HP damage at all, which is greatly compromised in lag and more prone to human error.
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| *'''Generating meter''' on whiff is difficult due to diminishing gains with just one offensive bravery attack on the ground and midair. Jecht Stream is much more dangerous to whiff Jecht's highest meter gain comes from HP combo finishers.
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| *'''EX meter economy''' is weaker on average compared to other characters due to reliance on Jecht Beam and [[EX_(Dissidia_012)#EX_Core|'''EX Cores''']]. EX Burst damage is slightly below average and while his "Full Combo" EX Mode perk is unique, its benefits are often situational.
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| *'''Mitigating opponent's momentum''' when at a meter deficit can be very risky, despite Jecht's mobility and post-dodge safety.
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| *'''The Emperor's area denial''' is notoriously challenging for Jecht to play around. He can nullify lingering projectiles with ease, but relies on meter and [[Customisation_Guide_for_Online_Battles_(Dissidia_012)#Bravery_Boost_on_Block_/_Dodge|'''BRV boost on dodge]] to mitigate risk against unblockable traps.
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| |}
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| = one more =
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| ! rowspan="6"|<img src="https://dissidia.wiki/images/0/0a/Brv_-_sphere_shot_(4).jpeg" style="width:250px; height:220px; object-fit: none; object-position: 30% 40%; border:3px solid RGB(105,86,160); inline-table;"></img>
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| ! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force
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| | 7, 13 (20) || 11F || Physical || Melee High (tail), Ranged High (projectile) || 90 (30, 60)
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| ! Effects !! CP (Mastered) !! Cancels !! Assist Gain (Attack) !! Assist Gain (Hit)
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| | Chase, Wall Rush || 30 (15) || Dodge, Block, Attack || ?? || ??
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| |Unlocked at level 100. || colspan="4"| ''[Mid] Charging tackle. Deal more damage when close.''
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| |}
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| = image in table =
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| {| class="wikitable" style="float: left; display: inline-table; text-align: center;"
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| ! rowspan="5"|<img src="https://dissidia.wiki/images/0/0a/Brv_-_sphere_shot_(4).jpeg" style="width:250px; height:170px; object-fit: none; object-position: 30% 40%; border:3px solid RGB(105,86,160); inline-table;"></img>
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| ! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force
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| | 7,13 (20) || 11F || Physical || Melee High || each 60
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| ! Effects !! CP (Mastered) !! Cancels !! Assist Gain (Attack) !! Assist Gain (Hit)
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| | Chase, Wall Rush || 30 (15) || Dodge, Block, Attack || 24 || 10
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| |}''[Close] Distance self from foe. Weak but fast.''
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| <div style="clear: both"></div>
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| = testttt =
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| {| class="wikitable" style="float: left; display: inline-table; text-align: center;"
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| ! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force
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| | 7,13 (20) || 11F || Physical || Melee High (tail), Ranged High (projectile) || each 60
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| ! Effects !! CP (Mastered) !! Cancels !! Assist Gain (Miss) !! Assist Gain (Hit)
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| | Chase, Wall Rush || 30 (15) || Dodge, Block, Attack || 24 || 10
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| |}
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| <img src="https://dissidia.wiki/images/0/0a/Brv_-_sphere_shot_(4).jpeg" style="width:250px; height:170px; object-fit: none; object-position: 30% 40%; border:3px solid RGB(105,86,160); inline-table;"></img>
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| ! colspan="6"|Frame Data
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| ! Startup !! Recovery !! Dodge Cancel !! Block Cancel !! Attack Cancel !! Movement Cancel
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| | 13 || 25 || 43 || 43 || 43 || --
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| |}
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| <div style="clear: both"></div>
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| ''[Close] Distance self from foe. Weak but fast.''
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| A swift sword strike followed by a flying kick that pushes back both Tidus and the opponent. Hop Step is Tidus' key [[Glossary_(Dissidia_012)#Poke|'''poke''']] with fastest startup out of all his moves, low recovery and good EX gain at 90. On hit, the second hit can be confirmed with a lenient input window which leads to Chase, but it also works as an assist combo starter with {{012aer}} assist. The initial hit has short hit stun, but it is enough to combo into other assists as well.
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| The spinning motion during Hop Step's first hit causes Tidus to cover his vicinity with an active hitbox around him. This, along with the low recovery can make it difficult to whiff punish Hop Step without clashing.
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| The ground version puts Tidus in an airborne state and the first hit will keep grounded opponents standing, which is important to note for {{012kuja}} and {{012jec}} assist conversions.
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| <img src="https://dissidia.wiki/images/0/0a/Brv_-_sphere_shot_(4).jpeg" style="width:250px; height:170px; object-fit: none; object-position: 30% 40%; border:3px solid RGB(105,86,160);"></img>
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