Combo | Approximate damage (multipliers) | Approximate EX Force | Notes | Video |
---|---|---|---|---|
Jecht Rush > Ultimate Jecht Shot WR > Kuja > DC > Jecht Beam > AC > Jecht Stream > Jecht Blade | 119 + HP WR x2 (4, 9, 10, 18 + HP WR, 47 AST, 0, 4, 7, 10, 10 + HP WR) | ex | Beam increases critical hit rate for Jecht Stream. | video here |
Jecht Rush > Jecht Blade > WR > Kuja > DC (diagonal / forward) > Jecht Beam > DC > AC > Jecht Stream LV3 > Jecht Blade LV2 | 124 + HP WR x2 (4, 9, 10, 10 + HP WR, 50 AST, 0, 8, 7, 10, 16 + HP WR) | ex | Beam increases critical hit rate for Jecht Stream. | another vid |
Jecht Stream > Down 3 > Kuja > AC > Jecht Stream LV3 > Jecht Blade LV2 | 128 + WR & HP WR (4, 7, 29 + WR, 47 AST, 8, 7, 10, 16 + HP WR) | ex | BRV damage. Can fit in Jecht Beam during assist if nearby. | video |
Jecht Stream > Down 3 > Triumphant Grasp > WR > Kuja > AC > Jecht Stream LV3 > Jecht Blade LV2 | dmg | ex | Kuja is too far above Jecht to fit in a Jecht Beam. | videooo |
Jecht Stream > Down 3 > Jecht Beam > Kuja > Jecht Beam HIT > DC > AC > Jecht Stream LV3 > Jecht Blade LV2 | ?? | ex | No wall. Delay the assist call until the opponent is not moving as much. | video |
Jecht Stream > Neutral 3 > Jecht Beam > Kuja > AC > Jecht Stream LV3 > Jecht Blade LV2 | ?? | ex | Requires wall. Good for EX generation. | video |
Jecht Stream Failed 3 > Kuja (after multi-hit spinning) > last kick HIT > Kuja HIT > AC > Jecht Stream LV3 > Jecht Blade LV2 | ?? | ex | Combo save. No wall. | video |
Jecht Stream Failed 3 > Kuja > Empty chase > assist HIT > AC > Jecht Stream LV3 > Jecht Blade LV2 | ?? | ex | Combo save. Requires wall. | video |
Jecht Stream Failed 3 > Kuja HP > Chase HP > assist HIT > AC > Jecht Stream > Jecht Blade LV2 | ?? | ex | Combo save. Requires 2 assist bars. | video |
Jecht (Dissidia 012)/Combos: Difference between revisions
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= Overview = | = Overview = |
Revision as of 06:00, 14 May 2024
General | Starter Guide | Strategy | |
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Matchups | Resources |
Combos |
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Overview
Jecht operates with a distinct combo system that allows him to chain into HP attacks by himself. This is different from HP links - HP attacks are not dedicated follow-ups that are equipped on top of bravery attacks. Rather, they are independent HP attacks that can be cancelled into at the end of a combo from Jecht Rush or Jecht Stream.
Each full bravery combo chain is comprised of three combo sequences and an optional HP attack at the end, starting with Jecht Rush or Jecht Stream. Every follow-up requires a bravery / HP attack input within a specific 3-frame window. If a single bravery input is mistimed, Jecht will repeat the previous attack and chaining into an HP attack will no longer be possible for that combo.
When the subsequent bravery attacks have been timed correctly, Jecht will end the combo chain with a wall rush finisher. These combo chains will be referred to with a direction and a number, with "2" being middle of the chain (2nd chain) and "3" being the last part of the chain (3rd chain).
Combos (Solo)
DC = Dodge Cancel
Combo | Video |
---|---|
Jecht Rush > Neutral 2 > Neutral 3 > HP (Jecht Blade / Jecht Beam) | Video |
Jecht Rush > Neutral 2 > Up 3 > HP (Ultimate Jecht Shot / Jecht Blade LV2) | Video |
Jecht Rush > Up 2 > Neutral 3 > HP (Jecht Blade / Jecht Beam) | Video |
Jecht Rush > Up 2 > Down 3 > HP (Triumphant Grasp) | Video |
Jecht Rush > Neutral 2 > Failed Up 3 > DC (forward) > Jecht Stream > HP (Jecht Blade / Jecht Beam) | Video |
Jecht Stream > Neutral 2 > Neutral 3 > HP (Jecht Blade / Jecht Beam) | Video |
Jecht Stream > Neutral 2 > Down 3 > HP (Triumphant Grasp) | Video |
Jecht's "failed" Up 3 has enough hit stun to dodge cancel and connect an uncharged Jecht Stream. To make the combo less prone to failure, hold X during Up 3 and mash R. If you do Jecht Rush > Up 2, this same technique applies to that as well.
Which combo should a new player learn first?
Jecht Stream into Triumphant Grasp. That is, Jecht Stream > bravery > down + bravery > HP.
Majority of the match-ups in Duodecim are played in the air and Jecht Stream is Jecht’s primary offensive bravery attack that can also hit grounded opponents. This is important to get accustomed to regardless of your playstyle.
With Triumphant Grasp, you can concentrate on completing the combo instead of making decisions about combo enders. The timing for the HP is arguably easiest to grasp for most people thanks to the distinct two hits that precede the HP input itself. Press the HP right as the second downward hit connects!
The timing is not the only factor though. Triumphant Grasp's short travel distance and diagonal angle makes wall rushes more consistent regardless of how close you are to a wall. Corners, ceilings and walls alike all work well with this move.
Once you are comfortable with the timing, you can begin adding other combos into your repertoire, including ones off of Jecht Rush. When learning Jecht you are not racing a sprint, but a marathon, so do not worry about dropping combos. It can happen to the experienced players as well.
Combo Timing
Each combo timing has a minimum of three frames for a successful input. The following documentation is based off of Eddienput script timing at 30 frames per second. The "W" stands for waiting until taking the next action in a script. For example, "W10" refers to waiting for 10 frames before the next input.
- Rush to Neutral / Up 2: W10, W11 and W12 (3-frame window)
- Rush Neutral 2 to Neutral 3 / Up 3: W18, W19, W20 (3-frame window)
- Rush Neutral 3 to HP: W20, W21, W22, W23 (4-frame window)
- Rush Up 3 to HP (UJS): W27, W28, W29, W30, W31 (5-frame window)
- Rush Up 2 into Down 3 / Jecht Stream Down 3. W16, W17, W18, W19, W20 (5-frame window)
- Stream to Neutral 2: W20, W21 and W22 (3-frame window)
- Stream Neutral 2 to Neutral 3 / Down 3: W26, W27 and W28 (3-frame window)
- Stream Down 3 to HP: W16, W17, W18, W19, W20 (5-frame window)
- Stream Down 3 to LV2 Triumphant Grasp: 4-frame window if done on earliest timing. If input x frames later, you either have 3, 2 or 1 frame(s) to time LV2 Grasp, including button release
- Stream Neutral 3 to HP: W20, W21, W22, W23 (4-frame window)
- Stream Neutral 3 to LV2 Blade: 5-frame window if done on earliest timing
If you time an HP early enough, you can charge it to a slightly stronger level 2 version for additional bravery damage. This timing can be difficult to pinpoint and is only recommended once you have plenty of experience with the character. Increased amount of bravery hits, subtly enhanced particle and sound effects will signal success on hit.
Choosing the HP combo finisher
Jecht can freely choose which HP attack to end a combo chain with.
Solo HP finisher damage multipliers ranked:
- Ultimate Jecht Shot LV2 (24, easiest timing, floor only)
- Ultimate Jecht Shot LV1 (18)
- Jecht Blade LV2 (16, works anywhere)
- Triumphant Grasp LV2 (15, hardest timing, air only)
- Jecht Blade LV1 (10)
- Triumphant Grasp LV1 (10, easiest timing, air only)
The damage multipliers between Triumphant Grasp and Jecht Blade don't have massive discrepancies between each other, so securing the wall rush often takes priority. Consider the following traits when choosing your HP finisher:
Ultimate Jecht Shot - Consistent high damage on the ground. Only needs floor to output highest (bravery) damage output relative to practical assist combos. However, the long animation also leaves Jecht vulnerable to Assist Change counterattacks.
Triumphant Grasp - Less bravery damage, but more consistent wall rushes due to short travel distance, and diagonal knockback angle. Easiest HP to time thanks to Down 3 combo branch. Best used when near a wall, a ceiling, or when you are already at the wall. Diagonal knockback tends to wall rush more consistently in sphere-shaped stages like Order's Sanctuary and Edge of Madness, and it works at the ceiling too. Arguably safest against LV1 Assist Change due to creating most distance during traversal.
Jecht Blade - Longest wall carry and highest air-centric combo damage. This also keeps you at the opponent's altitude after a wall rush, so use the dodge cancel window to connect Jecht Beam during Kuja assist. Level 2 Jecht Blade has slightly stronger damage multiplier (16) than level 2 Triumphant Grasp (15), making this technically the stronger aerial wall rush ender. Like Ultimate Jecht Shot, opponent has ample time to retaliate after an Assist Change.
Jecht Beam - Does not cause wall rush, but generates 120 EX twice on hit. This also applies to Side by Side's assist meter influx as well, making this the defacto finisher for building meter. Barring few assists, Jecht Beam requires a wall nearby for combos and Jecht is completely stationary during this attack, making LV1 Assist Change retaliations practical for some characters. If the opponent is trying to react to Jecht Blade for an easier punish attempt, this can and will catch them off guard.
Solo Combo Analysis
Choosing the right combo is important for Jecht, so understanding what makes each combo good can help improve your decision making.
Jecht Rush – Neutral 2 – Neutral 3 – HP (Jecht Blade / Jecht Beam)
Combo | Approximate damage (multipliers) | Approximate EX Force |
---|---|---|
Jecht Rush > Neutral 2 > Neutral 3 | 42 + WR (4, 1x9, 1x4, 6, 19) | 27 (9, 9, 9) |
Jecht Rush > Neutral 2 > Neutral 3 > Jecht Blade | 33 + HP WR (4, 1x9, 1x4, 6, 2x5) | 57 (9, 9, 9, 30) |
Jecht Rush > Neutral 2 > Neutral 3 > Jecht Beam | 23 (4, 1x9, 1x4, 6, 0) | 267 (9, 9, 9, 120, 120) |
Straight forward combo, literally. The two neutral followups provide good wall carry. It is not the strongest combo, but it does combo into Jecht Beam or Jecht Blade which still have potential depending on the situation.
Jecht Blade adds a lot of wall rush potential with the forward movement and knockback. Regardless of where Jecht Beam is performed, it will hit twice in the combo, resulting in double the meter depletion, EX Force generation and assist meter with Side by Side equipped. At a wall or corner Jecht Beam provides an assist combo thanks to reduced pushback.
Failing the Neutral 3 chain can be converted into an assist if you call it right before Jecht halts his forward momentum and starts spinning. Kuja and Sephiroth assist have lenient timing on that, but other assists can work too, such as Aerith.
Jecht Rush – Neutral 2 – Up 3 – HP (Ultimate Jecht Shot / LV2 Jecht Blade)
Combo | Approximate damage (multipliers) | Approximate EX Force |
---|---|---|
Jecht Rush > Neutral 2 > Up 3 | 42 + WR (4, 1x9, 3, 1x5, 2, 19 +WR) | 27 (9, 9, 9) |
Jecht Rush > Neutral 2 > Up 3 > Ultimate Jecht Shot | 41 + HP WR (4, 1x9, 3, 1x5, 2, 1x18 + HP WR) | 57 (9, 9, 9, 30) |
Jecht Rush > Neutral 2 > Up 3 > Ultimate Jecht Shot LV2 | 47 + HP WR (4, 1x9, 3, 1x5, 2, 1x24 + HP WR) | 57 (9, 9, 9, 30) |
Jecht Rush > Neutral 2 > Up 3 > Jecht Blade LV2 | 39 + HP WR (4, 1x9, 3, 1x5, 2, 1x6, 2, 2, 3, 3) | 57 (9, 9, 9, 30) |
The only way Jecht can connect Ultimate Jecht Shot in a solo combo, but it also has higher damage potential than other HPs. The timing for inputting an HP is a little difficult to make out visually, but the idea is to have the input registered right as the last hit of the multi-hits connects. It may take time to get used to, but it is well worth learning.
This combo is Jecht’s primary wall rush application in large stages with a lot of ground and walls far apart from each side such as Orphan’s Cradle or Lunar's Subterrane. As it relies on floors, it is a consistent way to score wall rushes in most stages and it allows rather elaborate assist followups as well. Any decent ground combo assist benefits from this, such as Bartz, Squall and Zidane. But with the more prominent meta assists, you can get a lot of mileage out of this combo.
Just be aware, that the animation for Ultimate Jecht Shot is quite long and cannot be dodge cancelled until Jecht has thrown the rock. Until then, you are open for attacks. Maybe you could use it to your advantage with assist...
Jecht Blade LV2 is a viable ender for this combo. This is a very niche combo, but is ultimately another way to adjust your wall rush potential. Order’s Sanctuary has round walls and colliding into them during forward momentum can realign Jecht to be alongside the wall, possibly losing a wall rush at the end due to awkward collision detection. If it looks like this may happen to you, you can try to barely charge a single level for Jecht Blade and then let it rip. Ground Jecht Blade is rarely prioritised to begin with though, so treat that 15 CP with care.
Jecht Rush – Up 2 – Neutral 3 – HP (Jecht Blade / Jecht Beam)
Combo | Approximate damage (multipliers) | Approximate EX Force |
---|---|---|
Jecht Rush > Up 2 > Neutral 3 | 40 + WR (4, 7, 10, 19 + WR) | 27 (9, 9, 9) |
Jecht Rush > Up 2 > Neutral 3 > Jecht Blade | 31 + HP WR (4, 7, 10, 10 + HP WR) | 57 (9, 9, 9, 30) |
Jecht Rush > Up 2 > Neutral 3 > Jecht Blade LV2 | 37 + HP WR (4, 7, 10, 16 + HP WR) | 57 (9, 9, 9, 30) |
Jecht Rush > Up 2 > Neutral 3 > Jecht Beam | 21 (4, 7, 10, 0) | 267 (9, 9, 9, 120, 120) |
Jecht Rush turns into an air combo earlier. This is not commonly used because other combos usually get the job done in terms of positioning and damage. However, if you stagger the opponent's melee low / mid priority attack with Jecht Rush LV3, this becomes a good option for pushing the opponent towards a wall.
Also, on ledges such as in Crystal World, using the Up 2 followup can keep Jecht on the intended axis for a wall rush. If you connect Jecht Rush near a ledge, Neutral 2 can travel along the ledge, possibly steering you away from the nearest wall rush position. So you can still use this to take advantage of wall rushes!
If Neutral 3 does not come out as intended, the chase ender can still be used to save the situation with an assist, as listed in the assist combo section below. Kuja, Sephiroth and Aerith assists are great for this. Aerith allows Jecht to complete the animation, initiate chase and trap the opponent during the chase sequence without walls. This trait carries over to Jecht Stream Failed 3 ender as well.
Jecht Rush – Up 2 – Down 3 – HP (Triumphant Grasp)
Combo | Approximate damage (multipliers) | Approximate EX Force |
---|---|---|
Jecht Rush > Neutral 2 > Down 3 | 40 + WR (4, 7, 10, 19 + WR) | 27 (9, 9, 9) |
Jecht Rush > Neutral 2 > Down 3 > Triumphant Grasp | 31 + HP WR (4, 7, 10, 10 + HP WR) | 57 (9, 9, 9, 30) |
Jecht Rush > Neutral 2 > Down 3 > Triumphant Grasp LV2 | 36 + HP WR (4, 7, 10, 15 + HP WR) | 57 (9, 9, 9, 30) |
One of the easier combo timings to learn. Very well defined rhythm and the downward hits of Down 3 make it easier to input an HP, but only Triumphant Grasp will connect this way.
So when would you use it? It is when you want to travel the least amount of distance possible to guarantee a wall rush. For example, corners in World of Darkness can often times re-orient Jecht right before HP damage, losing out on wall rush altogether. Much like the LV2 Jecht Blade example from earlier, this is usually a result of positioning yourself to the corner during the combo. So this vertical combo can be very useful in preventing that.
Even if you fail to land the hp after Down 3, you still have potential to apply mindgames on the opponent’s wake-up or go for an assist combo. You can also use the Up 2 followup to transition to Jecht Stream with the help of a dodge cancel, which is detailed next
Jecht Rush – Neutral 2 – Failed Up 3 – Dodge cancel (forward) – Jecht Stream
Combo | Approximate damage (multipliers) | Approximate EX Force |
---|---|---|
Jecht Rush > Neutral 2 > Failed Up 3 > Jecht Stream > Neutral 2 > Neutral 3 > Jecht Blade | 63 + HP WR (4, 9, 19, 4, 7, 10, 10 + HP WR) | 144 (9, 9, 69, 9, 9, 9, 30) |
Jecht Rush > Neutral 2 > Failed Up 3 > Jecht Stream > Neutral 2 > Neutral 3 > Jecht Blade LV2 | 69 + HP WR (4, 9, 19, 4, 7, 10, 16 + HP WR) | 144 (9, 9, 69, 9, 9, 9, 30) |
Jecht Rush > Neutral 2 > Failed Up 3 > Jecht Stream > Neutral 2 > Neutral 3 > Jecht Beam | 53 (4, 9, 19, 4, 7, 10, 0) | 354 (9, 9, 69, 9, 9, 9, 120, 120) |
Jecht Rush > Neutral 2 > Failed Up 3 > Jecht Stream > Neutral 2 > Down 3 > Triumphant Grasp | 63 + HP WR (4, 9, 19, 4, 7, 10, 10 + HP WR) | 144 (9, 9, 69, 9, 9, 9, 30) |
Jecht Rush > Neutral 2 > Failed Up 3 > Jecht Stream > Neutral 2 > Down 3 > Triumphant Grasp LV2 | 68 + HP WR (4, 9, 19, 4, 7, 10, 15 + HP WR) | 144 (9, 9, 69, 9, 9, 9, 30) |
Highest bravery damage output, longest wall carry and generates the most assist meter without HP attack's meter gain at the end.
The idea of intentionally failing a combo feels very counter-intuitive, given what this guide has gone over so far. But as it turns out, the Failed Up 3 ender has enough hit stun for Jecht to dodge cancel the move’s recovery and hit the opponent with an uncharged Jecht Stream. After Stream has connected, any decision making involving regular Stream combos come into play.
Because you dodge cancel into a new attack, the assist meter gain is higher compared to repeating the previous attack again. You get a little bit of assist meter through these combos, but this is rare instance where Jecht can naturally take advantage of it in a combo.
If you were going for the Ultimate Jecht Shot combo, this means you technically get a second chance to apply HP damage without spending assist meter. Furthermore, this applies to the Failed Up 2 follow-up from Jecht Rush. So in situations where Jecht Rush might anti-air someone, you can still go for a true combo.
The dodge cancel timing can be a bit tricky at first and as you transition to a different combo, you have to time another full combo for an HP finisher. As such, this combo can be hard to justify in lag. To make the dodge cancel easier, hold X and press R instead. This will eliminate the possibility of accidentally initiating chase.
Jecht Stream – Neutral 2 – Neutral 3 - HP (Jecht Beam / Jecht Blade)
Combo | Approximate damage (multipliers) | Approximate EX Force |
---|---|---|
Jecht Stream > Neutral 2 > Neutral 3 | 40 + WR (4, 7, 10, 19 + WR) | 27 (9, 9, 9) |
Jecht Stream > Neutral 2 > Neutral 3 > Jecht Blade | 31 + HP WR (4, 7, 10, 10 + HP WR) | 57 (9, 9, 9, 30) |
Jecht Stream > Neutral 2 > Neutral 3 > Jecht Blade LV2 | 37 + HP WR (4, 7, 10, 16 + HP WR) | 57 (9, 9, 9, 30) |
Jecht Stream > Neutral 2 > Neutral 3 > Jecht Beam | 21 (4, 7, 10, 0) | 267 (9, 9, 9, 120, 120) |
The bread and butter. Good wall carry with Jecht Blade. Bravery wall rush leaves at a decent advantage for potential charged Jecht Stream mindgames.
Much like with upward Jecht Rush conversions, you can save a failed combo with assist.
Jecht Stream – Neutral 2 – Down 3 – HP (Triumphant Grasp)
Combo | Approximate damage (multipliers) | Approximate EX Force |
---|---|---|
Jecht Stream > Neutral 2 > Down 3 | 40 + WR (4, 7, 10, 19 + WR) | 27 (9, 9, 9) |
Jecht Stream > Neutral 2 > Down 3 > Triumphant Grasp | 31 + HP WR (4, 7, 10, 10 + HP WR) | 57 (9, 9, 9, 30) |
Jecht Stream > Neutral 2 > Down 3 > Triumphant Grasp LV2 | 36 + HP WR (4, 7, 10, 15 + HP WR) | 57 (9, 9, 9, 30) |
Jecht Stream > Neutral 2 > Down 3 > Jecht Blade | 31 (4, 7, 10, 10 + HP WR) | 57 (9, 9, 9, 30) |
Bread and butter, the easy version. Travels less distance than the neutral 3 branch off of Stream, but wall rush is more consistent with round walls in Order’s Sanctuary.
Something to note, the Down 3 combo chain has strong knockback. It can wall rush from nearly the top of Order's Sanctuary, so even if you miss the HP attack, you can still convert with assist. Try to anticipate it, the wall rush won't do any damage at max distance.
Hitting the opponent on the ground (or Feral Chaos in the air) allows Jecht to cancel Down 3 into Jecht Blade instead. Statistically it does not differ from Triumphant Grasp LV1 combo in any way, but this is yet another way to influence combo trajectory and thus, wall rush accuracy.
Combos (Assist)
AC = Assist Chase DC = Dodge Cancel WR = Wall Rush
The listed combos will default to max damage HPs. Since the damage scales according to character stats and equipment, the native damage multipliers for attacks will be used to indicate damage.
Remember that you are allowed to adjust your combo to suit your needs e.g. Jecht Beam instead of Jecht Blade. If you go for uncharged HPs you don't lose much brv damage, so if they're difficult to pull off, it is okay to not worry about them.
Any Jecht Stream > Jecht Blade / Jecht Beam combo can also be done from Jecht Rush.
Combo | Approximate damage (multipliers) | Notes | Video |
---|---|---|---|
Jecht Rush > Ultimate Jecht Shot WR > Tidus > DC (neutral) > Free Air Dash > Land > Jecht Rush > Neutral 2 > Failed Up 3* > DC (forward) > Jecht Stream > HP | ?? | High BRV damage with the dodge cancel combo. If near a wall, Tidus can wall rush the opponent too high for the second Jecht Rush. | vid |
Jecht Rush > Ultimate Jecht Shot WR > Tidus > DC (neutral) > > Free Air Dash > Land > Jecht Rush LV3 > Ultimate Jecht Shot LV2 | ?? | Less brv damage, but consistent HP wall rush damage with less room for error. | vid |
Jecht Stream > Jecht Blade WR > Tidus > AC > LV3 Jecht Stream > HP | ?? | Bread-and-butter, nothing fancy. | video |
Jecht Stream > Triumphant Grasp WR > Tidus > AC > LV3 Jecht Stream > HP | ?? | Bread-and-butter, nothing fancy. | video |
Jecht Stream > Down 3 > Jecht Beam > Tidus call > Tidus HIT 1 > Jecht Beam HIT > Tidus HIT 2 > DC > AC > Jecht Stream > Jecht Beam | ?? | No wall. Requires 1 assist bar. EX generation. Call Tidus right after inputting Jecht Beam. For LV3 Jecht Stream, delay Tidus. | vid |
Jecht Stream > Jecht Beam > Tidus > DC > AC > Jecht Stream > Jecht Blade LV2 | ?? | Requires wall. Sphere-shaped walls can make it easier to send too far for assist to pick up. | vid |
Jecht Rush > Failed Neutral 3 > Tidus > DC > AC > Jecht Stream LV3 > Jecht Blade LV2 | ?? | Combo save. Ground only. Call Tidus right as Jecht's movement stops. | video |
Jecht Stream > Failed Neutral 3 > Tidus > Empty chase > Tidus HIT > AC > Jecht Stream > Jecht Blade LV2 | ?? | Combo save. Requires wall. | video |
Jecht Stream > Failed Neutral 3 > Tidus HP >> Chase HP > Opponent dodge > Tidus HP HIT > AC > Jecht Stream LV3 > Jecht Blade LV2 | ?? | Combo save. No wall. Requires 2 assist bars. | video |
Jecht Stream > Failed Neutral 3 > Tidus > DC > AC > Jecht Stream LV3 > Jecht Blade LV2 | ?? | Combo save. No wall required, but very difficult / inconsistent without wall. | video |
Combo | Approximate damage (multipliers) | Notes | Video |
---|---|---|---|
Jecht Rush > Ultimate Jecht Shot WR > Aerith > DC (neutral) > Land > Ultimate Jecht Shot WR > Aerith > HP HIT > Aerith HIT > Jecht Rush LV3 > Ultimate Jecht Shot LV2 | ?? | 3x HP + wall rush damage. Ground only, high damage with a high base bravery build. Perform the second UJS further away, | video |
Jecht Rush > Ultimate Jecht Shot WR > Aerith > DC (neutral) > Land > Ultimate Jecht Shot WR > Aerith > HP HIT > Aerith HIT > Jecht Rush LV3 > Neutral 2 > Failed Up 3 > DC (forward) > Jecht Stream > Jecht Blade LV2 | ?? | Highest damage potential. 2x HP + wall rush, with BRV break and 1 HP + wall rush depending on situation. | video |
Jecht Stream > Jecht Blade WR > Aerith > Free Air Dash x2 > Jecht Stream LV3 > Jecht Blade LV2 | ?? | Free Air Dash for assist meter. | video |
Jecht Stream > Triumphant Grasp WR > Aerith > Free Air Dash x2 > Jecht Stream LV3 > Jecht Blade LV2 | ?? | Free Air Dash for assist meter. | video |
Jecht Stream > Jecht Beam > Aerith > Jecht Beam HIT > Aerith HIT > Free Air Dash x2 > Jecht Stream LV3 > Jecht Blade LV2 | ?? | Requires wall (direct angle). Call Aerith before Jecht Beam hits. | video |
Jecht Stream Failed 3 > Aerith > Empty chase > Aerith HIT > Jecht Stream LV3 > Jecht Blade LV2 | ?? | Combo save. No wall required. | video |
Jecht Stream Failed 3 > Aerith > Chase HP > opponent dodge > Aerith HIT > Jecht Stream LV3 > Jecht Blade LV2 | ?? | Combo save. No wall required. Generates EX with the opponent's dodge. | video |
Combo | Approximate damage (multipliers) | Notes | Video |
---|---|---|---|
Jecht Rush > Ultimate Jecht Shot WR > Sephiroth > DC (neutral) > Jecht Beam > DC > AC > Jecht Stream LV3 > Jecht Blade LV2 | ?? | Time Jecht Beam on the last part of ground BRV assist. | video |
Jecht Stream > Jecht Blade WR > Sephiroth > DC (diagonal/forward) > Jecht Beam > DC > AC > Jecht Stream > Jecht Blade LV2 | ?? | Not enough time for Jecht Stream LV3. | video |
Jecht Stream > Triumphant Grasp WR > Sephiroth > AC > Jecht Stream LV3 > Jecht Blade LV2 | ?? | Same as Kuja and Tidus. | video |
Jecht Stream > Jecht Beam > Sephiroth > AC > Jecht Stream LV3 > Jecht Blade LV2 | ?? | Requires wall (direct angle). | video |
Jecht Stream Failed 3 > Sephiroth (after multi-hit spinning) > last kick HIT > Sephiroth HIT > AC > Jecht Stream LV3 > Jecht Blade LV2 | ?? | Combo save. No wall. | video |
Jecht Stream Failed 3 > Sephiroth > Empty chase > Sephiroth HIT > AC > Jecht Stream LV3 > Jecht Blade LV2 | ?? | Requires wall. | video |
All of Yuna assist's wall rushes require a wall and / or ground.
Combo | Approximate damage (multipliers) | Notes | Video |
---|---|---|---|
Jecht Rush > Ultimate Jecht Shot WR > Yuna > DC (side / diagonal) > Yuna WR > Jecht Stream LV3 > Jecht Blade LV2 | ?? | Ground only, near wall. | video |
Jecht Stream > Jecht Blade WR > Yuna > Land > Yuna WR > Jecht Rush LV3 > Ultimate Jecht Shot LV2 | ?? | ||
Jecht Stream > Jecht Blade WR > Yuna > Land > Yuna WR > Jecht Rush LV3 > Neutral 2 > Failed Up 3 > DC (forward) > Jecht Stream > Jecht Blade LV2 | ?? | Highest bravery damage output off of HP wall rush. | |
Jecht Stream > Triumphant Grasp WR > Yuna > Land > Yuna WR > Jecht Rush LV3 > Ultimate Jecht Shot LV2 | ?? | Same as Jecht Blade route. | video |
Jecht Stream > Triumphant Grasp WR > Yuna > Land > Yuna WR > Jecht Rush LV3 > Neutral 2 > Failed Up 3 > DC (forward) > Jecht Stream > Jecht Blade LV2 | ?? | Highest bravery damage output off of HP wall rush. | |
Jecht Stream > Down 3 > Jecht Beam > Yuna > Yuna HIT > Jecht Beam HIT > Yuna WR > Jecht Stream > Jecht Blade LV2 | ?? | No wall. Must be close to the ground (lower than Jecht Rush Failed Up 3 DC height) to follow up. | video |
Jecht Stream > Neutral 3 > Jecht Beam > Yuna > Yuna WR > Jecht Stream LV3 > Jecht Blade LV2 | ?? | Requires wall (direct angle). | video |
Jecht Stream Failed 3 > Yuna > Empty chase > Yuna HIT > Free Air Dash > Jecht Stream > Jecht Blade LV2 | ?? | Requires wall (direct angle) | video |
Combo | Approximate damage (multipliers) | Notes | Video |
---|---|---|---|
Jecht Rush > Ultimate Jecht Shot WR > Onion Knight > DC (neutral) > Land > Jecht Rush LV3 > Ultimate Jecht Shot LV2 | ?? | Ground only. | |
Jecht Rush > Ultimate Jecht Shot WR > Onion Knight > DC (neutral) > Land > Jecht Rush LV3 > Neutral 2 > Failed Up 3 > DC (forward) > Jecht Stream > Jecht Blade LV2 | ?? | Ground only. Highest BRV damage off of HP. | |
Jecht Stream > Jecht Blade WR > Onion Knight > DC (forward) > Free Air Dash > Jecht Stream > Jecht Blade LV2 | ?? | Use Jecht Stream to cancel Onion Knight's last hit or after he wall rushes. | |
Jecht Stream > Triumphant Grasp WR > Onion Knight > DC (forward) > Free Air Dash > Jecht Stream > Jecht Blade LV2 | ?? | Use Jecht Stream to cancel Onion Knight's last hit or after he wall rushes. | |
Jecht Stream > Down 3 > Jecht Beam > Onion Knight > Onion HIT > Jecht Beam HIT > Onion HIT + WR > Jecht Stream LV3 > Jecht Blade LV2 | ?? | Requires wall to follow up after Onion Knight. Same assist timing as with Tidus. | |
Jecht Stream > Jecht Beam > Onion Knight > Free Air Dash > Jecht Stream > Jecht Blade LV2 | ?? | Requires wall (direct angle). Use Jecht Stream to cancel Onion Knight's last hit or after he wall rushes. | |
Jecht Stream Failed 3 > Onion Knight HP > Chase HP > Opponent dodge > Onion HP HIT > AC > Jecht Stream LV3 | ?? | Combo save. No wall. Requires 2 assist bars. | |
Jecht Stream Failed 3 > Onion Knight > Empty chase > Onion HIT > Free Air Dash > Jecht Stream LV3 > Jecht Blade LV2 | Combo save. Requires wall + wall rush. |
Combo | Approximate damage (multipliers) | Notes | Video |
---|---|---|---|
Jecht Rush > Ultimate Jecht Shot WR > Squall > AC > Jecht Stream LV3 > Jecht Blade LV2 | ?? | The basic combo. Call Squall later than normally to account for his range and speed. | |
Jecht Stream > Down 3 WR > Squall > DC > Jecht Beam > DC > AC > Jecht Stream > Jecht Blade LV2 | Forgo initial HP wall rush to squeeze in Jecht Beam during assist for extra critical hits. | ||
Jecht Stream > Jecht Blade WR > Squall > DC > Squall WR > Jecht Stream > Jecht Blade LV2 | ?? | Requires wall and ground nearby. | |
Jecht Stream Failed 3 > Squall HP > Empty chase > Squall HP HIT > if WR > Jecht Stream > Jecht Blade LV2 | ?? | Combo save. Requires 2 assist bars. Call Squall before chase prompt and initiate empty chase right before he hits. |
Combo | Approximate damage (multipliers) | Notes | Video |
---|---|---|---|
Jecht Rush > Neutral 2 > Failed Up 3 > DC (forward) > Jecht Stream > Neutral 2 > Ultimecia > Down 3 WR > Ultimecia HIT WR > Jecht Rush > Neutral 2 > Failed Up 3 > DC (forward) > Jecht Stream > Neutral 2 > Ultimecia > Down 3 WR > Ultimecia HIT WR > Jecht Rush > Neutral 2 > Failed Up 3 > DC (forward) > Jecht Stream > Neutral 2 > Neutral 3 > Jecht Blade LV2 | ?? | The signature loop. Highest bravery damage output. Requires 2 assist bars, each assist bar enables another repetition of the dodge cancel solo combo. Ultimecia hits after she has disappeared, circumventing the assist meter lock. | |
Jecht Stream > Neutral 2 > Ultimecia > Neutral 3 > Jecht Blade WR > DC > Ultimecia HIT > Jecht Stream > Jecht Blade LV2 | ?? | Call Ultimecia right after inputting Neutral 2. Must be closing in on a wall for the combo to work. | |
Jecht Stream Failed 3 > Ultimecia > Chase HP > Opponent dodge > Ultimecia HIT WR > Jecht Stream > Jecht Blade LV2 | ?? | Combo save. Requires wall. Depending on stage position, Ultimecia's hit timing may change. |
Combo | Approximate damage (multipliers) | Notes | Video |
---|---|---|---|
Jecht Stream > Jecht Blade WR > Terra > Terra WR > DC > Jecht Stream LV3 > Jecht Blade LV2 | ?? | Call right after HP damage is dealt. If the opponent travels a moment to the wall, you should delay assist call a little. | |
Jecht Stream > Triumphant Grasp WR > Terra > Terra WR > DC > Jecht Stream LV3 > Jecht Blade LV2 | ?? | Call right after HP damage is dealt. If the opponent travels a moment to the wall, you should delay assist call a little. Jecht Blade after Terra WR works too. | |
Jecht Stream > Jecht Beam > Terra > Jecht Beam HIT > Terra HIT WR > DC > Jecht Stream > Jecht Blade LV2 | ?? | Requires wall. Call Terra before Jecht Beam hits. |
Damage multipliers assume Gilgamesh draws Excaliburs. Identical combo structure as with Yuna assist, so all of Gilgamesh's assist's wall rushes require a wall and / or ground.
Combo | Approximate damage (multipliers) | Notes | Video |
---|---|---|---|
Jecht Rush > Ultimate Jecht Shot WR > Gilgamesh > DC (side / diagonal) > Gilgamesh WR > Jecht Stream LV3 > Jecht Blade LV2 | ?? | Ground only, near wall. | video |
Jecht Stream > Jecht Blade WR > Gilgamesh > Land > Gilgamesh WR > Jecht Rush LV3 > Ultimate Jecht Shot LV2 | ?? | ||
Jecht Stream > Jecht Blade WR > Gilgamesh > Land > Gilgamesh WR > Jecht Rush LV3 > Neutral 2 > Failed Up 3 > DC (forward) > Jecht Stream > Jecht Blade LV2 | ?? | Highest bravery damage output off of HP wall rush. | |
Jecht Stream > Triumphant Grasp WR > Gilgamesh > Land > Gilgamesh WR > Jecht Rush LV3 > Ultimate Jecht Shot LV2 | ?? | Same as Jecht Blade route. | video |
Jecht Stream > Triumphant Grasp WR > Gilgamesh > Land > Gilgamesh WR > Jecht Rush LV3 > Neutral 2 > Failed Up 3 > DC (forward) > Jecht Stream > Jecht Blade LV2 | ?? | Highest bravery damage output off of HP wall rush. | |
Jecht Stream Failed 3 > Gilgamesh > Empty chase > Gilgamesh HIT WR > Free Air Dash > Jecht Stream > Jecht Blade LV2 | ?? | Combo save. Requires wall (direct angle) and ground. | video |
Saving a combo
Even failed combos can be converted into HP damage with assist. The timing varies depending on your assist and stage positioning.
If the opponent is pushed into a wall, most meta assists will work fine if you initiate empty chase. Without a wall, Aerith works consistently with empty chase. As a general rule, call the assist after the last kick, but BEFORE the chase prompt appears. Then do empty chase to coincide with the assist's connected attack.
Refer to the assist combo tables for details.
Knockback cancel
Few assists (Kuja, Tidus, Sephiroth) require cancelling the knockback of the last hit that causes a chase prompt. The idea is to call the assist when the multi hits end, or when Jecht does a little spin before winding up the kick.
If done correctly, assist will carry out their attack as usual. Unfortunately, some assists like Yuna, Onion Knight and Zidane spawn too far for this to work with them. However, assists with good range, wide hitbox and / or multiple hits such as Kuja and Sephiroth make this easier.
Refer to the assist combo tables for details.