Info
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Name |
Jecht (ジェクト)
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Original game |
Final Fantasy X
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Base ATK (LV100) |
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Base DEF (LV100) |
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Run Speed |
5 (Above Average)
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Dash Speed |
77 (Average / Good)
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Fall Speed |
81 (Average)
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Fall Speed Ratio After Dodge |
39 (Average)
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Fastest BRV |
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Fastest HP |
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1-Hit HP |
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HP Links |
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Command Block |
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Weapon |
Greatswords, Axes, Grappling Weapons, Thrown Weapons
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Armor |
Shields, Bangles, Hats, Helms, Clothing, Light Armor, Headbands, Chestplates
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Exclusive weapons |
Kaiser Knuckles, Sin's Talon, Sin's Fang
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Unlock |
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Alignment |
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Voice Actor (JP) |
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Voice Actor (ENG) |
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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 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.
Jecht is a high tier character. Air poking is riskier compared to other strong characters and he struggles to build resources if he is forced to defend for a period of time. Dodge punishing fast fallers is difficult without assist meter and lingering traps + sidelining attacks can hinder him greatly. The strict input timing for combos presents a notable entry barrier for new players, but the brutal blitzer is capable of fighting majority of the roster.
Build styles:
- Bravery Boost on Dodge + Block
- EX (Core / Center of the World)
- First Strike
- Hybrid
- Side by Side (High base BRV + Wall Rush)
Bravery Moves
Grounded Moves
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)
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|
?? (30) |
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Unlocked at level |
Mastered at AP |
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Level 2
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Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
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5,5, [5] (10,5) |
18F charge, 5F release |
Physical |
Melee Low |
12 [60]
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Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
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|
- |
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|
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Unlocked at level |
Mastered at AP |
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Level 3
|
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
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3x5, [5] (15,5) |
34F charge, 5F release |
Physical |
Melee High |
15 [60]
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Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
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Wall Rush |
- |
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Unlocked at level |
Mastered at AP |
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[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.
Startup frame |
Block frames |
End frames |
Priority |
EX Force |
Effects |
CP (Mastered)
|
1F |
1-16F |
80F |
Jecht Block |
-- |
Block |
30 (15)
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[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
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Melee Low & Mid |
Wins (Staggers the opponent)
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Melee High |
Tie (Both characters stagger)
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Ranged Low, Mid & High |
Wins (Reflect / deflect)
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Special & Unblockable |
Loses
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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
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]
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Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
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- |
?? (30) |
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Unlocked at level |
Mastered at AP |
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Level 2
|
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
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2, 2, 1, 1 [5] (6,5) |
18F charge, 11F release |
Physical |
Melee Low |
12 [60]
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Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
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Wall Rush |
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Unlocked at level |
Mastered at AP |
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Level 3
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Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
1x8, [5] (8,5) |
34F charge, 11F release |
Physical |
Melee High |
12
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Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
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Wall Rush |
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Unlocked at level |
Mastered at AP |
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[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.
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.
Startup frame |
Block frames |
End frames |
Priority |
EX Force |
Effects |
CP (Mastered)
|
1F |
1-16F |
74F |
Jecht Block |
-- |
Block |
30 (15)
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[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.
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 |
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Ultimate Jecht Shot (LV2) |
1x24 (24) |
48F charge, 1F release |
Physical |
Melee High |
30 |
Wall Rush
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Ultimate Jecht Shot (LV3) |
1x34 (34) |
64F charge, 1F release |
Physical |
Melee High |
30 |
Wall Rush
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[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 |
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Jecht Blade (LV2) |
1x6, 2, 2, 3, 3 (16) |
48F charge, 11F release |
Physical |
Melee High |
30 |
Wall Rush
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Jecht Blade (LV3) |
1x9, 2x6 (21) |
64F charge, 11F release |
Physical |
Melee High |
36 |
Wall Rush
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[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 |
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Triumphant Grasp (LV2) |
2x7, 1 (15) |
48F charge, 11F release |
Physical |
Melee High |
30 |
Wall Rush
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Triumphant Grasp (LV3) |
2x11, 1, 1 (24) |
64F charge, 11F release |
Physical |
Melee High |
30 |
Wall Rush
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[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) |
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Unlocked at level |
Mastered at AP |
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[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
|