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) |
|
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)
|
|
?? (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.
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
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 2
|
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 3
|
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.
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)
|
[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
Please note: All HP attacks have a ground and midair version except Ultimate Jecht Shot, which can only be done on the ground.
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.
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.
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.
|
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.
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. This is particularly noteworthy on the ground as Jecht Rush's 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.
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
|
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 it's merit as extra damage or a match ender remain as with any other EX Burst.
Builds
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
|
Body |
Maximillian
|
Accessory 1 |
Muscle Belt
|
Accessory 2 |
Sniper Eye
|
Accessory 3 |
Dismay Shock
|
Accessory 4 |
BRV = 0
|
Accessory 5 |
Empty EX Gauge
|
Accessory 6 |
Pre-EX Mode
|
Accessory 7 |
Pre-EX Revenge
|
Accessory 8 |
Hero's Seal
|
Accessory 9 |
Together as One
|
Accessory 10 |
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
|
Body |
Adamant Vest
|
Accessory 1 |
Zephyr Cloak
|
Accessory 2 |
Heart's Ease
|
Accessory 3 |
Dismay Shock
|
Accessory 4 |
Battle Hammer
|
Accessory 5 |
HP = 100 %
|
Accessory 6 |
Empty EX Gauge
|
Accessory 7 |
Pre-EX Mode
|
Accessory 8 |
Pre-EX Revenge
|
Accessory 9 |
Together as One
|
Accessory 10 |
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
|
Body |
Lufenian Jacket
|
Accessory 1 |
Sniper Eye
|
Accessory 2 |
Bravery Orb
|
Accessory 3 |
Battle Hammer
|
Accessory 4 |
BRV = 0
|
Accessory 5 |
Summon Unused
|
Accessory 6 |
Pre-EX Mode
|
Accessory 7 |
Pre-EX Revenge
|
Accessory 8 |
Hero's Essence
|
Accessory 9 |
Tenacious Attacker
|
Accessory 10 |
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
|
Body |
Genji Armor
|
Accessory 1 |
Pearl Necklace
|
Accessory 2 |
Dragonfly Orb
|
Accessory 3 |
Silver Hourglass
|
Accessory 4 |
Pendant
|
Accessory 5 |
Battle Hammer
|
Accessory 6 |
Empty Assist Gauge
|
Accessory 7 |
Pre-EX Revenge
|
Accessory 8 |
Pre-Assist
|
Accessory 9 |
Close to You
|
Accessory 10 |
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
|
Body |
Genji Armor
|
Accessory 1 |
Dragonfly Orb
|
Accessory 2 |
Bravery Orb
|
Accessory 3 |
Dismay Shock
|
Accessory 4 |
Battle Hammer
|
Accessory 5 |
EX Core Present
|
Accessory 6 |
Summon Unused
|
Accessory 7 |
Pre-EX Mode
|
Accessory 8 |
Pre-EX Revenge
|
Accessory 9 |
Aerial
|
Accessory 10 |
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
|
Body |
Auto Crossbow
|
Accessory 1 |
Hyper Ring
|
Accessory 2 |
Muscle Belt
|
Accessory 3 |
Sniper Eye
|
Accessory 4 |
HP = 100 %
|
Accessory 5 |
HP is a Prime Number
|
Accessory 6 |
Blue Gem
|
Accessory 7 |
First to Victory
|
Accessory 8 |
Hero's Seal
|
Accessory 9 |
Together as One
|
Accessory 10 |
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!