Garland (Dissidia 012) and Jecht (Dissidia 012)/Combos: Difference between pages

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[[Category:Dissidia 012 Final Fantasy]]
[[Category:Dissidia 012 Final Fantasy]]


{{CharacterInfo
= Overview =
|name=Garland (ガーランド)
[[Jecht (Dissidia 012)|'''Jecht''']] operates with a distinct combo system that allows him to link 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''.
|origin=Final Fantasy
|weapon=Axes, Greatswords, Katanas, Spears
|armor=Gauntlets, Heavy Armor, Helms, Light Armor, Shields
|atk=111 (High)
|def=112 (High)
|runspeed=10.5 (Very Slow)
|dash=81 (Below Average)
|fall=77 (Above Average)
|fallr=41 (Below Average)
|exclusives=
|exclusives=Ogrekiller, Viking Axe, Gigant Axe
}}


{{ProConTable
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.
|pros=
*'''Whiff punishment'''
*'''Bravery damage'''
*'''EX meter economy''' - Generates meter efficiently through combos and can kill earlier with EX Revenge than any other character
*'''Disjoints''' great at poking through projectiles and walls
* '''Good ground-to-ground presence''', except against area denial melee HPs


|cons=
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 and "3" being the last part of the chain.
* '''Bad movement'''
* '''Post-dodge vulnerability'''
* '''Limited aerial dodge punish capability'''
* '''EX meter gameplan hurt by poor neutral HPs and assist punish vulnerability'''
* '''Fast + long range vulnerability'''
* '''Difficulties creating offensive momentum consistently'''
* '''Bad at making the opponent whiff without forcing a dodge'''
* '''Flawed aerial mixups''', can struggle against block in the air
* '''Bad against area denial melee HPs'''
}}


== Overview ==
== Combos (Solo) ==
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.


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.
[[File:012-jecht-branch-a.png]]


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.
DC = Dodge Cancel


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.
{| class="wikitable"
|-
!Combo !! Video
|-
|Jecht Rush > Neutral 2 > Neutral 3 > HP (Jecht Blade / Jecht Beam) || [https://www.youtube.com/watch?v=xKRxHzjzm4k '''Video''']
|-
|Jecht Rush > Neutral 2 > Up 3 > HP (Ultimate Jecht Shot / Jecht Blade LV2) || [https://www.youtube.com/watch?v=C56txoSHvJ4 '''Video''']
|-
|Jecht Rush > Up 2 > Neutral 3 > HP (Jecht Blade / Jecht Beam) || [https://www.youtube.com/watch?v=UGw8csukvWk '''Video''']
|-
|Jecht Rush > Up 2 > Down 3 > HP (Triumphant Grasp) || [https://www.youtube.com/watch?v=02--YBfL6gU '''Video''']
|-
|Jecht Rush > Neutral 2 > Failed Up 3 > DC (forward) > Jecht Stream > HP (Jecht Blade / Jecht Beam) || [https://www.youtube.com/watch?v=7ZmZju1zbgg '''Video''']
|-
|Jecht Stream > Neutral 2 > Neutral 3 > HP (Jecht Blade / Jecht Beam) || [https://www.youtube.com/watch?v=QriTRLku5d0 '''Video''']
|-
|Jecht Stream > Neutral 2 > Down 3 > HP (Triumphant Grasp) || [https://www.youtube.com/watch?v=dKIWm_NIbWw '''Video''']
|}


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''.
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.


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.
=== Which combo should a new player learn first? ===
Jecht Stream into Triumphant Grasp. That is,
Jecht Stream – bravery – down + bravery – HP.


With consistent grounded defensive play, he can overpower many conventionally strong characters who have to engage with him first.
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.  


== Bravery Attacks ==
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!
=== Ground ===


<tabber>
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.
|-|Round Edge=
{{AbilityInfo
|damage=7, 8, 30 (45, Short) / 7, 8, 9, 2, 2, 2, 15 (45, Long)
|startup=23F
|type=Physical
|priority=Melee Low, Melee Mid (2nd hit), Melee High (3rd hit, Long)
|ex=30 (Short) / 90 (Long)
|effect=Wall Rush (Short) / Chase (Long)
|cp=30 (15)
}}
''[Close] Broad sword sweep. Change combo with input timing.''


Three sword swipes with a chase or a wall rush ender. Press circle before the third swipe for a wall rush ender or press circle after it for a chase ender. Garland's movement can be controlled freely during the first two swipes, but it does not make it particularly safe to use. While the start-up is somewhat fast, it takes well over a second to cancel it into a dodge. With Garland's limited post-dodge defensive options this is not an ideal situation to find yourself in. Confirming a combo with Deathblow into a Twist Drill is safer, inflicts more bravery damage and generates more EX meter on hit as well. Round Edge still has combo potential with assists though.
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.


The first two hits' vertical range is quite bad. They do hit behind Garland, so it's possible to manuever in a way at medium ranges that lets you hit the opponent from behind if they reacted early with a block.
=== 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.


Round Edge might work occasionally as a surprise gimmick attack, especially if you fake out with movement during the first sword swipe. But the long animation and diminishing returns for disproportional risk compared to other ground moves make Round Edge difficult to justify for the third slot bravery.
<div class="toccolours mw-collapsible mw-collapsed overflow:auto;">
<div style="font-weight:bold;line-height:1.6;">Jecht Rush</div>
<div class="mw-collapsible-content">
*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)
</div></div></div>


The increased priorities apply to Round Edge when has not been cancelled into a wall rush ender. Since movement is halted by the third hit, it can be challenging to enforce it's high priority against moving opponents.
<div class="toccolours mw-collapsible mw-collapsed overflow:auto;">
<div style="font-weight:bold;line-height:1.6;">Jecht Stream</div>
<div class="mw-collapsible-content">
*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
</div></div></div>


|-|Lance Charge=
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.
{{AbilityInfo
|damage=2 x 5, 5, 15 (30)
|startup=31F
|type=Physical
|priority=Melee Mid
|ex=30
|effect=Wall Rush
|cp=30 (15)
}}
''[Mid] High-speed sword thrust. Vertically limited, good range.''


A mid priority gap closer and a whiff punisher that goes in a straight line. Staggers block and can be followed up with a built-in high damaging Bardiche if it staggered. It works well as a deterrent for blocking his other ground braveries.
=== Choosing the HP combo finisher ===
Jecht can freely choose which HP attack to end a combo chain with.


With a Kuja / Sephiroth assist following up the wall rush, the damage output is consistently high with Bardiche fillers. Lance Charge travels quickly and the recovery is very short. Outside of top speed assists and higher priority attacks / blocks, it is very difficult if not impossible for a lot of the cast to effectively punish Garland for using this move. Sideways and aerial movement help avoid it with less risk, but the mileage varies between characters.
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 range slightly extends past the visual.
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:


If you stagger an opponent with a [[Blodge|'''blodge''']], you can use Lance Charge to retaliate after blodging backwards or sideways.
'''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.


Lance Charge is a staple in Garland's kit and is one of the best ground-to-ground bravery attacks in the game.
'''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.


|-|Deathblow=
'''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.
{{AbilityInfo
|damage=15
|startup=13F
|type=Physical
|priority=Melee Low
|ex=60
|effect=
|cp=30 (15)
}}
''[Mid] Swift upwards sword swipe. Low accuracy, quick strike.''


One of Garland's strongest bravery attacks. Very fast start-up, low recovery, long active hitbox, combo starter, great tracking and anti-air capability within close range. The low non-cancelled recovery is Deathblow's highlight, it is one of the few bravery attacks in the game that do not have to be dodge cancelled for safety. This allows Garland to jump and combo into Twist Drill for more meter and a lot of bravery damage with assist.
'''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.


Due to it's speed and low non-cancelled recovery, it can be used to quickly generate assist meter. A must have for many close-range match-ups where Garland can fight on the ground. When used well, this is a move that ties Garland's defensive gameplay together.
= Solo Combo Analysis =
Choosing the right combo is important for Jecht, so understanding what makes each combo good can help improve your decision making.


|-|Highbringer=
=== Jecht Rush – Neutral 2 – Neutral 3 – HP (Jecht Blade / Jecht Beam) ===
{{AbilityInfo
{| class="wikitable sortable"
|damage=5, 19 (24, Low) / 5, 2, 2, 15 (24, High)
|-
|startup=17F (Low) / 13F (High)
! scope=col | Combo
|type=Physical
! scope=col | Approximate damage (multipliers)
|priority=Melee Low
! scope=col | Approximate EX Force
|ex=90 (Low) / 30 (High)
|-
|effect=Chase (Low) / Wall Rush (High)
|Jecht Rush > Neutral 2 > Neutral 3 || '''42 + WR''' (4, 1x9, 1x4, 6, 19) || '''27''' (9, 9, 9)
|cp=30 (15)
|-
}}
|Jecht Rush > Neutral 2 > Neutral 3 > Jecht Blade || '''33 + HP WR''' (4, 1x9, 1x4, 6, 2x5) || '''57''' (9, 9, 9, 30)
''[Mid] Swing sword upwards. Change combo with input timing.''
|-
|Jecht Rush > Neutral 2 > Neutral 3 > Jecht Beam || '''23''' (4, 1x9, 1x4, 6, 0) || '''267''' (9, 9, 9, 120, 120)
|}


Deathblow with two built-in follow-up attacks. Tap the button twice for a chase ender and 90 EX or hold the button to become airborne and then tap it for wall rush attack.
Straight forward combo, literally. The two neutral followups provide good [https://glossary.infil.net/?t=Corner%20Carry '''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.


Even though the speed, tracking and anti-air capability remain mostly intact, the recovery is longer. Both low and high versions' recovery are much shorter with a dodge cancel, but the first hit cannot be dodge cancelled early if it makes contact.
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 {{accsp}} equipped. At a wall or corner Jecht Beam provides an assist combo thanks to reduced pushback.


As a result, any whiffs put Garland in greater danger compared to Deathblow, even if the High version's dodge cancel is pretty early. While all attacks have a fair amount of hit stun, converting off of them with assist compromises Garland's EX gain, damage or requires a wall. Assist combos are a bit easier to pull off compared to Deathblow though.
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.


It's not a terrible move, but Deathblow is the stronger move overall.
=== Jecht Rush – Neutral 2 – Up 3 –  HP (Ultimate Jecht Shot / LV2 Jecht Blade) ===
{| class="wikitable sortable"
|-
! scope=col | Combo
! scope=col | Approximate damage (multipliers)
! scope=col | 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)
|}


|-|Thundaga (ground)=
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.
{{AbilityInfo
|damage=each (10)
|startup=51F
|type=Magical
|priority=Ranged Low
|ex=0
|effect=-
|cp=30 (15)
}}
''[Long] Call down lightning strikes that home in on opponent.''


Venerable strength manifests in the form three lightning bolts. The bolts spawn on the opponent, bypassing obstacles or lingering projectiles in front of the opponent. It is commonly used for interrupting opponents.
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.


It has enough hit stun for all three bolts to combo into most of Garland's attacks including Flare and air BRV assists, but the opponent must be against the wall for it to work. The upward knockback's direction is also based on the player's camera.
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...


Garland is vulnerable during Thundaga, but it's recovery is quite low for an attack of it's kind, which can make it tricky to whiff punish with slower assists. It is not chosen often due to it's poor reward on hit with no EX generation, low damage and situational conversions.
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.


Thundaga is good at interrupting opponents from a distance, but it does not represent a big threat frequently.
=== Jecht Rush – Up 2 – Neutral 3 – HP (Jecht Blade / Jecht Beam) ===
</tabber>
{| class="wikitable sortable"
|-
! scope=col | Combo
! scope=col | Approximate damage (multipliers)
! scope=col | 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)
|}


=== Aerial ===
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.


<tabber>
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!
|-|Twin Swords=
{{AbilityInfo
|damage=7, 8, 15 (30)
|startup=21F
|type=Physical
|priority=Melee Low
|ex=30
|effect=Wall Rush
|cp=30 (15)
}}
''[Mid] Swipe with twin blades. Approaches foe; limited height.''


Garland's primary aerial bravery attack that advances forward. It's fast, but slow enough to be reactable, though the start-up is tricky to see. Given how Garland's other braveries are telegraphed by their effective range, Twin Swords can fall short in approaching the opponent.
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.


Twin Swords' main strength lies in the move tracking in all directions. The range is average and the homing period is brief.
=== Jecht Rush – Up 2 – Down 3 – HP (Triumphant Grasp) ===
{| class="wikitable sortable"
|-
! scope=col | Combo
! scope=col | Approximate damage (multipliers)
! scope=col | 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)
|}


The animation is rather long, however. This means that it can be dangerous to whiff Twin Swords and the reliance on wall rushes for HP damage skews the risk/reward ratio against Garland. In small stages with low ceilings, this move can represent a threat more reliably when fighting air-to-air.
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.


Not a staple in Garland's aerial kit, but not entirely without merit either.
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.


|-|Chain Cast=
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
{{AbilityInfo
|damage=7, 8 (15)
|startup=45F
|type=Physical
|priority=Melee Low
|ex=90
|effect=Chase
|cp=30 (15)
}}
''[Mid] Swing chain. Low accuracy, but effective against any height.''


Garland positions himself above in relation to the opponent for two vertical attacks. Air combo starter, air-to-ground whiff punisher and Garland's primary post-dodge defensive option in the air. It is not invincible, but the movement can help him evade slower dodge punish attempts. On hit, Garland can dodge cancel and combo into Twist Drill for a total of 180 EX (almost 20 % of an EX bar) or Bardiche / Twin Swords at the wall.
=== Jecht Rush – Neutral 2 – Failed Up 3 – Dodge cancel (forward) – Jecht Stream ===
Highest bravery damage output, longest wall carry and generates the most assist meter without HP attack's meter gain at the end.


Chain Cast has enough hit stun to make empty chase attempts safer than on average, although it is not entirely safe to use in all instances. It can also hit behind the opponent's block, though exact conditions are unclear (being significantly below / above the opponent helps).
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.


The consistency of Chain Cast's damage output, meter generation and applications in the neutral make it an appealing choice for a third bravery slot along with Bardiche and Twist Drill.
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.


The hitbox has some oddities. It has gaps and possibly slight deadzones between the chain itself and the tip. Before reaching proper down-forward hitbox there may be a gap just below level height. Could have a small deadzone right in front of Garland as well. Requires further research.
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.


|-|Bardiche=
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.
{{AbilityInfo
|damage=30
|startup=23F
|type=Physical
|priority=Melee Low
|ex=0
|effect=Wall Rush
|cp=30 (15)
}}
''[Dive] Mighty axe swing. Great for attacking from above.''


Garland's iconic crushing repertoire. A staple in Garland's kit due to it's speed, average whiff recovery and infamous damage output. It's applications in the neutral are weak due to it exclusively tracking downwards, having a small hitbox and having flawed mixup options to support it. It is a loud, telegraphed and relatively slow to start low priority attack on a character whose other downward attacks are all slower than 40 frames. The whiff recovery lets Garland build assist meter somewhat safely however.
=== Jecht Stream – Neutral 2 – Neutral 3 - HP (Jecht Beam / Jecht Blade) ===
 
{| class="wikitable sortable"
Bardiche is primarily run for it's reward on hit, namely with ground wall rush assist combos and EX Revenge. It's single hit 30 damage multiplier makes Garland one of the best users of wall rush bravery enhancements (primarily {{accbas}} Booster). Outside of combos, Bardiche's reward is lacking with no EX, short assist confirm window and no automatic Sneak Attack activations.
|-
 
! scope=col | Combo
Despite these flaws, Bardiche is commonly used because the damage output high enough to outweigh the cons.
! scope=col | Approximate damage (multipliers)
 
! scope=col | Approximate EX Force
|-|Twist Drill=
|-
{{AbilityInfo
|Jecht Stream > Neutral 2 > Neutral 3 || '''40 + WR''' (4, 7, 10, 19 + WR) || '''27''' (9, 9, 9)
|damage=4 x 2, 8, 14 (30)
|-
|startup=21F
|Jecht Stream > Neutral 2 > Neutral 3 > Jecht Blade || '''31 + HP WR''' (4, 7, 10, 10 + HP WR) || '''57''' (9, 9, 9, 30)
|type=Physical
|-
|priority=Melee Low
|Jecht Stream > Neutral 2 > Neutral 3 > Jecht Blade LV2 || '''37 + HP WR''' (4, 7, 10, 16 + HP WR) || '''57''' (9, 9, 9, 30)
|ex=90
|-
|effect=Chase
|Jecht Stream > Neutral 2 > Neutral 3 > Jecht Beam || '''21''' (4, 7, 10, 0) || '''267''' (9, 9, 9, 120, 120)
|cp=30 (15)
|}
}}
''[Rise] Upwards lunge with sword. Great for attacking from below.''
 
Fast anti-air attack with good combo potential, damage and EX output. Primarily designed to home in on opponents above Garland, Twist Drill is often used as a combo move after Deathblow, as a whiff punisher or as an approach tool.
 
It's hitstun is long enough to combo into an assist from a relatively late dodge cancel window or an empty chase. That also means Twist Drill is a bravery attack that is ''consistently safe on hit after initiating an empty chase'' for EX intake.


Twist Drill's whiff recovery is long enough for it to be punishable on reaction. Staying directly above Garland's head, dodging sideways and air BRV assists are consistent ways to neutralise this attack.
The bread and butter. Good wall carry with Jecht Blade. Bravery wall rush leaves at a decent advantage for potential charged Jecht Stream mindgames.


While it cannot effectively hit opponents directly in front of him or above his head, Twist Drill is still a staple in Garland's air combat. The extended hitbox allows him to poke through projectiles and traps, such as Ultimecia's charged Knight's Lance. The first part can be dodge cancelled early enough to contest The Emperor's Dreary Cell traps and the overall speed can be difficult to react to.  
Much like with upward Jecht Rush conversions, you can save a failed combo with assist.


It can also hit behind the opponent's block at the right distance and angle below the opponent.
=== Jecht Stream – Neutral 2 – Down 3 – HP (Triumphant Grasp) ===
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.


|-|Thundaga (midair)=
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.
{{AbilityInfo
|damage=each (10)
|startup=51F
|type=Magical
|priority=Ranged Low
|ex=0
|effect=-
|cp=30 (15)
}}
''[Long] Call down lightning strikes that home in on opponent.''


Same as the ground version, except it can be done anywhere in the air. A valid option against mages and characters with poor mobility, it is still used to interrupt opponents.
= Combos (Assist) =
AC = Assist Chase
DC = Dodge Cancel
WR = Wall Rush


</tabber>
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.


== HP Attacks ==
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.


=== Ground ===
Any Jecht Stream > Jecht Blade / Jecht Beam combo can also be done from ''Jecht Rush''.


<tabber>
<tabber>
|-|Earthquake=
|-|Kuja=
{{AbilityInfo
{| class="wikitable sortable"
|damage=8, 2 x 5 (18)
|-
|startup=39F
! scope=col | Combo
|type=Physical (axe) / Magical (rocks)
! scope=col | Approximate damage (multipliers)  
|priority=Melee High (axe) / Unblockable (rocks)
! scope=col | Notes
|ex=36
! scope=col class=unsortable | Video
|effect=Wall Rush
|-
|cp=30 (15)
|Jecht Rush > Ultimate Jecht Shot WR > '''Kuja''' > DC > Jecht Beam > AC > Jecht Stream || ?? || Beam increases critical hit rate for Jecht Stream. || video here
}}
|-
''[Close] Split ground with axe. Steals bravery, then takes HP.''
|Jecht Rush > Jecht Blade WR > '''Kuja''' > DC (diagonal / forward) > Jecht Beam > DC > AC > Jecht Stream LV3 > Jecht Blade LV2 || ?? || Beam increases critical hit rate for Jecht Stream. || another vid
 
|-
A decent mix-up against grounded opponents trying to crack Garland's defense. Tracks well, strong knockback and cannot be staggered by LV2 Assist Change after the first hit without having assist meter locked. The HP-inflicting rock that spawns at the end has minor anti-air potential.
|Jecht Stream > Down 3 > '''Kuja''' > AC > Jecht Stream LV3 > Jecht Blade LV2 || ?? || BRV damage. Can fit in Jecht Beam during assist if nearby. || video
 
|-
Earthquake is one of the many moves in Garland's arsenal where it can be used and not get cleanly punished for it, followed by a one of the worse disadvantage states in the game due to poor movement, risky defensive options and lack of safe follow ups on whiff. That's true for a lot of Garland's tools, but it's by far most evident on Earthquake.
|Jecht Stream > Triumphant Grasp WR > '''Kuja''' > AC > Jecht Stream LV3 > HP || ?? || Kuja is too far above Jecht to fit in a Jecht Beam. || videooo
 
|-
Because the rocks act independently after activating, Earthquake can be used to punish fairly safe approaching Melee High priority attacks, such as [[Tifa_Lockhart_(Dissidia_012)|'''Tifa''']]'s Rolling Blaze or [[Squall_Leonhart_(Dissidia_012)|'''Squall''']]'s Revolver Drive by clashing with them.
|Jecht Stream > Down 3 > Jecht Beam > '''Kuja''' > Jecht Beam HIT > DC > AC > Jecht Stream LV3 > Jecht Blade LV2 || ?? || No wall. Delay the assist call until the opponent is not moving as much. || video
 
|-
The active duration, tracking and dodge cancel window can make punishing this move on the ground difficult without mid range attacks or dodge punish tools. Earthquake is effective when used sparingly, but aerial attacks from above can still punish it. It is prone to trades, but they don't backfire on Garland as often as one might expect.
|Jecht Stream > Neutral 3 > Jecht Beam > '''Kuja''' > AC > Jecht Stream LV3 > Jecht Blade LV2 || ?? || Requires wall. Good for EX generation. || video
 
|-
|-|Blaze (ground)=
|Jecht Stream Failed 3 > '''Kuja''' (after multi-hit spinning) > last kick HIT > Kuja HIT > AC > Jecht Stream LV3 > Jecht Blade LV2 || ?? || Combo save. No wall. || video
{{AbilityInfo
|-
|damage=-
|Jecht Stream Failed 3 > '''Kuja''' > Empty chase > assist HIT > AC  > Jecht Stream LV3 > Jecht Blade LV2 || ?? || Combo save. Requires wall. || video
|startup=59F
|-
|type=-
|Jecht Stream Failed 3 > '''Kuja HP''' > Chase HP > assist HIT > AC > Jecht Stream > Jecht Blade LV2 || ?? || Combo save. Requires 2 assist bars. || video
|priority=Ranged High
|-
|ex=each (9)
|}
|effect=-
|cp=30 (15)
}}
''[Long] Shoot multiple fireballs that chase opponent.''
 
Homing fireballs that can be dodged with well placed dodge. Not commonly used on the ground when Garland has other attacks with better properties and reward on hit.
 
Blaze has a bad deadzone in front of Garland and each fireball can inflict meter depletion if they hit, traits that carry over to it's aerial version.
 
|-|Tsunami=
{{AbilityInfo
|damage=2 x 6 (12)
|startup=45F
|type=Physical
|priority=Melee High
|ex=96
|effect=-
|cp=30 (15)
}}
''[Mid] Hurl chain sword. Vertically limited, very accurate.''
 
One of Garland's post-dodge defensive options on the ground. Much like Chain Cast, the swift movement helps Garland evade rather than plain invincibility. However, it is dangerous to whiff this attack due to it's lenghty animation and late cancel window.
 
Tsunami's strong tracking against grounded opponents works very well as a dodge punisher and as an instigator when assist meter is available. Against opponents without command defensive options, doing Tsunami and reacting with an assist can be effective, because it usually forces a dodge. It can also hit aerial opponents who are close to Garland at the time of impact.
 
This attack also combos into assists on hit. A good mixup akin to Earthquake, with stronger tracking at the expense of wall rush and worse trade interactions without assist.
 
If you stagger an opponent with a [[Blodge|'''blodge''']], you can use Tsunami to retaliate after blodging backwards or sideways.
 
</tabber>
 
=== Aerial ===
<tabber>
|-|Blaze (midair)=
{{AbilityInfo
|damage=-
|startup=59F
|type=-
|priority=Ranged High
|ex=each (9)
|effect=-
|cp=30 (15)
}}
''[Long] Shoot multiple fireballs that chase opponent.''
 
Commonly used as an occasional long range harassment tool along with Cyclone. While this cannot inflict wall rush, each fireball can deplete meter on hit. A decent choice in that regard when used with Aerith assist, but it's threat is otherwise somewhat limited.
 
|-|Cyclone=
{{AbilityInfo
|damage=-
|startup=51F
|type=-
|priority=Ranged High
|ex=each (60)
|effect=Absorb
|cp=30 (15)
}}
''[Close] Call forth tornado. Slow speed, homing ability.''
 
Two Ranged High projectiles that temporarily occupy space while gradually splintering off from their starting position. Often used as a passive defensive tool, a combo extender after an assist or a safer match ender during an assist combo. Good reward on hit thanks to ex generation and hit stun - It combos into assists on hit. Even Garland can combo into his own braveries afterwards if Cyclone connected after a delay.
 
It does not protect Garland effectively from all angles. Disjointed attacks and assists such as Aerith's Seal Evil can consistently punish Garland for using Cyclone. Because Garland cannot act again early and the projectiles duration is a bit less than desireable, it can also be difficult to turn a successful Cyclone into offensive momentum.


However, characters without projectiles, command blocks, disjointed hitbox or a relatively fast advancing Melee High attack will find Cyclone to be difficult to neutralise.
|-|Flare=
{{AbilityInfo
|damage=15
|startup=47F
|type=Physical
|priority=Melee High
|ex=30
|effect=Wall Rush
|cp=30 (15)
}}
''[Mid] Strike with greatsword, causing large explosion on hit.''
Garland's primary post-block HP retaliation and assist combo ender inflicting HP damage. Homes in on the opponent well, though it's bad at turning around from a bit before Garland starts moving. The knockback is very high with good wall rush potential.
Flare's active frames are very brief and as such, it is not effective at punishing early blocks and catching aerial dodges, while leaving ample time for the opponent to dodge and punish Garland.
If the opponent uses LV1 Assist Change as soon as Flare's first hit has made contact, Garland can be hit during the animation. Cyclone and Blaze HPs can make up for this weakness, but Flare remains a staple in Garland's arsenal regardless. It is the only aerial HP he can consistently connect after staggering an opponent with a block. Rack up the bravery and unleash the fury.
</tabber>
== EX Mode: Class Change! ==
Effects:
* Regen
* Critical Boost
* Indomitable Resolve
=== Indomitable Resolve ===
''[Active while attacking] Even while taking damage, attacks can be performed without flinching.''
Rare instance of [https://glossary.infil.net/?t=Armor '''super armor'''] in Dissidia 012. During an attack animation, Garland will not flinch from any attack that does not inflict HP damage. Can work in a pinch against characters with HP links (Cyclone, anyone?), but remember that EX mode does not alter Garland's attack properties.
=== EX Burst: Soul of Chaos ===
''An attack terrible enough to shake the heavens. Repeatedly press circle to add strength to the attack.''
{{burst
|damage1=12, 12 (24)
|damage2=4x3, 3x4, 16, 16, 5x4 (100 total)
|type=Physical
}}
== Combos ==
=== Solo ===


|-|Tidus=
{| class="wikitable sortable"
{| class="wikitable sortable"
|-
|-
! scope=col | Combo  
! scope=col | Combo  
! scope=col | Approximate damage (multipliers)
! scope=col | Approximate damage (multipliers)  
! scope=col | Approximate EX
! scope=col | Notes  
! scope=col | Notes  
! scope=col class=unsortable | Video
! scope=col class=unsortable | Video
|-
|-
|Deathblow > move > jump > Twist Drill || '''45''' (15, 30) || 150 (60, 90) || Staple combo. Move and jump as quickly as possible. The later Deathblow hits, the more time you have to combo into Twist Drill. || 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
|-
|-
|Round Edge 3rd hit (Long) > Deathblow > move > jump > Twist Drill || '''69''' (7, 8, 9, 15, 30) || 150+ (??, 60, 90) || Guaranteed Deathblow, but timing is tricky. Try to time it later than earlier to avoid inputting Round Edge's finisher. || video
|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
|-
|-
|Chain Cast > DC > Twist Drill || '''45''' (15, 30) || 180 (90, 90) || Staple air combo, commonly used as a punish or an assist combo ender. 180 EX total. If opponent is far after Chain Cast, Twist Drill may not land all initial hits. || video
|Jecht Stream > Jecht Blade WR > '''Tidus''' > AC > LV3 Jecht Stream > HP || ?? || Bread-and-butter, nothing fancy. || video
|-
|-
|Chain Cast > DC > Twin Swords || '''45''' (15, 30) || 120 (90, 30) || Garland must be nearly at same height with opponent after Chain Cast for this to work. Less EX generation, but can wall rush. || video
|Jecht Stream > Triumphant Grasp WR > '''Tidus''' > AC > LV3 Jecht Stream > HP || ?? || Bread-and-butter, nothing fancy. || video
|-
|-
|Chain Cast > DC > Bardiche || '''45''' (15, 30) || 90 (90, 0) || Same as Twin Swords, but without additional EX gain. Harder to land than Twin Swords due to lack of forward tracking, but can be more practical if Chain Cast whiff punished something air-to-ground. || 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
|-
|-
|Thundaga (2 hits) > DC > Twin Swords || '''50 minimum + WR''' (10, 10, 30) || 30 || Near wall or corner to reduce Thundaga pushback. All Thundaga combos rely on this and are situational because of it. || video
|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
|-
|-
|Thundaga (3 hits) > Twist Drill || '''60''' (10, 10, 10, 30) || 90 || Near wall or corner to reduce Thundaga pushback. || video
|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
|-
|-
|Thundaga (3 hits) > Chain Cast > DC > Twist Drill || '''75''' (10, 10, 10, 15, 30) || 180 || Near wall or corner to reduce Thundaga pushback. || video
|Jecht Stream > Failed Neutral 3 > '''Tidus''' > Empty chase > Tidus HIT > AC > Jecht Stream > Jecht Blade LV2 || ?? || Combo save. Requires wall. || video
|-
|-
|Thundaga (3 hits) > Flare || '''45 + HP WR''' (10, 10, 10, 15) || 30 || Near wall or corner to reduce Thundaga pushback. Garland must be close enough to opponent for Flare to connect, which is not the range Thundaga is often used at.
|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
|}
|}


=== Assist ===
|-|Aerith=
Garland's combo structure is mostly universal across his viable assists. After Assist Chase (AC), a few enders are common:
{| class="wikitable sortable"
* Twist Drill for more EX
|-
* Flare for HP (and wall rush)
! scope=col | Combo
* Chain Cast dodge cancel into Twist Drill for EX and bravery damage (advanced, dependent on assist and often stage position)
! scope=col | Approximate damage (multipliers)
! scope=col | Notes
! scope=col class=unsortable | 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
|}


* WR = Wall Rush
|-|Sephiroth=
* DC = Dodge Cancel
{| class="wikitable sortable"
* AC = Assist Chase
|-
 
! scope=col | Combo
<tabber>
! scope=col | Approximate damage (multipliers)
|-|Kuja=
! scope=col | Notes
Kuja braveries' vertical knockback allows more consistent Chain Cast > Twist Drill dodge cancel combos for a good total of extra 45 damage multipliers. This makes it the defacto ender for bravery damage and building EX meter, but it is often much more consistent when done near a wall, corner or ceiling. Many combos listed will default to this ender, but note that they are recommended for experienced players.
! scope=col class=unsortable | 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
|-
|}


So for easier, consistent followups, '''Twist Drill and Flare''' work after both Kuja assist braveries.
|-|Yuna=
All of Yuna assist's wall rushes require a wall and / or ground.


{| class="wikitable sortable"
{| class="wikitable sortable"
Line 444: Line 344:
! scope=col class=unsortable | Video
! scope=col class=unsortable | Video
|-
|-
|Lance Charge > WR > '''Kuja''' > DC > Bardiche > DC > Bardiche > DC > AC > Chain Cast > DC > Twist Drill || '''182 + WR''' (30 + WR, 47 AST, 30 + WR, 30 + WR, 15, 30)  || Staple high power assist combo. Since Lance Charge <br> can stagger blocks, this combo can inflict critical hits frequently. <br>Second Bardiche during assist may not wall rush depending on when it hits. || video
|Jecht Rush > Ultimate Jecht Shot WR > '''Yuna''' > DC (side / diagonal) > Yuna WR > Jecht Stream LV3 > Jecht Blade LV2 || ?? || Ground only, near wall. || video
|-
|-
|Lance Charge > WR > '''Kuja''' > DC > Bardiche > DC > Bardiche > DC > AC > Flare || '''152 + BRV & HP WR''' (30 + WR, 47 AST, 30 + WR, 30 + WR, 15 + HP WR) || Staple high power assist combo, with a staple HP ender instead of another dodge cancel combo. || video
|Jecht Stream > Jecht Blade WR > '''Yuna''' > Land > Yuna WR > Jecht Rush LV3 > Ultimate Jecht Shot LV2 || ?? ||  
|-
|-
|Highbringer 1st hit (high) > '''Kuja''' > DC > AC > Chain Cast > DC > Twist Drill || '''100''' (5, 50 AST, 15, 30) || - || video
|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. ||
|-
|-
|Highbringer 2nd hit (high) > WR > '''Kuja''' > DC > AC > Chain Cast > DC > Twist Drill || '''119 + WR''' (24 + WR, 50 AST, 15, 30) || - || video
|Jecht Stream > Triumphant Grasp WR > '''Yuna''' > Land > Yuna WR > Jecht Rush LV3 > Ultimate Jecht Shot LV2 || ?? || Same as Jecht Blade route. || video
|-
|-
||Highbringer 1st hit (low) > DC > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''100''' (5, 50 AST, 15, 30) || - || 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.
|-
|-
|Highbringer 2nd hit (low) > DC > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''119''' (24, 50 AST, 15, 30) || - || video
|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
|-
|-
|Round Edge 3rd hit (Long) > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''119''' (7, 8, 9, 50 AST, 15, 30) || No wall rush. || video
|Jecht Stream > Neutral 3 > Jecht Beam > '''Yuna''' > Yuna WR > Jecht Stream LV3 > Jecht Blade LV2 || ?? || Requires wall (direct angle). || video
|-
|-
|Round Edge (Long) > '''Kuja''' > Empty Chase > AC > Chain Cast > DC > Twist Drill || '''140''' (45, 50 AST, 15, 30) || More EX. Works when knocked towards wall or corner. || video
|Jecht Stream Failed 3 > '''Yuna''' > Empty chase > Yuna HIT > Free Air Dash > Jecht Stream > Jecht Blade LV2 || ?? || Requires wall (direct angle) || video
|}
 
|-|Onion Knight=
{| class="wikitable sortable"
|-
|-
|Round Edge 3rd hit (Short) > WR > '''Kuja'''  > AC > Chain Cast > DC > Twist Drill || '''140 + WR''' (45 + WR, 50 AST, 15, 30) || Wall rush while grounded. || video
! scope=col | Combo
! scope=col | Approximate damage (multipliers)  
! scope=col | Notes
! scope=col class=unsortable | Video
|-
|-
|Deathblow > move > jump > Twist Drill 1st > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''126''' (15, 4x2, 8, 50 AST, 15, 30) || Easier, lower damage assist conversion <br>without dodge cancel or empty chase. || video
|Jecht Rush > Ultimate Jecht Shot WR > '''Onion Knight''' > DC (neutral) > Land > Jecht Rush LV3 > Ultimate Jecht Shot LV2 || ?? || Ground only. ||  
|-
|-
|Deathblow > move > jump > Twist Drill 2nd > Empty Chase > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''140''' (15, 30, 50 AST, 15, 30) || Both empty chase and the assist call afterwards must be performed as soon as possible. Tricky to time, but will absorb all EX Force on the field. Can use Auto Chase support ability to help with timing. || video
|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. ||
|-
|-
|Deathblow > move > jump > Twist Drill 2nd > DC > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''140''' (15, 30, 50 AST, 15, 30) || Dodge cancel version. Hold X and time the R button press late into the animation. Won't absorb all EX Force on the field, but safer if mistimed. Garland can still pursue and punish the opponent who tries to escape and lock Kuja. || video
|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. ||
|-
|-
|Twin Swords > WR > '''Kuja''' > DC > Twist Drill 1st > DC > AC > Chain Cast > DC > Twist Drill || '''141 + WR''' (30 + WR, 50 AST, 4x2, 8, 15, 30) || || video
|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. ||
|-
|-
|Bardiche > WR > Kuja > DC > Bardiche > DC > Bardiche > DC > AC > Chain Cast > DC > Twist Drill || '''182 + WR''' (30 + WR, 47 AST, 30 + WR, 30 + WR, 15, 30) || Garland's highest damaging, iconic <br>soul crushing assist combo. <br>Second Bardiche during assist may not <br>wall rush depending on when it hits. <br>If wall rushed from afar, Garland usually has <br>time for only one Bardiche instead of two. || video
|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. ||
|-
|-
|Twist Drill 1st hit > '''Kuja''' > AC > Twist Drill || '''96''' (4x2, 8, 50 AST, 30) || A basic, reliable assist combo that works intuitively for players not used to dodge cancel combos. Chain Cast into Twist Drill is still possible, adds another 15 dmg multiplier and 90 EX if the player can manage it. || video
|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. ||
|-
|-
|Chain Cast > DC > '''Kuja''' > AC >  
|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. ||
|-
|-
|Earthquake > WR > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''113 + WR''' (18 + WR, 50 AST, 15, 30) || Grounded HP wall rush conversion. Nothing fancy, <br>but good reward when mixed up appropriately regardless. || video
|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. ||
|}
 
|-|Squall=
{| class="wikitable sortable"
|-
|-
|Tsunami > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''107''' (12, 50 AST, 15, 30) || Another grounded HP conversion. Less damage than Earthquake, <br>but works better as a dodge punisher and still functional as a mixup. || video
! scope=col | Combo
! scope=col | Approximate damage (multipliers)
! scope=col | Notes
! scope=col class=unsortable | 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. ||
|-
|-
|Flare > WR > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''110 + HP WR''' (15+ HP WR, 50 AST, 15, 30)
|Jecht Stream > Jecht Blade WR > '''Squall''' > DC > Squall WR > Jecht Stream > Jecht Blade LV2 || ?? || Requires wall and ground nearby. ||
|-
|-
|Cyclone > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''95 + HP''' (50 AST, 15, 30) || Good if the opponent fails to counterplay Cyclone. || video
|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. ||  
|}
|}


</tabber>
|-|Ultimecia=
{| class="wikitable sortable"
|-
! scope=col | Combo
! scope=col | Approximate damage (multipliers)
! scope=col | Notes
! scope=col class=unsortable | 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. ||
|-
|}


== Builds ==
|-|Terra=
{| class="wikitable sortable"
|-
! scope=col | Combo
! scope=col | Approximate damage (multipliers)
! scope=col | Notes
! scope=col class=unsortable | 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. ||
|}


<tabber>
|-|Hybrid (Damage)=


{{Build
|-|Gilgamesh=
|hp=9644
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.
|cp=450
|brv=956 (1147 initial)
|atk=182
|def=184
|luk=60
|booster=x3.5
|setbonus=Seal of Lufenia
|ast=Kuja
|wpn=Gigant Axe
|hand=Lufenian Dirk
|head=Lufenian Hairpin
|armor=Lufenian Vest
|acc1={{accbas}} Hyper Ring
|acc2={{accbas}} Muscle Belt
|acc3={{accbas}} Booster
|acc4={{accboo}} Large Gap in HP
|acc5={{accboo}} Summon Unused
|acc6={{accboo}} Pre-EX Mode
|acc7={{accboo}} Pre-EX Revenge
|acc8={{accsp}} White Gem
|acc9={{accsp}} Glutton
|acc10={{accsp}} First to Victory
|summon=Rubicante
}}
Use the [[CP Glitch (Dissidia 012)|'''CP Glitch''']] with Thief's Gear and Bard's Gear.


Substitutes
{| class="wikitable sortable"
Basic: Booster for Battle Hammer (assist depletion) or Dismay Shock (EX depletion).
|-
 
! scope=col | Combo
A strong, versatile build. High bravery damage output, enhanced EX absorption and an initial boost for meter and bravery help Garland reach a full EX bar and a subsequent OHKO faster. Use this build as your default.
! scope=col | Approximate damage (multipliers)
 
! scope=col | Notes
Equip Master Guardsman for over 10,000 health.
! scope=col class=unsortable | Video
 
|-
|-|EX Revenge=
|Jecht Rush > Ultimate Jecht Shot WR > '''Gilgamesh''' > DC (side / diagonal) > Gilgamesh WR > Jecht Stream LV3 > Jecht Blade LV2 || ?? || Ground only, near wall. || video
{{Build
|-
|hp=9644
|Jecht Stream > Jecht Blade WR > '''Gilgamesh''' > Land > Gilgamesh WR > Jecht Rush LV3 > Ultimate Jecht Shot LV2 || ?? ||  
|cp=450
|-
|brv=957 (1148 initial)
|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. ||
|atk=180
|-
|def=185
|Jecht Stream > Triumphant Grasp WR > '''Gilgamesh''' > Land > Gilgamesh WR > Jecht Rush LV3 > Ultimate Jecht Shot LV2 || ?? || Same as Jecht Blade route. || video
|luk=60
|-
|booster=x2.7
|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.
|setbonus=King of Tragedy
|-
|ast=Kuja
|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
|wpn=Rhongomiant
|}
|hand=Prytwen
|head=Dragon Sallet
|armor=Wygar
|acc1={{accbas}} Muscle Belt
|acc2={{accbas}} Booster
|acc3={{accbas}} Dismay Shock
|acc4={{accboo}} Large Gap in BRV
|acc5={{accboo}} EX Revenge
|acc6={{accboo}} Summon Unused
|acc7={{accsp}} Spider Web
|acc8={{accsp}} Spider's Bane
|acc9={{accsp}} Avenger
|acc10={{accsp}} First to Victory
|summon=Rubicante
}}
A dedicated EX Revenge build.
 
Against a Tidus with 184 DEF, a critical hit Bardiche can inflict  600+ bravery damage. It is possible to accumulate 5000 bravery during EX Revenge ''alone''. Add two more Bardiches during a Kuja assist combo into a Flare and it amounts to about 7000 HP damage total. One way to mitigate damage from this combo is by equipping the extra ability Disable Sneak Attack.


</tabber>
</tabber>


== Saving a combo ==
Even failed combos can be converted into HP damage with assist. The timing varies depending on your assist and stage positioning.


== Assist ==
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.
Garland's assist data.
 
{{012Assist
|type1=BRV
|attack1=Round Edge
|startup1=23F
|position1=Ground
|spawn1=Opponent
|damage1=2 x 4, 6, 16 (30)
|effect1=Wall Rush
|type2=BRV
|attack2=Bardiche
|startup2=23F
|position2=Air
|spawn2=Opponent
|damage2=30
|effect2=Wall Rush
|type3=HP
|attack3=Tsunami
|startup3=45F
|position3=Ground
|spawn3=Opponent
|damage3=2 x 6 (12)
|effect3=Chase
|type4=HP
|attack4=Cyclone
|startup4=51F
|position4=Air
|spawn4=Opponent
|damage4=-
|effect4=Chase
}}
 
Garland works with most meta assists, but only Kuja (and to a lesser extent, Sephiroth) provides the signature damage output, consistent combo opportunities and whiff punish capabilities. Other assists have diminishing returns.
 
<tabber>
|-|Kuja=
The strongest known assist for Garland. Solid whiff punisher, consistent combo conversions and BRV damage. Even though the slow ground BRV assist makes it harder to react in time to max distance ground wall rushes off of Bardiche, the damage output that follows with 2x Bardiche more than makes up for it. Both BRV assists allow Garland to combo into Chain Cast > DC > Twist Drill almost anywhere for added EX meter and bravery.  


Kuja also converts off of full Twist Drill consistently, with empty chase or dodge cancel alike. And if you need to play around LV2 Assist Change, Kuja's HP assists can come in handy with Bardiche > Flare Star or Chain Cast > Force Symphony.
Refer to the assist combo tables for details.


It's about as straightforward as it gets - Kuja synergises with Garland in places where it's needed the most.
=== 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.


|-|Sephiroth=
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.
Sephiroth trades a bit of bravery damage, consistent Chain Cast follow-ups and Ranged High priority HP assists for faster speed on the ground and wider hitboxes. Double Bardiche is still possible during Reaper, but Sudden Cruelty's horizontal knockback makes it difficult to do much more than a Twist Drill or Flare. <br><br>If you need an assist to whiff punish grounded opponents more reliably, Sephiroth can substitute Kuja.


|-|Aerith=
Refer to the assist combo tables for details.
Garland can already combo into assists with Kuja and Sephiroth, but Aerith lets Garland do that even if the opponent has two assist bars. This comes at the expense of fast whiff punishes, EX meter depletion (assist hit) and Earthquake follow-ups. <br><br>Garland rarely has to prioritise LV2 Assist Change stalemate counterstrategies over everything else that Kuja / Sephiroth can already achieve.
</tabber>

Revision as of 21:42, 16 March 2024


Overview

Jecht operates with a distinct combo system that allows him to link 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 and "3" being the last part of the 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.

Jecht Rush
  • 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)
Jecht Stream
  • 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 accessory_special.png 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

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)

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.

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 > Kuja > DC > Jecht Beam > AC > Jecht Stream ?? 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 ?? Beam increases critical hit rate for Jecht Stream. another vid
Jecht Stream > Down 3 > Kuja > AC > Jecht Stream LV3 > Jecht Blade LV2 ?? BRV damage. Can fit in Jecht Beam during assist if nearby. video
Jecht Stream > Triumphant Grasp WR > Kuja > AC > Jecht Stream LV3 > HP ?? 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 ?? 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 ?? 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 ?? Combo save. No wall. video
Jecht Stream Failed 3 > Kuja > Empty chase > assist HIT > AC > Jecht Stream LV3 > Jecht Blade LV2 ?? Combo save. Requires wall. video
Jecht Stream Failed 3 > Kuja HP > Chase HP > assist HIT > AC > Jecht Stream > Jecht Blade LV2 ?? Combo save. Requires 2 assist bars. video
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.