Jecht (Dissidia 012)/Combos

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Revision as of 04:27, 10 October 2023 by Muggshotter (talk | contribs) (→‎Combos (Solo): removed duplicate jecht rush solo combos.)


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 or Jecht Beam) video?
Jecht Rush > Neutral 2 > Up 3 > HP (Ultimate Jecht Shot) video?
Jecht Rush > Up 2 > Neutral 3 > HP
Jecht Rush > Up 2 > Down 3 > HP (Triumphant Grasp)
Jecht Rush > Neutral 2 > Failed Up 3 > DC (forward) > Jecht Stream
Jecht Stream > Neutral 2 > Neutral 3 > HP
Jecht Stream > Neutral 2 > Down 3 > HP (Triumphant Grasp)

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.

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.

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 as such, is recommended once you have plenty of experience with the character. The additional hits as well 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.

Combos (Assist)

AC = Assist Chase DC = Dodge Cancel WR = Wall Rush

The listed combos will assume max damage HP enders where possible. Remember that you are allowed to adjust your combo to suit your skill or fit your needs e.g. Jecht Beam instead of Jecht Blade. Since the damage scales according to character stats and equipment, the native damage multipliers for attacks will be used to indicate damage.

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

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Saving a combo

Yes, 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.

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.