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| [[Category:Dissidia 012 Final Fantasy]] | | [[Category:Dissidia 012 Final Fantasy]] |
| {{012CharNav | | {{012CharNav |
| |icon=https://resources.dissidia.wiki/ddff/chara-icon/ddff-icon-jecht.png | | |icon=https://resources.dissidia.wiki/ddff/chara-icon/ddff-icon-squall.png |
| |general=[[Jecht_(Dissidia_012)|'''General''']] | | |general=[[Squall_Leonhart_(Dissidia_012)|'''General''']] |
| |matchups=[[Jecht_(Dissidia_012)/Matchups|'''Matchups''']] | | |matchups=[[Squall Leonhart (Dissidia 012)/Matchups|'''Matchups''']] |
| |resources=[[Jecht_(Dissidia_012)/Resources|'''Resources''']] | | |resources=Resources |
| |starter=[[Jecht_(Dissidia_012)/Starter_Guide|'''Starter Guide''']] | | |starter=Starter Guide |
| |strategy=[[Jecht_(Dissidia_012)/Strategy|'''Strategy''']] | | |strategy=[[Squall_Leonhart_(Dissidia_012)/Strategy|'''Strategy''']] |
| }} | | }} |
| {|class="wikitable"
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| ! style="background:#FFFFFF; |[[Jecht (Dissidia 012)/Combos|'''Combos''']]
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| |}
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| {{CharacterInfo | | {{CharacterInfo |
| |portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-jecht.png | | |portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-squall.png |
| |name=Jecht (ジェクト) | | |name=Squall Leonhart (スコール・レオンハート) |
| |origin=Final Fantasy X | | |origin=Final Fantasy VIII |
| |weapon=Greatswords, Axes, Grappling Weapons, Thrown Weapons | | |weapon=Swords, Daggers, Katanas, Guns |
| |armor=Shields, Bangles, Hats, Helms, Clothing,<br>Light Armor, Headbands, Chestplates | | |armor=Shields, Bangles, Hats, Helms, Clothing,<br>Light Armor, Large Shields, and Chestplates |
| |atk=112 (Very High) | | |atk=109 (Low) |
| |def=111 (Average) | | |def=111 (Average) |
| |runspeed=5 (Above Average) | | |runspeed=5 (Above Average) |
| |dash=77 (Average / Good) | | |dash=77 (Average / Good) |
| |fall=81 (Average) | | |fall=81 (Average) |
| |fallr=39 (Average) | | |fallr=38 (Average) |
| |exclusives=Kaiser Knuckles, Sin's Talon, Sin's Fang | | |exclusives=Revolver, Twin Lance, Punishment, Lionheart |
| }} | | }} |
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| {{ProConTable | | {{ProConTable |
| |pros= | | |pros=*'''Flexible, straightforward moveset''' helps Squall onboard new and experienced players to compete. |
| |cons= | | *'''Defensive punishment''' is relatively easy and effective thanks to Beat Fang, Blasting Zone and Aerial Circle. |
| | *'''Combo potential''' is great, particularly close to the ground. A variety of solo combos and assist conversions are available and he can combo into HPs reliably on the ground as well. |
| | *'''Assist synergy'''. Squall is great at using several assists to convert to HP damage thanks to multi-part attacks and wall rush capabilities. |
| | *'''EX Mode''' increases Squall's gunblade's range and damage exponentially. |
| | *'''Meter depletion''', particularly with Yuna assist is among the strongest in the game. |
| | *'''Versatile builds''' can support Squall with a variety of different playstyles and matchups. |
| | |cons=*'''Average post-dodge defense'''. Beat Fang clashes being his primary defensive tool to cover for his floaty air dodges make Squall more vulnerable to [[Dodge_(Dissidia_012)#Dodge_punishment|'''dodge punishes''']]. |
| | *'''Lackluster EX generation in the air''' can lead Squall to rely on EX Cores to stay competitive with EX meter. |
| | *'''Prone to whiffing against fast characters'''. Dodge punishing fast fallers such as {{012tid}} and {{012pri}} and hitting fast runners such as {{012ok}} can put Squall at great risk for engaging first. |
| | *'''Below average air combo extensions'''. With limited ways to extend aerial assist combos without wall rush, Squall's bravery damage output can suffer in air-centric fights. |
| }} | | }} |
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| == Overview ==
| | = Overview = |
| Jecht is a close range character with innate solo combos into HPs, strong mix-ups, relatively high damage output and good wall rush potential.
| | Squall is a flexible close range character who can engage from further away and approach from a variety of angles. Above average running speed, fast multi-part bravery attacks, strong anti-air, strong combo & meter drain potential and Ranged Low block properties, Squall has a lot going for him. |
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| By charging an attack on start-up, Jecht can increase it's damage and range, delay it's activation as well as break through regular blocks with high priority bravery attacks. When defending, the unique Jecht Block can be used to threaten fast pokes, cover your own dodges, prevent assist meter decay and defend against high priority attacks on frame 1. Combined with unreactable braveries, standard-fare mobility and great wall rush potential, this makes Jecht dangerous to interact with up close.
| | On the ground, he can hit people outside of their effective range to lead into combos, easily anti-air and catch their dodges as well as play the conventional close range interactions. Air combat is handled with good usage of air movement, single hit HPs and the infamous Beat Fang. Building assist meter is consistent, with fast bravery whiffs and retaliatory HPs when using Side by Side. EX generation is weak in the air, but finishing ground attacks and investing into EX Core absorption with his exclusive weapon can make up the difference. Due to his holding potential, Squall can work with a variety of assists, though HP follow-ups may suffer depending on position and assist choice. |
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| However, his whiffs -particularly aerial Jecht Stream- are rather commital and can be difficult to work with when defending for resource building. Meter generation is weak without Jecht Beam HP enders (EX) or Side by Side builds (Assist). The EX meter often provides diminishing returns compared to assist and requires more investment over time, though it has it's benefits. Jecht's combos are linear by design, they require multiple 3-frame inputs to complete and can be exploited with opponent's assist (or internet router) to counter and intercept altogether.
| | Squall is versatile and relatively easy to use. But he doesn't have a way to punish opponents in the air for using low recovery melee attacks outside of his blocking range. This is felt most with his Aerial Circle HP that pulls the opponent in. He also struggles to punish air dodges effectively against fall fallers such as Kefka or Prishe. Similiarly, fast running speed can make most of his moves whiff effortlessly. On top of that, his primary way of protecting himself after a dodge is clashing with a bravery attack. Combined with his floaty air dodges, the reliance on dodge cancels can put Squall at great risk for any approach attempts. |
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| Jecht's offensive gameplay is fairly straightforward, but provides multiple ways to his twist interactions. For example, while closing gaps is often risky with charged braveries, he can call out whiffs or air dodges with them. Thanks to the fast speed of uncharged braveries and his wall rush centric combos, Jecht can work with a variety of different assists to suit the player's needs.
| | Squall has been ranked as a high tier character throughout the game's competitive lifespan. In rulesets where meter depletion is not allowed, his effectiveness falls off a little. Nevertheless, his consistency and ease of use make him a good pick for new and experienced players alike, even if a few matchups can cripple him a lot. |
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| Historically Jecht has been ranked at mid tier and later at high tier in competitive play. He thrives with momentum and can struggle a lot when it's not in his favor. Air poking is riskier compared to some other strong characters, traps can hinder him greatly and the strict input timing presents an entry barrier for new players to overcome. Dodge punishing fast fallers will require resources but with it, his close-range combat, post-dodge defense and high damage output are enough to compete with majority of the roster.
| | = Bravery Attacks = |
| | During EX Mode, damage multipliers inside brackets [ ] hit twice instead of once. |
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| == Bravery Attacks == | | == Ground == |
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| Check the [[Jecht_(Dissidia_012)/Combos|Combos page]] to learn more about concepts surrounding Jecht's solo combos.
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| === Ground ===
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| <tabber> | | <tabber> |
| |-|Jecht Rush= | | |-|Upper Blues= |
| Numbers in brackets are skipped when chaining a combo.
| | {{AbilityInfo |
| | | |damage=[3, 3, 5],9 (20) [31] |
| {{AbilityInfoJecht | |
| |name=Level 1
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| |damage=4, [5] (4, 5) | |
| |startup=13F | | |startup=13F |
| |type=Physical | | |type=Physical |
| |priority=Melee Low | | |priority=Melee Low |
| |ex=9, [60] | | |ex=30 |
| |effect=- | | |effect=Wall Rush |
| |cp1=60 (30) | | |cp=30 (15) |
| |name2=Level 2
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| |damage2=5, 5, [5] (10, 5)
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| |startup2=18F (charge), 5F (release)
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| |type2=Physical
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| |priority2=Melee Low
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| |ex2=12, [60]
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| |effect2=-
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| |name3=Level 3
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| |damage3=3 x 5, [5] (15, 5)
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| |startup3=34F (charge), 5F (release)
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| |type3=Physical
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| |priority3=Melee High
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| |ex3=15, [60]
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| |effect3=Wall Rush
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| |cp3=-
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| }} | | }} |
| | ''[Close] Leap into the air. Quick launch, easy wall rush.'' |
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| ''[Close] Hold button to start. Combo with timing, analog stick.''
| | A quick forward slash with combo potential. Upper Blues is commonly used as a poke, whiff punisher, in combos and to fill assist meter faster with dodge cancels. Due to the forward movement, it is more reliable in catching moving opponents than his other ground braveries. And while it's not his strongest anti-air attack, it can still serve as one against opponents who are barely hovering off the ground. |
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| Cancels: Dodge, block, Jecht Rush
| | On hit, Upper Blues can reliably wall rush on the floor for pressure or assist combos. Delaying the second hit allows comboing into Beat Fang with a dodge cancel for a higher damaging combo with more assist meter gain. |
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| Jecht Rush is Jecht's only grounded offensive bravery attack. Charging up the attack by holding the button will change it's start-up, damage and priority (only at LV3). Different combos branch off of this move and carry none of the altered attributes from charging Jecht Rush.
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| It's a straightforward attack with multiple uses - A poke, combo starter and point-blank anti-air. The fast startup and early cancel windows make it good for building assist meter on whiff and initiating offense without huge risk of whiff punishment. The wall carry and Ultimate Jecht Shot enders make the reward on hit potent and consistent in many stages.
| | A good bravery to have in most match-ups and builds. |
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| If the level 3 version collides with an opponent's melee low / mid priority attack, they will stagger and Jecht can follow up with a combo branch on his own. Also, because Jecht Rush becomes active quickly after releasing the button, you can use it to reliably reflect HP projectiles even at a close distance.
| | |-|Solid Barrel= |
| | {{AbilityInfo |
| | |damage=[5, 6, 8, 10, 5, 5, 16] (55) (110) |
| | |startup=13F |
| | |type=Physical |
| | |priority=Melee Low |
| | |ex=90 |
| | |effect=Chase |
| | |cp=30 (15) |
| | }} |
| | ''[Close] Repeated slashes. Short range; quick and powerful.'' |
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| Be careful not to overuse this move. The opponent might not be able to whiff punish Jecht Rush consistently, but they can still look to hit you after you cancel it with a block or dodge. Pay attention to your own habits to keep yourself safe and unpredictable.
| | Another fast bravery with shorter reach than Upper Blues, but better EX generation. Much like Upper Blues, this can be dodge cancelled quickly to generate assist meter and cancelling the third hit even enables the well known "golden combo" that capitalises on landing lag. |
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| If a Level 3 Jecht Rush clashes with an attack, you can continue with timing inputs as normal. In practice, you can use this to challenge air attacks and transition into Jecht Rush Up 2 to reap the rewards.
| | The knockback on the last hit does not lend well to assist combos, but because each attack can be pressed within a generous input window, assist conversions can be confirmed reliably. |
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| |-|Jecht Block (ground)=
| | Due to Solid Barrel's short range, it is not often used to punish whiffs or poke moving opponents. Dashing helps in applying Solid Barrel in it's effective range, but it works more consistently as a block punisher against grounded opponents and as a combo starter / extender after Thunder Barret. Having higher damage and EX Force output than Upper Blues, along with good frame data are enough to justify this attack as a staple for Squall. |
| {| class="wikitable"
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| |-
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| ! Startup frame !! Block frames !! End frames !! Priority !! EX Force !! Effects !! CP (Mastered)
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| |-
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| | 1F|| 1-16F || 80F || Jecht Block || -- || Block || 30 (15)
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| |}
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| ''[Block] Stops blows with powerful backhand. Does not deal damage.'' | | |-|Blizzard Barret= |
| | {{AbilityInfo |
| | |damage=10 (10) |
| | |startup=33F |
| | |type=Magical |
| | |priority=Ranged Low |
| | |ex=0 |
| | |effect=- |
| | |cp=30 (15) |
| | }} |
| | ''[Long] Fire one ice bullet. Long range, strong homing.'' |
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| Cancels (whiff): Dodge
| | A slow single hit projectile with low priority. The tracking is deceptively good and the hit stun is serviceable for combo purposes. At particular spacings, it can enable combo extensions with Thunder Barret or even act as a combo starter. |
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| Cancels (block): Anything
| | Overall though, Blizzard Barret is rarely prioritized in competitive play. Outside of the homing and hit stun, it is an underwhelming low priority projectile with unfavorable risk / reward ratio. Squall's other ground braveries are more competitive compared to Blizzard Barret, so it is often neglected altogether. |
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| Jecht Block is a bravery attack that practically functions as a high priority block. The guarding activates on the first possible frame, meaning with Evasion Boost it is possible to dodge INTO attacks and nullify them during invincibility. That makes it very effective for defending after a dodge. Combined with the ability to cancel into any actionable state upon a successful block, Jecht Block becomes a very flexible tool with high reward. It's the adhesive move that ties much of his gameplay together.
| | |-|Thunder Barret= |
| | {{AbilityInfo |
| | |damage=each (3) |
| | |startup=33F (furthest bolt appears first) |
| | |type=Magical |
| | |priority=Ranged Low |
| | |ex=each 9 |
| | |effect= |
| | |cp=30 (15) |
| | }} |
| | ''[Mid] Lightning that draws foes. Good start for combos'' |
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| Jecht Block's interactions against properties are as follows:
| | A signature Squall combo starter. Four vertical lightning bolts are cast in front of Squall, which can act as a longer range disjointed poke, anti-air, dodge punisher and as a combo starter. Squall can cancel the recovery on whiff into attacks, dodges and blocks. But on hit this can be cancelled much earlier to perform solo combos, including his staple HP attacks. |
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| {| class="wikitable"
| | Thunder Barret is a great move for Squall in most match-ups as it can control a decent amount of space with good reward on hit. |
| |-
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| ! Priority !! Result
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| |-
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| | Melee Low & Mid || Wins (Staggers the opponent)
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| | Melee High || Tie (Both characters stagger)
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| |-
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| | Ranged Low, Mid & High || Wins (Reflect / deflect)
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| |-
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| | Special & Unblockable || Loses
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| |}
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| The block duration is 1-16 frames (at 60 FPS) according to Japanese wiki and the animation can be (dodge) cancelled much earlier compared to a regular block. This does not invalidate regular blocking as their durations and applicable timings differ greatly. Jecht Block can be performed out of a dodge or as an air recovery substitute, but has shorter block duration. Regular block lasts much longer, only works against low priority moves and can be cancelled INTO from Jecht Rush / Jecht Stream whiff. It is also not available out of air recovery. | | It is not without weaknesses however. The Ranged Low priority and the relatively slow startup make it easier for the opponent to react and power through bolts with a dash or an attack, creating an opening for hitting Squall when he is vulnerable. Furthermore, the lightning bolts do not have enough tracking to hit high speed lateral movement. Even though Thunder Barret's recovery can be cancelled into other actions, Squall is completely stationary and has no protection beyond the active lightning bolts. As such, using this move predictably can quickly backfire against vigilant opponents. |
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| As an attack with no built-in offensive properties, Jecht Block does not generate assist meter. However, it WILL reset the assist meter decay which is still good when fighting in the air. In addition, the attack state avoids the innate critical hit rate increase for the opponent that normal blocks incur. The extra ability "Counterattack" can be used to a similiar effect, although it can be accounted for with the appropriate "Disable __" extra ability.
| | |-|Fusillade= |
| | {{AbilityInfo |
| | |damage=6, 6, 6, 6 each 6 (24+) |
| | |startup=33F |
| | |type=Magical |
| | |priority=Ranged Low, Mid (only thunder) |
| | |ex=60~90 |
| | |effect=Chase |
| | |cp=30 (15) |
| | }} |
| | ''[Mid] Magic barrage. Can combo without hitting.'' |
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| Both ground and air versions are largely identical in properties and applications and thus are staple abilities in many match-ups. If you wish to Jecht Block more consistently against airborne opponents on the ground, equipping the ability on a neutral circle input is recommended.
| | A combination of magic projectiles with good EX generation. The startup, low priority and lack of dodge cancel windows do not lend to fighting at a range. However, the first two projectiles can be reasonably safe to throw out at a distance and they can be confirmed into an assist combo on hit. Each projectile can be input with a bit of delay to help with this. In addition, the mid priority thunder bolt can be used as an effective -albeit predictable- method to force a dodge from the opponent. Depending on the opponent, punishing a dodge or what comes after it is possible with an assist, creating a more favorable situation for Squall if he performs this move uninterrupted. |
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| Make sure to avoid repeatedly pressing Jecht Block when using it. If it blocks something, subsequent button presses can accidentally perform another Jecht Block, reducing your window of opportunity for a counter attack.
| | Fusillade can also work in situations where Solid Barrel would normally be used. That is, after staggering with a block or starting a combo with Thunder Barret. Much like Solid Barrel, the holding potential is great for assist conversions and the EX generation can be exceeded depending on the assist. |
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| | Due to functional overlap with Solid Barrel with few standout traits elsewhere, Fusillade is not often prioritized in competitive play. |
| </tabber> | | </tabber> |
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| === Aerial Moves ===
| | == Aerial == |
| <tabber> | | <tabber> |
| |-|Jecht Stream= | | |-|Heel Crush= |
| Numbers in brackets are skipped when chaining a combo.
| | {{AbilityInfo |
| | |damage=20 (20) |
| | |startup=41F |
| | |type=Physical |
| | |priority=Melee Mid |
| | |ex=0 |
| | |effect=Block Low (Ranged), Wall Rush |
| | |cp=30 (15) |
| | }} |
| | ''[Mid] Unleash heel drop. Slow start, fast movement.'' |
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| | An advancing mid priority attack. Squall can block Ranged Low priority attacks during the startup animation such as {{012lig}}'s Thunder or {{012yuna}}'s Heavenly Strike. Heel Crush works as a callout against these kinds of attacks and because of the mid priority, it will also stagger opponents looking to block Beat Fang. This move can be dodge cancelled somewhat early during the recovery animation, but the lengthy startup gives the opponent time to prepare for a counter attack. |
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| | Heel Crush is often used in conjunction with Beat Fang and Fire Barret to create mixups and otherwise create meaningful interactions at close range. It is not mandatory for all matchups. |
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| {{AbilityInfoJecht | | |-|Beat Fang= |
| |name=Level 1
| | {{AbilityInfo |
| |damage=2, 2, [5] (4, 5) | | |damage=[3, 5], 7, [2 x 6, 13] (40) [73] |
| |startup=17F | | |startup=15F |
| |type=Physical | | |type=Physical |
| |priority=Melee Low | | |priority=Melee Low |
| |ex=9, [60] | | |ex=30 |
| |effect=- | | |effect=Wall Rush |
| |cp1=60 (30) | | |cp=30 (15) |
| |name2=Level 2
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| |damage2=2, 2, 1, 1, [5] (6, 5)
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| |startup2=18F charge, 11F release
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| |type2=Physical
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| |priority2=Melee Low
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| |ex2=12, [60]
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| |effect2=-
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| |cp2=-
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| |name3=Level 3
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| |damage3=1 x 8, [5] (8, 5)
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| |startup3=34F (charge), 11F (release)
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| |type3=Physical
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| |priority3=Melee High
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| |ex3=12
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| |effect3=Wall Rush
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| |cp3=-
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| }} | | }} |
| | ''[Close] Float, then strike down foe. Short reach, but fast.'' |
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| ''[Close] Hold button to start. Combo with timing, analog stick.''
| | The defacto Squall bravery. A poke, a great whiff punisher, a flexible combo starter with an occasional guard crossup. Beat Fang shares many characteristics with his ground braveries, such as it's speed, multi-hit attacks with lenient input window and combo potential. But because this is Squall's only quick melee bravery, it is at the heart of his aerial combat. |
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| The bronze toes are Jecht's only offensive aerial bravery attack. The slower start-up, longer animation and later cancel windows make it inferior to Jecht Rush on paper, but it is not enough to invalidate aerial combat altogether. For one, Jecht Stream is ''still'' fast enough to be unreactable when uncharged. The first kick can scoop opponents from below, making it fairly consistent in dodge punishing majority of the cast. Damage output and wall rush potential are still potent. It is also easier to visually confirm a combo on hit compared to Jecht Rush. And just like Jecht Rush, a LV3 version can power through a lower melee priority move and follow up with a combo.
| | Beat Fang has a lot of utility. It's fast startup and early dodge cancel window make it great for building assist meter on whiff. The homing movement during startup lets him punish missed attacks with ease. It even has a hitbox that can hit behind a blocking opponent in close range seemingly at random, ignoring the guard attempt altogether. |
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| The reliance on this move does create problems, however. Recovering from a whiff takes a lot longer and leaves Jecht vulnerable to whiff punishment more consistently. Charged versions of Jecht Stream will attempt to close in on the opponent before becoming active and Jecht is susceptible to damage during that time. In addition to this, building assist meter is rather slow. Many characters can rotate fast pokes to defend and build a resource for themselves and Jecht does not quite fit into that mold. As such, it can be difficult and time consuming to come back from situations where he has no meter to combat the opponent's resources.
| | Once Beat Fang connects, the second upward slash can evade incoming attacks, namely {{012emp}}'s Dreary Cell or assists that were called in an attempt to interrupt Beat Fang. Wall rushing near the ground not only enables a variety of assist followups, but also allows Squall to impose defensive decision making on the opponent and potentially repeat the situation, akin to the [https://glossary.infil.net/?t=Okizeme '''okizeme'''] concept in other fighting games. Because of the way camera works, the knocked down opponent may also have to deal with crossed up directional attack inputs 1-2 times depending on how Squall moves afterwards, further confusing his prey. |
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| Because there are not many safe moves to threaten with, players will run the risk of becoming predictable. A well timed backwards air dodge is often enough to avoid Jecht Stream as it is. The primary ways to increase it's ambiguity is through the use of Jecht Block, movement and [[Dash_feint|dash feints.]] You may have to sweat the small stuff to make this move -and Jecht as a whole- work, but it will pay off if you stick with it.
| | There are a few things Squall players should be wary of, however. For one, Squall can only cancel Beat Fang's recovery into an air dodge which reduces ambiguity for the opponent. Despite the tracking during startup, Beat Fang has no hitbox below Squall. This means it can and will miss against dashes, air dodges with fast fall speed and fast runners on the ground such as {{012tid}} and {{012tifa}}. And if Squall commits to the finishing series of blows, he can be easily staggered with a LV2 Assist Change for a punish. Given how much Squall relies on this move, these factors can greatly reduce his hit rate and bravery damage output. Since critical hits are not distributed in a binary "all or nothing" fashion, the damage increase from critical hits can fluctuate greatly. |
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| A whiffed Jecht Stream can also be cancelled into regular block or another Jecht Stream, but the longer animation compared to Rush makes this less practical for landing hits.
| | Regardless, Beat Fang is one of Squall's most important and effective moves. Anything Solid Barrel and Upper Blues could achieve is relegated to it in the air and much of his success hinges on how he can leverage Beat Fang to his advantage. |
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| |-|Jecht Block (midair)= | | |-|Mystic Flurry= |
| {| class="wikitable" | | {{AbilityInfo |
| |-
| | |damage=each 1 x 8, 7 (15) |
| ! Startup frame !! Block frames !! End frames !! Priority !! EX Force !! Effects !! CP (Mastered)
| | |startup=33F |
| |- | | |type=Magical |
| | 1F|| 1-16F || 74F || Jecht Block || -- || Block || 30 (15) | | |priority=Ranged Low |
| |}
| | |ex=each 30 |
| | |effect=Wall Rush |
| | |cp=30 (15) |
| | }} |
| | ''[Mid] Magic barrage. Can combo without hitting.'' |
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| ''[Block] Stops blows with powerful backhand. Does not deal damage.''
| | A barrage of multi hitting low priority projectiles that stay in place after traversing a short distance. Mystic Flurry is not commonly prioritized in competitive play. |
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| Aerial version. Outside of shorter recovery frames, it shares all characteristics of the ground version. Because of air combat's frequency, you will have many opportunities to use Jecht Block. As already mentioned, it is a great asset for covering air dodges, threatening fast air braveries, nullifying projectiles and interrupting assist meter decay.
| | On paper, it has good potential for damage and generating EX Force. However, each projectile is fired somewhat erratically in front of Squall and they do not combo into each other consistently at the end of their duration. Because of this, the projectiles are often positioned unfavorably and not necessarily right in front of Squall. And if one projectile wall rushes on the ground, the remaining projectiles cannot inflict damage without assist. |
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|
| Directional inputs for aerial attacks are not influenced by the opponent's relation to your character. However, the neutral input for air Jecht Block can still be beneficial - The absence of movement related inputs means you will not accidentally cancel out of Jecht Block and make yourself vulnerable prematurely. This is particularly useful against multiple projectiles such as Ultimecia's Knight's Blade or attacks with long active duration such as Feral Chaos' Lux Magnus.
| | All that creates complications for punishes and combos alike, but Squall's safety is also at risk - He is completely stationary for Mystic Flurry's duration whether he fires all projectiles or not. Dodge cancelling the recovery is the same speed as Mystic Flurry's natural recovery, further cementing Squall's commitment when using this move. Coupled with the fact that Ranged Low projectiles lose to attacks, blocks and dashes, Mystic Flurry provides very little reward in proportion to the risk it presents for using it. |
|
| |
|
| Jecht Block has slight forward movement, which can be used to guard attacks from outside of their immediate range. This is good when dealing with lingering projectiles such as {{012emp}}'s Flares or {{012ulti}}'s charged Knight's Lance.
| | Mystic Flurry's projectiles stay on the field even if Squall gets hit. This isn't often useful, but any projectile that does connect on the opponent causes downward knockback on their last hit, which can wall rush. That can be used to combo into assists or reassess the situation, but setting up Mystic Flurry can be just as worthwhile for daring players - Squall can pick up opponents stuck in a barrage of hits with Beat Fang or Aerial Circle, but due to Mystic Flurry's inconsistent behavior and required spacing, this can be difficult to perform or justify. |
| </tabber>
| |
|
| |
|
| === Combo Chains === | | |-|Fire Barret= |
| Jecht Rush and Jecht Stream will transition into different combo attacks when bravery attack has been pressed at the right time. Many properties are shared across all variations of a single chain.
| | {{AbilityInfo |
| | |damage=each (5) |
| | |startup=33F |
| | |type=Magical |
| | |priority=Ranged Low |
| | |ex=0 |
| | |effect=- |
| | |cp=30 (15) |
| | }} |
| | ''[Long] Launch multiple fireballs. Normal speed, strong homing.'' |
|
| |
|
| For more information on how these combo chains work, please refer to the [[Jecht_(Dissidia_012)/Combos|'''Jecht combo page''']].
| | Three homing fireballs pursue the opponent for a period of time. Fire Barret is often used in conjunction with Beat Fang to build assist meter more efficiently in the air. The range is good for occupying space and creating a potential combo conversion later. Each projectile inflicts a decent amount of hit stun which is difficult to spontaneously react to, but it does allow Squall to combo into other attacks if the player has a good read on the situation. And even if Fire Barret is used up close, the recovery can be cancelled into an attack -usually Beat Fang- for additional damage on hit. |
|
| |
|
| <tabber>
| | Squall remains stationary for a moment after firing and cannot dodge cancel until the split projectiles begin pursuing in earnest. This can make Squall vulnerable to whiff punishes with an assist when done with a precise timing even if he has Auto Assist Lock On extra ability equipped. |
| |-|2nd Chain=
| |
| Hits in brackets are skipped when chaining.
| |
|
| |
|
| {{AbilityInfoJecht
| | Fire Barret is a staple air bravery for Squall due to it's consistency and relatively low commitment in many situations. It complements his ability to interact in close and mid ranges and can provide opportunities for additional damage from time to time. In a way, it's usage could be likened to a conventional projectile in a traditional 2D fighting game. |
| |name=Ground (Neutral)
| |
| |damage=1x9, [12] (+9, 12)
| |
| |startup=??
| |
| |type=Physical
| |
| |priority=Melee Low
| |
| |ex=9, [60]
| |
| |effect=Chase
| |
| |cp1=-
| |
| |name2=Ground (Up)
| |
| |damage2=1x5,2, [12] (+7, 12)
| |
| |startup2=??
| |
| |type2=Physical
| |
| |priority2=Melee Low
| |
| |ex2=9, [60]
| |
| |effect2=Chase
| |
| |cp2=-
| |
| |name3=Air (Neutral)
| |
| |damage3=1x4, 3, [12] (+7, 12)
| |
| |startup3=??
| |
| |type3=Physical
| |
| |priority3=Melee Low
| |
| |ex3=9, [60]
| |
| |effect3=Chase
| |
| |cp3=-
| |
| }}
| |
|
| |
|
| |-|3rd Chain=
| |
| {{AbilityInfoJecht
| |
| |name=Ground / Air (Neutral)
| |
| |damage=1x4, 6, [19] (+10, 19)
| |
| |startup=??
| |
| |type=Physical
| |
| |priority=Melee Mid
| |
| |ex=9
| |
| |effect=Wall Rush
| |
| |cp1=-
| |
| |name2=Ground (Up)
| |
| |damage2=3, 1x5, 2, [19] (+10, 19)
| |
| |startup2=??
| |
| |type2=Physical
| |
| |priority2=Melee Mid
| |
| |ex2=9
| |
| |effect2=Wall Rush
| |
| |cp2=-
| |
| |name3=Air (Down)
| |
| |damage3=5, 5, [1x4, 15] (+10, 19)
| |
| |startup3=??
| |
| |type3=Physical
| |
| |priority3=Melee Mid
| |
| |ex3=9
| |
| |effect3=Wall Rush
| |
| |cp3=-
| |
| }}
| |
| </tabber> | | </tabber> |
|
| |
|
| == HP Attacks ==
| | = HP Attacks = |
| Please note: All HP attacks except Ultimate Jecht Shot have a ground and midair version which have identical attributes. Ultimate Jecht Shot is ''only'' available on the ground.
| | == Ground == |
|
| |
|
| <tabber> | | <tabber> |
| |-|Ultimate Jecht Shot= | | |-|Fated Circle= |
| | {{AbilityInfo |
| | |damage=- |
| | |startup=43F |
| | |type=- |
| | |priority=Ranged High |
| | |ex=0 |
| | |effect=Block Low (Ranged), wall rush, absorb |
| | |cp=30 (15) |
| | }} |
| | ''[Close] Surround self with explosions. Block foe's spells.'' |
|
| |
|
| Only available on the ground.
| | A circular explosion surrounds Squall, pulling in nearby opponents and blowing them away. Fated Circle is a good secondary ground HP for Squall thanks to it's utility. The Ranged High priority cannot be staggered with blocks or LV2 Assist Change. It can wall rush for additional HP damage, bypass EX Revenge checkmates thanks to the lack of bravery damage, it can even block Ranged Low attacks similiar to Heel Crush! The animation is fairly quick with a slightly above average recovery for an HP, making it harder to whiff punish after escaping with an assist change. The absorb effect works well against guarding opponents from a short distance. Each explosion has it's own hitbox which won't necessarily hit often due to surrounding Squall. But they do contribute to the overall active duration when an opponent can be damaged. |
|
| |
|
| {{AbilityInfoJecht
| | If Fated Circle hits a grounded opponent, the knockback often causes a wall rush even on the floor which can be used to follow up with an assist. Your mileage may vary depending on positioning and assist, however. |
| |name=Level 1 | | |
| |damage=1 x 18 (18) | | Squall's grounded HP attacks are great for the most part and that may be Fated Circle's greatest shortcoming. While great in it's own right, two of his other HPs are often stronger or more applicable in practical situations. In any build that has 3 grounded HP attacks however, Fated Circle rounds out Squall's repertoire really well. |
| |startup=31F | | |
| | |-|Revolver Drive= |
| | {{AbilityInfo |
| | |damage=1 x N (max 50) |
| | |startup=43F |
| |type=Physical | | |type=Physical |
| |priority=Melee High | | |priority=Melee High |
| |ex=30 | | |ex=each 3 |
| |effect=Wall Rush | | |effect=Wall rush |
| |name2=Level 2
| | |cp=30 (15) |
| |damage2=1 x 24 (24)
| |
| |startup2=48F charge, 1F release
| |
| |type2=Physical
| |
| |priority2=Melee High
| |
| |ex2=30 | |
| |effect2=Wall Rush
| |
| |name3=Level 3
| |
| |damage3=1 x 34 (34)
| |
| |startup3=64F charge, 1F release
| |
| |type3=Physical
| |
| |priority3=Melee High
| |
| |ex3=30
| |
| |effect3=Wall Rush
| |
| }} | | }} |
| | ''[Mid] Rage-filled charge. Can aim with the analog stick.'' |
|
| |
|
| ''[Close] Hurl meteors from sky. Boost power by holding button.'' | | Squall starts revolver driving. A staple HP, this is an advancing multi hitting attack that can be freely steered with no regard for lock on. The HP attack button must be held to extend this attack's duration, or Squall will transition to the ending of the move immediately upon button release and inflict HP damage. |
|
| |
|
| |-|Jecht Blade=
| | Revolver Drive is often used as a block punisher, an assist combo starter / ender or stalling briefly. Landing this attack can be very beneficial - Squall can generate up to 50 hits worth of 3 EX Force (total 150) and freely manipulate his trajectory to best facilitate wall rush or advantegous positioning with EX Cores. Squall's ability to collect the EX by himself is somewhat unreliable however - Without increasing EX intake range he tends to only get roughly half (40~50 %) of the generated EX. |
|
| |
|
| {{AbilityInfoJecht | | If done against a ledge, Squall will simply remain stationary while continuing to inflict bravery damage. This is far from ideal against characters who have Glutton {{accsp}} equipped as both characters remain close to the generated EX Force, but it is a good alternative for racking up damage in stages like [[Lunar_Subterrane_(Dissidia_012)|'''Lunar Subterrane''']]. |
| |name=Level 1 | | |
| |damage=2 x 5 (10) | | While Revolver Drive performs well once it hits, using it by itself in [https://glossary.infil.net/?t=Neutral '''neutral'''] situations is less effective overall. Aside from the startup and lack of absorb effect, Revolver Drive has little anti air capability despite having a hitbox above him. It can only move along solid surface and the traversal speed is only good, if not average. Sharp turns will greatly slow down momentum and it takes a good second to reach top speed again. |
| | |
| | Even though Revolver Drive can be stopped at almost any time, it does have a maximum duration. Opponents can stay airborne ''and'' close to Squall, preparing for a counter attack once Squall stops moving. This is where players must remain wary of their timing and releasing earlier than what the opponent anticipates can go a long way in avoiding punishment. Furthermore, moves with unblockable priority such as {{012emp}}'s Thunder Crest and {{012exd}}'s Black Hole can pierce through Revolver Drive. This is on par with how the [[Attack_Priority_(Dissidia_012)|'''attack priority''']] system behaves, but Revolver Drive suffers from it more on average compared to other attacks. |
| | |
| | Revolver Drive also exhibits notably altered behavior during assist call / change slowdowns - Whenever an assist is called or when assist change is used, Revolver Drive's movement speed '''increases drastically'''. This can help Squall close a distance for a surprise attack or create distance while the opponent is escaping from it. Steering is also influenced by this and could be used to convert into an assist without a wall by moving past the opponent and letting the assist pick up from that spot. |
| | |
| | If a [[Bravery_(Dissidia_012)#Bravery_Break|'''bravery break''']] is inflicted during Revolver Drive, releasing the HP button causes the HP damage to be inflicted immediately before the additional bravery is added. |
| | |
| | |-|Blasting Zone= |
| | {{AbilityInfo |
| | |damage=6, 1 x 4 (10) |
| |startup=41F | | |startup=41F |
| |type=Physical | | |type=Magical |
| |priority=Melee High | | |priority=Melee High |
| |ex=30 | | |ex=90 |
| |effect=Wall Rush | | |effect=- |
| |name2=Level 2
| | |cp=30 (15) |
| |damage2=1 x 6, 2, 2, 3, 3 (16) | |
| |startup2=48F charge, 11F release
| |
| |type2=Physical
| |
| |priority2=Melee High
| |
| |ex2=30
| |
| |effect2=Wall Rush
| |
| |name3=Level 3
| |
| |damage3=1 x 9, 2 x 6 (21)
| |
| |startup3=64F charge, 11F release
| |
| |type3=Physical
| |
| |priority3=Melee High
| |
| |ex3=36
| |
| |effect3=Wall Rush
| |
| }} | | }} |
| | ''[Mid] Chop with massive blade of light that flies forward.'' |
|
| |
|
| ''[Close] Masterful swordplay. Boost power by holding button.'' | | One of Squall's strongest and fastest HP attacks. Great reach and horizontal tracking make Blasting Zone effective for controlling space against dodges and missed attacks. Assists can follow up on hit without a wall and good EX Force output ensure consistent reward. |
|
| |
|
| |-|Triumphant Grasp=
| | Blasting Zone's range cannot be understated. It is long and tall enough to hit airborne characters outside of Thunder Barret's reach. What really complements it is the tracking - Blasting Zone will home in the opponent right until the blade is slammed to the ground and it's very fast. |
|
| |
|
| {{AbilityInfoJecht | | The recovery is quite short for a move as potent as this. It's vulnerable to [[Abilities_(Dissidia_012)|'''Omni Ground Dash''']] and [[Dodge_(Dissidia_012)#Air_Dodge|'''air dodge''']] invincibility, but it's borderline unpunishable without them or assist. |
| |name=Level 1 | | |
| |damage=1 x 5, 3, 2 (10) | | Whenever a player thinks an opponent will dodge, Blasting Zone is fantastic and easy to use to capitalise on that opportunity. The hitboxes are active from the 41 frame startup until the HP damage portion. That can be used to disrupt opponents inside traps such as {{012emp}} and reflect lingering high priority projectiles like {{012vaan}}'s Windburst. |
| |startup=41F | | |
| |type=Physical | | Overall, Blasting Zone is a staple in competitive Squall gameplay. It can be used effectively with ease to retaliate and chip away health. Great for calling out predictable behavior. |
| | |
| | |-|Rough Divide= |
| | {{AbilityInfo |
| | |damage=- |
| | |startup=59F |
| | |type=- |
| |priority=Melee High | | |priority=Melee High |
| |ex=30 | | |ex=0 |
| |effect=Wall Rush | | |effect=Wall rush |
| |name2=Level 2 | | |cp=30 (15) |
| |damage2=2 x 7, 1 (15)
| |
| |startup2=48F charge, 11F release
| |
| |type2=Physical
| |
| |priority2=Melee High
| |
| |ex2=30
| |
| |effect2=Wall Rush
| |
| |name3=Level 3
| |
| |damage3=2 x 11, 1, 1 (24)
| |
| |startup3=64F charge, 11F release
| |
| |type3=Physical
| |
| |priority3=Melee High
| |
| |ex3=30
| |
| |effect3=Wall Rush
| |
| }} | | }} |
| | ''[Long] Leap into a charge. Slow start, but very fast charge.'' |
|
| |
|
| ''[Close] Grab foe and detonate. Boost power by holding button.''
| | A long distance aerial charging attack. While good for whiff punishing long recovery attacks from a great distance, Rough Divide is usually outclassed by his other ground HP attacks. As such, it's midair version is often used instead. |
|
| |
|
| |-|Jecht Beam=
| | </tabber> |
|
| |
|
| | == Aerial == |
| | <tabber> |
| | |-|Aerial Circle= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=-- | | |damage=- |
| |startup=31F | | |startup=43F |
| |type=-- | | |type=- |
| |priority=Ranged High | | |priority=Ranged High |
| |ex=120 | | |ex=0 |
| |effect=-- | | |effect=Block Low (Ranged), wall rush, absorb |
| |cp=30 (15) | | |cp=30 (15) |
| }} | | }} |
| | ''[Close] Surround self with explosions. Blocks foe's spells.'' |
| | |
| | Midair variant of Fated Circle, Aerial Circle is Squall's go-to HP attack while airborne. The surrounding explosions are formed vertically instead of horizontally, which leaves Squall vulnerable to attacks from his sides. This isn't as much of a weakness as it may seem at first, because Aerial Circle shares many traits with the grounded Fated Circle. The startup, absorb effect, Ranged Low block, single hit Ranged High priority and wall rush are all here. |
| | |
| | Aerial Circle thrives partly due to lack of Revolver Drive and Blasting Zone. Because of how prominent aerial combat is in Dissidia 012, Squall has many opportunities to use Aerial Circle during assist combos and pre-emptively as a high risk approach against regular blocks and neutral air dodges. The absorb effect pulls in stationary opponents within it's range, letting Squall inflict HP damage consistently after [[Blodge|'''blodging''']] or using LV2 Assist Change. |
| | |
| | A notable strength that Aerial Circle has is meter depletion. Due to the active frames provided by the surrounding explosions, Aerial Circle can hit multiple times with the help of {{012yuna}} assist, which requires no wall. The additional hits inflict no HP damage, but meter depletion will activate for each successful hit. This is more difficult to replicate with other assists or Fated Circle, as they require wall rush to go along with the subsequent hits. |
| | |
| | One thing to look out for when using Aerial Circle in the neutral is the opponent's assist - If they call an assist right before Aerial Circle hits, Squall will be hit during the recovery and suffer a bravery break. |
| | |
| | |-|Rough Divide= |
| | {{AbilityInfo |
| | |damage=- |
| | |startup=59F |
| | |type=- |
| | |priority=Melee High |
| | |ex=0 |
| | |effect=Wall rush |
| | |cp=30 (15) |
| | }} |
| | ''[Long] Leap into a charge. Slow start, but very fast charge.'' |
| | |
| | Aerial version of Rough Divide. A common, albeit secondary HP attack for Squall. Rough Divide starts with a minor jump before charging towards the opponent at high speed. This is a single hit HP attack that will travel a set distance unless it hits the ground. Rough Divide does not have freeform vertical homing, but it can connect after confirming a Kuja air bravery assist for example. |
| | |
| | Rough Divide can be used as a long range whiff punisher (after LV1 Assist Change or otherwise) or to pre-emptively call out dodges and Fire Barret hits from a distance. It can also wall rush, though the knockback isn't particularly large. If the opponent is positioned in the middle of Rough Divide's maximum distance, using assist to interrupt it is often ill-advised. It is Melee High priority however, so high priority blocks such as {{012exd}}'s Omni Block and {{012jec}}'s Jecht Block can stagger Squall. |
| | |
| | Compared to Aerial Circle, Rough Divide sees much less use overall. It is useful for the aforementioned cases as well as squeezing in HP damage after whiff punishing with an assist from afar. Generally it is outclassed by Aerial Circle, whether it's reward on hit, assist combo conversions or just plain frame data. The distance Squall can create when used near an opponent who escaped with Assist Change is far superior to Aerial Circle however, and thus can be significantly harder to punish afterwards. |
|
| |
|
| ''[Close] Fires lasers from eyes. Short range, but fast.''
| |
| </tabber> | | </tabber> |
|
| |
|
| == EX Mode: Final Aeon! ==
| | = EX Mode: Lionheart equipped! = |
| Effects: | | Effects: |
| * Regen | | * Regen |
| * Critical Boost | | * Critical Boost |
| * Full Combo | | * Lionheart (RANGE) |
| | * Lionheart (HIT) |
|
| |
|
| ==== Full Combo ==== | | == Lionheart (RANGE) == |
| ''[Always active while in EX Mode] | | ''[Always active while in EX Mode] Transfers the heart of a lion to the weapon, increasing it's range.'' |
| Even if the first hit misses the opponent, combos can be completed.''
| |
|
| |
|
| Full Combo allows Jecht to initiate surprise attacks and extend EX mode's duration for added health regeneration. By whiffing Jecht Rush or Jecht Stream and then activating EX Mode, Jecht can quickly close the gap with the second combo chain. At a glance it sounds tempting, powerful even. But the tracking is not very strong and only the 3rd combo chain has an increase in priority from Melee Low to Melee Mid. However, Jecht Rush works particularly well with this since the 2nd chain (neutral) can traverse in the blink of an eye or anti-air (up).
| | During EX Mode, Squall has longer range on his gunblade. This can help connect the "Golden Combo" more consistently. |
|
| |
|
| As a general rule, the player character's EX Mode will not deactivate while they are in an attack state. Since Jecht can charge an attack without time restrictions, he can theoretically stay in EX Mode forever and thus, regenerate as much health as he wants. Taking advantage of this trait means allowing the opponent to pursue resources at their leisure while putting yourself at the risk of getting whiff punished. Remember that Jecht is still vulnerable while charging as well.
| | == Lionheart (HIT) == |
| | ''[Always active while in EX Mode] Pushes the weapon's specs to the limit, increasing the force of each blast.'' |
|
| |
|
| If no EX meter remains and Jecht is in a combo, the EX Mode will deactivate after the '''3rd combo chain'''. Therefore, if you want to ensure an EX Burst, you must already be performing the HP attack by the time the EX meter has run out.
| | Certain hits during bravery attacks are repeated for extra damage. Check the damage multipliers in the attack info for more. |
|
| |
|
| ==== EX Burst: Blitz King ====
| | == EX Burst: Renzokuken == |
| ''A flurry of attacks leading to a splendidly impressive shot. Watch your timing and press circle when the cursor hits the center.'' | | ''A flurry of attacks ending in one shattering blow. Watch your timing and press R when the cursor is in the frame.'' |
|
| |
|
| {{burst | | {{burst |
| |damage1=5 (5) | | |damage1=2,2 (4) |
| |damage2=5, 5, 10, 19 x 4 (96) (101 total) | | |damage2=9x7, 13, 20 (96) (100 total) |
| |type=Physical | | |type=Physical |
| }} | | }} |
|
| |
|
| Not a particularly strong EX Burst. Two separate timings for a perfectly input burst leaves plenty of room for human error, especially in spotty internet connections. The extra skill Auto EX Burst Omega can be used to compensate, but Jecht already needs CP for other things. His synergy with Side by Side builds and relatively weak EX generation means you may not see this all that often, but as with any other EX Burst, it's still okay for tacking on extra damage or closing out a match.
| | = Combos = |
|
| |
|
| == Jecht's mechanics == | | == Solo == |
| === About bravery charges ===
| |
| If bravery button is held when using Jecht Rush or Jecht Stream, Jecht will begin charging the attack. Holding the button increases the attack's properties, but will make him vulnerable as he is stationary in this state. Release the button to attack. The attacks have three levels to them.
| |
|
| |
|
| * Level 1 = Uncharged, Melee Low priority, fastest start-up. Quickly tap the button.
| | Squall has several solo combos on the ground and is one of the best characters at taking advantage of landing lag. |
| * Level 2 = Slightly charged, Melee Low priority. Slower start-up, but minor range and damage increase. Indicated by a different grunt and additional, but subdued particle and sound effects.
| |
| * Level 3 = Fully charged, Melee High priority. Slowest start-up (almost doubled from LV2), but provides biggest range and damage increase. Indicated by a different sound effect and a major aura surrounding Jecht.
| |
|
| |
|
| The most common and practical uses for charging are breaking through regular blocks, punishing dodges and anticipating a whiffed attack outside of close range.
| | DC = Dodge cancel |
| | <br>LL = Landing lag |
|
| |
|
| This is not without risk, however. Once the charge has been initiated, Jecht MUST follow through with the attack even if it cannot make contact. This makes charging the air BRV Jecht Stream particularly risky, as the attack takes even longer to start up and recover from due to performing both kicks. Jecht remains vulnerable while he closes the distance with a charged Jecht Stream and opponents usually have more room to evade the attack in the air. When charging, the button can be held indefinitely but this typically makes it easier for the opponent to retaliate. That idea goes for any charges as they delay the attack's moment of impact.
| | {| class="wikitable sortable" |
| | |- |
| | ! scope=col | Combo |
| | ! scope=col | Approximate damage (multipliers) |
| | ! scope=col | Approximate EX Force |
| | ! scope=col | Notes |
| | ! scope=col class=unsortable | Video |
| | |- |
| | |Solid Barrel (3 hits) > DC > LL > Upper Blues (2 hits, delay the 2nd hit) > DC > LL > Beat Fang || '''65 + WR''' (5, 6, 8, 3, 3, 40 + WR) || ?? || The notorious "golden combo". Highest assist gain. Solid Barrel DC into Upper Blues is particularly difficult to time. The landing lag link is prone to escape outside of EX Mode (1-2 frame timing), but if the opponent's dodge timing is off at any point, the combo becomes far more consistent.<br>Solid Barrel's 2nd and 4th hits can be more reliable, but will require having back against the wall. || video |
| | |- |
| | |Beat Fang (1st hit) > DC > LL > Beat Fang (1st hit) > repeat || 6+ (3, 3, 3...) || ?? || Infinite combo. Reliant on landing lag and difficult to time, but it is inescapable if the opponent cannot use assist or EX. Can be easier during EX Mode due to the added hit. On average this is a very low damaging infinite, but even with one repetition the added assist generation on attack is a great asset to Squall. This can be used to the player's advantage in tournaments where infinites are banned. || video |
| | |- |
| | |Mystic Flurry > DC > Beat Fang / Aerial Circle || ?? || ?? || Very inconsistent due to Mystic Flurry's projectile positioning and reliance on connecting another attack during one of the projectiles. || video |
| | |- |
| | |Fire Barret > Beat Fang || '''45~55 +WR (5~15, 40 + WR) || ?? || A single Fire Barret projectile has enough hit stun to combo into Beat Fang or even Aerial Circle if it hit moments after firing it. Can be difficult to visually confirm in the heat of the moment. || video |
| | |} |
|
| |
|
| While charged Jecht Stream is vulnerable on button release, Jecht Rush does not suffer from this issue as much due to the active hitbox coming out much earlier. Not only that, the shorter animation combined with earlier cancel window allow Jecht to whiff a charged Jecht Rush more frequently without repercussions. This makes ground combat a bit safer for him than aerial fighting. Unfortunately, the majority of Dissidia Duodecim's interactions mandate air combat, so building good intuition for charging attacks in the air can cripple your gameplay for some time. Take advantage of walls and small stages as there is less room to evade safely.
| | === Thunder Barret === |
|
| |
|
| When attacking with Jecht, try to be mindful of how long you press the bravery button. Even a slight hold can make your attack slower than it actually is, even if it's properties don't improve.
| | Squall's Thunder Barret inherently allows cancelling into another attack and causes enough hitstun to even chain into HP attacks with precise timing. In short, Thunder Barret can combo into any grounded attack except Rough Divide. |
|
| |
|
| === About neutral attack input ===
| | Each Thunder Barret bolt has a damage multiplier of 3 and further bolts can miss if performed close to the opponent. Therefore, the overall damage and meter generation depend largely on the initial distance and followup(s). |
| The attack you assign to the neutral input (no direction) matters! On the ground Jecht Rush becomes immune to ambigious camera angles and helps attacking grounded characters. The same goes for Ultimate Jecht Shot and thus is recommended to equip it on the neutral input. On the other hand, gapless Jecht Blocks become very practical and can also help defending against airborne attacks regardless of angle.
| |
|
| |
|
| There is another way to mitigate this, but it requires a larger CP investment: Jecht Block on neutral (15 CP) and Jecht Rush on both directional inputs (30 + 30 CP). Or Jecht Rush on neutral (30 CP) and Jecht Block on both directional inputs (15 + 15 CP). This is not an issue for air attacks and lock-off Jecht Blade / Triumphant Grasp are not known to have effective uses either.
| | Note that the bolts do not hit at once - Each bolt hits consecutively, with the furthest bolt hitting first and the closest bolt hitting last. That means Thunder Barret inflicts more hit stun when used from longer range. This is important for comboing into Revolver Drive, Squall's most rewarding link. |
|
| |
|
| == Builds == | | {| class="wikitable sortable" |
| | |- |
| | ! scope=col | Combo |
| | ! scope=col | Approximate damage (multipliers) |
| | ! scope=col | Approximate EX Force |
| | ! scope=col | Notes |
| | ! scope=col class=unsortable | Video |
| | |- |
| | |Thunder Barret > Solid Barrel || '''58~67''' (3~12, 55) || 99~126 (9~36, 90) || Easy to do, high EX gain. || video |
| | |- |
| | |Thunder Barret > Upper Blues || '''23~32 + WR''' (3~12, 20 + WR) || 39~66 (9~36, 30) || Wall rush and dodge cancel Beat Fang help facilitate ground assist followups. || video |
| | |- |
| | |Thunder Barret > Blizzard Barret || '''13~22''' (3~12, 10) || 9~36 (9~36, 0) || No known utility to prioritise this over other followups. || video |
| | |- |
| | |Thunder Barret > Fusillade || 33~42+ || 69~96+ || Not often prioritised due to other braveries, but this cannot be staggered by LV2 Assist Change. Can be used in conjunction with assists with downward knockback for added EX Force. || video |
| | |- |
| | |Thunder Barret > Fated Circle || '''3~12 + HP WR''' || 9~36 || Same timing requirement as Revolver Drive, does not inflict additional bravery damage or generate EX. Similiar to Fusillade, LV2 Assist Change cannot stagger Squall. Overall the weakest HP option of the three in terms of reward, but can still wall rush. || video |
| | |- |
| | |Thunder Barret > Blasting Zone || '''13~22''' (3~12, 10) || 99~126 (9~36, 90) || Easiest HP attack timing due to faster start-up. Good EX gain and can still combo into air assists. || video |
| | |- |
| | |Thunder Barret > Revolver Drive || '''4~86 + HP WR''' (3~12, 1xN, max 50) || 12~186 || Highest EX gain, great wall rush potential and stage position manipulation. One of Squall's strongest solo combos. Repeatedly pressing Revolver Drive will not register a held input once the HP attack begins, which can cause issues when practicing the timing. || video |
| | |- |
| | |Thunder Barret > Solid Barrel (3 hits) > DC > LL > Upper Blues (2 hits, delay the 2nd hit) > DC > LL > Beat Fang || '''68~77 + WR''' (3xN, 5, 6, 8, 3, 3, 40 + WR) || ?? || The most extensive solo ground combo. Comboing into Solid Barrel also enables the golden combo, increasing bravery damage and assist meter gain even further. || video |
| | |} |
| | |
| | == Assist == |
|
| |
|
| <div class="toccolours mw-collapsible mw-collapsed overflow:auto;">
| | * AC = Assist Chase |
| <div style="font-weight:bold;line-height:1.6;">Notable Abilities</div>
| | * DC = Dodge Cancel |
| <div class="mw-collapsible-content">
| | * LL = Landing Lag |
| {| class="wikitable" | | * WR = [[Wall_Rush_(Dissidia_012_Final_Fantasy)|'''Wall Rush''']] |
| !Basic !! Support !! Extra | | |
| | Any attack that can be chained from Thunder Barret adds 3~12 extra damage and 9~36 EX Force depending on how many bolts hit. |
| | |
| | <tabber> |
| | |-|Kuja= |
| | |
| | == Ground == |
| | |
| | {| class="wikitable sortable" |
| | ! scope="col"| Starter |
| | ! scope="col"| Combo |
| | ! scope="col"| Damage |
| | ! scope="col"| EX Force |
| | ! scope="col"| Notes |
| | ! scope="col"| Video |
| | |- |
| | |rowspan="3"|Solid Barrel (4th hit) || -- || 29 (5, 6, 8, 10) || 24 (6, 6, 6, 6) || -- || -- |
| | |- |
| | |Kuja > AC > Aerial Circle || '''79 + HP''' (29 + 50, HP) || '''24''' || Basic. HP ender.|| video |
| |- | | |- |
| |Dodges || Auto Assist Lock On || Precision Evasion | | |Kuja > AC > Beat Fang || '''119''' (29, 50, 40) || '''54''' (29, 30) || Basic. BRV ender. || video |
| |- | | |- |
| |Blocks || Auto EX Command Omega || Counterattack | | |rowspan="2"|Solid Barrel (last hit) || -- || 55 (5, 6, 8, 10, 5, 5, 16) || 90 || Knockback cancel or wall. <ref group="footnotes">'''Solid Barrel (last hit):''' Call Kuja as you press the last part of Solid Barrel. The assist should hit the opponent as Squall blows the opponent away. It's still technically more damage even with an early timing where the last hit misses.</ref>|| -- |
| |- | | |- |
| |Reverse Air Dash || || Sneak Attack | | |Solid Barrel 4th > Call Kuja > Solid Barrel (last) > Kuja (hit) > Aerial Circle || '''105 + HP''' (55, 50, HP) || '''90''' (90, 0) || -- || video |
| |- | | |- |
| |Free Air Dash || || First Strike | | |rowspan="4"|Upper Blues (3rd hit) || -- || 11 (3, 3, 5) || 24 (9, 9, 6) || -- || -- |
| |- | | |- |
| |Ground Dash || || Riposte | | |Kuja > DC > AC > Aerial Circle || '''61 + HP''' (11, 50, HP) || '''24''' || Basic. || video |
| |- | | |- |
| |Reverse Ground Dash || || Assist Critical Boost | | |Kuja > DC > AC > Beat Fang || '''101''' (11, 50, 40) || '''54''' (24, 30) || Basic. || video |
| |- | | |- |
| |Omni Ground Dash || || Disable Counterattack | | |Kuja > DC (back) Fire Barret > DC > AC > Beat Fang (1st hit) > DC > Fire (hit) > Beat Fang || '''109''' (11, 50, 3, 5, 40) || '''63''' (24, 9, 30) || Advanced. Fire Barret tracking is finicky, but adds a bit of extra damage. || video |
| |- | | |- |
| |Multi Air Slide || || EXP to Assist | | |rowspan="2"|Upper Blues || -- || 20 + WR || 30 || Wall Rush || -- |
| |- | | |- |
| |Free Air Dash Boost || || | | |Kuja > DC > Aerial Circle (+WR) > AC > Beat Fang || '''107 + HP & WR''' (20 + WR, 47 + HP (WR) 40) || '''60''' (30, 30) || Staple. Aerial Circle enables crits during brv recovery for Beat Fang, increasing damage output. Use the HP from far enough to knock towards floor again. <ref group="footnotes">'''Upper Blues WR > Kuja > Aerial Circle:''' You have to dodge upwards a little bit to not pull the opponent out of Kuja assist, and to not push the opponent away from floor with the HP. This idea of hovering over the opponent applies to a Beat Fang Kuja combo as well.</ref> || video |
| |- | | |- |
| |Assist Gauge Up Dash || || | | |rowspan="2"|Blasting Zone || -- || 10 || 90 || -- || -- |
| |- | | |- |
| |Speed Boost || || | | |Kuja > AC > Beat Fang || '''100 + HP''' (10 + HP, 50, 40) || '''120''' || Call assist when opponent's knockback is slowing down. || video |
| |- | | |- |
| |Jump Times Boost || || | | |rowspan="2"|Fated Circle || -- || 0 || 0 || Wall Rush || -- |
| |- | | |- |
| |Ground & Midair Evasion Boost || || | | |WR > Kuja > Beat Fang || '''87 + HP & WR''' (0 + HP WR, 47, 40 + WR) || '''30''' (0, 30) || Against a grounded opponent, Fated Circle can wall rush on the floor without the extra damage for a combo. || video |
| |- | | |- |
| |Evasion Boost || || | | |rowspan="2"| Fusillade || -- || 30+ (6,6,6,6 each 6) || 60~90 || Dodge cancel for an assist combo. || video |
| |- | | |- |
| |Descent Speed Boost || || | | |DC > Kuja > Aerial Circle || '''80+''' (30+, 50, HP) || '''60~90''' || -- || video |
| | |- |
| | |rowspan="2"|Revolver Drive || -- || 1xN (max 50) || each 3 (max 150) || Wall Rush || -- |
| | |- |
| | |WR > Kuja > Beat Fang || '''91~140 + HP WR''' (1~50, 50, 40) || '''31~80''' (1~50, 30) || Basic. || video |
| | |} |
| | |
| | == Aerial == |
| | |
| | {| class="wikitable sortable" |
| | ! scope="col"| Starter |
| | ! scope="col"| Combo |
| | ! scope="col"| Damage |
| | ! scope="col"| EX Force |
| | ! scope="col"| Notes |
| | ! scope="col"| Video |
| | |- |
| | |rowspan="2"|Beat Fang || -- || 27 (3, 5, 7, 2x6) || 30 || No wall. Call Kuja during last part.<ref group="footnotes">'''Beat Fang > Kuja:''' Similiar to Solid Barrel knockback cancel, call Kuja as you input the last part of Beat Fang. Kuja will pick up the opponent. If that's too difficult, Kuja can also combo off of Beat Fang's third hit for less damage.</ref> || -- |
| | |- |
| | |Kuja > AC > Aerial Circle || '''77''' (27, 50, HP) || 30 (30, 0) || -- || video |
| | |- |
| | |rowspan="2"|Beat Fang || -- || 40 (3, 5, 7, 2x6) || 30 || Wall Rush. || -- |
| | |- |
| | |WR > Kuja > DC > Aerial Circle > DC > AC > Beat Fang || '''127 + HP & WR''' (40 + WR, 47, HP + WR, 40 + WR) || '''60''' (30, 0, 30) || Same idea as with Upper Blues > Aerial Circle. HP during assist for extra crits. || video |
| | |- |
| | |rowspan="2"|Aerial Circle || -- || HP + WR || 0 || Wall Rush. || -- |
| | |- |
| | |WR > Kuja > AC > Beat Fang || '''90 + HP WR''' (HP+ WR, 50, 40) || '''30''' (0, 30) || Basic. || video |
| |} | | |} |
| </div></div></div>
| |
|
| |
|
| Auto Assist Lock-On allows charged attacks to automatically home in towards the opponent's assist. This does leave you open for an opponent's attack though.
| |
|
| |
|
| | ==Notes== |
| | <references group="footnotes" /> |
| | |
| | |-|Yuna= |
| | |
| | * Solid Barrel (4th hit) > Yuna > DC (neutral) > Thunder Barret > Solid Barrel (damage) / Revolver Drive (EX) |
| | * Upper Blues (3rd hit) > Yuna > DC > Aerial Circle when second assist hit connects |
| | * Upper Blues (3rd hit) > Yuna > DC > Thunder Barret > BRV / HP |
| | * Upper Blues or Beat Fang (wall rush) > Yuna > WR > Thunder Barret / Rough Divide (depending on distance) |
| | * Beat Fang (3 hits) > Yuna > DC > Aerial Circle when second assist hit connects |
| | * Yuna > DC > Thunder Barret > BRV / HP (requires ground) |
| | * Blasting Zone > Yuna > Ground Dash > Thunder Barret > BRV / HP <ref group="notesyuna">'''Blasting Zone:''' Call Yuna as late as possible. She doesn't have much horizontal reach. Easier at a wall.</ref> |
| | * Fated Circle > WR > Yuna > Thunder Barret > BRV / HP |
| | |
| | ==Notes== |
| | <references group="notesyuna" /> |
| | |
| | |-|Jecht= |
| | |
| | * Solid Barrel (4th hit) > Jecht > Thunder Barret > DC > move backwards > Thunder Barret > BRV / HP |
| | * Upper Blues (3rd hit) > Jecht > DC > Thunder Barret > BRV / HP |
| | * Upper Blues or Beat Fang (wall rush) > DC > Jecht > Thunder Barret > BRV / HP |
| | * Beat Fang (3 hits) > DC > Thunder Barret > BRV / HP (requires ground) |
| | * Beat Fang (3 hits) > Jecht > DC (diagonally forward) > Rough Divide |
| | * Blasting Zone > Jecht > Ground Dash > Thunder Barret > BRV / HP <ref group="notes">Similiar to Kuja assist, call Jecht when the opponent's momentum has slowed down. Without wall, only the second kick will hit and follow through with the air combo.</ref> |
| | * Fated Circle (floor WR) > Jecht > Ground Dash > Thunder Barret > BRV / HP |
| | * Aerial Circle / Rough Divide (WR) > Jecht > Thunder Barret > BRV / HP |
| | |
| | ==Notes== |
| | <references group="notes" /> |
| | |
| | |-|Tidus= |
| | * Solid Barrel (4th hit) > Tidus > Beat Fang / Aerial Circle |
| | * Upper Blues (3rd hit) > Tidus > Beat Fang / Aerial Circle |
| | * Upper Blues / Beat Fang (WR) > Tidus > DC > Thunder Barret > BRV / HP |
| | * Beat Fang (3 hits) > Tidus > DC > Aerial Circle |
| | * Blasting Zone > Tidus <ref group="notestidus"> Much like Yuna assist, timing must be delayed more than usual to make up for short reach.</ref> |
| | * Fated Circle (floor WR) > Tidus > Ground Dash x2 > Upper Blues (delayed 2nd hit) > DC > LL > Beat Fang |
| | |
| | == Notes == |
| | <references group="notestidus" /> |
| | |
| | |-|Sephiroth= |
| | |
| | * Solid Barrel (4th hit) > Sephiroth > DC (forward) > Rough Divide |
| | * Solid Barrel (4th hit) > Sephiroth > DC (forward) > Beat Fang (1st hit) > DC > teleport > Beat Fang |
| | * Upper Blues (3rd hit) > Sephiroth > DC (diagonally forward) > Rough Divide <ref group="notessephi">'''Upper Blues (3rd hit):'''Do Rough Divide when Sephiroth transitions to second part of his attack.</ref> |
| | * Upper Blues / Beat Fang (WR) > Sephiroth > DC > Aerial Circle > AC > Beat Fang <ref group="notessephi">Same idea as with Kuja ground assist. HP during the assist and leverage the increased critical hit rate afterwards with Beat Fang.</ref> |
| | * Upper Blues / Beat Fang (WR) > Sephiroth > DC > Heel Crush > teleport > Beat Fang / Aerial Circle |
| | * Beat Fang (3 hits) > Sephiroth > DC (diagonally forward) > Rough Divide |
| | * Beat Fang (3 hits) > Sephiroth > DC > Aerial Circle (during assist) |
| | * Blasting Zone > Sephiroth > Beat Fang |
| | * Fated Circle (floor WR) > Sephiroth > AC > Beat Fang |
| | |
| | == Notes == |
| | <references group="notessephi" /> |
| | |
| | |-|Onion Knight= |
| | * Solid Barrel (4th hit) > Onion Knight > DC (forward) > Rough Divide |
| | * Solid Barrel (4th hit) > Onion Knight > DC (neutral) > Thunder Barret > DC (neutral) > Blasting Zone |
| | * Upper Blues (3rd hit) > Onion Knight > DC > Rough Divide |
| | * Upper Blues / Beat Fang (WR) > Onion Knight > DC > Aerial Circle > WR > DC > AC > Beat Fang <ref group="notesok">Same as with Kuja and Sephiroth assist. Wall rush with Aerial Circle during the assist. </ref> |
| | * Beat Fang (3 hits) > Onion Knight > DC > Rough Divide |
| | * Blasting Zone > Onion Knight > DC (forward) > Free Air Dash > BRV / HP if wall rushed. <ref group="notesok">Requires later timing than other listed assists, therefore margin for error is small.</ref > |
| | * Fated Circle (floor WR) > Onion Knight > AC > Beat Fang |
| | |
| | == Notes == |
| | <references group="notesok" /> |
| | |
| | |-|The Emperor= |
| | * Solid Barrel (4th hit) > The Emperor > Solid Barrel (last hit) > The Emperor (hit) > Thunder Barret > BRV / HP |
| | * Upper Blues > The Emperor (call during 1st hit) - Upper Blues wall rush > The Emperor (trap) HIT > DC > Heel Crush > DC > Thunder Barret > BRV / HP |
| | * Upper Blues > The Emperor (call during 2nd hit, continue after slowdown ends) > Upper Blues wall rush > The Emperor (Mine) HIT > DC > AC > Beat Fang |
| | * Beat Fang (WR) > Beat Fang WR > The Emperor > AC > Beat Fang <ref group="notesemp">call The Emperor just as wall rush happens</ref> |
| | * Beat Fang (3 hits) |
| | * Blasting Zone |
| | * Fated Circle (floor WR) |
| | |
| | == Notes == |
| | <references group="notesemp" /> |
| | |
| | |-|Terra= |
| | * Solid Barrel (4th hit) > Terra > Solid Barrel last hit > chase > chase HP > opponent dodges and does chase BRV > Terra HIT > (If you dodged chase BRV): Thunder Barret - BRV / HP]. (If hit by chase BRV): Recovery attack Rough Divide |
| | * Solid Barrel (4th hit) > Terra > Solid Barrel last hit > chase > chase HP > opponent dodges and does chase HP > player dodge HP* > Terra HIT > Thunder Barret > BRV / HP |
| | * You will want to evade chase HP, as the movement can make Terra's Graviga miss. |
| | * Upper Blues (3rd hit) > Terra > DC > Aerial Circle / Rough Divide (requires wall rush, HP depending on distance) |
| | * Upper Blues / Beat Fang (WR) |
| | * Beat Fang (3 hits) > Terra > DC > Aerial Circle / Rough Divide (requires wall rush, HP depending on distance) |
| | * Fusillade > Fusillade (1st hit) > Terra > delay all Fusillade hits and finish > Terra HIT - BRV / HP <ref group="notesterra">If you have second assist bar, you can follow up "Terra HIT" with: Thunder Barret > before Thunder hits, call Terra > Fusillade no delayed hits > Terra HIT > BRV / HP</ref> |
| | |
| | == Notes == |
| | <references group="notesterra" /> |
| | |
| | |
| | |
| | |
| | |
| | </tabber> |
| | |
| | = Builds = |
| <tabber> | | <tabber> |
| |-|Side by Side= | | |-|Hybrid= |
| {{Build | | {{Build |
| |hp=9376 | | |hp=10299 |
| |cp=450 | | |cp=450 |
| |brv=1393 (2089 with Hero's Seal) | | |brv=996 |
| |atk=179 | | |atk=177 |
| |def=183 | | |def=185 |
| |luk=-- | | |luk=-- |
| |booster=x3.8 | | |booster=x3.5 |
| |setbonus=None | | |setbonus=Judgment of Lufenia |
| |ast=Kuja / Aerith | | |ast=Kuja |
| |wpn=Piggy's Stick | | |wpn=Lionheart |
| |hand=Chainsaw | | |hand=Lufenian Shield |
| |head=Royal Crown | | |head=Lufenian Helm |
| |armor=Maximillian | | |armor=Lufenian Armor ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']]) |
| |acc1={{accbas}} Muscle Belt | | |acc1={{accbas}} Hyper Ring |
| |acc2={{accbas}} Sniper Eye | | |acc2={{accbas}} Zephyr Cloak |
| |acc3={{accbas}} Dismay Shock | | |acc3={{accbas}} Dismay Shock |
| |acc4={{accboo}} BRV = 0 | | |acc4={{accboo}} Large Gap in HP |
| |acc5={{accboo}} Empty EX Gauge | | |acc5={{accboo}} Summon Unused |
| |acc6={{accboo}} Pre-EX Mode | | |acc6={{accboo}} Pre-EX Mode |
| |acc7={{accboo}} Pre-EX Revenge | | |acc7={{accboo}} Pre-EX Revenge |
| |acc8={{accsp}} Hero's Seal | | |acc8={{accsp}} Tenacious Attacker |
| |acc9={{accsp}} Together as One | | |acc9={{accsp}} Glutton |
| |acc10={{accsp}} Side by Side | | |acc10={{accsp}} First to Victory |
| |summon=Rubicante | | |summon=Rubicante |
| }} | | }} |
| You must use the [[CP_Glitch_(Dissidia_012)|CP glitch]] on all four equipment. The extra skills are Peltast's Gear, Bard's Gear, Cavalier's Gear and Equip Machines.
| |
|
| |
|
| Standard high base bravery with wall rush, a stable build for competition. Meter depletion are placed here, as are initial brv and assist meter boosts. At base bravery, a solo combo with HP wall rush deals roughly 2,000 HP damage. The first wall rush combo with Hero's Seal is going to hit for over 3,000 HP. Coupled with Side by Side's meter gain, that already makes for a good lead. Together as One kickstarts assist meter at the beginning and lets Jecht avoid committing to an attack for a longer period of time. Naturally, getting hit early will take your higher initial bravery away, but ideally the assist meter will be available to protect you.
| |
|
| |
|
| For an EX variant of this build, swap Side by Side and Together as One for Tenacious Attacker and / or Glutton.
| | A general all-rounder build. |
|
| |
|
| If you don't prefer starting with higher resources, you can change Hero's Seal and Together as One for Hero's Essence (extra CP), Winged Boots, Great Gospel, Miracle Shoes or additional boosters.
| | |-|Adamant Chains= |
| | |
| |-|Bravery Boost on Dodge + Block= | |
| {{Build | | {{Build |
| |hp=9972 | | |hp=9972 |
| |cp=450 | | |cp=450 |
| |brv=997 | | |brv=877 (1052 with First to Victory) |
| |atk=178 | | |atk=178 |
| |def=185 | | |def=185 |
| |luk=-- | | |luk=-- |
| |booster=x4.0 | | |booster=x3.5 |
| |setbonus=Adamant Chains | | |setbonus=Adamant Chains |
| |ast=Tidus / Kuja | | |ast=Kuja |
| |wpn=Adamant Knife | | |wpn=Earthbreaker ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']]) |
| |hand=Adamant Shield | | |hand=Adamant Shield |
| |head=Dueling Mask | | |head=Adamant Helm |
| |armor=Adamant Vest | | |armor=Adamant Vest |
| |acc1={{accbas}} Zephyr Cloak | | |acc1={{accbas}} Muscle Belt |
| |acc2={{accbas}} Heart's Ease | | |acc2={{accbas}} Dismay Shock |
| |acc3={{accbas}} Dismay Shock | | |acc3={{accbas}} Battle Hammer |
| |acc4={{accbas}} Battle Hammer | | |acc4={{accboo}} Summon Unused |
| |acc5={{accboo}} HP = 100 % | | |acc5={{accboo}} Pre-EX Mode |
| |acc6={{accboo}} Empty EX Gauge | | |acc6={{accboo}}Pre-EX Revenge |
| |acc7={{accboo}} Pre-EX Mode | | |acc7={{accboo}} Aerial |
| |acc8={{accboo}} Pre-EX Revenge | | |acc8={{accsp}} Tenacious Attacker |
| |acc9={{accsp}} Together as One | | |acc9={{accsp}} First to Victory |
| |acc10={{accsp}} Side by Side | | |acc10={{accsp}} Back-Breaking Straw |
| |summon=Rubicante | | |summon=Rubicante |
| }} | | }} |
| Use the [[CP_Glitch_(Dissidia_012)|CP glitch]] with Peltast's Gear, Knight's Gear and Cavalier's Gear to equip everything except Dueling Mask.
| | Weapon can be changed according to match-up or player preference. |
|
| |
|
| A match-up specific build for accumulating bravery through dodges and blocks. Recommended against Ultimecia, The Emperor and Sephiroth, where you may have high uptime on dodges and blocks, but then struggle to land a proper hit. If you have room for only one set, the emphasis on gaining BRV from dodges is more consistent in competition. Jecht Block is more efficient at generating BRV against multiple projectiles, but loses to unblockables, sidelining projectiles and is more vulnerable on whiff.
| | This set primarily takes advantage of the added air dodge distance that the set bonus provides. Squall's air dodges leave him vulnerable with no strong options to cover them, so the additional dodge distance helps him stay safe and whiff punish. |
|
| |
|
| If the opponent has no EX intake, swap out Dismay Shock for a booster such as Summon Unused, BRV > Base Value or Aerial. Together as One is for stability, but can be swapped for another booster or Hero's Essence. The extra CP can be spent on extra base bravery, health or even crits. You might not need as many ground moves against Ultimecia, so if you're looking for CP, start by trimming those.
| | Against Onion Knight, Jecht or Cloud, you may need to adjust the accessories to suit Side by Side special accessory for assist meter. Tenacious Attacker is not a necessity, but good to have. Hero's Essence for more CP, Winged Boots for banish traps, Glutton for characters with strong EX generation (e.g. Lightning, Shantotto). |
|
| |
|
| |-|Hybrid (Seal of Lufenia)= | | |-|EX Core= |
| {{Build | | {{Build |
| |hp=9644 | | |hp=10299 |
| |cp=480 | | |cp=450 |
| |brv=1314 | | |brv=996 |
| |atk=180 | | |atk=177 |
| |def=181 | | |def=185 |
| |luk=-- | | |luk=-- |
| |booster=x3.3 | | |booster=x5.3 |
| |setbonus=Seal of Lufenia | | |setbonus=Soul of Yamato |
| |ast=Kuja | | |ast=Kuja |
| |wpn=Piggy's Stick | | |wpn=Lionheart |
| |hand=Lufenian Dirk | | |hand=Genji Shield |
| |head=Lufenian Hairpin | | |head=Genji Helm |
| |armor=Lufenian Jacket | | |armor=Genji Armor ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']]) |
| |acc1={{accbas}} Sniper Eye | | |acc1={{accbas}} Sniper Eye |
| |acc2={{accbas}} Bravery Orb | | |acc2={{accbas}} Dragonfly Orb |
| |acc3={{accbas}} Battle Hammer | | |acc3={{accbas}} Battle Hammer |
| |acc4={{accboo}} BRV = 0 | | |acc4={{accboo}} EX Core Present |
| |acc5={{accboo}} Summon Unused | | |acc5={{accboo}} Summon Unused |
| |acc6={{accboo}} Pre-EX Mode | | |acc6={{accboo}} Pre-EX Mode |
| |acc7={{accboo}} Pre-EX Revenge | | |acc7={{accboo}} Pre-EX Revenge |
| |acc8={{accsp}} Hero's Essence | | |acc8={{accboo}} Aerial |
| |acc9={{accsp}} Tenacious Attacker | | |acc9={{accsp}} Tenacious Attacker |
| |acc10={{accsp}} First to Victory | | |acc10={{accsp}} First to Victory |
| |summon=Rubicante | | |summon=Rubicante |
| }} | | }} |
| Use the [[CP_Glitch_(Dissidia_012)|CP glitch]] with Peltast's Gear, Thief's Gear and Bard's Gear. Lufenian Jacket is natively allowed.
| |
|
| |
|
| An all-rounder build focused on EX meter depletion. Recommended against characters with good EX generation or long-winded match-ups involving EX such as Gabranth, Gilgamesh, Prishe, Lightning, Garland and Tidus.
| | Enhanced EX intake through EX cores. |
|
| |
|
| Boosted wall rush, initial meter and higher CP are for flexibility. If Seal of Lufenia set bonus' EX drain is not enough, you may swap one of the special accessories, BRV = 0 or Bravery Orb for Dismay Shock. The extra CP provided by Hero's Essence lets you equip more abilities with movement, critical hit rate boosts or stat increases. Depending on your preferences, First to Victory is also interchangeable. Glutton, Winged Boots and Muscle Belt are all good picks there.
| | Substitutes: Sniper Eye, Dragonfly Orb, Aerial and special accessories can be substituted according to player preference. First to Victory can be replaced with Dismay Shock. Previously mentioned substitutes are decent picks, such as Muscle Belt. With EX cores being your primary source for the meter, Together as One and Platinum Hourglass are not completely unviable. |
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| |
|
| If you want Judgment of Lufenia version for enhanced assist meter depletion, swap Lufenian equipment for Judgment of Lufenia gear and swap Battle Hammer with Dismay Shock.
| | |-|Side by Side= |
| | |
| |-|EX (Center of the World)= | |
| {{Build | | {{Build |
| |hp=11299 (with Master Guardsman) | | |hp=9971 |
| |cp=450 | | |cp=450 |
| |brv=956 | | |brv=1453 (2179 with Hero's Seal) |
| |atk=181 | | |atk=176 |
| |def=184 | | |def=182 |
| |luk=-- | | |luk=-- |
| |booster=x2.7 | | |booster=x3.8 |
| |setbonus=Soul of Yamato | | |setbonus=None |
| |ast=Cannot use. | | |ast=Kuja |
| |wpn=Cleaver | | |wpn=Piggy's Stick |
| |hand=Genji Shield | | |hand=Hero's Shield |
| |head=Genji Helm | | |head=Royal Crown ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']]) |
| |armor=Genji Armor | | |armor=Maximillian ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']]) |
| |acc1={{accbas}} Pearl Necklace | | |acc1={{accbas}} Sniper Eye |
| |acc2={{accbas}} Dragonfly Orb | | |acc2={{accbas}} Dismay Shock |
| |acc3={{accbas}} Silver Hourglass | | |acc3={{accbas}} Battle Hammer |
| |acc4={{accbas}} Pendant | | |acc4={{accboo}} BRV = 0 |
| |acc5={{accbas}} Battle Hammer | | |acc5={{accboo}} Empty EX Gauge |
| |acc6={{accboo}} Empty Assist Gauge | | |acc6={{accboo}} Pre-EX Mode |
| |acc7={{accboo}} Pre-EX Revenge | | |acc7={{accboo}} Pre-EX Revenge |
| |acc8={{accboo}} Pre-Assist | | |acc8={{accsp}} Hero's Seal |
| |acc9={{accsp}} Close to You | | |acc9={{accsp}} Together as One |
| |acc10={{accsp}} Center of the World | | |acc10={{accsp}} Side by Side |
| |summon=Rubicante | | |summon=Rubicante |
| }} | | }} |
| Use the [[CP_Glitch_(Dissidia_012)|CP glitch]] with Cavalier's Gear for Genji Armor.
| |
|
| |
|
| A completely EX-oriented build that sacrifices the assist mechanic for stronger EX generation. The boosters are low, but consistent. Because you have no assist meter to manage, you have more liberty in moving around looking for interactions and EX Cores. Jecht Beams are preferred combo enders for EX meter.
| | Recommended for small stages or even / favorable match-ups. With Together as One, Squall can whiff twice and already have one assist bar ready. Every time you stagger the opponent with LV2 Assist Change and hit them with Aerial Circle, you are also couple whiffs away from an assist bar. Meter lead can be easy to maintain to an extent. |
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| |
|
| Historically Center of the World builds have been a liability in competitive play and Jecht is no exception. However, his ability to function independently from assist (HP links) can make this build a decent, albeit a very different style of play for match-ups he doesn't struggle in. You may still have to land multiple full combos for an EX meter, there is no assist meter to save you from any mistakes and timing an EX mode will be paramount to success.
| | Substitutes: |
| | * Basic - Hyper Ring, Muscle Belt, Bravery Orb |
| | * Booster - Large Gap in HP, Summon Unused, Grounded, Aerial, Assist |
| | * Special - Blue Gem, Growth Egg, Great Gospel, Winged Boots, Hero's Essence, Badge of Trust. |
|
| |
|
| |-|EX (EX Core)= | | |-|Meter Depletion= |
| {{Build | | {{Build |
| |hp=10299 | | |hp=10298 |
| |cp=450 | | |cp=450 |
| |brv=1335 (with Master Protector) | | |brv=996 |
| |atk=179 | | |atk=179 |
| |def=184 | | |def=182 |
| |luk=-- | | |luk=-- |
| |booster=x5.3 | | |booster=x6.9 |
| |setbonus=Soul of Yamato | | |setbonus=Seal of Lufenia |
| |ast=Kuja / Tidus / Aerith | | |ast=Yuna |
| |wpn=Piggy's Stick | | |wpn=Lufenian Lance ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']]) |
| |hand=Genji Shield | | |hand=Lufenian Dirk ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']]) |
| |head=Genji Helm | | |head=Lufenian Headband ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']]) |
| |armor=Genji Armor
| | |armor=Maximillian ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']]) |
| |acc1={{accbas}} Dragonfly Orb
| | |acc1={{accbas}} Dismay Shock |
| |acc2={{accbas}} Bravery Orb
| | |acc2={{accbas}} Battle Hammer |
| |acc3={{accbas}} Dismay Shock
| | |acc3={{accboo}} BRV = 0 |
| |acc4={{accbas}} Battle Hammer
| | |acc4={{accboo}} Assist |
| |acc5={{accboo}} EX Core Present
| | |acc5={{accboo}} Summon Unused |
| |acc6={{accboo}} Summon Unused
| | |acc6={{accboo}} Pre-EX Mode |
| |acc7={{accboo}} Pre-EX Mode
| | |acc7={{accboo}} Pre-EX Revenge |
| |acc8={{accboo}} Pre-EX Revenge
| | |acc8={{accboo}} Aerial |
| |acc9={{accboo}} Aerial
| | |acc9=Free choice |
| |acc10={{accsp}} Together as One
| | |acc10=Free choice |
| |summon=Rubicante
| | |summon= |
| }}
| |
| Use the [[CP_Glitch_(Dissidia_012)|CP glitch]] with Peltast's Gear and Cavalier's Gear.
| |
| | |
| An air-centric set with assist available for use against Exdeath and Sephiroth. Dragonfly Orb boosts EX Core absorption, but weakens assist gauge duration, so Together as One is used to offset it. While approaching Exdeath is frantic and generates assist meter over time, the worse gauge duration can miss you a level 2 Assist Change in the heat of the moment.
| |
| | |
| High base bravery is to play around high defense stat, so Bravery Orb is bundled to optimise damage during an assist combo. Battle Hammer is to stop LV2 Assist Change staggers on HP hit (you could be broken afterwards). In air oriented match-ups such as Exdeath you can remove Jump Boosts, Speed Boosts and Jecht Beam (ground) for other CP investments, such as extra crits.
| |
| | |
| This is not a very common set, but in cases where you want to rely more on EX Cores for EX intake this can be a good alternative.
| |
| | |
| |-|First Strike= | |
| {{Build
| |
| |hp=8761
| |
| |cp=450
| |
| |brv=1723 (2929 with Hero's Seal)
| |
| |atk=179 | |
| |def=183
| |
| |luk=--
| |
| |booster=x2.2
| |
| |setbonus=None
| |
| |ast=Kuja / Tidus / Aerith
| |
| |wpn=Piggy's Stick
| |
| |hand=Chainsaw
| |
| |head=Thornlet
| |
| |armor=Auto Crossbow
| |
| |acc1={{accbas}} Hyper Ring | |
| |acc2={{accbas}} Muscle Belt | |
| |acc3={{accbas}} Sniper Eye | |
| |acc4={{accboo}} HP = 100 % | |
| |acc5={{accboo}} HP is a Prime Number | |
| |acc6={{accsp}} Blue Gem | |
| |acc7={{accsp}} First to Victory | |
| |acc8={{accsp}} Hero's Seal | |
| |acc9={{accsp}} Together as One | |
| |acc10={{accsp}} Side by Side | |
| |summon=Rubicante | |
| }} | | }} |
| Use the [[CP_Glitch_(Dissidia_012)|CP glitch]] for all equipment. Peltast's Gear, Bard's Gear and Equip Machines.
| |
|
| |
|
| This one's a kicker. With the 100 % crit rate on First Strike extra ability, you can take the idea of high initial damage from the Side by Side build even further. Against Exdeath with 187 defense (higher end of the competitive spectrum), the FIRST Jecht Rush UJS into Tidus assist and Jecht Rush DC combo will deal close to 8,000 damage off of the first hit with both wall rushes. Characters with lower base defense will absolutely get SHREDDED by this.
| |
|
| |
|
| So what's the catch? If the opponent manages to avoid ground or Jecht Rush until they can escape a combo, the strength of this build is compromised. That is a lot more common than what is desireable for this build. Taking any HP damage will also disable the rare Prime Number booster, though it might not be a very big loss by itself. The abnormally high base bravery and Side by Side ensure Jecht can at least stay somewhat competitive in case his win condition is not satisfied quickly. Use responsibly!
| | Yuna's air bravery assist with Aerial Circle for maximum effect. Press Aerial Circle as the second brv hit lands to ensure a maximum amount of hits from Aerial Circle. Even though no additional damage occurs (aside from wall rush), each HP hit depletes meter. |
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| |
|
| </tabber> | | </tabber> |
|
| |
|
| == Assists ==
| | = Assists = |
|
| |
|
| Jecht's Assist Data
| | == Squall's assist data == |
|
| |
|
| {{012Assist | | {{012Assist |
| |type1=BRV | | |type1=BRV |
| |attack1=Jecht Rush | | |attack1=Solid Barrel |
| |startup1=13F | | |startup1=13F |
| |position1=Ground | | |position1=Ground |
| |spawn1=Opponent | | |spawn1=Opponent |
| |damage1=4, 1 x 9, 3, 1 x 5, 2, 19 (42) | | |damage1=5, 6, 8, 10, 5, 5, 16 (55) |
| |effect1=Wall Rush | | |effect1=Chase |
| |type2=BRV | | |type2=BRV |
| |attack2=Jecht Stream | | |attack2=Heel Crush |
| |startup2=17F | | |startup2=41F |
| |position2=Air | | |position2=Air |
| |spawn2=Opponent | | |spawn2=Opponent |
| |damage2=2, 2, 1 x 4, 3, 5, 5, 1 x 4, 15 (40) | | |damage2=20 |
| |effect2=Wall Rush | | |effect2=Wall Rush, Block (Ranged Low) |
| |type3=HP | | |type3=HP |
| |attack3=Jecht Blade | | |attack3=Blasting Zone |
| |startup3=41F | | |startup3=41F |
| |position3=Ground | | |position3=Ground |
| |spawn3=Opponent | | |spawn3=Opponent |
| |damage3=2 x 5 (10) | | |damage3=6, 1 x 4, (10) |
| |effect3=Wall Rush | | |effect3=Chase |
| |type4=HP | | |type4=HP |
| |attack4=Triumphant Grasp | | |attack4=Aerial Circle |
| |startup4=41F | | |startup4=43F |
| |position4=Air | | |position4=Air |
| |spawn4=Opponent | | |spawn4=Opponent |
| |damage4=1 x 5, 3, 2 (10) | | |damage4=- |
| |effect4=Wall Rush | | |effect4=Wall Rush, Absorb, Block (Ranged Low) |
| }} | | }} |
|
| |
|
| === Overview ===
| | As an assist, Squall has niche strengths in exchange for overall viability in most practical situations. Solid Barrel is a fast grounded combo with Assist Chase at the end, but the range is short so it must be timed late into a grounded wall rush. |
| With the ability to convert fast braveries into a full blown HP combo with wall rush, Jecht's gameplay lends well to a variety of assists. All meta assists work with Kuja being conventionally strongest, with other four providing match-up / stage specific utility.
| | |
| | Heel Crush being Squall's air bravery assist hurts his viability a lot. It is not good at whiff punishing or providing the player character with easy or consistent followups, which are all important aspects for a typical assist to succeed. If an opponent opts to dodge the mid priority attack however, it can provide a dodge punish opportunity if it doesn't activate [[Abilities_(Dissidia_012)#Extra_Abilities-0|'''Precision Evasion''']]. |
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|
| In addition, Squall, Onion Knight and Ultimecia can provide specifically tailored utility. Small stages enable Terra and Gilgamesh.
| | The Blasting Zone HP is good for interruptions with an Assist Chase at the end for easier followups. Aerial Circle can become inescapable during [[Chase_(Dissidia_012)|'''chase''']]. Outside of these contexts, Squall assist provides diminishing returns compared to the more powerful assists like {{012kuja}}, {{012jec}} and {{012aer}}. |
| | |
| | == Assists == |
| | |
| | All meta assists can work, with Kuja being the strongest. Because of Squall's holding potential, conversion ability during a combo and wall rush potential on Upper Blues and Beat Fang, he synergises with a myriad of assists. |
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| |
|
| <tabber> | | <tabber> |
| |-|Kuja= | | |-|Kuja= |
| High bravery damage, whiff punishes, consistent follow-ups anywhere and HP assists to help bypass LV2 Assist Change or force an HP through a botched combo. A Jecht Beam during a BRV assist is often guaranteed at a wall, pushing critical hit rate for the next combo higher and speeding up base bravery recovery. | | High damage and reliable conversions, but also quite vulnerable if the opponent escapes with Assist Change. Converts off of wall rushes and bravery attacks with ease. When using air BRV assist, delaying the teleport for a moment before using Aerial Circle will make it much more reliable. |
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| |
|
| Jecht will have to engage with the opponent directly if they choose to escape the opponent and lock the vulnerable Kuja assist, but it is well worth the effort.
| | This assist also has safety against LV2 Change thanks to the Flare Star HP's Ranged High priority, which works well off of Beat Fang and Upper Blues. |
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| |
|
| |-|Tidus= | | |-|Yuna= |
| What Tidus loses in raw damage output, he makes up for it with whiff punish proficiency and ground combo potential. Air BRV assist Hop Step is faster than Kuja air BRV with less range, but helps with reaction times and bypasses The Emperor's Dreary Cell HP reliably, both notable assets to Jecht.
| | Strongest meter depletion anywhere on the stage with air BRV assist. By timing Aerial Circle to hit simultaneously with Yuna air BRV's third hit, the knockback will be cancelled briefly by the assist and enable the HP to hit multiple times, applying depletion each time. |
| | |
| | Other assist moves have far more limited application and diminishing returns on investment. Ranged Low priority on air BRV assist means LV2 Assist Change will not stagger Yuna, making this very applicable. |
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| |
|
| Sonic Buster BRV isn't the best at whiff punishing, but the ground wall rush knockback means Jecht can go for a full Jecht Rush dodge cancel combo to rack up damage. The short interval between Hop Step and a teleport follow-up incentivises a full combo over a raw HP for high base bravery builds, which can hurt player consistency at times. If a Jecht Stream combo fails half way, the Slice and Dice HP can salvage it during a chase sequence.
| | Be careful however - If the opponent Assist Changes after Yuna has connected the second hit, you will not be able to protect her during Aerial Circle... |
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| |
|
| Tidus is not necessarily an optimal assist in all match-ups, but definitely worth consideration regardless.
| | |-|Jecht= |
| | A good all-rounder assist. Fast start-up can convert off of any (traded) hit with relative ease and holding potential ensures an HP at varying positions. |
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| |
|
| |-|Aerith=
| | Both bravery assists allow Thunder Barret follow-ups as long as ground is available. This means an abundance of Revolver Drive enders for a lot of EX, but it also means you may have to protect Jecht sometimes to avoid being locked out of using him. |
| Aerith does not primarily function as a whiff punisher, but she allows Jecht to play around situations where many other assists can fall short. Both Cure and Holy can provoke an approach, and the former can stack bravery in drawn out match-ups. Seal Evil lets Jecht land an HP via chase if the player didn't get past the second bravery chain. In addition, Seal Evil can be used in conjunction with Jecht Block or fully charged Jecht Stream to clash with high priority attacks and create a favorable interaction.
| |
|
| |
|
| The big cherry on top though, would be the double Ultimate Jecht Shot combo. This lets Jecht combo into an HP three times in a row on the ground. For a high base bravery build, that is roughly 5000-6000 HP for two assist bars. Powerful in ground-based match-ups where Jecht can operate without landing an assist first.
| | |-|Tidus= |
| | Fast air bravery assist for whiff punishes and low damage output, slower ground bravery assist for trades and higher damage via Thunder Barret. |
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| |
|
| If you are struggling to time Jecht's combos or want high burst damage on the ground, Aerith assist is a good choice.
| | A serviceable assist, but he doesn't provide Squall any distinct advantages beyond air assist start-up and it's relative safety. |
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| |
|
| |-|Sephiroth= | | |-|Sephiroth= |
| Functionally this may be treated as a budget Kuja assist with a faster ground BRV assist, but without Ranged High HP assists. Solid, perhaps a bit average, but viable nonetheless.
| | Faster ground BRV assist than Kuja with similiar holding potential for Aerial Circle or Thunder Barret. However, the knockback on both BRV assists restricts combo structure. Not a terrible assist, but practical follow-ups often commit to all BRV or an early HP. |
|
| |
|
| |-|Yuna=
| | Sephiroth also stays on the field for a fairly long time, so protecting him can result in diminishing returns. |
| Stagger-immune air BRV assist with downward knockback makes Yuna a decent choice for small stages. Jecht can facilitate wall rushes fairly easily in stages such as M.S. Prima Vista or Pandaemonium - Top Floor, so combo game is a smooth process, Ultimate Jecht Shot notwithstanding.
| |
|
| |
|
| Fast start-up and Ranged Low priority also makes whiff punishing air attacks with Yuna assist a noteworthy merit, though this may not come into play very often. Both air BRV and HP assists could work out though.
| | |-|Aerith= |
| | Squall's holding potential lets him convert to the relatively slow Seal Evil attack even without ground. With wall rush on the ground however, Squall can generate some of the spent assist meter back thanks to Ground Dash + Assist Gauge Up Dash abilities while the opponent is stuck in Seal Evil. |
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| |
|
| |-|Onion Knight=
| | All ground conversions are compromised due to Aerith's Cure not having any hitstun. Coupled with the weakest meter depletion overall, Aerith assist can be difficult to justify for Squall specifically. |
| Ranged Low ground BRV assist is good for grounded interceptions and Ultimate Jecht Shot follow-ups, enabling Jecht Rush dodge cancel combos. Air BRV assist is a bit more situational, requiring wall to capitalise on whiff punishes or to cancel the knockback of the last hit for another HP. If Jecht fails to proceed to the 3rd chain, the Comet HP assist can enforce an HP hit.
| |
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| |
|
| Not the strongest assist available overall, but quite good on his own terms.
| | A viable assist, but arguably one of the weaker meta options for Squall. |
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| |
|
| |-|Squall= | | |-|The Emperor= |
| Ground BRV and HP assists are arguably Squall's strongest assets to Jecht here. Air BRV Heel Crush requires ground and even then it leaves little time for conversions. With no access to Jecht assist, Squall becomes the fastest ground BRV assist for whiff punishing purposes with Solid Barrel.
| | Niche, empowered ground play and very damaging mines through Beat Fang wall rushes. With Squall's liberal combo sequences on the ground, he can also combo into the Thunder Crest assist with ease. |
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| |
|
| The holding potential and assist teleport ensure that Jecht can take advantage of any hits he DOES land with Squall assist. Using two assist bars is not without merit either - Blasting Zone can intercept and Aerial Circle lets Jecht land an HP through empty chase even if the player's combo timing was off. | | LV2 Assist Change does not stagger The Emperor and the opponent's assist will be locked upon use thanks to the trap's Unblockable priority. Thunder Crest's holding potential allows an HP of your choice and of course, you can cover yourself by being inside the trap itself. |
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| |
|
| <br>As a result, Squall ends up serving a niche purpose. Air BRV can struggle to create favorable interactions due to slow speed and poor tracking, so much of his effectiveness hinges on having the opponent vulnerable on the ground. Ground wall rushes or more importantly, calling Squall after an opponent has whiffed. Recommended against Golbez.
| | In addition, if The Emperor is called just as the Beat Fang wall rushes, the Ranged Low air BRV assist Mine can connect for a lot of bravery damage. |
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| |
|
| |-|Ultimecia=
| | Other wall rush conversions and whiff punishment are weakened or compromised, but this assist is definitely not without merit! |
| If you are willing to sacrifice consistent HP wall rush follow-ups and whiff punishes, Ultimecia allows Jecht to perform '''multiple Jecht Rush dodge cancel combos in a row.''' This relies on performing the Jecht Rush dodge cancel combo, calling Ultimecia for air BRV Knight's Axe and wall rushing with Down 3 ender near the wall so the axe hits. Since the projectile will hit after Ultimecia has disappeared, it will not lock the assist gauge, allowing repetitions of this combo. If you mess up the solo combo timing, the Knight's Axe can still force an HP / wall rush during chase near wall, but this should not be your primary way of landing HPs.
| |
|
| |
|
| The air BRV Knight's Axe can also hypothetically force an interaction with it's Ranged High priority. And with the fast assist call glitch even the ground BRV assist can function as a ground wall rush follow-up!
| |
|
| |
|
| The extended solo combos are the selling point here though. Ultimecia is not the kind of assist you would pick to tackle a specific match-up. Rather, this might be your way of signaling confidence as she requires an independent hit to function even remotely well. Investing in ATK and Assist Critical Boost is recommended. | | |-|Onion Knight= |
| | A serviceable assist. Similiar to The Emperor, grounded wall rushes provide utility in the form of Blizzard's Ranged Low priority and holding potential. Turbo-Hit does not require a wall for an HP, but converting off of an opponent's whiffed attack can be difficult if you're far away. Blizzard can also intercept attacks from further away, which may prove to be helpful during grounded interactions. |
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| |
|
| |-|Gilgamesh= | | |-|Gilgamesh= |
| Functions primarily in small stages as a combo assist off of Wall Rush. Gilgamesh has some of the highest raw BRV damage with Excalibur equipped (50 / 50 chance), so he can substitute Yuna at the expense of being susceptible to LV2 Assist Change staggers.
| | Functionally similiar to Yuna assist. Longer range compared to Yuna, but no Ranged Low priority, meaning he will lose to LV2 Assist Change. Does exhibit highest raw bravery damage with Excalibur however, worth considering if you're going for extended combos. |
| | |
| | |-|Cecil= |
| | Cecil assist can be likened to a slower version of Yuna / Gilgamesh assist with middle-of-the-pack damage and longer holding potential. If you have ground available, Cecil works off of most combo starters just fine. |
| | |
| | Outside of this combo-centric appeal, Cecil does not provide any distinct advantages over other assists. |
|
| |
|
| |-|Terra= | | |-|Terra= |
| Functions in small stages as a non-staggerable combo extender and an interceptor with Blizzara (midair). Terra's homing Meltdown HP can also enforce an offensive situation in closed spaces.
| | Limited air conversions and punish opportunities, but more extravagant ground combos with Graviga assist and Fusillade. As Fusillade is not an essential move for Squall, this is something of a flamboyant combination. With two assist bars, it's possible to combo into Fusillade twice in a row for a minimum of 60 base damage multiplier and 120 ex! |
| | |
| | Graviga could act as an instigator due to it's tracking, but do note it can still be dodged and that Terra is vulnerable while casting. |
|
| |
|
| </tabber> | | </tabber> |
| | |
| | = References = |
| | <references /> |
| | |
| | {{navbox012}} |
| | |
| | {{roadmap012squ}} |