Jecht (Dissidia 012)/Builds: Difference between revisions
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Jecht works with a variety of builds, including high base bravery + Side by Side {{accsp}}, bravery boost on dodge and even Center of the World. He is especially known for being a strong user of Side by Side {{accsp}} due to his lackluster EX generation on average and solo combo structure. | Jecht works with a variety of builds, including high base bravery + Side by Side {{accsp}}, bravery boost on dodge and even Center of the World. He is especially known for being a strong user of Side by Side {{accsp}} due to his lackluster EX generation on average and solo combo structure. | ||
Jecht can be built for damage in two ways: High base bravery or raw bravery damage. | Jecht can be built for damage in two ways: '''[[Customisation_Guide_for_Online_Battles_(Dissidia_012)#Damage_(high_base_bravery)|High base bravery]]''' or '''[[Jecht_(Dissidia_012)/Builds#Raw_Damage|raw bravery damage]]'''. High base bravery is more common, but wall rushes are important for both build styles. For matchup specific builds, Jecht can deviate from damage without compromising most of his key strengths. | ||
Please note that Jecht uses most of his attacks in any build. Barring few exceptions, his attack loadout stays the same. These exceptions will be mentioned with relevant builds. | |||
If you have room for only | = Recommendations = | ||
Jecht is usually at his strongest with a '''[[Jecht_(Dissidia_012)/Builds#Side_by_Side_&_high_base_BRV|Side by Side build]]''', so that is a good place to start. A '''[[Jecht_(Dissidia_012)/Builds#Hybrid_(Seal_of_Lufenia)|hybrid build with high base bravery]]''' is also good for general use. He doesn't need many builds for specific matchups; The most important specialized set would be bravery boost on dodge for The Emperor and, to a lesser extent, Ultimecia. | |||
{|class="wikitable" | |||
|- | |||
!Build !! Matchup | |||
|- | |||
|'''[[Jecht_(Dissidia_012)/Builds#Bravery_Boost_on_Dodge_Ver_A_(vs_Emperor)|Bravery Boost on Dodge Ver A]]''' || {{012emp}}, {{012seph}} | |||
|- | |||
|'''[[Jecht_(Dissidia_012)/Builds#EX_(Core)|EX Core]]''' || {{012exd}}, {{012seph}} | |||
|- | |||
|'''[[Jecht_(Dissidia_012)/Builds#EX_(Center_of_the_World)|EX (Center of the World)]]''' || {{012clo}}, {{012squ}}, {{012wol}} | |||
|- | |||
|'''[[Jecht_(Dissidia_012)/Builds#Hybrid_(Seal_of_Lufenia)|Hybrid (Seal of Lufenia]]''' || {{012gar}}, {{012gil}}, {{012kain}}, {{012lig}}, {{012shan}}, {{012tid}} | |||
|- | |||
|'''[[Jecht_(Dissidia_012)/Builds#Raw_Damage|Raw Damage]]''' || {{012lag}}, {{012ter}}, {{012yuna}} | |||
|- | |||
|'''[[Jecht_(Dissidia_012)/Builds#Side_by_Side_&_high_base_BRV|Side by Side (High base BRV)]]''' || {{012fir}}, {{012bez}}, {{012jec}}, {{012kef}}, {{012ok}}, {{012squ}}, {{012emp}}, | |||
{{012tifa}}, {{012wol}}, {{012zid}} | |||
|} | |||
If you have room for only 1 Bravery Boost on Dodge / Block set, gaining BRV from dodges is more consistent in competition. Jecht Block is more efficient at generating BRV against multiple projectiles, but can be applied less often. | |||
= Bravery Boost on Dodge Ver A (vs Emperor) = | = Bravery Boost on Dodge Ver A (vs Emperor) = | ||
Line 226: | Line 245: | ||
;Jecht Blade (ground) | ;Jecht Blade (ground) | ||
Contrary to Jecht Beam, Jecht ''can'' combo into this HP. The combo route is different from his usual neutral 3rd chain, and it's usually not optimal. It does provide another way to aim for wall rush though. Other than that, raw grounded Jecht Blade can occupy space faster than aerial Jecht Blade would. This may be valuable in small stages, but it is still risky to throw out. | Contrary to Jecht Beam, Jecht ''can'' combo into this HP. The combo route is different from his usual neutral 3rd chain, and it's usually not optimal. It does provide another way to aim for wall rush though. Other than that, raw grounded Jecht Blade can occupy space faster than aerial Jecht Blade would. This may be valuable in small stages, but it is still risky to throw out. | ||
= EX (Center of the World) = | |||
{{Build | |||
|hp=11953 | |||
|cp=450 | |||
|brv=956 | |||
|atk=181 | |||
|def=182 | |||
|luk=60 | |||
|booster=x2.7 | |||
|setbonus= | |||
|ast=None | |||
|wpn=Cleaver {{equip}} | |||
|hand=Seydlitz | |||
|head=Lufenian Headband | |||
|armor=Maximillian {{equip}} | |||
|acc1={{accbas}} Pearl Necklace | |||
|acc2={{accbas}} Dragonfly Orb | |||
|acc3={{accbas}} Silver Hourglass | |||
|acc4={{accbas}} Pendant | |||
|acc5={{accbas}} Battle Hammer | |||
|acc6={{accboo}} Empty Assist Gauge | |||
|acc7={{accboo}} Pre-EX Revenge | |||
|acc8={{accboo}} Pre-Assist | |||
|acc9={{accsp}} Close to You | |||
|acc10={{accsp}} Center of the World | |||
|summon= | |||
|dataBRV= | |||
{{Build-AttackData | |||
|brv1-g=Jecht Block | |||
|branch-1gbrv= | |||
|branch-1ghp= | |||
|brv2-g=Jecht Rush | |||
|branch-2gbrv= | |||
|branch-2ghp= | |||
|brv3-g= | |||
|branch-3gbrv= | |||
|branch-3ghp= | |||
|brv1-a=Jecht Block | |||
|branch-1abrv= | |||
|branch-1ahp= | |||
|brv2-a=Jecht Stream | |||
|branch-2abrv= | |||
|branch-2ahp= | |||
|brv3-a= | |||
|branch-3abrv= | |||
|branch-3ahp= | |||
}} | |||
| dataHP = | |||
{{Build-AttackDataHP | |||
|hp1-g=Ultimate Jecht Shot | |||
|hp2-g=Jecht Beam | |||
|hp3-g= | |||
|hp1-a=Jecht Beam | |||
|hp2-a=Jecht Blade | |||
|hp3-a=Triumphant Grasp | |||
}} | |||
}} | |||
== Build Overview == | |||
A completely EX-oriented build that sacrifices assist for stronger EX generation. The boosters are low, but consistent. Because there is no assist meter to manage, Jecht has more liberty in moving around, looking for interactions and EX Cores. Jecht Beams are preferred combo enders for EX. | |||
Historically Center of the World builds have been a liability in competitive play and Jecht is no exception. However, his ability to function independently with HP links can make this build work for matchups he doesn't struggle in. Jecht may still have to land many full combos for an EX meter and there is no assist meter to save Jecht from mistakes. Smart use of a full EX gauge is paramount to success. | |||
== Basic Abilities == | |||
{{Build-Ability | |||
|action= | |||
{{Build-AbilitySet | |||
|1=Ground Evasion}} | |||
{{Build-AbilitySet | |||
|1=Midair Evasion}} | |||
{{Build-AbilitySet | |||
|1=Ground Block}} | |||
{{Build-AbilitySet | |||
|1=Midair Block}} | |||
{{Build-AbilitySet | |||
|1=Aerial Recovery}} | |||
{{Build-AbilitySet | |||
|1=Recovery Attack}} | |||
{{Build-AbilitySet | |||
|1=Controlled Recovery}} | |||
{{Build-AbilitySet | |||
|1=Wall Jump}} | |||
{{Build-AbilitySet | |||
|1=Air Dash}} | |||
{{Build-AbilitySet | |||
|1=Free Air Dash}} | |||
{{Build-AbilitySet | |||
|1=Ground Dash}} | |||
{{Build-AbilitySet | |||
|1=Multi Air Slide}} | |||
{{Build-AbilitySet | |||
|1=Free Air Dash Boost}} | |||
{{Build-AbilitySet | |||
|1=Assist Gauge Up Dash}} | |||
{{Build-AbilitySet | |||
|1=Speed Boost++}} | |||
{{Build-AbilitySet | |||
|1=Jump Times Boost+}} | |||
{{Build-AbilitySet | |||
|1=Ground Evasion Boost}} | |||
{{Build-AbilitySet | |||
|1=Midair Evasion Boost}} | |||
{{Build-AbilitySet | |||
|1=Evasion Boost}} | |||
{{Build-AbilitySet | |||
|1=Descent Speed Boost}} | |||
|support= | |||
{{Build-AbilitySet | |||
|1=Always Target Indicator}} | |||
{{Build-AbilitySet | |||
|1=EX Core Lock On}} | |||
{{Build-AbilitySet | |||
|1=Assist Lock On}} | |||
|extra= | |||
{{Build-AbilitySet | |||
|1=Precision Evasion}} | |||
{{Build-AbilitySet | |||
|1=Disable Counterattack}} | |||
{{Build-AbilitySet | |||
|1=EXP to HP}} | |||
{{Build-AbilitySet | |||
|1=Master Guardsman}} | |||
|cp=445 / 450 | |||
}} | |||
== CP Allocation == | |||
5 points are available for Auto Assist Lock On, Gambler's Spirit or Precision Jump. If more points are needed, consider removing Speed Boost++. | |||
= EX (Core) = | |||
{{Build | |||
|hp=10299 | |||
|cp=450 | |||
|brv=1335 | |||
|atk=179 | |||
|def=184 | |||
|luk=63 | |||
|booster=x5.3 | |||
|setbonus=Soul of Yamato | |||
|ast=Kuja | |||
|wpn=Piggy's Stick {{equip}} | |||
|hand=Genji Shield | |||
|head=Genji Helm | |||
|armor=Genji Armor {{equip}} | |||
|acc1={{accbas}} Dragonfly Orb | |||
|acc2={{accbas}} Bravery Orb | |||
|acc3={{accbas}} Dismay Shock | |||
|acc4={{accbas}} Battle Hammer | |||
|acc5={{accboo}} EX Core Present | |||
|acc6={{accboo}} Summon Unused | |||
|acc7={{accboo}} Pre-EX Mode | |||
|acc8={{accboo}} Pre-EX Revenge | |||
|acc9={{accboo}} Aerial | |||
|acc10={{accsp}} Together as One | |||
|summon=Rubicante | |||
|dataBRV= | |||
{{Build-AttackData | |||
|brv1-g=Jecht Block | |||
|branch-1gbrv= | |||
|branch-1ghp= | |||
|brv2-g=Jecht Rush | |||
|branch-2gbrv= | |||
|branch-2ghp= | |||
|brv3-g= | |||
|branch-3gbrv= | |||
|branch-3ghp= | |||
|brv1-a=Jecht Block | |||
|branch-1abrv= | |||
|branch-1ahp= | |||
|brv2-a=Jecht Stream | |||
|branch-2abrv= | |||
|branch-2ahp= | |||
|brv3-a= | |||
|branch-3abrv= | |||
|branch-3ahp= | |||
}} | |||
| dataHP = | |||
{{Build-AttackDataHP | |||
|hp1-g=Ultimate Jecht Shot | |||
|hp2-g= | |||
|hp3-g= | |||
|hp1-a=Jecht Beam | |||
|hp2-a=Jecht Blade | |||
|hp3-a=Triumphant Grasp | |||
}} | |||
}} | |||
== Build Overview == | |||
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. TaO also weakens EX Force absorption, so Jecht must go for EX Cores to stay afloat with EX gauge. While approaching Exdeath is frantic and generates assist gauge over time, the worse gauge duration can deny a level 2 Assist Change if staggered. | |||
High base bravery is to play around the high defense stat, so Bravery Orb is used to optimize damage during an assist combo. Battle Hammer is to stop LV2 Assist Change staggers against HPs or assist. In air oriented match-ups such as Exdeath Jecht does not need Jump Boosts, Speed Boosts and Jecht Beam (ground). That provides plenty of room for other abilities. | |||
This is not a very common set, but a fine alternative in matchups where Jecht can consistently get EX Cores. | |||
== Basic Abilities == | |||
{{Build-Ability | |||
|action= | |||
{{Build-AbilitySet | |||
|1=Ground Evasion}} | |||
{{Build-AbilitySet | |||
|1=Midair Evasion}} | |||
{{Build-AbilitySet | |||
|1=Ground Block}} | |||
{{Build-AbilitySet | |||
|1=Midair Block}} | |||
{{Build-AbilitySet | |||
|1=Aerial Recovery}} | |||
{{Build-AbilitySet | |||
|1=Recovery Attack}} | |||
{{Build-AbilitySet | |||
|1=Controlled Recovery}} | |||
{{Build-AbilitySet | |||
|1=Wall Jump}} | |||
{{Build-AbilitySet | |||
|1=Air Dash}} | |||
{{Build-AbilitySet | |||
|1=Free Air Dash}} | |||
{{Build-AbilitySet | |||
|1=Ground Dash}} | |||
{{Build-AbilitySet | |||
|1=Free Air Dash Boost}} | |||
{{Build-AbilitySet | |||
|1=Assist Gauge Up Dash}} | |||
{{Build-AbilitySet | |||
|1=Jump Boost+}} | |||
{{Build-AbilitySet | |||
|1=Jump Times Boost+}} | |||
{{Build-AbilitySet | |||
|1=Ground Evasion Boost}} | |||
{{Build-AbilitySet | |||
|1=Midair Evasion Boost}} | |||
{{Build-AbilitySet | |||
|1=Evasion Boost}} | |||
{{Build-AbilitySet | |||
|1=Descent Speed Boost}} | |||
|support= | |||
{{Build-AbilitySet | |||
|1=Always Target Indicator}} | |||
{{Build-AbilitySet | |||
|1=EX Core Lock On}} | |||
{{Build-AbilitySet | |||
|1=Assist Lock On}} | |||
|extra= | |||
{{Build-AbilitySet | |||
|1=Precision Evasion}} | |||
{{Build-AbilitySet | |||
|1=EXP to HP}} | |||
{{Build-AbilitySet | |||
|1=Master Protector}} | |||
|cp=400 / 450 | |||
}} | |||
== CP Allocation == | |||
50 points are available for various abilities. Auto Assist Lock On is available, but also extra abilities like Achy+, Riposte and Counterattack. Since this build is only recommended for few matchups, the remaining abilities are up to player preference. | |||
= First Strike = | |||
{{Build | |||
|hp=8761 | |||
|cp=450 | |||
|brv=1723 (initial 2929) | |||
|atk=179 | |||
|def=183 | |||
|luk=60 | |||
|booster=x2.2 | |||
|setbonus=- | |||
|ast=Kuja | |||
|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 | |||
|dataBRV= | |||
{{Build-AttackData | |||
|brv1-g=Jecht Block | |||
|branch-1gbrv= | |||
|branch-1ghp= | |||
|brv2-g=Jecht Rush | |||
|branch-2gbrv= | |||
|branch-2ghp= | |||
|brv3-g= | |||
|branch-3gbrv= | |||
|branch-3ghp= | |||
|brv1-a=Jecht Block | |||
|branch-1abrv= | |||
|branch-1ahp= | |||
|brv2-a=Jecht Stream | |||
|branch-2abrv= | |||
|branch-2ahp= | |||
|brv3-a= | |||
|branch-3abrv= | |||
|branch-3ahp= | |||
}} | |||
| dataHP = | |||
{{Build-AttackDataHP | |||
|hp1-g=Ultimate Jecht Shot | |||
|hp2-g=Jecht Beam | |||
|hp3-g= | |||
|hp1-a=Jecht Beam | |||
|hp2-a=Jecht Blade | |||
|hp3-a=Triumphant Grasp | |||
}} | |||
}} | |||
== Build Overview == | |||
This build leans into First Strike's 100 % critical hit rate for an intense initial damage build. | |||
Against Exdeath with 187 defense (higher end of the spectrum), the FIRST Jecht Rush combo with Tidus assist will deal close to 8,000 HP damage with two wall rushes. Characters with lower base defense will absolutely get SHREDDED by this. | |||
So what's the catch? If the opponent can avoid ground or a combo long enough, the strength of this build is compromised. That is a lot more common than what Jecht would like. Taking any HP damage will also disable the rare Prime Number booster, though that's not a big loss. 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! | |||
== Basic Abilities == | |||
{{Build-Ability | |||
|action= | |||
{{Build-AbilitySet | |||
|1=Ground Evasion}} | |||
{{Build-AbilitySet | |||
|1=Midair Evasion}} | |||
{{Build-AbilitySet | |||
|1=Ground Block}} | |||
{{Build-AbilitySet | |||
|1=Midair Block}} | |||
{{Build-AbilitySet | |||
|1=Aerial Recovery}} | |||
{{Build-AbilitySet | |||
|1=Recovery Attack}} | |||
{{Build-AbilitySet | |||
|1=Controlled Recovery}} | |||
{{Build-AbilitySet | |||
|1=Wall Jump}} | |||
{{Build-AbilitySet | |||
|1=Air Dash}} | |||
{{Build-AbilitySet | |||
|1=Free Air Dash}} | |||
{{Build-AbilitySet | |||
|1=Ground Dash}} | |||
{{Build-AbilitySet | |||
|1=Multi Air Slide}} | |||
{{Build-AbilitySet | |||
|1=Free Air Dash Boost}} | |||
{{Build-AbilitySet | |||
|1=Assist Gauge Up Dash}} | |||
{{Build-AbilitySet | |||
|1=Speed Boost+}} | |||
{{Build-AbilitySet | |||
|1=Jump Times Boost+}} | |||
{{Build-AbilitySet | |||
|1=Ground Evasion Boost}} | |||
{{Build-AbilitySet | |||
|1=Midair Evasion Boost}} | |||
{{Build-AbilitySet | |||
|1=Evasion Boost}} | |||
{{Build-AbilitySet | |||
|1=Descent Speed Boost}} | |||
|support= | |||
{{Build-AbilitySet | |||
|1=Always Target Indicator}} | |||
{{Build-AbilitySet | |||
|1=EX Core Lock On}} | |||
{{Build-AbilitySet | |||
|1=Assist Lock On}} | |||
|extra= | |||
{{Build-AbilitySet | |||
|1=Precision Evasion}} | |||
{{Build-AbilitySet | |||
|1=First Strike}} | |||
{{Build-AbilitySet | |||
|1=Disable Counterattack}} | |||
{{Build-AbilitySet | |||
|1=EXP to Assist}} | |||
{{Build-AbilitySet | |||
|1=Best Dresser}} | |||
|cp=450 / 450 | |||
}} | |||
== CP Allocation == | |||
All points are used. | |||
= Hybrid (Seal of Lufenia) = | = Hybrid (Seal of Lufenia) = | ||
Line 316: | Line 733: | ||
If Seal of Lufenia set bonus' EX drain is not enough, you may swap one of the special accessories, BRV = 0 or Bravery Orb for Dismay Shock. The extra CP provided by Hero's Essence lets you equip more abilities with movement, critical hit rate boosts or stat increases. Depending on your preferences, First to Victory is also interchangeable. Glutton, Winged Boots and Muscle Belt are all good picks there. | If 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. | ||
= Raw Damage = | |||
{{Build | |||
|hp=9049 | |||
|cp=450 | |||
|brv=1036 | |||
|atk=182 | |||
|def=183 | |||
|luk=60 | |||
|booster=x3.0 | |||
|setbonus=- | |||
|ast=Kuja / Onion Knight / Tidus | |||
|wpn=Gungnir {{equip}} | |||
|hand=Blurry Moon {{equip}} | |||
|head=Grand Helm | |||
|armor=Auto Crossbow {{equip}} | |||
|acc1={{accbas}} Hyper Ring | |||
|acc2={{accbas}} Muscle Belt | |||
|acc3={{accbas}} Booster | |||
|acc4={{accbas}} Dismay Shock | |||
|acc5={{accboo}} BRV > Base Value | |||
|acc6={{accboo}} Summon Unused | |||
|acc7={{accboo}} Pre-EX Mode | |||
|acc8={{accboo}} Pre-EX Revenge | |||
|acc9={{accsp}} First to Victory | |||
|acc10={{accsp}} Together as One | |||
|summon=Rubicante | |||
|dataBRV= | |||
{{Build-AttackData | |||
|brv1-g=Jecht Block | |||
|branch-1gbrv= | |||
|branch-1ghp= | |||
|brv2-g=Jecht Rush | |||
|branch-2gbrv= | |||
|branch-2ghp= | |||
|brv3-g= | |||
|branch-3gbrv= | |||
|branch-3ghp= | |||
|brv1-a=Jecht Block | |||
|branch-1abrv= | |||
|branch-1ahp= | |||
|brv2-a=Jecht Stream | |||
|branch-2abrv= | |||
|branch-2ahp= | |||
|brv3-a= | |||
|branch-3abrv= | |||
|branch-3ahp= | |||
}} | |||
| dataHP = | |||
{{Build-AttackDataHP | |||
|hp1-g=Ultimate Jecht Shot | |||
|hp2-g=Jecht Beam | |||
|hp3-g= | |||
|hp1-a=Jecht Beam | |||
|hp2-a=Jecht Blade | |||
|hp3-a=Triumphant Grasp | |||
}} | |||
}} | |||
== Build Overview == | |||
This is a raw damage build geared towards bravery damage. Jecht combos are usually finished with an HP attack, but not with this build; Much of Jecht's damage comes from bravery wall rushes. Assist combos naturally increase the damage output considerably. Jecht Stream 3rd down chain can setup ground assists for a ton of damage. If Jecht gets the first hit, First Strike grants 100 % critical hit rate. Against Exdeath with high 187 defense (113 + 74), that first Jecht Stream combo with BRV wall rush, Sephiroth assist and another Jecht Stream BRV ender is enough to '''[[Bravery_(Dissidia_012)#Bravery_Break|bravery break]]'''. | |||
With that in mind, few assists go well with Jecht. Kuja is good for general high damage, but Jecht Rush has a hard time hitting the opponent due to Kuja's lifting. For extended ground combos with Jecht Rush, Tidus is a great choice. If Jecht leans into this, Onion Knight is also a good choice for his safety against '''[[Assist_(Dissidia_012)#LV2_Assist_Change|LV2 Assist Change]]'''. | |||
Jecht generally benefits more from having assist readily available for combos. His HP attacks are usually the reason opponents escape his combos. HP damage, assist gain and meter depletion all come from these HP attacks. The assist gain from just bravery hits isn't particularly good compared to EXP to Assist or Side by Side. That means combos ending with a bravery wall rush are typically far less threatening, but reaching bravery breaks faster isn't great for the opponent either. | |||
This build can be a serviceable alternative, especially against characters with low base defense, such as {{012ter}}. As long as Jecht is mindful about managing assist gauge, this build can work for him. | |||
== Basic Abilities == | |||
{{Build-Ability | |||
|action= | |||
{{Build-AbilitySet | |||
|1=Ground Evasion}} | |||
{{Build-AbilitySet | |||
|1=Midair Evasion}} | |||
{{Build-AbilitySet | |||
|1=Ground Block}} | |||
{{Build-AbilitySet | |||
|1=Midair Block}} | |||
{{Build-AbilitySet | |||
|1=Aerial Recovery}} | |||
{{Build-AbilitySet | |||
|1=Recovery Attack}} | |||
{{Build-AbilitySet | |||
|1=Controlled Recovery}} | |||
{{Build-AbilitySet | |||
|1=Wall Jump}} | |||
{{Build-AbilitySet | |||
|1=Air Dash}} | |||
{{Build-AbilitySet | |||
|1=Free Air Dash}} | |||
{{Build-AbilitySet | |||
|1=Ground Dash}} | |||
{{Build-AbilitySet | |||
|1=Multi Air Slide}} | |||
{{Build-AbilitySet | |||
|1=Free Air Dash Boost}} | |||
{{Build-AbilitySet | |||
|1=Assist Gauge Up Dash}} | |||
{{Build-AbilitySet | |||
|1=Speed Boost++}} | |||
{{Build-AbilitySet | |||
|1=Jump Times Boost}} | |||
{{Build-AbilitySet | |||
|1=Ground Evasion Boost}} | |||
{{Build-AbilitySet | |||
|1=Midair Evasion Boost}} | |||
{{Build-AbilitySet | |||
|1=Evasion Boost}} | |||
{{Build-AbilitySet | |||
|1=Descent Speed Boost}} | |||
|support= | |||
{{Build-AbilitySet | |||
|1=Always Target Indicator}} | |||
{{Build-AbilitySet | |||
|1=EX Core Lock On}} | |||
{{Build-AbilitySet | |||
|1=Assist Lock On}} | |||
|extra= | |||
{{Build-AbilitySet | |||
|1=Precision Jump}} | |||
{{Build-AbilitySet | |||
|1=Precision Evasion}} | |||
{{Build-AbilitySet | |||
|1=First Strike}} | |||
{{Build-AbilitySet | |||
|1=Gambler's Spirit}} | |||
{{Build-AbilitySet | |||
|1=Assist Critical Boost}} | |||
{{Build-AbilitySet | |||
|1=Disable Counterattack}} | |||
{{Build-AbilitySet | |||
|1=EXP to Assist}} | |||
|cp=450 / 450 | |||
}} | |||
== CP Allocation == | |||
All points are used. If more points are needed, Speed Boost++ and Ground Evasion Boost are not too important. First Strike is great for this build, but it also won't activate if the opponent hits Jecht first. | |||
= Side by Side & high base BRV = | = Side by Side & high base BRV = |
Latest revision as of 13:20, 11 March 2025
General | Starter Guide | Combos | Strategy | Frame Data |
---|---|---|---|---|
Matchups | Builds | Match Videos | Gallery | Resources |
Overview
Jecht works with a variety of builds, including high base bravery + Side by Side , bravery boost on dodge and even Center of the World. He is especially known for being a strong user of Side by Side
due to his lackluster EX generation on average and solo combo structure.
Jecht can be built for damage in two ways: High base bravery or raw bravery damage. High base bravery is more common, but wall rushes are important for both build styles. For matchup specific builds, Jecht can deviate from damage without compromising most of his key strengths.
Please note that Jecht uses most of his attacks in any build. Barring few exceptions, his attack loadout stays the same. These exceptions will be mentioned with relevant builds.
Recommendations
Jecht is usually at his strongest with a Side by Side build, so that is a good place to start. A hybrid build with high base bravery is also good for general use. He doesn't need many builds for specific matchups; The most important specialized set would be bravery boost on dodge for The Emperor and, to a lesser extent, Ultimecia.
If you have room for only 1 Bravery Boost on Dodge / Block set, gaining BRV from dodges is more consistent in competition. Jecht Block is more efficient at generating BRV against multiple projectiles, but can be applied less often.
Bravery Boost on Dodge Ver A (vs Emperor)
Stats | |
---|---|
HP | 9972 |
CP | 450 |
BRV | 997 |
ATK | 178 |
DEF | 185 |
LUK | -- |
Max Booster | x8.2 |
Equipment | |
---|---|
Assist | Tidus |
Weapon ![]() |
Adamant Knife ![]() |
Hand ![]() |
Adamant Shield |
Head ![]() |
Dueling Mask |
Body ![]() |
Adamant Vest |
Accessory 1 | ![]() |
Accessory 2 | ![]() |
Accessory 3 | ![]() |
Accessory 4 | ![]() |
Accessory 5 | ![]() |
Accessory 6 | ![]() |
Accessory 7 | ![]() |
Accessory 8 | ![]() |
Accessory 9 | ![]() |
Accessory 10 | ![]() |
Summon ![]() |
Rubicante |
Bravery attacks | |
---|---|
Ground | Aerial |
![]() |
![]() |
↑+![]() |
↑+![]() |
HP attacks | |
Ground | Aerial |
![]() |
![]() |
↑+![]() |
↑+![]() |
↓+![]() |
indicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.
Build Overview
This build is one variant of the bravery boost on dodge concept. It is intended to be used against The Emperor.
The main goal is to accumulate bravery by dodging through The Emperor's traps and projectiles. HP damage is dealt with Jecht Beam, Dreary Cell trades, assist punish or otherwise capitalizing on his mistakes. This is not a strategy that will be executed quickly; The bravery boost from dodge is a bit low at first, but will rise considerably through consistent play.
This matchup is infamously difficult for Jecht, and this build can be changed in many ways to suit player preference. A Side by Side version gets another consistent x1.5 booster accessory and is fundamentally a bit different.
Booster Analysis
From the beginning of the match, four booster accessories are active.
- x1.3 BRV > Base value
- x1.3 Summon Unused
- x1.4 Pre-EX Mode
- x1.3 Pre-EX Revenge
- Total multiplier x3.0
Dodge: 997 > 1110 (+113).
Block: 997 > 1037 (+40)
After 30 Seconds will activate shortly afterwards and remain active for the entire match.
- x1.3 BRV > Base value
- x1.3 Summon Unused
- x1.4 Pre-EX Mode
- x1.3 Pre-EX Revenge
- x1.2 After 30 Seconds
- Total multiplier x3.6
Dodge: 997 > 1117 (+120)
Block: 997 > 1043 (+46)
Finally, once Large Gap in HP and Large Gap in BRV are active, the bravery acquired from dodges and blocks is at its highest.
- x1.5 Large Gap in HP / HP 100 %
- x1.3 BRV > Base value
- x1.5 Large Gap in BRV / No Damage
- x1.3 Summon Unused
- x1.4 Pre-EX Mode
- x1.3 Pre-EX Revenge
- x1.2 after 30 seconds
- Total multiplier 8.2
Dodge: 997 > 1177 (+180)
Block: 997 > 1103 (+106)
Basic Abilities
Actions |
---|
Ground Evasion |
Midair Evasion |
Ground Block |
Midair Block |
Aerial Recovery |
Recovery Attack |
Controlled Recovery |
Wall Jump |
Air Dash |
Free Air Dash |
Ground Dash |
Multi Air Slide |
Free Air Dash Boost |
Assist Gauge Up Dash |
Speed Boost+ |
Jump Times Boost+ |
Ground Evasion Boost |
Midair Evasion Boost |
Evasion Boost |
Descent Speed Boost |
Support |
---|
Always Target Indicator |
EX Core Lock On |
Assist Lock On |
Extra |
---|
Precision Evasion |
Achy |
Disable Counterattack |
EXP to Assist |
Master Guardsman |
CP |
---|
450 / 450 |
CP Allocation
All 450 CP is used. If you want to free up points, consider removing Speed Boost+, Multi Air Slide, Master Guardsman.
Substitutes
Equipment / Ability | Substitute | Notes |
---|---|---|
After 30 Seconds ![]() |
HP = 100 % ![]() HP < 50 % ![]() |
Changing a x1.2 booster to a x1.5 booster is appealing, but HP = 100 % ![]() HP < 50 % |
Dismay Shock ![]() Heart's Ease ![]() |
Together as One ![]() |
If boosters matter more to you, this is where a sacrifice has to be made. Together as One provides a good chunk of assist to help with Starfall pressure, and it doesn't lock the EX gauge. That means EX Cores remain viable for Jecht depending on where both characters are when it appears.
The Emperor can also use Side by Side well and Jecht is expected to take HP damage at least once, so this is by no means a clear cut recommendation. Remember that Jecht Blocking with Heart's Ease equipped still adds up faster than Jecht Blocking without it. |
Dismay Shock ![]() Heart's Ease ![]() |
Vengeful Soul ![]() |
Whenever Jecht reflects The Emperor's Flare, it can potentially hit Emperor for HP damage. Vengeful Soul adds Jecht's current bravery into the HP damage if it hits.
This is not guaranteed to work even once in a match. If Jecht can accumulate bravery consistently, it can be used as part of Jecht's own pressure. In the best case scenario, a reflected Flare only needs to hit once... |
Attacks (Staple)
Jecht uses most of his attacks, and they are all important. They are recommended regardless of matchup, stage or player preference.
Attacks (Flexible)
These attacks are great to have, but can be swapped or removed depending on matchup, stage or player preference.
- Jecht Blade (ground)
Contrary to Jecht Beam, Jecht can combo into this HP. The combo route is different from his usual neutral 3rd chain, and it's usually not optimal. It does provide another way to aim for wall rush though. Other than that, raw grounded Jecht Blade can occupy space faster than aerial Jecht Blade would. This may be valuable in small stages, but it is still risky to throw out.
EX (Center of the World)
Stats | |
---|---|
HP | 11953 |
CP | 450 |
BRV | 956 |
ATK | 181 |
DEF | 182 |
LUK | 60 |
Max Booster | x2.7 |
Equipment | |
---|---|
Assist | None |
Weapon ![]() |
Cleaver ![]() |
Hand ![]() |
Seydlitz |
Head ![]() |
Lufenian Headband |
Body ![]() |
Maximillian ![]() |
Accessory 1 | ![]() |
Accessory 2 | ![]() |
Accessory 3 | ![]() |
Accessory 4 | ![]() |
Accessory 5 | ![]() |
Accessory 6 | ![]() |
Accessory 7 | ![]() |
Accessory 8 | ![]() |
Accessory 9 | ![]() |
Accessory 10 | ![]() |
Summon ![]() |
Bravery attacks | |
---|---|
Ground | Aerial |
![]() |
![]() |
↑+![]() |
↑+![]() |
HP attacks | |
Ground | Aerial |
![]() |
![]() |
↑+![]() |
↑+![]() |
↓+![]() |
indicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.
Build Overview
A completely EX-oriented build that sacrifices assist for stronger EX generation. The boosters are low, but consistent. Because there is no assist meter to manage, Jecht has more liberty in moving around, looking for interactions and EX Cores. Jecht Beams are preferred combo enders for EX.
Historically Center of the World builds have been a liability in competitive play and Jecht is no exception. However, his ability to function independently with HP links can make this build work for matchups he doesn't struggle in. Jecht may still have to land many full combos for an EX meter and there is no assist meter to save Jecht from mistakes. Smart use of a full EX gauge is paramount to success.
Basic Abilities
Actions |
---|
Ground Evasion |
Midair Evasion |
Ground Block |
Midair Block |
Aerial Recovery |
Recovery Attack |
Controlled Recovery |
Wall Jump |
Air Dash |
Free Air Dash |
Ground Dash |
Multi Air Slide |
Free Air Dash Boost |
Assist Gauge Up Dash |
Speed Boost++ |
Jump Times Boost+ |
Ground Evasion Boost |
Midair Evasion Boost |
Evasion Boost |
Descent Speed Boost |
Support |
---|
Always Target Indicator |
EX Core Lock On |
Assist Lock On |
Extra |
---|
Precision Evasion |
Disable Counterattack |
EXP to HP |
Master Guardsman |
CP |
---|
445 / 450 |
CP Allocation
5 points are available for Auto Assist Lock On, Gambler's Spirit or Precision Jump. If more points are needed, consider removing Speed Boost++.
EX (Core)
Stats | |
---|---|
HP | 10299 |
CP | 450 |
BRV | 1335 |
ATK | 179 |
DEF | 184 |
LUK | 63 |
Max Booster | x5.3 |
Equipment | |
---|---|
Assist | Kuja |
Weapon ![]() |
Piggy's Stick ![]() |
Hand ![]() |
Genji Shield |
Head ![]() |
Genji Helm |
Body ![]() |
Genji Armor ![]() |
Accessory 1 | ![]() |
Accessory 2 | ![]() |
Accessory 3 | ![]() |
Accessory 4 | ![]() |
Accessory 5 | ![]() |
Accessory 6 | ![]() |
Accessory 7 | ![]() |
Accessory 8 | ![]() |
Accessory 9 | ![]() |
Accessory 10 | ![]() |
Summon ![]() |
Rubicante |
Bravery attacks | |
---|---|
Ground | Aerial |
![]() |
![]() |
↑+![]() |
↑+![]() |
HP attacks | |
Ground | Aerial |
![]() |
![]() |
↑+![]() | |
↓+![]() |
indicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.
Build Overview
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. TaO also weakens EX Force absorption, so Jecht must go for EX Cores to stay afloat with EX gauge. While approaching Exdeath is frantic and generates assist gauge over time, the worse gauge duration can deny a level 2 Assist Change if staggered.
High base bravery is to play around the high defense stat, so Bravery Orb is used to optimize damage during an assist combo. Battle Hammer is to stop LV2 Assist Change staggers against HPs or assist. In air oriented match-ups such as Exdeath Jecht does not need Jump Boosts, Speed Boosts and Jecht Beam (ground). That provides plenty of room for other abilities.
This is not a very common set, but a fine alternative in matchups where Jecht can consistently get EX Cores.
Basic Abilities
Actions |
---|
Ground Evasion |
Midair Evasion |
Ground Block |
Midair Block |
Aerial Recovery |
Recovery Attack |
Controlled Recovery |
Wall Jump |
Air Dash |
Free Air Dash |
Ground Dash |
Free Air Dash Boost |
Assist Gauge Up Dash |
Jump Boost+ |
Jump Times Boost+ |
Ground Evasion Boost |
Midair Evasion Boost |
Evasion Boost |
Descent Speed Boost |
Support |
---|
Always Target Indicator |
EX Core Lock On |
Assist Lock On |
Extra |
---|
Precision Evasion |
EXP to HP |
Master Protector |
CP |
---|
400 / 450 |
CP Allocation
50 points are available for various abilities. Auto Assist Lock On is available, but also extra abilities like Achy+, Riposte and Counterattack. Since this build is only recommended for few matchups, the remaining abilities are up to player preference.
First Strike
Stats | |
---|---|
HP | 8761 |
CP | 450 |
BRV | 1723 (initial 2929) |
ATK | 179 |
DEF | 183 |
LUK | 60 |
Max Booster | x2.2 |
Equipment | |
---|---|
Assist | Kuja |
Weapon ![]() |
Piggy's Stick |
Hand ![]() |
Chainsaw |
Head ![]() |
Thornlet |
Body ![]() |
Auto Crossbow |
Accessory 1 | ![]() |
Accessory 2 | ![]() |
Accessory 3 | ![]() |
Accessory 4 | ![]() |
Accessory 5 | ![]() |
Accessory 6 | ![]() |
Accessory 7 | ![]() |
Accessory 8 | ![]() |
Accessory 9 | ![]() |
Accessory 10 | ![]() |
Summon ![]() |
Rubicante |
Bravery attacks | |
---|---|
Ground | Aerial |
![]() |
![]() |
↑+![]() |
↑+![]() |
HP attacks | |
Ground | Aerial |
![]() |
![]() |
↑+![]() |
↑+![]() |
↓+![]() |
indicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.
Build Overview
This build leans into First Strike's 100 % critical hit rate for an intense initial damage build.
Against Exdeath with 187 defense (higher end of the spectrum), the FIRST Jecht Rush combo with Tidus assist will deal close to 8,000 HP damage with two wall rushes. Characters with lower base defense will absolutely get SHREDDED by this.
So what's the catch? If the opponent can avoid ground or a combo long enough, the strength of this build is compromised. That is a lot more common than what Jecht would like. Taking any HP damage will also disable the rare Prime Number booster, though that's not a big loss. 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!
Basic Abilities
Actions |
---|
Ground Evasion |
Midair Evasion |
Ground Block |
Midair Block |
Aerial Recovery |
Recovery Attack |
Controlled Recovery |
Wall Jump |
Air Dash |
Free Air Dash |
Ground Dash |
Multi Air Slide |
Free Air Dash Boost |
Assist Gauge Up Dash |
Speed Boost+ |
Jump Times Boost+ |
Ground Evasion Boost |
Midair Evasion Boost |
Evasion Boost |
Descent Speed Boost |
Support |
---|
Always Target Indicator |
EX Core Lock On |
Assist Lock On |
Extra |
---|
Precision Evasion |
First Strike |
Disable Counterattack |
EXP to Assist |
Best Dresser |
CP |
---|
450 / 450 |
CP Allocation
All points are used.
Hybrid (Seal of Lufenia)
Stats | |
---|---|
HP | 9644 |
CP | 480 |
BRV | 1314 |
ATK | 180 |
DEF | 181 |
LUK | -- |
Max Booster | x3.3 |
Equipment | |
---|---|
Assist | Kuja / Tidus |
Weapon ![]() |
Piggy's Stick |
Hand ![]() |
Lufenian Dirk |
Head ![]() |
Lufenian Hairpin |
Body ![]() |
Lufenian Jacket |
Accessory 1 | ![]() |
Accessory 2 | ![]() |
Accessory 3 | ![]() |
Accessory 4 | ![]() |
Accessory 5 | ![]() |
Accessory 6 | ![]() |
Accessory 7 | ![]() |
Accessory 8 | ![]() |
Accessory 9 | ![]() |
Accessory 10 | ![]() |
Summon ![]() |
Rubicante |
Bravery attacks | |
---|---|
Ground | Aerial |
![]() |
![]() |
↑+![]() |
↑+![]() |
HP attacks | |
Ground | Aerial |
![]() |
![]() |
↑+![]() |
↑+![]() |
↓+![]() |
indicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.
Build Overview
An all-rounder build with stronger EX gauge depletion. Recommended against characters with good EX generation or long-winded match-ups involving EX such as Gabranth, Gilgamesh, Prishe, Lightning, Garland and Tidus.
Base bravery is comparable to the Side by Side build, but the key difference is that Bravery Orb is used to improve bravery recovery. That leaves less room for other things in a build, but the current loadout provides some flexibility in a few ways. There is wall rush HP damage, initial boost in First to Victory
and higher max CP for more abilities. If that's not enough, the substitutes section can help.
Basic Abilities
CP Allocation
Substitutes
Equipment / Ability | Substitute | Notes |
---|---|---|
First to Victory ![]() |
Muscle Belt ![]() Glutton ![]() |
If the initial boost is not needed, Muscle Belt can add damage.
Glutton lets Jecht absorb EX all the time. |
Hero's Essence ![]() |
BRV = 0 ![]() Winged Boots ![]() Dismay Shock ![]() |
BRV = 0 ![]() Winged Boots Dismay Shock |
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.
Raw Damage
Stats | |
---|---|
HP | 9049 |
CP | 450 |
BRV | 1036 |
ATK | 182 |
DEF | 183 |
LUK | 60 |
Max Booster | x3.0 |
Equipment | |
---|---|
Assist | Kuja / Onion Knight / Tidus |
Weapon ![]() |
Gungnir ![]() |
Hand ![]() |
Blurry Moon ![]() |
Head ![]() |
Grand Helm |
Body ![]() |
Auto Crossbow ![]() |
Accessory 1 | ![]() |
Accessory 2 | ![]() |
Accessory 3 | ![]() |
Accessory 4 | ![]() |
Accessory 5 | ![]() |
Accessory 6 | ![]() |
Accessory 7 | ![]() |
Accessory 8 | ![]() |
Accessory 9 | ![]() |
Accessory 10 | ![]() |
Summon ![]() |
Rubicante |
Bravery attacks | |
---|---|
Ground | Aerial |
![]() |
![]() |
↑+![]() |
↑+![]() |
HP attacks | |
Ground | Aerial |
![]() |
![]() |
↑+![]() |
↑+![]() |
↓+![]() |
indicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.
Build Overview
This is a raw damage build geared towards bravery damage. Jecht combos are usually finished with an HP attack, but not with this build; Much of Jecht's damage comes from bravery wall rushes. Assist combos naturally increase the damage output considerably. Jecht Stream 3rd down chain can setup ground assists for a ton of damage. If Jecht gets the first hit, First Strike grants 100 % critical hit rate. Against Exdeath with high 187 defense (113 + 74), that first Jecht Stream combo with BRV wall rush, Sephiroth assist and another Jecht Stream BRV ender is enough to bravery break.
With that in mind, few assists go well with Jecht. Kuja is good for general high damage, but Jecht Rush has a hard time hitting the opponent due to Kuja's lifting. For extended ground combos with Jecht Rush, Tidus is a great choice. If Jecht leans into this, Onion Knight is also a good choice for his safety against LV2 Assist Change.
Jecht generally benefits more from having assist readily available for combos. His HP attacks are usually the reason opponents escape his combos. HP damage, assist gain and meter depletion all come from these HP attacks. The assist gain from just bravery hits isn't particularly good compared to EXP to Assist or Side by Side. That means combos ending with a bravery wall rush are typically far less threatening, but reaching bravery breaks faster isn't great for the opponent either.
This build can be a serviceable alternative, especially against characters with low base defense, such as Terra. As long as Jecht is mindful about managing assist gauge, this build can work for him.
Basic Abilities
Actions |
---|
Ground Evasion |
Midair Evasion |
Ground Block |
Midair Block |
Aerial Recovery |
Recovery Attack |
Controlled Recovery |
Wall Jump |
Air Dash |
Free Air Dash |
Ground Dash |
Multi Air Slide |
Free Air Dash Boost |
Assist Gauge Up Dash |
Speed Boost++ |
Jump Times Boost |
Ground Evasion Boost |
Midair Evasion Boost |
Evasion Boost |
Descent Speed Boost |
Support |
---|
Always Target Indicator |
EX Core Lock On |
Assist Lock On |
Extra |
---|
Precision Jump |
Precision Evasion |
First Strike |
Gambler's Spirit |
Assist Critical Boost |
Disable Counterattack |
EXP to Assist |
CP |
---|
450 / 450 |
CP Allocation
All points are used. If more points are needed, Speed Boost++ and Ground Evasion Boost are not too important. First Strike is great for this build, but it also won't activate if the opponent hits Jecht first.
Side by Side & high base BRV
Stats | |
---|---|
HP | 9376 |
CP | 450 |
BRV | 1393 (2089 initial) |
ATK | 179 |
DEF | 183 |
LUK | -- |
Max Booster | x3.8 |
Equipment | |
---|---|
Assist | Kuja / Aerith |
Weapon ![]() |
Piggy's Stick ![]() |
Hand ![]() |
Chainsaw ![]() |
Head ![]() |
Royal Crown ![]() |
Body ![]() |
Maximillian ![]() |
Accessory 1 | ![]() |
Accessory 2 | ![]() |
Accessory 3 | ![]() |
Accessory 4 | ![]() |
Accessory 5 | ![]() |
Accessory 6 | ![]() |
Accessory 7 | ![]() |
Accessory 8 | ![]() |
Accessory 9 | ![]() |
Accessory 10 | ![]() |
Summon ![]() |
Rubicante |
Bravery attacks | |
---|---|
Ground | Aerial |
![]() |
![]() |
↑+![]() |
↑+![]() |
HP attacks | |
Ground | Aerial |
![]() |
![]() |
↑+![]() |
↑+![]() |
↓+![]() |
indicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.
The extra abilities are Peltast's Gear, Bard's Gear, Cavalier's Gear and Equip Machines.
Build Overview
Standard high base bravery with wall rush, a stable build for competition. Meter depletion is placed here, as are mobility boosts, initial BRV and assist gauge boosts. EX is unavailable since Side by Side is equipped.
The goal with this build is to hit hard and hit fast; The first wall rush combo with Hero's Seal is going to hit for over 3,000 HP. At base bravery, a solo combo with HP wall rush deals roughly 2,000 HP damage. Coupled with Side by Side's meter gain, that already creates a good health 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 the higher initial bravery away, but ideally the assist will be available to protect in worst case scenarios.
When doing a Kuja assist combo at base bravery, the bravery recovers fast enough for raw Jecht Blade to do base bravery damage (1393 + wall rush). Completing another solo combo is not usually required in these cases.
Basic Abilities
Actions |
---|
Ground Evasion |
Midair Evasion |
Ground Block |
Midair Block |
Aerial Recovery |
Recovery Attack |
Controlled Recovery |
Wall Jump |
Air Dash |
Free Air Dash |
Ground Dash |
Multi Air Slide |
Free Air Dash Boost |
Assist Gauge Up Dash |
Speed Boost++ |
Jump Times Boost+ |
Ground Evasion Boost |
Midair Evasion Boost |
Evasion Boost |
Descent Speed Boost |
Support |
---|
Always Target Indicator |
EX Core Lock On |
Assist Lock On |
Extra |
---|
Precision Jump |
Precision Evasion |
Counterattack |
Gambler's Spirit |
Disable Counterattack |
EXP to Assist |
CP |
---|
445 / 450 |
CP Allocation
5 points are available for Auto Assist Lock-On. It allows charged attacks to automatically home in towards the opponent's assist. This does leave Jecht open for an opponent's attack though.
Substitutes
For an EX variant of this build, swap Side by Side and Together as One for Tenacious Attacker and / or Glutton
. The Empty EX Gauge booster
should also be replaced with something else.
Equipment / Ability | Substitute | Notes |
---|---|---|
Hero's Seal ![]() |
Badge of Trust ![]() |
Trades higher initial bravery for practically 2 assist bars at the beginning of a match. Useful in small stages or against opponents who can quickly establish momentum as well. |
BRV = 0 ![]() |
Large Gap in HP ![]() |
BRV = 0 has consistent uptime thanks to Jecht's combos, but it doesn't affect Muscle Belt ![]() |
Counterattack & Precision Jump | Best Dresser / Master Guardsman | Counterattack is commonly nullified and Precision Jump is not a vital movement option for Jecht. If you're willing to unequip them, Best Dresser increases damage with +100 base BRV.
Alternatively, Master Guardsman increases survivability with +1000 max HP. |
Attacks (Staple)
Jecht often uses most of his attacks, and they are all staples. They are recommended regardless of matchup, stage or player preference.
Attacks (Flexible)
These attacks are great to have, but can be swapped or removed depending on matchup, stage or player preference.
- Jecht Beam (ground)
Grounded Jecht Beam complements Jecht's poking, and is a good single hit HP with deceptively long active frames. Jecht cannot combo into this without assist, so if poking and countering with a quick HP is not a priority, it can be removed.
- Jecht Blade (ground)
Contrary to Jecht Beam, Jecht can combo into this HP. The combo route is different from his usual neutral 3rd chain, and it's usually not optimal. It does provide another way to aim for wall rush though. Other than that, raw grounded Jecht Blade can occupy space faster than aerial Jecht Blade would. This may be valuable in small stages, but it is still risky to throw out.
Attacks (Avoid)
Generally not recommended due to being outclassed by other attacks or having little to no distinct utility.
Depending on the person, Jecht Blade (ground) belongs here instead of the "flexible" section. The 15 CP cost for it bleeds into other aspects of Jecht's build while being nonessential for his core gameplay.
References
ExpandDissidia 012 [duodecim] Final Fantasy |
---|