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| |fastestbrv=1F (Jecht Block) <br>13F (Jecht Rush) | | |fastestbrv=1F (Jecht Block) <br>13F (Jecht Rush) |
| |fastesthp=31F (Jecht Beam / Ultimate Jecht Shot) | | |fastesthp=31F (Jecht Beam / Ultimate Jecht Shot) |
| |1hithp=Jecht Beam | | |1hithp=Yes (Jecht Beam) |
| |hplinks=Yes (Chains) | | |hplinks=Yes (Combo chains) |
| |cmdblock=Jecht Block | | |cmdblock=Yes (Jecht Block) |
| |weapon=Axes <br>Grappling Weapons <br>Greatswords <br>Thrown Weapons | | |weapon=Axes <br>Grappling Weapons <br>Greatswords <br>Thrown Weapons |
| |armor=Bangles <br>Chestplates <br>Clothing <br>Hats <br>Headbands <br>Helms <br>Light Armor <br>Shields | | |armor=Bangles <br>Chestplates <br>Clothing <br>Hats <br>Headbands <br>Helms <br>Light Armor <br>Shields |
| |exclusives=Kaiser Knuckles <br>Sin's Talon <br>Sin's Fang | | |exclusives=Kaiser Knuckles <br>Sin's Talon <br>Sin's Fang |
| |unlock= | | |unlock=PP Catalog <br>DFF save import |
| |alignment=Cosmos (012)<br>Chaos (013) | | |alignment=Cosmos (012)<br>Chaos ('''[[Glossary_(Dissidia_012)#013|013]]''') |
| |vajp=Masuo Amada | | |vajp=[https://en.wikipedia.org/wiki/Masuo_Amada Masuo Amada] |
| |vaeng=Gregg Berger | | |vaeng=[https://en.wikipedia.org/wiki/Gregg_Berger Gregg Berger] |
| }} | | }} |
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| Jecht is a close range character with innate solo combos into HPs, strong mix-ups, relatively high damage output and wall rush potential. By charging an attack on start-up, Jecht can increase its damage and range, delay the activation as well as break through regular blocks with high priority. When defending, the unique Jecht Block can be used to threaten fast pokes, cover his dodges, prevent assist meter decay and guard against mid / high priority attacks on frame 1. Lingering projectiles are not a problem either, so combined with unreactable braveries and standard-fare mobility, this makes Jecht dangerous to interact with up close. | | Jecht is a close range character with innate solo combos into HPs, strong mix-ups, relatively high damage output and wall rush potential. By charging an attack on start-up, Jecht can increase its damage and range, delay the activation as well as break through regular blocks with high priority. When defending, the unique Jecht Block can be used to threaten fast pokes, cover his dodges, prevent assist meter decay and guard against mid / high priority attacks on frame 1. Lingering projectiles are not a problem either, so combined with unreactable braveries and standard-fare mobility, this makes Jecht dangerous to interact with up close. |
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| Due to the nature of Jecht's combo-centric gameplay, he works with a wide array of assists. With high knockback combo finishers and branching combo paths, Jecht can secure an assist combo even when he is far from a wall. Finding an ideal build is hardly a problem either - Jecht can opt for high damaging bravery combos via raw damage or invest into high base bravery for devastating results. Jecht's ability to end combos with an HP attack also means the Side by Side special accessory works very well for him and is often responsible for establishing momentum and crippling the opponent in general. And if the player is willing to sacrifice assist, it is possible to lean into the EX-centric Center of the World builds as well. | | Due to the nature of Jecht's combo-centric gameplay, he works with a wide array of assists. With high knockback combo finishers and branching combo paths, Jecht can secure an assist combo even when he is far from a wall. Finding an ideal build is hardly a problem either - Jecht can opt for high damaging bravery combos via raw damage or invest into high base bravery for devastating results. Jecht's ability to end combos with an HP attack also means the Side by Side special accessory works very well for him and is often responsible for establishing momentum. EX-centric Center of the World builds work as well, though not having assists is a huge drawback. |
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| Jecht's moveset is self-sufficient in many aspects, which is great for builds and general gameplan. But he also relies on completing his combos to make the most of his interactions. This causes a few problems. For one, failing any of the 3-frame windows locks him out of finishers where he gets most of his damage and meter (depletion). The timings are more strict on average compared to other characters, which is compounded when internet lag is involved. Cancelling combos halfway is limited which, along with Jecht's lack of midrange tools makes it challenging to contest The Emperor's traps, which is infamously one of Jecht's hardest matchups. Jecht is also vulnerable to some assist interruptions when starting a combo, but also has very few ways to avoid staggering by LV2 Assist Change without compromise. | | Jecht's moveset is self-sufficient in many aspects, which is great for builds and general gameplan. But he also relies on completing his combos to make the most of his interactions. This causes a few problems. For one, failing any of the 3-frame windows locks him out of finishers where he gets most of his damage and meter (depletion). The timings are more strict on average compared to other characters, which is compounded when internet lag is involved. Cancelling combos halfway is limited which, along with Jecht's lack of midrange tools makes it challenging to contest The Emperor's traps, which is infamously one of Jecht's hardest matchups. Jecht is also vulnerable to some assist interruptions when starting a combo, but also has very few ways to avoid staggering by LV2 Assist Change without compromise. |
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| Furthermore, his whiffs -particularly aerial Jecht Stream BRV- are rather committal and can be difficult to work with when building resources and defending at the same time. With only one offensive bravery on the ground and in the air, the reliance on a specific bravery attack also means Jecht must be willing to take risks to keep winning; Moving away from Jecht makes most of his attacks miss. Conditioning defensive opponents to engage differently or at a bad time requires representing threat in situations that open up Jecht for counterplay, such as extended dashes or delayed strikes. Jecht's meter generation is below average without Jecht Beam HP enders (EX) or Side by Side and EX often provides diminishing returns compared to assist due to long-term investment. | | Furthermore, his whiffs -particularly aerial Jecht Stream BRV- are rather committal and can be difficult to work with when building resources and defending at the same time. With only one offensive bravery on the ground and in the air, the reliance on a specific bravery attack also means Jecht must be willing to take risks to keep winning; Moving away from Jecht makes most of his attacks miss. Conditioning defensive opponents to engage differently or at a bad time requires representing threat in situations that open up Jecht for counterplay, such as extended dashes or delayed strikes. Jecht's meter generation is below average without Jecht Beam HP enders (EX) or Side by Side, and EX often provides diminishing returns compared to assist due to lackluster EX Burst damage, EX Revenge combos and EX mode perks. |
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| Historically Jecht has been ranked at lower end of mid tier and later at high tier in competitive play. His gameplan is fairly straightforward which thrives with momentum, although he can struggle a lot if he has to mitigate disadvantage. Air poking is riskier compared to some other strong characters, but Jecht Block is great at post-dodge defense and LV2 Assist Change counters can net him a full combo. The strict input timing presents an entry barrier for new players to overcome and dodge punishing fast fallers will require resources. But when everything comes together, Jecht is capable of competing with majority of the roster. | | Historically Jecht has been ranked at lower end of mid tier and then later at high tier in competitive play. His gameplan is fairly straightforward which thrives with momentum, although he can struggle a lot if he has to mitigate disadvantage. Air poking is riskier compared to some other strong characters, but Jecht Block is a fantastic post-dodge defensive option and LV2 Assist Change counters can net him a full combo. The strict input timing presents an entry barrier for new players to overcome and dodge punishing fast fallers will require resources. But when everything comes together, Jecht is capable of competing with majority of the roster. |
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| {{ProConTable | | {{ProConTable |
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| {{!}}-{{!}}Level 2= | | {{!}}-{{!}}Level 2= |
| {{AbilityInfo | | {{AbilityInfo |
| |image= | | |image=https://dissidia.wiki/images/4/45/Brv_jecht_rush_lv2.jpeg |
| |imgpos= | | |imgpos= |
| |damage=5, 5, [5] (10, 5) | | |damage=5, 5, [5] (10, 5) |
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| {{!}}-{{!}}Level 3= | | {{!}}-{{!}}Level 3= |
| {{AbilityInfo | | {{AbilityInfo |
| |image= | | |image=https://dissidia.wiki/images/6/6f/Brv_jecht_rush_lv3.jpeg |
| |imgpos= | | |imgpos=60% |
| |damage=3 x 5, [5] (15, 5) | | |damage=3 x 5, [5] (15, 5) |
| |startup=34F (charge), 5F (release) | | |startup=34F (charge), 5F (release) |
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| The block duration is 1-16 frames (at 60 FPS) 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. | | The block duration is 1-16 frames (at 60 FPS) 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. |
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| As a bravery 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, Jecht Block ''avoids'' [[Assist_(Dissidia_012)#Assist_Charge|'''Assist Charge''']] and the innate critical hit rate increase for the opponent when hit out of it, unlike regular blocks. The extra ability "Counterattack" can be used to a similiar effect, although it can be accounted for with the appropriate "Disable __" extra ability. | | As a bravery 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. Unlike regular blocks, Jecht Block avoids the innate critical hit rate increase for the opponent when hit out of it. It is vulnerable to the extra ability "Counterattack" because it's considered an attack of its own, though that can be nullified with the appropriate "Disable __" extra ability. |
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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. | | 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. |
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| }} | | }} |
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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. | | 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. Combos still have potent damage output and wall rush potential. The first kick can scoop opponents from below, making it fairly consistent in dodge punishing majority of the cast. 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. A whiffed Jecht Stream can also be cancelled into regular block or another Jecht Stream, but the input window for this is short, and the longer animation compared to Rush makes this less practical for catching opponents off guard. |
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| The reliance on this move creates 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. | | The reliance on this move causes problems, however. Recovering from a whiff takes a longer than Jecht Rush 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, but 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 fill the gauge for themselves. 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. |
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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. | | Because there are not many safe moves to threaten with, players will run the risk of becoming predictable with Jecht. Dodging is effective against this move thanks to movement (backwards air dodge) and invincibility with Evasion Boost. The latter enables close range whiff punishes on reaction, but Jecht can also discourage these attempts through charges and delaying attack timing in general with movement, '''[[Dash_feint|dash feints]]''' and even Jecht Block. |
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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.
| | Jecht Stream is a very important move for Jecht and it synergizes really well with its charged variants and other moves, most notably Jecht Block. It is the centerpiece of his competitive viability, so learning how to use this move effectively is one of the most important things for any aspiring Jecht players. |
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| {{!}}-{{!}}Level 2= | | {{!}}-{{!}}Level 2= |
| {{AbilityInfo | | {{AbilityInfo |
| |image= | | |image=https://dissidia.wiki/images/e/e4/Brv_jecht_stream_lv2.jpeg |
| |imgpos= | | |imgpos=60% |
| |damage=2, 2, 1, 1, [5] (6, 5) | | |damage=2, 2, 1, 1, [5] (6, 5) |
| |startup=18F charge, 11F release | | |startup=18F charge, 11F release |
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| }} | | }} |
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| | Level 2 Jecht Stream is still low priority, but the additional charge gives it more lateral range than level 1. That makes it good for whiff punishing long recovery attacks after a dodge and calling out whiffs in close range. |
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| | Even though the longer startup makes this technically reactable, it occupies a middle ground between uncharged and fully charged Jecht Stream. Both are commonly expected from Jecht, so a level 2 charge can give the illusion of a full charge with a shorter period of vulnerability thanks to faster startup, similiarly telegraphed animations and a subdued red aura that surrounds him. Against players who are expecting other options, such as dash > LV1 Jecht Stream or jump fake outs, level 2 Jecht Stream can be useful for closing gaps as a sort of surprise attack. |
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| | LV2 Jecht Stream can also work in dodge punish situations in conjunction with Free Air Dash. Using it from below to catch the opponent on their way down or at the same height are both valid options, but the former is more reliable against fast fallers. |
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| {{!}}-{{!}}Level 3= | | {{!}}-{{!}}Level 3= |
| {{AbilityInfo | | {{AbilityInfo |
| |image= | | |image=https://dissidia.wiki/images/2/2e/Brv_jecht_stream_lv3.jpeg |
| |imgpos= | | |imgpos=60% |
| |damage=1 x 8, [5] (8, 5) | | |damage=1 x 8, [5] (8, 5) |
| |startup=34F (charge), 11F (release) | | |startup=34F (charge), 11F (release) |
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| }} | | }} |
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| | Level 3 is when Jecht Stream becomes melee high priority that is on par with HP attacks. This is what breaks through regular blocks and encourages the opponent to dodge instead. Using it as a mixup against block is a good starting point, which makes his other options stronger when used successfully. |
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| | It has the longest travel distance, but the tracking around Jecht is also most prominent here, as he can move towards the opponent regardless of angle. This is great for whiff punishment, assist combo followups and even dodge punishment when used with assists. LV3 Jecht Stream has increased range when used during assist call slowdown, which is important for dodge punishing fast fallers (Kain, Kefka etc.) consistently. The additional hits are not a substantial damage increase by themselves, but hitting an opponent during block's recovery leads to increased critical hit rate, something that is easier to do with a short startup after releasing the button. If Jecht does not transition into a combo chain, the finishing punch from LV3 Stream is also melee high priority. |
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| | Contrary to most characters in the game, Jecht can hold his charge indefinitely, which includes Jecht Stream. That means a few things. LV3 Jecht Stream can reactively whiff punish from a distance, including long winded charge attacks that cannot hold their charge forever (e.g. Prishe's '''[[Prishe_(Dissidia_012)#One_Inch_Punch_(One)-1|One-Inch Punch]]'''). If Jecht goes into a charging state when his EX mode is about to end, he can theoretically remain in that state to regenerate health forever. It also means that two Jechts can initiate an endless standoff situation if both charge a LV3 Stream at a safe distance from each other. |
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| | The time required for a full charge makes this an even slower attack to connect and finish compared to other Jecht Streams. As such, this is reactable for most players just like HP attacks. Jecht commits to all of his charges and cannot dodge cancel quickly on hit, so opponents can try to react with assist interruptions and disrupt an otherwise guaranteed opening. The longer active frames have an easier time hitting after dodge invincibility ends. But similiar to LV1 Stream, the invincibility from Evasion Boost also makes it easier to evade the move and react with a counterattack. Jecht is vulnerable to attacks when he is charging, but ''also'' once he begins moving towards the opponent after releasing the button. It is important to be aware of this, as Jecht can be interrupted by quick attacks and lingering projectiles before he hits anything. |
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| | Overall, LV3 Jecht Stream is an important part of his gameplay. But if he cannot represent a threat with Jecht Block or lower charge levels, level 3 won't usually work as a band-aid solution due to how telegraphed and long winded it is. However, as a bravery attack it also won't enable '''[[Assist_(Dissidia_012)#Assist_Charge|Assist Charge]]''' for the opponent despite having risk / reward ratio that's comparable to a raw HP attack. |
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| }} | | }} |
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| Aerial version. Outside of shorter recovery frames on whiff, 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. | | Aerial version. Outside of shorter recovery frames on whiff, it shares all characteristics of the ground version. As such, it is great at covering Jecht's air dodges, threatening fast air braveries, nullifying projectiles and mid priorities, as well as stopping assist meter decay. Because air combat is common, you will have many opportunities to use Jecht Block. When used well, this is what will make opponents second-guess their approach, if not nullify some of them outright. That means more safe air dodges and more time to establish Jecht's gameplan, so it is important use Jecht Block when an opportunity arises. |
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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. | | 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. Instead, subsequent Jecht Blocks can be chained together without a gap between guarding frames, which is useful against multiple projectiles such as Ultimecia's '''[[Ultimecia_(Dissidia_012)#Knight's_Blade-0|Knight's Blade]]''' or attacks with long active duration such as Feral Chaos' '''[[Feral_Chaos_(Dissidia_012)#Lux_Magnus-3|Lux Magnus]]'''. |
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| 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 {{012lig}}'s Watera, {{012emp}}'s Flares or {{012ulti}}'s charged Knight's Lance. | | 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 {{012lig}}'s Watera, {{012emp}}'s Flares or {{012ulti}}'s charged Knight's Lance. |
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| | Overall, Jecht Block is a very safe and reliable command block. It has very few downsides relative to its strenghts, but it can still be punished on its recovery. That, along with assist clashes and the lack of meter generation put responsibility on the player to avoid overtly linear gameplay. |
| </tabber> | | </tabber> |
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| An advancing aerial multi-hit combo that combos from Jecht Stream Neutral 3 chain. Much like Triumphant Grasp, Jecht Blade's aerial version is a staple HP for Jecht. It primarily operates as an HP combo ender but it is essential to Jecht's combo game due to its [https://glossary.infil.net/?t=Corner%20Carry '''wall carry''']. When done at the end of a combo, it can wall rush from across the stage in World of Darkness. Both the opponent and Jecht stay at the same altitude after the wall rush which, along with the dodge cancel window, allows Jecht to fit in a Jecht Beam during air BRV Kuja assist for even more damage afterwards. | | An advancing aerial multi-hit combo that combos from Jecht Stream Neutral 3 chain. Much like Triumphant Grasp, Jecht Blade's aerial version is a staple HP for Jecht. It primarily operates as an HP combo ender but it is essential to Jecht's combo game due to its [https://glossary.infil.net/?t=Corner%20Carry '''wall carry''']. When done at the end of a combo, it can wall rush from across the stage in World of Darkness. Both the opponent and Jecht stay at the same altitude after the wall rush which, along with the dodge cancel window, allows Jecht to fit in a Jecht Beam during air BRV Kuja assist for even more damage afterwards. |
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| By itself, a level 1 Jecht Blade is still risky to use in the neutral. The HP still has some tracking, but with all the open space in many stages, it is difficult to take advantage of without good conditioning. In smaller stages like Pandaemonium, a raw Jecht Blade can occupy space for longer than a level 3 Jecht Stream can, but be careful as the animation still cannot canceled until he is done swinging his sword. | | By itself, a level 1 Jecht Blade is still risky to use in the neutral. The HP has some tracking, but with all the open space in many stages, it is difficult to take advantage of without good conditioning. In smaller stages like Pandaemonium, a raw Jecht Blade can occupy space for longer than a level 3 Jecht Stream can, but be careful as the animation cannot canceled until he is done swinging his sword. |
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| {{!}}-{{!}}Level 2= | | {{!}}-{{!}}Level 2= |
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| }} | | }} |
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| As with Triumphant Grasp and Ultimate Jecht Shot, Jecht Blade can charged to level 2 for a slight bravery damage increase during a solo combo. This is technically more damage than level 2 Triumphant Grasp (16 to Grasp's 15), but timing it can be more difficult due to Neutral 3's more obtuse cancel window. | | As with Triumphant Grasp and Ultimate Jecht Shot, Jecht Blade can charged to level 2 for a slight bravery damage increase during a solo combo. The base damage is higher than level 2 Triumphant Grasp (16 to Grasp's 15), but timing it can be more difficult due to Neutral 3's more obtuse cancel window. |
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| {{!}}-{{!}}Level 3= | | {{!}}-{{!}}Level 3= |
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| Fully charged Jecht Blade can be used similiarly to a level 3 Triumphant Grasp; To threaten certain actions with stronger tracking and high priority hitboxes. Air Jecht Blade's vertical tracking increases by a decent amount at level 3 and the startup on button release is as fast with level 2 Blade or charged Triumphant Grasps. Because of Jecht Blade's lateral range and vertical tracking from the charge, it can be used more liberally against cornered opponents. Dodge punishing is possible on reaction, but the longer you wait, the more time the opponent has to diffuse the situation by moving away or hitting Jecht out of the charge. | | Fully charged Jecht Blade can be used similiarly to a level 3 Triumphant Grasp; To threaten certain actions with stronger tracking and high priority hitboxes. Air Jecht Blade's vertical tracking increases by a decent amount at level 3 and the startup on button release is as fast with level 2 Blade or charged Triumphant Grasps. Because of Jecht Blade's lateral range and vertical tracking from the charge, it can be used more liberally against cornered opponents. Dodge punishing is possible on reaction, but the longer you wait, the more time the opponent has to diffuse the situation by moving away or hitting Jecht out of the charge. |
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| If a raw LV3 Jecht Blade hits, it can force the opponent to quickly adjust with their meter. Some characters may struggle to punish this move after LV1 Assist Change if they react too late. Charging a level 3 Jecht Stream is still safer overall, especially if the opponent is in [[Statistic_(Dissidia_012)#Near_Death|'''near death state.''']] | | If a raw LV3 Jecht Blade hits, it can force the opponent to quickly use their meter. Some characters may struggle to punish this move after LV1 Assist Change if they react too late. Charging a level 3 Jecht Stream is still safer overall, especially if the opponent is in [[Statistic_(Dissidia_012)#Near_Death|'''near death state.''']] |
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| Still, even though the effectiveness of Side by Side builds and the relatively weak EX generation limits EX Burst opportunities, Blitz King is still okay for tacking on extra damage or closing out a match. | | Still, even though the effectiveness of Side by Side builds and the relatively weak EX generation limits EX Burst opportunities, Blitz King is still okay for tacking on extra damage or closing out a match. |
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| = Jecht's mechanics = | | = Jecht's mechanics - Charge = |
| == About bravery charges ==
| | If an attack button is held, Jecht will begin charging the attack. Hold the button to increase the attack's properties and release the button to use it. Most attacks can be charged, except Jecht Block and Jecht Beam. |
| 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. | | |
| | Charging is an important aspect of Jecht's gameplay, particularly with braveries. Their most common use is breaking through regular blocks, but they can also be used in '''[[Dodge_(Dissidia_012)#Dodge_punishment|dodge punishment]]''' and '''[https://glossary.infil.net/?t=Whiff%20Punish whiff punishment]'''. However, charging will also make Jecht more vulnerable and telegraphed during startup. Jecht can keep charging as long as the button is held, but this usually makes it easier for the opponent to retaliate. It also has a side effect of extending Jecht's EX mode well beyond its intended limit. |
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| | All charged attacks have three levels to them. HP attacks simply get increased tracking and bravery damage. For the two braveries, Jecht Rush and Jecht Stream, the properties are a bit different. |
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| * Level 1 = Uncharged, Melee Low priority, fastest start-up. Quickly tap the button.
| | ;Level 1 |
| * 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.
| | :Uncharged, '''[[Attack_Priority_(Dissidia_012)#Low|Melee Low]]''' priority, fastest start-up. Quickly tap the button. |
| * 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.
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| The most common and practical uses for charging are breaking through regular blocks, punishing dodges and anticipating a whiffed attack outside of close range.
| | ;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. |
|
| |
|
| 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.
| | ;Level 3 |
| | :Fully charged, '''[[Attack_Priority_(Dissidia_012)#High|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. |
|
| |
|
| 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. | | As mentioned before, charging is not without risks. Once Jecht begins charging, he MUST follow through with the attack even if it cannot hit. This makes charging Jecht Stream risky, as it takes even longer to start and recover from 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 as well. |
| | |
| | While charged Jecht Stream is vulnerable on button release, charged Jecht Rush does not suffer from this issue as much due to the hitbox coming out much earlier. The shorter animation and earlier cancel window also contribute to its safety. This makes ground combat safer for him than aerial fighting. Unfortunately, the majority of Dissidia Duodecim's interactions mandate air combat. Building good intuition for charging attacks can cripple Jecht's gameplay for some time, but it can pay dividends. Take advantage of walls and small stages as there is less room to evade safely. |
|
| |
|
| 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. | | 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. |
|
| |
|
| == About neutral attack input == | | = Builds = |
| 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.
| | ''Main article: '''[[Jecht_(Dissidia_012)/Builds|Jecht (012) Builds]]''' |
|
| |
|
| = Builds =
| | Jecht can work with a variety of builds, including high base bravery + Side by Side {{accsp}}, bravery boost on dodge and even Center of the World. Please refer to the main article for an extensive list of builds and breakdowns on them. |
|
| |
|
| <div class="toccolours mw-collapsible mw-collapsed overflow:auto;">
| | ;About neutral attack input |
| <div style="font-weight:bold;line-height:1.6;">Notable Abilities</div>
| | The attack assigned to the neutral input (no direction) matters! Jecht Rush becomes immune to ambigious camera angles and helps Jecht hit grounded characters when moving. The same goes for Ultimate Jecht Shot, which can be used as an anti-air. On the other hand, gapless Jecht Blocks become more practical with neutral input. Defending against airborne attacks regardless of angle becomes easier as well. |
| <div class="mw-collapsible-content">
| |
| {| class="wikitable"
| |
| !Basic !! Support !! Extra
| |
| |-
| |
| |Dodges || Auto Assist Lock On || Precision Evasion
| |
| |-
| |
| |Blocks || Auto EX Command Omega || Counterattack
| |
| |-
| |
| |Reverse Air Dash || || Sneak Attack
| |
| |-
| |
| |Free Air Dash || || First Strike
| |
| |-
| |
| |Ground Dash || || Riposte
| |
| |-
| |
| |Reverse Ground Dash || || Assist Critical Boost
| |
| |-
| |
| |Omni Ground Dash || || Disable Counterattack
| |
| |-
| |
| |Multi Air Slide || || EXP to Assist
| |
| |-
| |
| |Free Air Dash Boost || ||
| |
| |-
| |
| |Assist Gauge Up Dash || ||
| |
| |-
| |
| |Speed Boost || ||
| |
| |-
| |
| |Jump Times Boost || ||
| |
| |-
| |
| |Ground & Midair Evasion Boost || ||
| |
| |-
| |
| |Evasion Boost || ||
| |
| |-
| |
| |Descent Speed Boost || ||
| |
| |}
| |
| </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.
| | Another way to mitigate "camera cross-ups" 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. |
|
| |
|
| <tabber> | | <tabber> |
Line 1,120: |
Line 1,106: |
| |hp=9376 | | |hp=9376 |
| |cp=450 | | |cp=450 |
| |brv=1393 (2089 with Hero's Seal) | | |brv=1393 (2089 initial) |
| |atk=179 | | |atk=179 |
| |def=183 | | |def=183 |
Line 1,127: |
Line 1,113: |
| |setbonus=None | | |setbonus=None |
| |ast=Kuja / Aerith | | |ast=Kuja / Aerith |
| |wpn=Piggy's Stick | | |wpn=Piggy's Stick {{equip}} |
| |hand=Chainsaw | | |hand=Chainsaw {{equip}} |
| |head=Royal Crown | | |head=Royal Crown {{equip}} |
| |armor=Maximillian | | |armor=Maximillian {{equip}} |
| |acc1={{accbas}} Muscle Belt | | |acc1={{accbas}} Muscle Belt |
| |acc2={{accbas}} Sniper Eye | | |acc2={{accbas}} Sniper Eye |
Line 1,142: |
Line 1,128: |
| |acc10={{accsp}} Side by Side | | |acc10={{accsp}} Side by Side |
| |summon=Rubicante | | |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 |
| | }} |
| | }} |
| | |
| | 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 {{accsp}} 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 {{accsp}} 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 == |
| | |
| | {{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=Counterattack}} |
| | {{Build-AbilitySet |
| | |1=Gambler's Spirit}} |
| | {{Build-AbilitySet |
| | |1=Disable Counterattack}} |
| | {{Build-AbilitySet |
| | |1=EXP to Assist}} |
| | |cp=445 / 450 |
| }} | | }} |
| 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.
| | == 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. |
|
| |
|
| For an EX variant of this build, swap Side by Side and Together as One for Tenacious Attacker and / or Glutton.
| | == Substitutes == |
|
| |
|
| 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.
| | For an EX variant of this build, swap Side by Side and Together as One for Tenacious Attacker {{accsp}} and / or Glutton {{accsp}}. The Empty EX Gauge booster {{accboo}} should also be replaced with something else. |
|
| |
|
| |-|Bravery Boost on Dodge + Block=
| | {{Build-Substitute |
| {{Build | | |datasub= |
| |hp=9972
| | {{Build-SubstituteData |
| |cp=450
| | |item=Hero's Seal {{accsp}} |
| |brv=997
| | |substitute=Badge of Trust {{accsp}} |
| |atk=178
| | |notes=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. |
| |def=185
| | }} |
| |luk=--
| | {{Build-SubstituteData |
| |booster=x4.0 | | |item=BRV = 0 {{accboo}} |
| |setbonus=Adamant Chains
| | |substitute=Large Gap in HP {{accboo}} |
| |ast=Tidus / Kuja
| | |notes=BRV = 0 has consistent uptime thanks to Jecht's combos, but it doesn't affect Muscle Belt {{accbas}}. Use Large Gap in HP if you're looking for a small boost to all three basic accessories. |
| |wpn=Adamant Knife
| |
| |hand=Adamant Shield
| |
| |head=Dueling Mask
| |
| |armor=Adamant Vest
| |
| |acc1={{accbas}} Zephyr Cloak
| |
| |acc2={{accbas}} Heart's Ease | |
| |acc3={{accbas}} Dismay Shock
| |
| |acc4={{accbas}} Battle Hammer | |
| |acc5={{accboo}} HP = 100 % | |
| |acc6={{accboo}} Empty EX Gauge
| |
| |acc7={{accboo}} Pre-EX Mode | |
| |acc8={{accboo}} Pre-EX Revenge | |
| |acc9={{accsp}} Together as One | |
| |acc10={{accsp}} Side by Side
| |
| |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.
| | {{Build-SubstituteData |
| | |item=Counterattack & Precision Jump |
| | |substitute=Best Dresser / Master Guardsman |
| | |notes=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 '''[https://glossary.infil.net/?t=Active 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. |
|
| |
|
| 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.
| | == Attacks (Avoid) == |
|
| |
|
| 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.
| | 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. |
|
| |
|
| |-|Hybrid (Seal of Lufenia)= | | |-|Hybrid (Seal of Lufenia)= |
| | = Hybrid (Seal of Lufenia) = |
| {{Build | | {{Build |
| |hp=9644 | | |hp=9644 |
Line 1,194: |
Line 1,294: |
| |booster=x3.3 | | |booster=x3.3 |
| |setbonus=Seal of Lufenia | | |setbonus=Seal of Lufenia |
| |ast=Kuja | | |ast=Kuja / Tidus |
| |wpn=Piggy's Stick | | |wpn=Piggy's Stick |
| |hand=Lufenian Dirk | | |hand=Lufenian Dirk |
Line 1,210: |
Line 1,310: |
| |acc10={{accsp}} First to Victory | | |acc10={{accsp}} First to Victory |
| |summon=Rubicante | | |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 |
| | }} |
| }} | | }} |
| 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. | | == 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. |
|
| |
|
| 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.
| | Base bravery is comparable to the Side by Side build, but the key difference is that Bravery Orb {{accbas}} 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 {{accsp}} and higher max CP for more abilities. If that's not enough, the substitutes section can help. |
|
| |
|
| 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.
| | == Basic Abilities == |
| | |
| |-|EX (Center of the World)=
| |
| {{Build
| |
| |hp=11299 (with Master Guardsman)
| |
| |cp=450
| |
| |brv=956
| |
| |atk=181
| |
| |def=184
| |
| |luk=--
| |
| |booster=x2.7
| |
| |setbonus=Soul of Yamato
| |
| |ast=Cannot use.
| |
| |wpn=Cleaver
| |
| |hand=Genji Shield
| |
| |head=Genji Helm
| |
| |armor=Genji Armor
| |
| |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=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.
| | == CP Allocation == |
|
| |
|
| 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 == |
| | {{Build-Substitute |
| | |datasub= |
| | {{Build-SubstituteData |
| | |item=First to Victory {{accsp}} |
| | |substitute=Muscle Belt {{accbas}} <br>Glutton {{accsp}} |
| | |notes=If the initial boost is not needed, Muscle Belt can add damage. |
|
| |
|
| |-|EX (EX Core)=
| | Glutton lets Jecht absorb EX all the time. |
| {{Build
| |
| |hp=10299
| |
| |cp=450
| |
| |brv=1335 (with Master Protector)
| |
| |atk=179
| |
| |def=184
| |
| |luk=--
| |
| |booster=x5.3
| |
| |setbonus=Soul of Yamato
| |
| |ast=Kuja / Tidus / Aerith
| |
| |wpn=Piggy's Stick
| |
| |hand=Genji Shield
| |
| |head=Genji Helm
| |
| |armor=Genji Armor
| |
| |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
| |
| }} | | }} |
| Use the [[CP_Glitch_(Dissidia_012)|CP glitch]] with Peltast's Gear and Cavalier's Gear.
| | {{Build-SubstituteData |
| | |item=Hero's Essence {{accsp}} |
| | |substitute=BRV = 0 {{accboo}} <br>Winged Boots {{accsp}} <br>Dismay Shock {{accbas}} |
| | |notes=BRV = 0 {{accboo}} for stronger meter depletion, wall rush and base bravery recovery. The BRV recovery is least affected. |
|
| |
|
| 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.
| | Winged Boots {{accsp}} if Jecht needs to deal with Banish Traps. |
|
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| 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.
| | Dismay Shock {{accbas}} to double down on EX depletion. |
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| 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.
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| |-|First Strike=
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| {{Build
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| |hp=8761
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| |cp=450
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| |brv=1723 (2929 with Hero's Seal)
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| |atk=179
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| |def=183
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| |luk=--
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| |booster=x2.2
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| |setbonus=None
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| |ast=Kuja / Tidus / Aerith
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| |wpn=Piggy's Stick
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| |hand=Chainsaw
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| |head=Thornlet
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| |armor=Auto Crossbow
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| |acc1={{accbas}} Hyper Ring
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| |acc2={{accbas}} Muscle Belt
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| |acc3={{accbas}} Sniper Eye
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| |acc4={{accboo}} HP = 100 %
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| |acc5={{accboo}} HP is a Prime Number
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| |acc6={{accsp}} Blue Gem
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| |acc7={{accsp}} First to Victory
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| |acc8={{accsp}} Hero's Seal
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| |acc9={{accsp}} Together as One
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| |acc10={{accsp}} Side by Side
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| |summon=Rubicante
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| }} | | }} |
| Use the [[CP_Glitch_(Dissidia_012)|CP glitch]] for all equipment. Peltast's Gear, Bard's Gear and Equip Machines.
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| 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.
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| 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!
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| | 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. |
| </tabber> | | </tabber> |
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| There is a quirk with the Jecht BRV assist that makes him end the combo early. If Jecht ends up in a corner during Jecht Rush's second combo chain, the finishing chain will not come out and it results in an Assist Chase instead. <ref>https://www.youtube.com/watch?v=8fEBzsbJS58&t=44s Jecht assist corner followup</ref> The behavior is fairly consistent, but it can catch players off guard. | | There is a quirk with the Jecht BRV assist that makes him end the combo early. If Jecht ends up in a corner during Jecht Rush's second combo chain, the finishing chain will not come out and it results in an Assist Chase instead. <ref>https://www.youtube.com/watch?v=8fEBzsbJS58&t=44s Jecht assist corner followup</ref> The behavior is fairly consistent, but it can catch players off guard. |
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| | '''[[Tier_List_(Assist)#Jecht|Jecht overview in assist tier list]]''' |
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| == Assist Synergy Overview == | | == Assist Synergy Overview == |