|
|
(3 intermediate revisions by the same user not shown) |
Line 1,068: |
Line 1,068: |
| 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. |
|
| |
|
| = 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. | |
|
| |
|
| * Level 1 = Uncharged, Melee Low priority, fastest start-up. Quickly tap the button.
| | 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. |
| * Level 2 = Slightly charged, Melee Low priority. Slower start-up, but minor range and damage increase. Indicated by a different grunt and additional, but subdued particle and sound effects.
| |
| * Level 3 = Fully charged, Melee High priority. Slowest start-up (almost doubled from LV2), but provides biggest range and damage increase. Indicated by a different sound effect and a major aura surrounding Jecht.
| |
|
| |
|
| The most common and practical uses for charging are breaking through regular blocks, punishing dodges and anticipating a whiffed attack outside of close range.
| | 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. |
|
| |
|
| 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 1 |
| | :Uncharged, '''[[Attack_Priority_(Dissidia_012)#Low|Melee Low]]''' priority, fastest start-up. Quickly tap the button. |
|
| |
|
| 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. | | ;Level 2 |
| | :Slightly charged, Melee Low priority. Slower start-up, but minor range and damage increase. Indicated by a different grunt and additional, but subdued particle and sound effects. |
| | |
| | ;Level 3 |
| | :Fully charged, '''[[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. |
| | |
| | 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 1,136: |
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 1,143: |
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 1,158: |
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 |
| | }} |
| }} | | }} |
| 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.
| | The extra abilities are Peltast's Gear, Bard's Gear, Cavalier's Gear and Equip Machines. |
|
| |
|
| For an EX variant of this build, swap Side by Side and Together as One for Tenacious Attacker and / or Glutton.
| | == Build Overview == |
|
| |
|
| 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.
| | 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. |
|
| |
|
| |-|Bravery Boost on Dodge + Block= | | 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. |
| {{Build | | |
| |hp=9972 | | 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. |
| |cp=450 | | |
| |brv=997 | | == Basic Abilities == |
| |atk=178 | | |
| |def=185 | | {{Build-Ability |
| |luk=-- | | |action= |
| |booster=x4.0 | | {{Build-AbilitySet |
| |setbonus=Adamant Chains | | |1=Ground Evasion}} |
| |ast=Tidus / Kuja | | {{Build-AbilitySet |
| |wpn=Adamant Knife | | |1=Midair Evasion}} |
| |hand=Adamant Shield | | {{Build-AbilitySet |
| |head=Dueling Mask | | |1=Ground Block}} |
| |armor=Adamant Vest | | {{Build-AbilitySet |
| |acc1={{accbas}} Zephyr Cloak | | |1=Midair Block}} |
| |acc2={{accbas}} Heart's Ease | | {{Build-AbilitySet |
| |acc3={{accbas}} Dismay Shock | | |1=Aerial Recovery}} |
| |acc4={{accbas}} Battle Hammer | | {{Build-AbilitySet |
| |acc5={{accboo}} HP = 100 % | | |1=Recovery Attack}} |
| |acc6={{accboo}} Empty EX Gauge | | {{Build-AbilitySet |
| |acc7={{accboo}} Pre-EX Mode | | |1=Controlled Recovery}} |
| |acc8={{accboo}} Pre-EX Revenge | | {{Build-AbilitySet |
| |acc9={{accsp}} Together as One | | |1=Wall Jump}} |
| |acc10={{accsp}} Side by Side | | {{Build-AbilitySet |
| |summon=Rubicante | | |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 |
| | }} |
| | |
| | == 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 {{accsp}} and / or Glutton {{accsp}}. The Empty EX Gauge booster {{accboo}} should also be replaced with something else. |
| | |
| | {{Build-Substitute |
| | |datasub= |
| | {{Build-SubstituteData |
| | |item=Hero's Seal {{accsp}} |
| | |substitute=Badge of Trust {{accsp}} |
| | |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. |
| | }} |
| | {{Build-SubstituteData |
| | |item=BRV = 0 {{accboo}} |
| | |substitute=Large Gap in HP {{accboo}} |
| | |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. |
| }} | | }} |
| 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. |
| | |
| | == Attacks (Avoid) == |
|
| |
|
| 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.
| | Generally not recommended due to being outclassed by other attacks or having little to no distinct utility. |
|
| |
|
| 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.
| | 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 1,210: |
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 1,226: |
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)=
| | == CP Allocation == |
| {{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.
| |
|
| |
|
| 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. |
|
| |
|
| 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. |
| | | }} |
| This is not a very common set, but in cases where you want to rely more on EX Cores for EX intake this can be a good alternative.
| |
| | |
| |-|First Strike=
| |
| {{Build
| |
| |hp=8761
| |
| |cp=450
| |
| |brv=1723 (2929 with Hero's Seal)
| |
| |atk=179
| |
| |def=183
| |
| |luk=--
| |
| |booster=x2.2
| |
| |setbonus=None
| |
| |ast=Kuja / Tidus / Aerith
| |
| |wpn=Piggy's Stick
| |
| |hand=Chainsaw
| |
| |head=Thornlet
| |
| |armor=Auto Crossbow
| |
| |acc1={{accbas}} Hyper Ring
| |
| |acc2={{accbas}} Muscle Belt
| |
| |acc3={{accbas}} Sniper Eye
| |
| |acc4={{accboo}} HP = 100 %
| |
| |acc5={{accboo}} HP is a Prime Number
| |
| |acc6={{accsp}} Blue Gem
| |
| |acc7={{accsp}} First to Victory
| |
| |acc8={{accsp}} Hero's Seal
| |
| |acc9={{accsp}} Together as One
| |
| |acc10={{accsp}} Side by Side
| |
| |summon=Rubicante
| |
| }} | | }} |
| Use the [[CP_Glitch_(Dissidia_012)|CP glitch]] for all equipment. Peltast's Gear, Bard's Gear and Equip Machines.
| |
|
| |
| This one's a kicker. With the 100 % crit rate on First Strike extra ability, you can take the idea of high initial damage from the Side by Side build even further. Against Exdeath with 187 defense (higher end of the competitive spectrum), the FIRST Jecht Rush UJS into Tidus assist and Jecht Rush DC combo will deal close to 8,000 damage off of the first hit with both wall rushes. Characters with lower base defense will absolutely get SHREDDED by this.
| |
|
| |
| So what's the catch? If the opponent manages to avoid ground or Jecht Rush until they can escape a combo, the strength of this build is compromised. That is a lot more common than what is desireable for this build. Taking any HP damage will also disable the rare Prime Number booster, though it might not be a very big loss by itself. The abnormally high base bravery and Side by Side ensure Jecht can at least stay somewhat competitive in case his win condition is not satisfied quickly. Use responsibly!
| |
|
| |
|
| | 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> |
|
| |
|
Line 1,382: |
Line 1,419: |
|
| |
|
| 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. |
| | |
| | '''[[Tier_List_(Assist)#Jecht|Jecht overview in assist tier list]]''' |
|
| |
|
| == Assist Synergy Overview == | | == Assist Synergy Overview == |