Jecht (Dissidia 012): Difference between revisions

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= Builds =
= Builds =


''Main article:  
''Main article: '''[[Jecht_(Dissidia_012)/Builds|Jecht (012) 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.
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.


The attack assigned 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. On the other hand, gapless Jecht Blocks become more practical and defending against airborne attacks regardless of angle is easier.
;About neutral attack input
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.


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
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.


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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.
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 ==
== Basic Abilities ==
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|substitute=Large Gap in HP {{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.
|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.
This booster can activate after the first combo, but only if the opponent's doesn't invest in higher max health.
}}
}}
{{Build-SubstituteData
{{Build-SubstituteData
|item=
|item=Counterattack & Precision Jump
|substitute=
|substitute=Best Dresser / Master Guardsman
|notes=
|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.
}} }}
}} }}


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.
== 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) ==


|-|Bravery Boost on Dodge + Block=
These attacks are great to have, but can be swapped or removed depending on matchup, stage or player preference.
{{Build
 
|hp=9972
;Jecht Beam (ground)
|cp=450
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.
|brv=997
;Jecht Blade (ground)
|atk=178
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.
|def=185
 
|luk=--
== Attacks (Avoid) ==
|booster=x4.0
|setbonus=Adamant Chains
|ast=Tidus / Kuja
|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.


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 1,307: 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 1,323: 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.
== Substitutes ==
 
{{Build-Substitute
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.
|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.
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Latest revision as of 13:27, 11 March 2025


Jecht
General Starter Guide Combos Strategy Frame Data
Matchups Builds Match Videos Gallery Resources




Info
Name Jecht (ジェクト)
Original game Final Fantasy X
Base ATK (LV100) 112 (Very High)
Base DEF (LV100) 111 (Average)
Run Speed 5 (Above Avg.)
Dash Speed 77 (Average / Good)
Fall Speed 81 (Average)
Fall Speed Ratio After Dodge 39 (Average)
Fastest BRV 1F (Jecht Block)
13F (Jecht Rush)
Fastest HP 31F (Jecht Beam / Ultimate Jecht Shot)
1-Hit HP Yes (Jecht Beam)
HP Links Yes (Combo chains)
Command Block Yes (Jecht Block)
Weapon Axes
Grappling Weapons
Greatswords
Thrown Weapons
Armor Bangles
Chestplates
Clothing
Hats
Headbands
Helms
Light Armor
Shields
Exclusive weapons Kaiser Knuckles
Sin's Talon
Sin's Fang
Unlock PP Catalog
DFF save import
Alignment Cosmos (012)
Chaos (013)
Voice Actor (JP) Masuo Amada
Voice Actor (ENG) Gregg Berger


Overview

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.

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.

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.

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.

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.

Strengths Weaknesses
  • Strong close-range combat thanks to mobility and braveries with high priority and utility to twist interactions.
  • Damage - Thanks to high attack stat, brv combo damage multipliers and HP enders, Jecht can inflict a lot of damage with just one combo starter.
  • Jecht Block guards high priority attacks on frame 1 and is a rare, excellent post-dodge defensive option for it's frame data and reward on stagger.
  • Jecht's dodge punishment benefits greatly from the above. It makes dodges safer on average. Good hitbox / startup on other braveries and added tracking during assist call help punish dodges.
  • Solo HP combos allow Jecht to carry the opponent to the wall for a lot of damage and space control in small stages.
  • Flexible assist synergy with wall rush potential and quick bravery followups. Few can salvage dropped combos for him too.
  • Builds - Jecht works with a variety of builds, including the niche Center of the World. But he is most notably a strong user of Side by Side accessory_special.png.
  • Because of all the above, Jecht can establish good momentum with a good hit early on. LV2 Assist Change staggers provide a full combo and with Jecht Beam and Jecht Block, bypassing final EX Revenge is also possible.
  • Limited moveset - While powerful and capable of disorienting opponents, Jecht's gameplan and effective range can make him predictable. His primary air bravery poke Jecht Stream also has considerable recovery on whiff, which poses certain risk for Jecht against characters with safer pokes.
  • Input precision - Jecht's solo combos demand multiple 3-frame timings to inflict HP damage at all, which is susceptible to human error and greatly compromised in lag.
  • Generating meter on whiff is difficult due to diminishing gains with just one offensive bravery attack on the ground and midair. Jecht's highest meter gain comes from HP combo finishers.
  • EX meter economy is weaker on average compared to other characters due to reliance on Jecht Beam and EX Cores. EX Burst damage is slightly below average and while his "Full Combo" EX Mode perk is unique, its benefits are often situational.
  • Weakened presence without assist - Jecht's threat is considerably lower when he is at long range and / or without assist. He works best when he can leverage assist meter before or after hitting the opponent and struggles when he has to catch up in resources.
  • Area denial with unblockables - Moves like Black Hole can bypass Jecht Block and prevent Jecht from approaching from a distance. And more notably, The Emperor's traps limit approaches, trade unfavorably and limit poking options to telegraphed HP attacks and assist.


Bravery Attacks

Check the Combos page to learn more about concepts surrounding Jecht's solo combos.

Ground

Note: Numbers in brackets are skipped when chaining a combo.

Data comparison

Version Damage multiplier Startup frame Type Priority EX Force Effects CP (mastered)
Level 1 4, [5] (4, 5) 13F Physical Melee Low 9, [60] - 60 (30)
Level 2 5, 5, [5] (10, 5) 18F (charge), 5F (release) Physical Melee Low 12, [60] -
Level 3 3 x 5, [5] (15, 5) 34F (charge), 5F (release) Physical Melee High 15, [60] Wall Rush


Base damage Startup frame Type Priority EX Force
4, [5] (4, 5) 13F Physical Melee Low 9, [60]
Effects CP (Mastered) Cancels Assist Gain (Hit)
- 60 (30) Dodge, Block, Attack
Unlocked at
level
Mastered at
130 AP
[Close] Hold button to start. Combo with timing, analog stick.


Jecht Rush is Jecht's only grounded offensive bravery attack. Charging up the attack by holding the button will change it's startup, damage and priority (only at LV3). Different combos branch off of this move and carry none of the altered attributes from charging Jecht Rush.

It's a straightforward attack with multiple uses - A poke, combo starter and point-blank anti-air. The fast startup and early cancel windows make it good for building assist meter on whiff and initiating offense without huge risk of whiff punishment. The wall carry and Ultimate Jecht Shot enders make the reward on hit potent and consistent in many stages.

Be careful not to overuse this move. The opponent might not be able to whiff punish Jecht Rush consistently, but they can still look to hit you after you cancel it with a block or dodge. Pay attention to your own habits to keep yourself safe and unpredictable.

Aerial Moves

Numbers in brackets are skipped when chaining a combo.

Data comparison

Version Damage multiplier Startup frame Type Priority EX Force Effects CP (mastered)
Level 1 2, 2, [5] (4, 5) 17F Physical Melee Low 9, [60] - 60 (30)
Level 2 2, 2, 1, 1, [5] (6, 5) 18F charge, 11F release Physical Melee Low 12, [60] -
Level 3 1 x 8, [5] (8, 5) 34F (charge), 11F (release) Physical Melee High 12 Wall Rush


Base damage Startup frame Type Priority EX Force
2, 2, [5] (4, 5) 17F Physical Melee Low 9, [60]
Effects CP (Mastered) Cancels Assist Gain (Hit)
-- 60 (30) Dodge, Block, Attack
Unlocked at
level
Mastered at
130 AP
[Close] Hold button to start. Combo with timing, analog stick.


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.

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.

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 feints and even Jecht Block.

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.

Combo Chains

Jecht Rush and Jecht Stream will transition into different combo attacks when bravery attack has been pressed at the right time. Many properties are shared across all variations of a single chain.

For more information on how these chains work in combos, please refer to the Jecht combo page.

Hits in brackets are skipped when chaining.

Data comparison

Version Damage multiplier Startup frame Type Priority EX Force Effects CP (mastered)
Ground (Neutral) 1x9, [12] (+9, 12) ?? Physical Melee Low 9, [60] Chase -
Ground (Up) 1x5,2, [12] (+7, 12) ?? Physical Melee Low 9, [60] Chase
Air (Neutral) 1x4, 3, [12] (+7, 12) ?? Physical Melee Low 9, [60] Chase


Base damage Startup frame Type Priority EX Force
1x9, [12] (+9, 12) Physical Melee Low 9, [60]
Effects CP (Mastered) Cancels Assist Gain (Hit)
Chase -- Dodge (recovery)
Unlocked at
level
Mastered at
-- AP
--


Neutral 2 from Jecht Rush. Ram the opponent in a straight, forward line. Keeps Jecht grounded, but will move along the wall or the ledge if he makes contact with it during this move. If the opponent calls a Kuja assist right before Jecht Rush connects, Jecht can be hit out of this chain. The quick forward movement also lets Jecht close the gap with this chain very quickly during EX Mode, good for surprise attacks and crossing up the opponent during a dodge for the 3rd chain.

HP Attacks

Ground

Data comparison

Version Damage multiplier Startup frame Type Priority EX Force Effects CP (mastered)
Level 1 1 x 18 (18) 31F Physical Melee High 30 Wall Rush
Level 2 1 x 24 (24) 48F charge, 1F release Physical Melee High 30 Wall Rush
Level 3 1 x 34 (34) 64F charge, 1F release Physical Melee High 30 Wall Rush


Base damage Startup frame Type Priority EX Force
1 x 18 (18) 31F Physical Melee High 30
Effects CP (Mastered) Cancels Assist Gain (Hit)
Wall Rush 30 (15) Dodge (recovery)
Unlocked at
level
Mastered at
130 AP
[Close] Hurl meteors from sky. Boost power by holding button.


Jecht summons a meteor from above, ascends with it and throws it to the ground. Multi-hits are applied throughout this entire attack from the meteor spawn all the way to the throw. The HP hit guarantees a grounded wall rush in most areas for extra damage and assist combos.

The meteor can work as an anti-air, but this is pretty risky to do. Not only is this move reactable on startup, the tracking and later range are not very good. Once this move comes out, Jecht travels a fixed distance on the way up and he cannot cancel out of it until he has thrown the meteor down. Most of Ultimate Jecht Shot's lateral range comes from the ascent and the diagonal angle of the throw itself, but the projectile cannot be aimed to hit opponents above him or at his level.

If Ultimate Jecht Shot does not make contact with the opponent on the way down, it will skip the multi-hit braveries and go straight to the explosion. This can be seen in Jecht's combos with Aerith assist who can set up additional Ultimate Jecht Shots for considerable damage.

Aerial

Data comparison

Version Damage multiplier Startup frame Type Priority EX Force Effects CP (mastered)
Level 1 1 x 5, 3, 2 (10) 41F Physical Melee High 30 Wall Rush 30 (15)
Level 2 2 x 7, 1 (15) 48F charge, 11F release Physical Melee High 30 Wall Rush
Level 3 2 x 11, 1, 1 (24) 64F charge, 11F release Physical Melee High 30 Wall Rush


Base damage Startup frame Type Priority EX Force
1 x 5, 3, 2 (10) 41F Physical Melee High 30
Effects CP (Mastered) Cancels Assist Gain (Hit)
Wall Rush 30 (15) Dodge (recovery)
Unlocked at
level
Mastered at
130 AP
[Close] Grab foe and detonate. Boost power by holding button.


A downward dive with a proverbial explosive grab. Triumphant Grasp is a staple HP for Jecht and his primary HP combo ender for Jecht Stream Down 3 chain. The base damage for level 1 & 2 is lower compared to Jecht Blade, but Triumphant Grasp makes up for it in reliability - It connects from the combo chain with easiest timing (Stream Down 3) and the diagonal knockback wall rushes more consistently near walls, corners and ceilings.

This is also one of Jecht's safer options against LV1 Assist Change. Upon escaping from the combo on reaction, the Assist Change will send the opponent upwards, whereas Triumphant Grasp moves Jecht downwards. The gap that is created by this interaction makes it very difficult to punish Triumphant Grasp afterwards. The opponent can mitigate this by assist changing during the bravery hits, but note that Jecht will only transition to the explosion on hit. Much like his bravery combo chains, if the opponent calls the assist right before getting hit by this move, Jecht can be interrupted by it.

Triumphant Grasp's initial active frames last for most of the dive when the orange particle effect is visible, but it is still punishable at the end. The downward angle makes it good for calling out ground dodges at close range, but dashing and using Jecht Stream is usually safer.

EX Mode: Final Aeon!

Effects:

  • Regen
  • Critical Boost
  • Full Combo

Full Combo

[Always active while in EX Mode] Even if the first hit misses the opponent, combos can be completed.

Full Combo allows Jecht to initiate surprise attacks and extend EX mode's duration for added health regeneration. By whiffing Jecht Rush or Jecht Stream and then activating EX Mode, Jecht can quickly close the gap with the second combo chain. At a glance it sounds tempting, powerful even. But the tracking is not very strong and only the 3rd combo chain has an increase in priority from Melee Low to Melee Mid. However, Jecht Rush works particularly well with this since the 2nd chain (neutral) can traverse in the blink of an eye or anti-air (up).

As a general rule, the player character's EX Mode will not deactivate while they are in an attack state. Since Jecht can charge an attack without time restrictions, he can theoretically stay in EX Mode forever and thus, regenerate as much health as he wants. Taking advantage of this trait means allowing the opponent to pursue resources at their leisure while putting yourself at the risk of getting whiff punished. Remember that Jecht is still vulnerable while charging as well.

If no EX meter remains and Jecht is in a combo, the EX Mode will deactivate after the 3rd combo chain. Therefore, if you want to ensure an EX Burst, you must already be performing the HP attack by the time the EX meter has run out.

EX Burst: Blitz King

A flurry of attacks leading to a splendidly impressive shot. Watch your timing and press circle when the cursor hits the center.

Damage multiplier (initial) Damage multiplier (rest) Type
5 (5) 5, 5, 10, 19 x 4 (96) (101 total) Physical


Blitz King is a timing based EX Burst with two separate inputs required for a perfect EX Burst. The low initial hit base damage and long EX Burst time cuts into the damage output quite a bit, making this one of the weaker EX Bursts in the game.

When the purple cursor starts moving inside the gauge from left to right, the player must press circle (ddff-icon-button-circle.png) so that the cursor stops at the middle. Pressing circle when the cursor is outside of the highlighted grey area will reset the cursor back to the left side of the gauge. Stopping the cursor near the edges of the grey area will result in a "Good" and stopping it at the center will result in a "Great". Two "Great" inputs will make up the perfect EX Burst, dealing the most damage.

The EX Burst inputs have their own time limit, which are quite short. The first input must be done within 2 seconds and the second input must be done within 1 second. In both instances, there is enough time for a cursor to move to the right, come back to the center and stop at the perfect spot in the middle. Use that to give yourself more time to get the timing down.

Auto EX Command Ω support ability can be used to ignore the timing aspect entirely at the cost of 20 CP. This can be a good use of capacity points in rulesets where spare points are common such as Japan Ranked and it also works reliably in battles with high latency internet connections. However, Jecht also needs CP for other things and considering the overall difficulty of even getting a full EX gauge, the burst itself and its reward, this is not a clear cut recommendation.

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 - Charge

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.

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 punishment and 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.

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.

Level 1
Uncharged, Melee Low priority, fastest start-up. Quickly tap the button.
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.

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.

Builds

Main article: Jecht (012) Builds

Jecht can work with a variety of builds, including high base bravery + Side by Side accessory_special.png, 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.

About neutral attack input

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.

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.

Stats
HP 9376
CP 450
BRV 1393 (2089 initial)
ATK 179
DEF 183
LUK --
Max Booster x3.8
Special Effect: None
Equipment
Assist Kuja / Aerith
Weapon ddff-icon-equip-weapon.png Piggy's Stick ddff-icon-equip%20ability.png
Hand ddff-icon-equip-hand.png Chainsaw ddff-icon-equip%20ability.png
Head ddff-icon-equip-head.png Royal Crown ddff-icon-equip%20ability.png
Body ddff-icon-equip-body.png Maximillian ddff-icon-equip%20ability.png
Accessory 1 accessory_basic.png Muscle Belt
Accessory 2 accessory_basic.png Sniper Eye
Accessory 3 accessory_basic.png Dismay Shock
Accessory 4 accessory_booster.png BRV = 0
Accessory 5 accessory_booster.png Empty EX Gauge
Accessory 6 accessory_booster.png Pre-EX Mode
Accessory 7 accessory_booster.png Pre-EX Revenge
Accessory 8 accessory_special.png Hero's Seal
Accessory 9 accessory_special.png Together as One
Accessory 10 accessory_special.png Side by Side
Summon ddff-icon-summonstone.png Rubicante
Bravery attacks
Ground Aerial
ddff-icon-button-circle.png Jecht Block ddff-icon-button-circle.png Jecht Block
↑+ddff-icon-button-circle.png Jecht Rush ↑+ddff-icon-button-circle.png Jecht Stream
HP attacks
Ground Aerial
ddff-icon-button-square.png Ultimate Jecht Shot ddff-icon-button-square.png Jecht Beam
↑+ddff-icon-button-square.png Jecht Beam ↑+ddff-icon-button-square.png Jecht Blade
↓+ddff-icon-button-square.png Triumphant Grasp

ddff-icon-equip%20ability.png 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 accessory_special.png 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 accessory_special.png 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 accessory_special.png and / or Glutton accessory_special.png. The Empty EX Gauge booster accessory_booster.png should also be replaced with something else.

Substitutes
Equipment / Ability Substitute Notes
Hero's Seal accessory_special.png Badge of Trust accessory_special.png 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 accessory_booster.png Large Gap in HP accessory_booster.png BRV = 0 has consistent uptime thanks to Jecht's combos, but it doesn't affect Muscle Belt accessory_basic.png. Use Large Gap in HP if you're looking for a small boost to all three basic accessories.
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.

Assists

Jecht's Assist Data

Type Attack Startup Position Spawn Damage multiplier Effects
BRV Jecht Rush 13F Ground Opponent 4, 1 x 9, 3, 1 x 5, 2, 19 (42) Wall Rush
BRV Jecht Stream 17F Air Opponent 2, 2, 1 x 4, 3, 5, 5, 1 x 4, 15 (40) Wall Rush
HP Jecht Blade 41F Ground Opponent 2 x 5 (10) Wall Rush
HP Triumphant Grasp 41F Air Opponent 1 x 5, 3, 2 (10) Wall Rush


Jecht Assist Overview

Jecht is one of the established meta assists in the game. He does not provide Assist Chase by default, but his combos hold the opponent for a long time which is great for setting up ground combos or lining up an HP attack at all. This is a bit different from Kuja and Sephiroth assists - Jecht traverses forward during bravery assists and does not lend well to repeated interim wall rush braveries. Jecht Rush finishes with Up 3 ender, while Jecht Stream finishes with Down 3. Jecht Stream works better for combo fillers due to slower travel speed and mostly stationary hit stun during Down 3, which is great for combos near the ground.

Jecht assist also has something that's not commonly found with other assists - fast braveries for both ground and midair that also lead to consistent followups. This is worth consideration when looking into whiff punishes, as some assists have good ground bravery, but below average air bravery for whiff punishing purposes or vice versa. Jecht has both.

However, he does not have ranged priority on his attacks so LV2 Assist Change stops him reliably. The long animations on hit also leave Jecht vulnerable for a relatively long time. Dashing close to him after LV1 Assist Change or using an attack with adequate vertical reach is often enough to lock him.

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. [1] The behavior is fairly consistent, but it can catch players off guard.

Jecht overview in assist tier list

Assist Synergy Overview

With the ability to convert fast braveries into a full blown HP combo with wall rush, Jecht's gameplay lends well to a variety of assists. All meta assists work with Kuja being conventionally strongest, with other four providing match-up / stage specific utility.

In addition, Squall, Onion Knight and Ultimecia can provide specifically tailored utility. Small stages enable Terra and Gilgamesh.

High bravery damage, whiff punishes, consistent follow-ups anywhere and HP assists to help bypass LV2 Assist Change or force an HP through a botched combo. A Jecht Beam during a BRV assist is often guaranteed at a wall, pushing critical hit rate for the next combo higher and speeding up base bravery recovery. Jecht will have to engage with the opponent directly if they choose to escape the opponent and lock the vulnerable Kuja assist, but it is well worth the effort.

References

Navigation


Wiki Roadmap (012 Jecht)

Please edit this page's roadmap template when relevant additions and changes are made.

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Page Completed In progress To-do Score
General Strengths and weaknesses. Data. Unique mechanics overview. / 86
Strengths and weaknesses Done. Trim down? 2 / ?
Overview Done. Shorten overview to fewer paragraphs. 2 / 2
Bravery Attacks Add images for charged versions. 4 / 5
HP Attacks Ability info added. Overviews. Add images for charged versions. 4 / 5
EX Mode Basic info, image and EX burst info added. 3 / 3
Combos Solo combo analysis, assist combos listed. Add a few example combos to main page, then link to the full combo page. Add damage and EX values. Add video examples for assists combos. 4 / 7
Builds 7 example builds on combo page. Add more builds and write details about them. 10 / 10
Assist Assist data and overview. Elaborate on assists a bit more if possible? 3 / 3
Matchups Page created. Matchup analysis and tips against each character. 0 / 32
Frame Data 0 / 1
Starter Guide Page created. A concise PvP guide with core concepts and bare essentials explained concisely. Roughly 25 % of character's total page content. 0 / 8
Strategy Basic offense, defense and counterplays outlined. More general tips if possible. 4 / 10