Jecht (Dissidia 012)/Combos: Difference between revisions
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== Combos (Solo) == | == Combos (Solo) == | ||
[[File:012-jecht-branch.png]] | [[File:012-jecht-branch-a.png]] | ||
DC = Dodge Cancel | |||
{| class="wikitable" | |||
|- | |||
!Combo !! Video | |||
|- | |||
|Jecht Rush > Neutral 2 > Neutral 3 > HP (Jecht Blade or Jecht Beam) || <youtube width="250" height="170">WsdSS0Y0Olc</youtube> | |||
|- | |||
|Jecht Rush > Neutral 2 > Up 3 > HP (Ultimate Jecht Shot) || <youtube width="250" height="170">WsdSS0Y0Olc</youtube> | |||
|} | |||
* Jecht Rush > Neutral 2 > Neutral 3 > HP (Jecht Blade or Jecht Beam) | |||
* Jecht Rush > Neutral 2 > Up 3 > HP (Ultimate Jecht Shot) | |||
*Jecht Rush > Up 2 > Neutral 3 > HP | |||
*Jecht Rush > Up 2 > Down 3 > HP (Triumphant Grasp) | |||
*Jecht Rush > Neutral 2 > Failed Up 3 > DC (forward) > Jecht Stream | |||
*Jecht Stream > Neutral 2 > Neutral 3 > HP | |||
*Jecht Stream > Neutral 2 > Down 3 > HP (Triumphant Grasp) | |||
Jecht's "failed" Up 3 has enough hit stun to dodge cancel and connect an uncharged Jecht Stream. To make the combo less prone to failure, hold X during Up 3 and mash R. If you do Jecht Rush > Up 2, this same technique applies to that as well. | |||
=== Combo Timing === | |||
Each combo timing has a minimum of three frames for a successful input. The following documentation is based off of Eddienput script timing at 30 frames per second. The "W" stands for waiting until taking the next action in a script. | |||
<div class="toccolours mw-collapsible mw-collapsed overflow:auto;"> | |||
<div style="font-weight:bold;line-height:1.6;">Jecht Rush</div> | |||
<div class="mw-collapsible-content"> | |||
*Rush to Neutral / Up 2: W10, W11 and W12 ('''3-frame''' window) | |||
*Rush Neutral 2 to Neutral 3 / Up 3: W18, W19, W20 ('''3-frame''' window) | |||
*Rush Neutral 3 to HP: W20, W21, W22, W23 ('''4-frame''' window) | |||
*Rush Up 3 to HP (UJS): W27, W28, W29, W30, W31 ('''5-frame''' window) | |||
*Rush Up 2 into Down 3 / Jecht Stream Down 3. W16, W17, W18, W19, W20 ('''5-frame''' window) | |||
</div></div></div> | |||
<div class="toccolours mw-collapsible mw-collapsed overflow:auto;"> | |||
<div style="font-weight:bold;line-height:1.6;">Jecht Stream</div> | |||
<div class="mw-collapsible-content"> | |||
*Stream to Neutral 2: W20, W21 and W22 ('''3-frame''' window) | |||
*Stream Neutral 2 to Neutral 3 / Down 3: W26, W27 and W28 ('''3-frame''' window) | |||
*Stream Down 3 to HP: W16, W17, W18, W19, W20 ('''5-frame''' window) | |||
*Stream Down 3 to LV2 Triumphant Grasp: '''4-frame window''' if done on earliest timing. If input x frames later, you either have 3, 2 or 1 frame(s) to time LV2 Grasp, including button release | |||
*Stream Neutral 3 to HP: W20, W21, W22, W23 ('''4-frame''' window) | |||
*Stream Neutral 3 to LV2 Blade: '''5-frame''' window if done on earliest timing | |||
</div></div></div> | |||
If you time an HP early enough, you can charge it to a slightly stronger level 2 version for additional bravery damage. This timing can be difficult to pinpoint and as such, is recommended once you have plenty of experience with the character. The additional hits as well subtly enhanced particle and sound effects will signal success on hit. | |||
=== Choosing the HP combo finisher === | |||
Jecht can freely choose which HP attack to end a combo chain with. The damage multipliers between Ultimate Jecht Shot, Triumphant Grasp and Jecht Blade don't have massive discrepancies between each other, so securing the wall rush often takes priority. | |||
Consider the following traits when choosing your HP finisher: | |||
'''Ultimate Jecht Shot''' - Only needs floor to function, meaning consistent wall rushes as long as you can play on the ground. Highest (bravery) damage output relative to practical assist combos, but the long animation also leaves Jecht vulnerable to Assist Change counterattacks. | |||
'''Triumphant Grasp''' - Travels a short distance, but easiest HP to time thanks to Down 3 combo branch. Best used when wall / ceiling is nearby, or you are already at the wall. Diagonal knockback tends to wall rush more consistently in sphere-shaped stages like Order's Sanctuary and Edge of Madness, and it works at the ceiling too. Arguably safest against LV1 Assist Change due to creating most distance during traversal. | |||
'''Jecht Blade''' - If Triumphant Grasp does not travel far enough for a wall rush, use Jecht Blade. This also keeps you at the opponent's altitude after a wall rush, so use the dodge cancel window to connect Jecht Beam during Kuja assist. Level 2 Jecht Blade has slightly stronger damage multiplier (16) than level 2 Triumphant Grasp (15), making this technically the stronger aerial wall rush ender. Like Ultimate Jecht Shot, opponent has ample time to retaliate after an Assist Change. | |||
'''Jecht Beam''' - No wall rush, but generates 120 EX twice on hit. This also applies to Side by Side's assist meter influx as well, making this the defacto finisher for building meter. Requires a wall nearby for combos and Jecht is completely stationary during this attack, making LV1 Assist Change retaliations practical for some characters. | |||
== Combos (Assist) == | == Combos (Assist) == |
Revision as of 07:15, 9 October 2023
Overview
Jecht operates with a distinct combo system that allows him to link into HP attacks by himself. This is different from HP links - HP attacks are not dedicated follow-ups that are equipped on top of bravery attacks. Rather, they are independent HP attacks that can be cancelled into at the end of a combo from Jecht Rush or Jecht Stream.
Each full bravery combo chain is comprised of three combo sequences and an optional HP attack at the end, starting with Jecht Rush or Jecht Stream. Every follow-up requires a bravery / HP attack input within a specific 3-frame window. If a single bravery input is mistimed, Jecht will repeat the previous attack and chaining into an HP attack will no longer be possible for that combo.
When the subsequent bravery attacks have been timed correctly, Jecht will end the combo chain with a wall rush finisher. These combo chains will be referred to with a direction and a number, with "2" being middle of the chain and "3" being the last part of the chain.
Combos (Solo)
DC = Dodge Cancel
Combo | Video |
---|---|
Jecht Rush > Neutral 2 > Neutral 3 > HP (Jecht Blade or Jecht Beam) | |
Jecht Rush > Neutral 2 > Up 3 > HP (Ultimate Jecht Shot) |
- Jecht Rush > Neutral 2 > Neutral 3 > HP (Jecht Blade or Jecht Beam)
- Jecht Rush > Neutral 2 > Up 3 > HP (Ultimate Jecht Shot)
- Jecht Rush > Up 2 > Neutral 3 > HP
- Jecht Rush > Up 2 > Down 3 > HP (Triumphant Grasp)
- Jecht Rush > Neutral 2 > Failed Up 3 > DC (forward) > Jecht Stream
- Jecht Stream > Neutral 2 > Neutral 3 > HP
- Jecht Stream > Neutral 2 > Down 3 > HP (Triumphant Grasp)
Jecht's "failed" Up 3 has enough hit stun to dodge cancel and connect an uncharged Jecht Stream. To make the combo less prone to failure, hold X during Up 3 and mash R. If you do Jecht Rush > Up 2, this same technique applies to that as well.
Combo Timing
Each combo timing has a minimum of three frames for a successful input. The following documentation is based off of Eddienput script timing at 30 frames per second. The "W" stands for waiting until taking the next action in a script.
If you time an HP early enough, you can charge it to a slightly stronger level 2 version for additional bravery damage. This timing can be difficult to pinpoint and as such, is recommended once you have plenty of experience with the character. The additional hits as well subtly enhanced particle and sound effects will signal success on hit.
Choosing the HP combo finisher
Jecht can freely choose which HP attack to end a combo chain with. The damage multipliers between Ultimate Jecht Shot, Triumphant Grasp and Jecht Blade don't have massive discrepancies between each other, so securing the wall rush often takes priority.
Consider the following traits when choosing your HP finisher:
Ultimate Jecht Shot - Only needs floor to function, meaning consistent wall rushes as long as you can play on the ground. Highest (bravery) damage output relative to practical assist combos, but the long animation also leaves Jecht vulnerable to Assist Change counterattacks.
Triumphant Grasp - Travels a short distance, but easiest HP to time thanks to Down 3 combo branch. Best used when wall / ceiling is nearby, or you are already at the wall. Diagonal knockback tends to wall rush more consistently in sphere-shaped stages like Order's Sanctuary and Edge of Madness, and it works at the ceiling too. Arguably safest against LV1 Assist Change due to creating most distance during traversal.
Jecht Blade - If Triumphant Grasp does not travel far enough for a wall rush, use Jecht Blade. This also keeps you at the opponent's altitude after a wall rush, so use the dodge cancel window to connect Jecht Beam during Kuja assist. Level 2 Jecht Blade has slightly stronger damage multiplier (16) than level 2 Triumphant Grasp (15), making this technically the stronger aerial wall rush ender. Like Ultimate Jecht Shot, opponent has ample time to retaliate after an Assist Change.
Jecht Beam - No wall rush, but generates 120 EX twice on hit. This also applies to Side by Side's assist meter influx as well, making this the defacto finisher for building meter. Requires a wall nearby for combos and Jecht is completely stationary during this attack, making LV1 Assist Change retaliations practical for some characters.