Combo | Approximate damage (multipliers) | Notes | Video |
---|---|---|---|
Jecht Rush > Ultimate Jecht Shot WR > Kuja > DC > Jecht Beam > AC > Jecht Stream | ?? | Beam increases critical hit rate for Jecht Stream. | video here |
Jecht Rush > Jecht Blade WR > Kuja > DC (diagonal / forward) > Jecht Beam > DC > AC > Jecht Stream LV3 > Jecht Blade LV2 | ?? | Beam increases critical hit rate for Jecht Stream. | another vid |
Jecht Stream > Down 3 > Kuja > AC > Jecht Stream LV3 > Jecht Blade LV2 | ?? | BRV damage. Can fit in Jecht Beam during assist if nearby. | video |
Jecht Stream > Triumphant Grasp WR > Kuja > AC > Jecht Stream LV3 > HP | ?? | Kuja is too far above Jecht to fit in a Jecht Beam. | videooo |
Jecht Stream > Down 3 > Jecht Beam > Kuja > Jecht Beam HIT > DC > AC > Jecht Stream LV3 > Jecht Blade LV2 | ?? | No wall. Delay the assist call until the opponent is not moving as much. | video |
Jecht Stream > Neutral 3 > Jecht Beam > Kuja > AC > Jecht Stream LV3 > Jecht Blade LV2 | ?? | Requires wall. Good for EX generation. | video |
Jecht Stream Failed 3 > Kuja (after multi-hit spinning) > last kick HIT > Kuja HIT > AC > Jecht Stream LV3 > Jecht Blade LV2 | ?? | Combo save. No wall. | video |
Jecht Stream Failed 3 > Kuja > Empty chase > assist HIT > AC > Jecht Stream LV3 > Jecht Blade LV2 | ?? | Combo save. Requires wall. | video |
Jecht Stream Failed 3 > Kuja HP > Chase HP > assist HIT > AC > Jecht Stream > Jecht Blade LV2 | ?? | Combo save. Requires 2 assist bars. | video |
Jecht (Dissidia 012)/Combos: Difference between revisions
Muggshotter (talk | contribs) (→Combos (Assist): added yuna combos) |
Muggshotter (talk | contribs) (→Combos (Assist): Added onion knight, squall, ultimecia, terra and gilgamesh combos. Add damage multipliers and videos later!) |
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WR = Wall Rush | WR = Wall Rush | ||
The listed combos will | The listed combos will default to max damage HPs. Since the damage scales according to character stats and equipment, the native damage multipliers for attacks will be used to indicate damage. | ||
Remember that you are allowed to adjust your combo to suit your needs e.g. Jecht Beam instead of Jecht Blade. If you go for uncharged HPs you don't lose much brv damage, so if they're difficult to pull off, it is okay to not worry about them. | |||
Any Jecht Stream > Jecht Blade / Jecht Beam combo can also be done from ''Jecht Rush''. | Any Jecht Stream > Jecht Blade / Jecht Beam combo can also be done from ''Jecht Rush''. | ||
Line 196: | Line 198: | ||
|-|Yuna= | |-|Yuna= | ||
All of Yuna assist's wall rushes require a wall and / or ground. | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|- | |- | ||
Line 205: | Line 209: | ||
|Jecht Rush > Ultimate Jecht Shot WR > '''Yuna''' > DC (side / diagonal) > Yuna WR > Jecht Stream LV3 > Jecht Blade LV2 || ?? || Ground only, near wall. || video | |Jecht Rush > Ultimate Jecht Shot WR > '''Yuna''' > DC (side / diagonal) > Yuna WR > Jecht Stream LV3 > Jecht Blade LV2 || ?? || Ground only, near wall. || video | ||
|- | |- | ||
|Jecht Stream > Jecht Blade WR > '''Yuna''' > Land > Yuna WR > Jecht Rush LV3 | |Jecht Stream > Jecht Blade WR > '''Yuna''' > Land > Yuna WR > Jecht Rush LV3 > Ultimate Jecht Shot LV2 || ?? || | ||
|- | |- | ||
|Jecht Stream > Jecht Blade WR > '''Yuna''' > Land > Yuna WR > Jecht Rush LV3 > Neutral 2 > Failed Up 3 > DC (forward) > Jecht Stream > Jecht Blade LV2 || ?? || Highest bravery damage output off of HP wall rush. || | |Jecht Stream > Jecht Blade WR > '''Yuna''' > Land > Yuna WR > Jecht Rush LV3 > Neutral 2 > Failed Up 3 > DC (forward) > Jecht Stream > Jecht Blade LV2 || ?? || Highest bravery damage output off of HP wall rush. || | ||
|- | |- | ||
|Jecht Stream > Triumphant Grasp WR > '''Yuna''' > Land > Yuna WR > Jecht Rush LV3 | |Jecht Stream > Triumphant Grasp WR > '''Yuna''' > Land > Yuna WR > Jecht Rush LV3 > Ultimate Jecht Shot LV2 || ?? || Same as Jecht Blade route. || video | ||
|- | |- | ||
|Jecht Stream > Triumphant Grasp WR > '''Yuna''' > Land > Yuna WR > Jecht Rush LV3 > Neutral 2 > Failed Up 3 > DC (forward) > Jecht Stream > Jecht Blade LV2 || ?? || Highest bravery damage output off of HP wall rush. | |Jecht Stream > Triumphant Grasp WR > '''Yuna''' > Land > Yuna WR > Jecht Rush LV3 > Neutral 2 > Failed Up 3 > DC (forward) > Jecht Stream > Jecht Blade LV2 || ?? || Highest bravery damage output off of HP wall rush. | ||
Line 217: | Line 221: | ||
|Jecht Stream > Neutral 3 > Jecht Beam > '''Yuna''' > Yuna WR > Jecht Stream LV3 > Jecht Blade LV2 || ?? || Requires wall (direct angle). || video | |Jecht Stream > Neutral 3 > Jecht Beam > '''Yuna''' > Yuna WR > Jecht Stream LV3 > Jecht Blade LV2 || ?? || Requires wall (direct angle). || video | ||
|- | |- | ||
|Jecht Stream Failed 3 > '''Yuna''' > Empty chase > | |Jecht Stream Failed 3 > '''Yuna''' > Empty chase > Yuna HIT > Free Air Dash > Jecht Stream > Jecht Blade LV2 || ?? || Requires wall (direct angle) || video | ||
|} | |} | ||
|-|Onion Knight= | |-|Onion Knight= | ||
{| class="wikitable sortable" | |||
|- | |||
! scope=col | Combo | |||
! scope=col | Approximate damage (multipliers) | |||
! scope=col | Notes | |||
! scope=col class=unsortable | Video | |||
|- | |||
|Jecht Rush > Ultimate Jecht Shot WR > '''Onion Knight''' > DC (neutral) > Land > Jecht Rush LV3 > Ultimate Jecht Shot LV2 || ?? || Ground only. || | |||
|- | |||
|Jecht Rush > Ultimate Jecht Shot WR > '''Onion Knight''' > DC (neutral) > Land > Jecht Rush LV3 > Neutral 2 > Failed Up 3 > DC (forward) > Jecht Stream > Jecht Blade LV2 || ?? || Ground only. Highest BRV damage off of HP. || | |||
|- | |||
|Jecht Stream > Jecht Blade WR > ''' Onion Knight''' > DC (forward) > Free Air Dash > Jecht Stream > Jecht Blade LV2 || ?? || Use Jecht Stream to cancel Onion Knight's last hit or after he wall rushes. || | |||
|- | |||
|Jecht Stream > Triumphant Grasp WR > ''' Onion Knight''' > DC (forward) > Free Air Dash > Jecht Stream > Jecht Blade LV2 || ?? || Use Jecht Stream to cancel Onion Knight's last hit or after he wall rushes. || | |||
|- | |||
|Jecht Stream > Down 3 > Jecht Beam > '''Onion Knight''' > Onion HIT > Jecht Beam HIT > Onion HIT + WR > Jecht Stream LV3 > Jecht Blade LV2 || ?? || Requires wall to follow up ''after'' Onion Knight. Same assist timing as with Tidus. || | |||
|- | |||
|Jecht Stream > Jecht Beam > '''Onion Knight''' > Free Air Dash > Jecht Stream > Jecht Blade LV2 || ?? || Requires wall (direct angle). Use Jecht Stream to cancel Onion Knight's last hit or after he wall rushes. || | |||
|- | |||
|Jecht Stream Failed 3 > '''Onion Knight''' HP > Chase HP > Opponent dodge > Onion HP HIT > AC > Jecht Stream LV3 || ?? || Combo save. No wall. Requires 2 assist bars. || | |||
|- | |||
|Jecht Stream Failed 3 > '''Onion Knight''' > Empty chase > Onion HIT > Free Air Dash > Jecht Stream LV3 > Jecht Blade LV2 || Combo save. Requires wall + wall rush. || | |||
|} | |||
|-|Squall= | |-|Squall= | ||
{| class="wikitable sortable" | |||
|- | |||
! scope=col | Combo | |||
! scope=col | Approximate damage (multipliers) | |||
! scope=col | Notes | |||
! scope=col class=unsortable | Video | |||
|- | |||
|Jecht Rush > Ultimate Jecht Shot WR > '''Squall''' > AC > Jecht Stream LV3 > Jecht Blade LV2 || ?? || The basic combo. Call Squall later than normally to account for his range and speed. || | |||
|- | |||
|Jecht Stream > Down 3 WR > '''Squall''' > DC > Jecht Beam > DC > AC > Jecht Stream > Jecht Blade LV2 || Forgo initial HP wall rush to squeeze in Jecht Beam during assist for extra critical hits. || | |||
|- | |||
|Jecht Stream > Jecht Blade WR > '''Squall''' > DC > Squall WR > Jecht Stream > Jecht Blade LV2 || ?? || Requires wall and ground nearby. || | |||
|- | |||
|Jecht Stream Failed 3 > '''Squall''' HP > Empty chase > Squall HP HIT > if WR > Jecht Stream > Jecht Blade LV2 || ?? || Combo save. Requires 2 assist bars. Call Squall before chase prompt and initiate empty chase right before he hits. || | |||
|} | |||
|-|Ultimecia= | |-|Ultimecia= | ||
{| class="wikitable sortable" | |||
|- | |||
! scope=col | Combo | |||
! scope=col | Approximate damage (multipliers) | |||
! scope=col | Notes | |||
! scope=col class=unsortable | Video | |||
|- | |||
|'''Jecht Rush''' > Neutral 2 > Failed Up 3 > DC (forward) > Jecht Stream > Neutral 2 > '''Ultimecia''' > Down 3 WR > Ultimecia HIT WR > '''Jecht Rush''' > Neutral 2 > Failed Up 3 > DC (forward) > Jecht Stream > Neutral 2 > '''Ultimecia''' > Down 3 WR > Ultimecia HIT WR > '''Jecht Rush''' > Neutral 2 > Failed Up 3 > DC (forward) > Jecht Stream > Neutral 2 > Neutral 3 > Jecht Blade LV2 || ?? || The signature loop. Highest bravery damage output. Requires 2 assist bars, each assist bar enables another repetition of the dodge cancel solo combo. Ultimecia hits after she has disappeared, circumventing the assist meter lock. || | |||
|- | |||
|Jecht Stream > Neutral 2 > '''Ultimecia''' > Neutral 3 > Jecht Blade WR > DC > Ultimecia HIT > Jecht Stream > Jecht Blade LV2 || ?? || Call Ultimecia right after inputting Neutral 2. Must be closing in on a wall for the combo to work. || | |||
|- | |||
|Jecht Stream Failed 3 > '''Ultimecia''' > Chase HP > Opponent dodge > Ultimecia HIT WR > Jecht Stream > Jecht Blade LV2 || ?? || Combo save. Requires wall. Depending on stage position, Ultimecia's hit timing may change. || | |||
|- | |||
|} | |||
|-|Terra= | |-|Terra= | ||
{| class="wikitable sortable" | |||
|- | |||
! scope=col | Combo | |||
! scope=col | Approximate damage (multipliers) | |||
! scope=col | Notes | |||
! scope=col class=unsortable | Video | |||
|- | |||
|Jecht Stream > Jecht Blade WR > '''Terra''' > Terra WR > DC > Jecht Stream LV3 > Jecht Blade LV2 || ?? || Call right after HP damage is dealt. If the opponent travels a moment to the wall, you should delay assist call a little. || | |||
|- | |||
|Jecht Stream > Triumphant Grasp WR > '''Terra''' > Terra WR > DC > Jecht Stream LV3 > Jecht Blade LV2 || ?? || Call right after HP damage is dealt. If the opponent travels a moment to the wall, you should delay assist call a little. Jecht Blade after Terra WR works too. || | |||
|- | |||
|Jecht Stream > Jecht Beam > '''Terra''' > Jecht Beam HIT > Terra HIT WR > DC > Jecht Stream > Jecht Blade LV2 || ?? || Requires wall. Call Terra ''before'' Jecht Beam hits. || | |||
|} | |||
|-|Gilgamesh= | |-|Gilgamesh= | ||
Damage multipliers assume Gilgamesh draws Excaliburs. Identical combo structure as with Yuna assist, so all of Gilgamesh's assist's wall rushes require a wall and / or ground. | |||
{| class="wikitable sortable" | |||
|- | |||
! scope=col | Combo | |||
! scope=col | Approximate damage (multipliers) | |||
! scope=col | Notes | |||
! scope=col class=unsortable | Video | |||
|- | |||
|Jecht Rush > Ultimate Jecht Shot WR > '''Gilgamesh''' > DC (side / diagonal) > Gilgamesh WR > Jecht Stream LV3 > Jecht Blade LV2 || ?? || Ground only, near wall. || video | |||
|- | |||
|Jecht Stream > Jecht Blade WR > '''Gilgamesh''' > Land > Gilgamesh WR > Jecht Rush LV3 > Ultimate Jecht Shot LV2 || ?? || | |||
|- | |||
|Jecht Stream > Jecht Blade WR > '''Gilgamesh''' > Land > Gilgamesh WR > Jecht Rush LV3 > Neutral 2 > Failed Up 3 > DC (forward) > Jecht Stream > Jecht Blade LV2 || ?? || Highest bravery damage output off of HP wall rush. || | |||
|- | |||
|Jecht Stream > Triumphant Grasp WR > '''Gilgamesh''' > Land > Gilgamesh WR > Jecht Rush LV3 > Ultimate Jecht Shot LV2 || ?? || Same as Jecht Blade route. || video | |||
|- | |||
|Jecht Stream > Triumphant Grasp WR > '''Gilgamesh''' > Land > Gilgamesh WR > Jecht Rush LV3 > Neutral 2 > Failed Up 3 > DC (forward) > Jecht Stream > Jecht Blade LV2 || ?? || Highest bravery damage output off of HP wall rush. | |||
|- | |||
|Jecht Stream Failed 3 > '''Gilgamesh''' > Empty chase > Gilgamesh HIT WR > Free Air Dash > Jecht Stream > Jecht Blade LV2 || ?? || Combo save. Requires wall (direct angle) and ground. || video | |||
|} | |||
</tabber> | </tabber> |
Revision as of 04:26, 10 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 / Jecht Beam) | video? |
Jecht Rush > Neutral 2 > Up 3 > HP (Ultimate Jecht Shot / Jecht Blade LV2) | video? |
Jecht Rush > Up 2 > Neutral 3 > HP (Jecht Blade / Jecht Beam) | |
Jecht Rush > Up 2 > Down 3 > HP (Triumphant Grasp) | |
Jecht Rush > Neutral 2 > Failed Up 3 > DC (forward) > Jecht Stream > HP (Jecht Blade / Jecht Beam) | |
Jecht Stream > Neutral 2 > Neutral 3 > HP (Jecht Blade / Jecht Beam) | |
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.
Solo HP finisher damage multipliers ranked:
- Ultimate Jecht Shot LV2 (24, easiest timing, floor only)
- Ultimate Jecht Shot LV1 (18)
- Jecht Blade LV2 (16, works anywhere)
- Triumphant Grasp LV2 (15, hardest timing, air only)
- Jecht Blade LV1 (10)
- Triumphant Grasp LV1 (10, easiest timing, air only)
The damage multipliers between 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 - Consistent high damage on the ground. Only needs floor to output highest (bravery) damage output relative to practical assist combos. However, the long animation also leaves Jecht vulnerable to Assist Change counterattacks.
Triumphant Grasp - Less bravery damage, but more consistent wall rushes due to short travel distance, and diagonal knockback angle. Easiest HP to time thanks to Down 3 combo branch. Best used when near a wall, a ceiling, or when 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 - Longest wall carry and highest air-centric combo damage. 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 - Does not cause 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. Barring few assists, Jecht Beam requires a wall nearby for combos and Jecht is completely stationary during this attack, making LV1 Assist Change retaliations practical for some characters. If the opponent is trying to react to Jecht Blade for an easier punish attempt, this can and will catch them off guard.
Combos (Assist)
AC = Assist Chase DC = Dodge Cancel WR = Wall Rush
The listed combos will default to max damage HPs. Since the damage scales according to character stats and equipment, the native damage multipliers for attacks will be used to indicate damage.
Remember that you are allowed to adjust your combo to suit your needs e.g. Jecht Beam instead of Jecht Blade. If you go for uncharged HPs you don't lose much brv damage, so if they're difficult to pull off, it is okay to not worry about them.
Any Jecht Stream > Jecht Blade / Jecht Beam combo can also be done from Jecht Rush.
Saving a combo
Yes, even failed combos can be converted into HP damage with assist. The timing varies depending on your assist and stage positioning.
If the opponent is pushed into a wall, most meta assists will work fine if you initiate empty chase. Without a wall, Aerith works consistently with empty chase. As a general rule, call the assist after the last kick, but BEFORE the chase prompt appears. Then do empty chase to coincide with the assist's connected attack.
Knockback cancel
Few assists (Kuja, Tidus, Sephiroth) require cancelling the knockback of the last hit that causes a chase prompt. The idea is to call the assist when the multi hits end, or when Jecht does a little spin before winding up the kick.
If done correctly, assist will carry out their attack as usual. Unfortunately, some assists like Yuna, Onion Knight and Zidane spawn too far for this to work with them. However, assists with good range, wide hitbox and / or multiple hits such as Kuja and Sephiroth make this easier.