Jecht (Dissidia 012)/Combos: Difference between revisions

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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.
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.
=== Which combo should a new player learn first? ===
Jecht Stream into Triumphant Grasp. That is,
Jecht Stream – bravery – down + bravery – HP.
Majority of the match-ups in ''Duodecim'' are played in the air and Jecht Stream is Jecht’s primary offensive bravery attack that can also hit grounded opponents. This is important to get accustomed to regardless of your playstyle.
With Triumphant Grasp, you can concentrate on completing the combo instead of making decisions about combo enders. The timing for the HP is arguably easiest to grasp for most people thanks to the distinct two hits that precede the HP input itself. Press the HP right as the second downward hit connects!
The timing is not the only factor though. Triumphant Grasp's short travel distance and diagonal angle makes wall rushes more consistent regardless of how close you are to a wall. Corners, ceilings and walls alike all work well with this move.
Once you are comfortable with the timing, you can begin adding other combos into your repertoire, including ones off of Jecht Rush. When learning Jecht you are not racing a sprint, but a marathon, so do not worry about dropping combos. It can happen to the experienced players as well.


=== Combo Timing ===
=== Combo Timing ===
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'''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.
'''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) ==
== Solo Combo Analysis ==
Choosing the right combo is important for Jecht, so understanding what makes each combo good can help improve your decision making.
 
=== Jecht Rush – Neutral 2 – Neutral 3 – HP (Jecht Blade / Jecht Beam) ===
Straight forward combo, literally. The two neutral followups provide good [https://glossary.infil.net/?t=Corner%20Carry '''wall carry''']. It is not the strongest combo, but it does combo into Jecht Beam or Jecht Blade which still have potential depending on the situation. Jecht Blade adds a ''lot'' of wall rush potential with the forward movement and knockback. Jecht Beam at a wall or corner allow an assist combo and of course, nets you extra meter (ex or assist with side by side).
 
Failing the Neutral 3 can be converted into an assist if you call it right before Jecht halts his forward momentum and starts spinning. Kuja and Sephiroth assist have lenient timing on that, but other assists can work too, such as Aerith.
 
=== Jecht Rush – Neutral 2 – Up 3 –  HP (Ultimate Jecht Shot / LV2 Jecht Blade) ===
The only way Jecht can connect Ultimate Jecht Shot in a solo combo, but it also has higher damage potential than other HPs. The timing for inputting an HP is a little difficult to make out visually, but the idea is to have the input registered right as the last hit of the multi-hits connects. It may take time to get used to, but it is well worth learning.
 
This combo is Jecht’s primary wall rush application in large stages with a lot of ground and walls far apart from each side such as Orphan’s Cradle or Lunar's Subterrane. As it relies on floors, it is a consistent way to score wall rushes in most stages and it allows rather elaborate assist followups as well. Any decent ground combo assist benefits from this, such as Bartz, Squall and Zidane. But with the more prominent meta assists, you can get a lot of mileage out of this combo.
 
Just be aware, that the animation for Ultimate Jecht Shot is quite long and cannot be dodge cancelled until Jecht has thrown the rock. Until then, you are open for attacks. Maybe you could use it to your advantage with assist...
 
Jecht Blade LV2 is a viable ender for this combo. This is a very ''niche'' combo, but is ultimately another way to adjust your wall rush potential. Order’s Sanctuary has round walls and colliding into them during forward momentum can realign Jecht to be alongside the wall, possibly losing a wall rush at the end due to awkward collision detection. If it looks like this may happen to you, you can try to barely charge a single level for Jecht Blade and then let it rip. Ground Jecht Blade is rarely prioritised to begin with though, so treat that 15 CP with care.
 
=== Jecht Rush – Up 2 – Neutral 3 – HP (Jecht Blade / Jecht Beam) ===
 
A little mix of Rush’s exclusive branch and a shared neutral bravery ender branch. This is an uncommon combo for the fact that others either get the job done or deal more damage and generate meter overall. However, in maps like Crystal World where you may connect Jecht Rush near a ledge of an isolated platform, using the Up 2 followup can keep Jecht on the intended axis for a wall rush. If you connect Jecht Rush near a ledge, the Neutral 2 can travel along the ledge, possibly steering you away from the nearest wall rush position. So you can use this to still take advantage of wall rushes!
 
If Neutral 3 does not happen as intended, the chase ender can still be used to save the situation with an assist. Kuja, Sephiroth and Aerith assists are great at this, with Aerith allowing Jecht to complete the animation, initiate chase and trap the opponent during the chase sequence. This trait carries over to Jecht Stream Failed 3 ender as well.
 
= Combos (Assist) =
AC = Assist Chase
AC = Assist Chase
DC = Dodge Cancel
DC = Dodge Cancel

Revision as of 07:41, 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.

Which combo should a new player learn first?

Jecht Stream into Triumphant Grasp. That is, Jecht Stream – bravery – down + bravery – HP.

Majority of the match-ups in Duodecim are played in the air and Jecht Stream is Jecht’s primary offensive bravery attack that can also hit grounded opponents. This is important to get accustomed to regardless of your playstyle.

With Triumphant Grasp, you can concentrate on completing the combo instead of making decisions about combo enders. The timing for the HP is arguably easiest to grasp for most people thanks to the distinct two hits that precede the HP input itself. Press the HP right as the second downward hit connects!

The timing is not the only factor though. Triumphant Grasp's short travel distance and diagonal angle makes wall rushes more consistent regardless of how close you are to a wall. Corners, ceilings and walls alike all work well with this move.

Once you are comfortable with the timing, you can begin adding other combos into your repertoire, including ones off of Jecht Rush. When learning Jecht you are not racing a sprint, but a marathon, so do not worry about dropping combos. It can happen to the experienced players 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.

Jecht Rush
Jecht Stream

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.

Solo Combo Analysis

Choosing the right combo is important for Jecht, so understanding what makes each combo good can help improve your decision making.

Jecht Rush – Neutral 2 – Neutral 3 – HP (Jecht Blade / Jecht Beam)

Straight forward combo, literally. The two neutral followups provide good wall carry. It is not the strongest combo, but it does combo into Jecht Beam or Jecht Blade which still have potential depending on the situation. Jecht Blade adds a lot of wall rush potential with the forward movement and knockback. Jecht Beam at a wall or corner allow an assist combo and of course, nets you extra meter (ex or assist with side by side).

Failing the Neutral 3 can be converted into an assist if you call it right before Jecht halts his forward momentum and starts spinning. Kuja and Sephiroth assist have lenient timing on that, but other assists can work too, such as Aerith.

Jecht Rush – Neutral 2 – Up 3 – HP (Ultimate Jecht Shot / LV2 Jecht Blade)

The only way Jecht can connect Ultimate Jecht Shot in a solo combo, but it also has higher damage potential than other HPs. The timing for inputting an HP is a little difficult to make out visually, but the idea is to have the input registered right as the last hit of the multi-hits connects. It may take time to get used to, but it is well worth learning.

This combo is Jecht’s primary wall rush application in large stages with a lot of ground and walls far apart from each side such as Orphan’s Cradle or Lunar's Subterrane. As it relies on floors, it is a consistent way to score wall rushes in most stages and it allows rather elaborate assist followups as well. Any decent ground combo assist benefits from this, such as Bartz, Squall and Zidane. But with the more prominent meta assists, you can get a lot of mileage out of this combo.

Just be aware, that the animation for Ultimate Jecht Shot is quite long and cannot be dodge cancelled until Jecht has thrown the rock. Until then, you are open for attacks. Maybe you could use it to your advantage with assist...

Jecht Blade LV2 is a viable ender for this combo. This is a very niche combo, but is ultimately another way to adjust your wall rush potential. Order’s Sanctuary has round walls and colliding into them during forward momentum can realign Jecht to be alongside the wall, possibly losing a wall rush at the end due to awkward collision detection. If it looks like this may happen to you, you can try to barely charge a single level for Jecht Blade and then let it rip. Ground Jecht Blade is rarely prioritised to begin with though, so treat that 15 CP with care.

Jecht Rush – Up 2 – Neutral 3 – HP (Jecht Blade / Jecht Beam)

A little mix of Rush’s exclusive branch and a shared neutral bravery ender branch. This is an uncommon combo for the fact that others either get the job done or deal more damage and generate meter overall. However, in maps like Crystal World where you may connect Jecht Rush near a ledge of an isolated platform, using the Up 2 followup can keep Jecht on the intended axis for a wall rush. If you connect Jecht Rush near a ledge, the Neutral 2 can travel along the ledge, possibly steering you away from the nearest wall rush position. So you can use this to still take advantage of wall rushes!

If Neutral 3 does not happen as intended, the chase ender can still be used to save the situation with an assist. Kuja, Sephiroth and Aerith assists are great at this, with Aerith allowing Jecht to complete the animation, initiate chase and trap the opponent during the chase sequence. This trait carries over to Jecht Stream Failed 3 ender as well.

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.

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

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.