Jecht (Dissidia 012)

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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

About bravery charges

If bravery button is held when using Jecht Rush or Jecht Stream, Jecht will begin charging the attack. Holding the button increases the attack's properties, but will make him vulnerable as he is stationary in this state. Release the button to attack. The attacks have three levels to them.

  • Level 1 = Uncharged, Melee Low priority, fastest start-up. Quickly tap the button.
  • Level 2 = Slightly charged, Melee Low priority. Slower start-up, but minor range and damage increase. Indicated by a different grunt and additional, but subdued particle and sound effects.
  • Level 3 = Fully charged, Melee High priority. Slowest start-up (almost doubled from LV2), but provides biggest range and damage increase. Indicated by a different sound effect and a major aura surrounding Jecht.

The most common and practical uses for charging are breaking through regular blocks, punishing dodges and anticipating a whiffed attack outside of close range.

This is not without risk, however. Once the charge has been initiated, Jecht MUST follow through with the attack even if it cannot make contact. This makes charging the air BRV Jecht Stream particularly risky, as the attack takes even longer to start up and recover from due to performing both kicks. Jecht remains vulnerable while he closes the distance with a charged Jecht Stream and opponents usually have more room to evade the attack in the air. When charging, the button can be held indefinitely but this typically makes it easier for the opponent to retaliate. That idea goes for any charges as they delay the attack's moment of impact.

While charged Jecht Stream is vulnerable on button release, Jecht Rush does not suffer from this issue as much due to the active hitbox coming out much earlier. Not only that, the shorter animation combined with earlier cancel window allow Jecht to whiff a charged Jecht Rush more frequently without repercussions. This makes ground combat a bit safer for him than aerial fighting. Unfortunately, the majority of Dissidia Duodecim's interactions mandate air combat, so building good intuition for charging attacks in the air can cripple your gameplay for some time. Take advantage of walls and small stages as there is less room to evade safely.

When attacking with Jecht, try to be mindful of how long you press the bravery button. Even a slight hold can make your attack slower than it actually is, even if it's properties don't improve.

About neutral attack input

The attack you assign to the neutral input (no direction) matters! On the ground Jecht Rush becomes immune to ambigious camera angles and helps attacking grounded characters. The same goes for Ultimate Jecht Shot and thus is recommended to equip it on the neutral input. On the other hand, gapless Jecht Blocks become very practical and can also help defending against airborne attacks regardless of angle.

There is another way to mitigate this, but it requires a larger CP investment: Jecht Block on neutral (15 CP) and Jecht Rush on both directional inputs (30 + 30 CP). Or Jecht Rush on neutral (30 CP) and Jecht Block on both directional inputs (15 + 15 CP). This is not an issue for air attacks and lock-off Jecht Blade / Triumphant Grasp are not known to have effective uses either.

Builds

Notable Abilities

Auto Assist Lock-On allows charged attacks to automatically home in towards the opponent's assist. This does leave you open for an opponent's attack though.

Stats
HP 9376
CP 450
BRV 1393 (2089 with Hero's Seal)
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
Hand ddff-icon-equip-hand.png Chainsaw
Head ddff-icon-equip-head.png Royal Crown
Body ddff-icon-equip-body.png Maximillian
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
{{{dataBRV}}} {{{dataHP}}}
Bravery attacks
Ground Aerial
HP attacks
Ground Aerial

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.


You must use the CP glitch on all four equipment. The extra skills are Peltast's Gear, Bard's Gear, Cavalier's Gear and Equip Machines.

Standard high base bravery with wall rush, a stable build for competition. Meter depletion are placed here, as are initial brv and assist meter boosts. At base bravery, a solo combo with HP wall rush deals roughly 2,000 HP damage. The first wall rush combo with Hero's Seal is going to hit for over 3,000 HP. Coupled with Side by Side's meter gain, that already makes for a good lead. Together as One kickstarts assist meter at the beginning and lets Jecht avoid committing to an attack for a longer period of time. Naturally, getting hit early will take your higher initial bravery away, but ideally the assist meter will be available to protect you.

For an EX variant of this build, swap Side by Side and Together as One for Tenacious Attacker and / or Glutton.

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.

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.

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