Jecht (Dissidia 012)/Builds
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Overview
Jecht works with a variety of builds, including high base bravery + Side by Side , bravery boost on dodge and even Center of the World. He is especially known for being a strong user of Side by Side
due to his lackluster EX generation on average and solo combo structure.
Jecht can be built for damage in two ways: High base bravery or raw bravery damage. Wall rushes are important for both. For matchup specific builds, Jecht can deviate from damage without compromising most of his key strengths.
- Against The Emperor, use this build
- Against Ulimecia, use this build
- Against Sephiroth, use this build
- Against Exdeath, use this build
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.
Bravery Boost on Dodge Ver A (vs Emperor)
Stats | |
---|---|
HP | 9972 |
CP | 450 |
BRV | 997 |
ATK | 178 |
DEF | 185 |
LUK | -- |
Max Booster | x8.2 |
Equipment | |
---|---|
Assist | Tidus |
Weapon ![]() |
Adamant Knife ![]() |
Hand ![]() |
Adamant Shield |
Head ![]() |
Dueling Mask |
Body ![]() |
Adamant Vest |
Accessory 1 | ![]() |
Accessory 2 | ![]() |
Accessory 3 | ![]() |
Accessory 4 | ![]() |
Accessory 5 | ![]() |
Accessory 6 | ![]() |
Accessory 7 | ![]() |
Accessory 8 | ![]() |
Accessory 9 | ![]() |
Accessory 10 | ![]() |
Summon ![]() |
Rubicante |
Bravery attacks | |
---|---|
Ground | Aerial |
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↑+![]() |
↑+![]() |
HP attacks | |
Ground | Aerial |
![]() |
![]() |
↑+![]() |
↑+![]() |
↓+![]() |
indicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.
Build Overview
This build is one variant of the bravery boost on dodge concept. It is intended to be used against The Emperor.
The main goal is to accumulate bravery by dodging through The Emperor's traps and projectiles. HP damage is dealt with Jecht Beam, Dreary Cell trades, assist punish or otherwise capitalizing on his mistakes. This is not a strategy that will be executed quickly; The bravery boost from dodge is a bit low at first, but will rise considerably through consistent play.
This matchup is infamously difficult for Jecht, and this build can be changed in many ways to suit player preference. A Side by Side version gets another consistent x1.5 booster accessory and is fundamentally a bit different.
Booster Analysis
From the beginning of the match, four booster accessories are active.
- x1.3 BRV > Base value
- x1.3 Summon Unused
- x1.4 Pre-EX Mode
- x1.3 Pre-EX Revenge
- Total multiplier x3.0
Dodge: 997 > 1110 (+113).
Block: 997 > 1037 (+40)
After 30 Seconds will activate shortly afterwards and remain active for the entire match.
- x1.3 BRV > Base value
- x1.3 Summon Unused
- x1.4 Pre-EX Mode
- x1.3 Pre-EX Revenge
- x1.2 After 30 Seconds
- Total multiplier x3.6
Dodge: 997 > 1117 (+120)
Block: 997 > 1043 (+46)
Finally, once Large Gap in HP and Large Gap in BRV are active, the bravery acquired from dodges and blocks is at its highest.
- x1.5 Large Gap in HP / HP 100 %
- x1.3 BRV > Base value
- x1.5 Large Gap in BRV / No Damage
- x1.3 Summon Unused
- x1.4 Pre-EX Mode
- x1.3 Pre-EX Revenge
- x1.2 after 30 seconds
- Total multiplier 8.2
Dodge: 997 > 1177 (+180)
Block: 997 > 1103 (+106)
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 Evasion |
Achy |
Disable Counterattack |
EXP to Assist |
Master Guardsman |
CP |
---|
450 / 450 |
CP Allocation
All 450 CP is used. If you want to free up points, consider removing Speed Boost+, Multi Air Slide, Master Guardsman.
Substitutes
Equipment / Ability | Substitute | Notes |
---|---|---|
After 30 Seconds ![]() |
HP = 100 % ![]() HP < 50 % ![]() |
Changing a x1.2 booster to a x1.5 booster is appealing, but HP = 100 % ![]() HP < 50 % |
Dismay Shock ![]() Heart's Ease ![]() |
Together as One ![]() |
If boosters matter more to you, this is where a sacrifice has to be made. Together as One provides a good chunk of assist to help with Starfall pressure, and it doesn't lock the EX gauge. That means EX Cores remain viable for Jecht depending on where both characters are when it appears.
The Emperor can also use Side by Side well and Jecht is expected to take HP damage at least once, so this is by no means a clear cut recommendation. Remember that Jecht Blocking with Heart's Ease equipped still adds up faster than Jecht Blocking without it. |
Dismay Shock ![]() Heart's Ease ![]() |
Vengeful Soul ![]() |
Whenever Jecht reflects The Emperor's Flare, it can potentially hit Emperor for HP damage. Vengeful Soul adds Jecht's current bravery into the HP damage if it hits.
This is not guaranteed to work even once in a match. If Jecht can accumulate bravery consistently, it can be used as part of Jecht's own pressure. In the best case scenario, a reflected Flare only needs to hit once... |
Attacks (Staple)
Jecht uses most of his attacks, and they are all important. 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 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.
EX (Center of the World)
Stats | |
---|---|
HP | 11953 |
CP | 450 |
BRV | 956 |
ATK | 181 |
DEF | 182 |
LUK | 60 |
Max Booster | x2.7 |
Equipment | |
---|---|
Assist | None |
Weapon ![]() |
Cleaver ![]() |
Hand ![]() |
Seydlitz |
Head ![]() |
Lufenian Headband |
Body ![]() |
Maximillian ![]() |
Accessory 1 | ![]() |
Accessory 2 | ![]() |
Accessory 3 | ![]() |
Accessory 4 | ![]() |
Accessory 5 | ![]() |
Accessory 6 | ![]() |
Accessory 7 | ![]() |
Accessory 8 | ![]() |
Accessory 9 | ![]() |
Accessory 10 | ![]() |
Summon ![]() |
Bravery attacks | |
---|---|
Ground | Aerial |
![]() |
![]() |
↑+![]() |
↑+![]() |
HP attacks | |
Ground | Aerial |
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![]() |
↑+![]() |
↑+![]() |
↓+![]() |
indicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.
Build Overview
A completely EX-oriented build that sacrifices assist for stronger EX generation. The boosters are low, but consistent. Because there is no assist meter to manage, Jecht has more liberty in moving around, looking for interactions and EX Cores. Jecht Beams are preferred combo enders for EX.
Historically Center of the World builds have been a liability in competitive play and Jecht is no exception. However, his ability to function independently with HP links can make this build work for matchups he doesn't struggle in. Jecht may still have to land many full combos for an EX meter and there is no assist meter to save Jecht from mistakes. Smart use of a full EX gauge is paramount to success.
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 Evasion |
Disable Counterattack |
EXP to HP |
Master Guardsman |
CP |
---|
445 / 450 |
CP Allocation
5 points are available for Auto Assist Lock On, Gambler's Spirit or Precision Jump. If more points are needed, consider removing Speed Boost++.
Hybrid (Seal of Lufenia)
Stats | |
---|---|
HP | 9644 |
CP | 480 |
BRV | 1314 |
ATK | 180 |
DEF | 181 |
LUK | -- |
Max Booster | x3.3 |
Equipment | |
---|---|
Assist | Kuja / Tidus |
Weapon ![]() |
Piggy's Stick |
Hand ![]() |
Lufenian Dirk |
Head ![]() |
Lufenian Hairpin |
Body ![]() |
Lufenian Jacket |
Accessory 1 | ![]() |
Accessory 2 | ![]() |
Accessory 3 | ![]() |
Accessory 4 | ![]() |
Accessory 5 | ![]() |
Accessory 6 | ![]() |
Accessory 7 | ![]() |
Accessory 8 | ![]() |
Accessory 9 | ![]() |
Accessory 10 | ![]() |
Summon ![]() |
Rubicante |
Bravery attacks | |
---|---|
Ground | Aerial |
![]() |
![]() |
↑+![]() |
↑+![]() |
HP attacks | |
Ground | Aerial |
![]() |
![]() |
↑+![]() |
↑+![]() |
↓+![]() |
indicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.
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.
Base bravery is comparable to the Side by Side build, but the key difference is that Bravery Orb 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
and higher max CP for more abilities. If that's not enough, the substitutes section can help.
Basic Abilities
CP Allocation
Substitutes
Equipment / Ability | Substitute | Notes |
---|---|---|
First to Victory ![]() |
Muscle Belt ![]() Glutton ![]() |
If the initial boost is not needed, Muscle Belt can add damage.
Glutton lets Jecht absorb EX all the time. |
Hero's Essence ![]() |
BRV = 0 ![]() Winged Boots ![]() Dismay Shock ![]() |
BRV = 0 ![]() Winged Boots Dismay Shock |
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.
Side by Side & high base BRV
Stats | |
---|---|
HP | 9376 |
CP | 450 |
BRV | 1393 (2089 initial) |
ATK | 179 |
DEF | 183 |
LUK | -- |
Max Booster | x3.8 |
Equipment | |
---|---|
Assist | Kuja / Aerith |
Weapon ![]() |
Piggy's Stick ![]() |
Hand ![]() |
Chainsaw ![]() |
Head ![]() |
Royal Crown ![]() |
Body ![]() |
Maximillian ![]() |
Accessory 1 | ![]() |
Accessory 2 | ![]() |
Accessory 3 | ![]() |
Accessory 4 | ![]() |
Accessory 5 | ![]() |
Accessory 6 | ![]() |
Accessory 7 | ![]() |
Accessory 8 | ![]() |
Accessory 9 | ![]() |
Accessory 10 | ![]() |
Summon ![]() |
Rubicante |
Bravery attacks | |
---|---|
Ground | Aerial |
![]() |
![]() |
↑+![]() |
↑+![]() |
HP attacks | |
Ground | Aerial |
![]() |
![]() |
↑+![]() |
↑+![]() |
↓+![]() |
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 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 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 and / or Glutton
. The Empty EX Gauge booster
should also be replaced with something else.
Equipment / Ability | Substitute | Notes |
---|---|---|
Hero's Seal ![]() |
Badge of Trust ![]() |
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 ![]() |
Large Gap in HP ![]() |
BRV = 0 has consistent uptime thanks to Jecht's combos, but it doesn't affect Muscle Belt ![]() |
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.
References
ExpandDissidia 012 [duodecim] Final Fantasy |
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