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Phaze08
08-26-2011, 03:28 AM
~The Brutal Blitzer from Zanarkand~
A guide to learning Jecht
http://i1211.photobucket.com/albums/cc433/ThePhaze08/Dissidia_Jecht.png

Introduction:
First, I will start by saying, I am in no way the best Jecht ever, nor do I do know all there is to do about playing Jecht, but I do think I know enough about him to write a simple guide to help those in need of a little boost to get started, or those in need of some extra information.


Contents:
I “Don't ya know who I am?!” -Why Jecht
II “Ya see? Can't beat me!” A section on Attacks
III “That's right! I'm the King!” A word on EX Mode
IV “Yeah, I don't need your help!” Assisting the Blitz King
V “I'm Ready for Anything.” Jecht Builds
VI “Cant win with the wrong gear!” Abilities for Jecht
VII Now you're nailin' it!” Combo Execution
VIII “This isn't over!” Credits


“Don't ya know who I am!?” -Why Jecht?


"A former blitzball star, and Tidus's father. His surly
and rough-spoken nature belie a much gentler heart."
Taken from dissia wiki page on Jecht.

Original game: Final Fantasy X
EX Mode: Braska's Final Aeon
EX Burst: Blitz King
Jap Voice Actor :Masuo Amada
English Voice Actor: Gregg Berger


At First, Jecht may seem pretty straightforward, but on a second look, very complicated to play. Jecht only has four brave attacks and six (If you count air and ground variations of some) HP attacks. The trick is that all his attacks save for one can be charged to greatly increase damage and for some it also increases range. This can also be used to fake out an opponent and wait out a block or dodge. Jecht also has his characteristic Jecht block (More on that in Attacks section) which basically is a high priority block. Sadly, he has no real long range pressure moves and can be tough to master.


Pros:




Has a deceptively high number of attacks with minimal CP usage.
Can break though blocks, most attacks, and deflect most HP attacks.
All HP attacks can be chained from a bravery attack.
Can do devastating wall rush damage.
Has above average running speed.
Cons:


Isn't quite as good in the air.
All his HP attacks have obvious audio cues.
Must be very close to hit with bravery attacks.
If the first hit of bravery attacks miss, the whole combo is a whiff.

“Ya see? Can't beat me!” -A section on attacks


Bravery Attacks:


Jecht Rush: 60 (30) CP-
A not-too-special attack consisting of punches, shoulder bashes, and head butts. This attack will knock your enemy a few feet back and they will fall onto the ground. You can immediately use Jecht beam, block, or dodge with very little lag after this attack. Can also be charged to increase initial attack range and make it high priority. This is useful to break guards and can also be used to meet an HP attack head-on and cause both characters to stagger.
The greatest thing about this attack is when you time the buttons correctly, it becomes a fiery torrent of manly pain! Once you get this down, you can inflict massive damage, wow your opponent, and either knock your opponent clear across the screen (Usually MOST of the way to the ceiling with the up combination) or hit them with an HP attack!
Another interesting thing you can do with this attack is to do O → O → Up+O, only whiff the last hit and Jecht will do the flip kick and ensue a chase, but instead press O to cancel chase, then dodge forward, and catch your opponent with Jecht Stream as they fall. Works on Humans, but not high lv CPUs.


There are many combinations with this attack, since with each button press, you can also put in a directional input:


O → O → O
Jecht charges into his enemy, knocking them back with a ferocious punch, then knocks them further back with a shoulder bash, finally taking off, punching and slashing like mad as he carries his opponent with him, and ending the combo by smashing the enemy with the flat end of his sword.
http://i1211.photobucket.com/albums/cc433/ThePhaze08/DFF_Jecht_Rush4.png
O → O → Up+O
The same charging punch as the first combo, as well as the shoulder bash, but when you press up+O, Jecht will knock his enemy into the air, and throw his sword up like a boomerang, hitting them a few times before it comes back, then he jumps into the air and knocks them flying straight up to the ceiling. (Or most of the way there.)
Is the only combo to branch into Ultimate Jecht Shot.
http://i1211.photobucket.com/albums/cc433/ThePhaze08/DFF_Jecht_Rush6.png

O → Up+O → O
Starts with the charging punch, then a flip kick move that knocks the enemy upwards, followed by spinning, kicking and slashing them in the air before knocking them away.
http://i1211.photobucket.com/albums/cc433/ThePhaze08/DFF_Jecht_Rush3.png

O → Up+O → Down+O
Pick your enemy up with the flip kick move, then slash downwards at them twice before smacking them with the flat of your blade to knock them into the ground. (This move will almost always ground rush except on the tallest of stages)
http://i1211.photobucket.com/albums/cc433/ThePhaze08/DFF_Jecht_Rush5.png

Jecht Stream 60(30) CP
This is basically the air version of Jecht rush with the combinations of attacks being a bit different as well as the beginning of the attack. With the first input, Jecht will go into a sort of drilling attack, spinning his body into the enemy, before doing the slashing attack seen at the end of Jecht Rush or the attack to knock them into the ground. This can also be charged the same as Jecht Rush and if you whiff the combos, Jecht will do four to 6 kicks, ending in a punch to send your enemy away. You can block, dodge, or Jecht beam immediately after a whiff combo just as you can with Jecht Rush.
http://i1211.photobucket.com/albums/cc433/ThePhaze08/DFF_Jecht_Stream2.png

As this attack looks mainly the same as Jecht Rush, I won't discuss all the combos, but here are the available combinations:
O → O → O
O → O → Down+O


Jecht Block 30(15) CP
Jecht raises a small red shield in front of his body for a second or less. This move isn't really an attack, but a block. With proper timing, it can block a low or medium priority attack (AKA Heel Crush) with no lag to Jecht and he can retaliate instantly. Now, if you block a high priority close range attack or an HP attack, both characters will violently stagger back and have equal time to recover. Its hard to retaliate using this but it helps to avoid getting hit by the HP attack. High priority ranged attacks such as Firion's Reel Axe can be Jecht Blocked without staggering Jecht. One other useful thing about this attack is that you can use it to cancel your dodge and invoke a Jecht Block. This is only available at the end of your dodge, so it in effect extends your period of invincibility if you're being attacked. One other thing that is good to do is that you can use a normal block followed immediately by a Jecht Block which is great if you think someone is about to attack you (It will greatly increase you odds of blocking as they will go right after your block, just in time for you to Jecht block their attack) or you have a flurry of attacks coming form an assist and the player. This is usable on the ground and in the air, both are the same and its recommended to have both.
http://i1211.photobucket.com/albums/cc433/ThePhaze08/DFF_Jecht_Block.png

So far, the consensus is that most attacks are blockable except a few special cases with weird hitboxes. Attacks from above such as Jump, or Hell's Gate can be blocked. Braver can also be blocked. Attacks from below, however, are questionable, and depend on the attack. With Nightglow, you can block the absorbing portion of the attack safely without staggering as it is ranged. The actual attack, though, is unblockable. Some other attacks that have unusual hitboxes and cannot be blocked are: Graviga, Sticky bomb (IF it is already stuck to you), Thunder Crest, Dynamite, Rising wave, black hole, remote flare, Charged Knight's arrow.
Some HP attacks that are unblockabled also include: Goblin Punch, Flood, Ultima (Or any chained HP attack), Earthquake (The rocks cannot be blocked), Dreary Cell, Grand Cross, and Hyperdrive.
Shift Break can be blocked.(Lightning and water, timing on water is very precise)
Attacks such as MeteorRain and Torrent can be blocked, but it is risky and requires a bit of luck as they must be multi-Jecht-blocked. MeteorRain is very risky as you may block three in a row, then the fourth meteor flies over your shoulder and then you're stuck with ending lag on Jecht Block and will probably get hit by the next meteor.

Phaze08
08-26-2011, 03:33 AM
HP Attacks: Jecht Blade 40(15)CP: This attack has ground and air variations, both being the same and costing the same CP. Jecht raises his sword and slashes quite a few times for brave damage then finally dealing HP damage and possibly wall rush. This attack has decent tracking, as Jecht will sometimes turn around if the enemy dodges over him. The problem with this attack is that its easily punishable if the enemy is good at dodging it or they can use an assist punish. Its also long and easy to assist out of. Can be charged to delay and increase damage. A solid attack overall. Branches from: (Ground) O → O → O (Ground) )O → Up+O → O (Air) O → O → Ohttp://i1211.photobucket.com/albums/cc433/ThePhaze08/Jecht_Blade.jpg Triumphant Grasp 40(15) CP This attack is available only in the air. Jecht's arm glows red with fiery energy and flies forward at a downward angle towards his enemy, grabbing them in his hand for brave damage before finally holding them up as the energy explodes, sending the enemy flying for possible wall rush damage. A great attack for surprising your enemy as it covers a lot of ground and it is quite fast. If near the ground, Jecht will continue to move forward along the ground in a straight line instead of a downward angle. Can be charged for extra damage or to delay. Branches from: (Ground) O → Up+O → Down+O (Air) O → O → Down+Ohttp://i1211.photobucket.com/albums/cc433/ThePhaze08/Dissidia_Jecht_Triumphant_Grasp.jpg Ultimate Jecht Shot 40(15) CP This attack is only available on the ground and in terms of brave damage is Jecht's strongest HP attack. Jecht summons a meteor from who-knows-where and drops it onto his back, before leaping into the air and throwing the meteor down into the ground. If the enemy is near or above Jecht, they will get hit by brave damage until the meteor explodes on the ground. When charged, this attack also comes out at frame 1 after button release so its good to surprise your opponent when they think they can beat out your attack with their faster attack. Branches from: (Ground) O → O → Up+Ohttp://i1211.photobucket.com/albums/cc433/ThePhaze08/DFF_Ultimate_Jecht_Shot.png Jecht Beam 40(15) CP This is Jecht's new attack for Dissidia 012. He shouts “Watch Closely!” and fires a beam from his eyes, which only travels a very short distance before turning into a large orb in front of his face. This attack has the least lag out of all his HP attacks and also the hitboxes last longer than people think, thus, they will rush in, thinking the attack will be over, only to get hit. It is also good for pressure as most players will stop what they are doing and wait out the attack, giving you a chance to retaliate. It reflects missile attacks as well. (Including some HP attacks) This move is available on the ground and in the air and is the only move in Jecht's arsenal that cannot be charged. Jecht Beam is a must for EX builds because it generates the most EX force out of all Jecht's attacks. Branches from any brave combo, but will only connect when no directional input has been used in the combo. http://i1211.photobucket.com/albums/cc433/ThePhaze08/D012FF_-_Jechts_Jecht_Beam.png “Thats Right! I'm The King!” A word on EX Mode EX Perks:

Regen-Vigor and Stamina recover little by little, restoring HP. Basically, you recovery a small bit of HP every few seconds. A nice defensive perk. Everyone has this.


Critical Boost- Increases the chance of bravery attacks dealing critical hits. I think I read somewhere that this gives an extra 50% chance for critical hits. Everyone also has this.


Full Combo- Even if the first hit misses the opponent, the combo can still be completed. While this isn't a very inventive name, it is a very good ability. Basically, you can just attack the air, and with the right timing, go charging and chasing your opponent around. It helps when the opponent dodges your attacks, and its also good to charge from a distance and fly at them from across the stage. Jecht has good tracking while doing this and while can perform a 180 degree turn in between each branch of the combo.
Ex Burst: Blitz King Similar to Tidus' Blitz Ace, Jecht slashes a few times at the opponent, knocking them downward, then jumping down with them as he stabs his sword into them. Next, he summons a meteor and the player must press X to stop the cursor in the center of the bar. Close to the center gets a “good” rating and in the middle gets a “Great” rating. This must be done twice. On the first one, good splits the meteor in two, where great splits it in 6 pieces. The second button press makes Jecht kick the meteor pieces down on the foe. A good rating makes a few of the pieces miss, where a great results in all pieces hitting and an explosion similar to Tidus' EX burst. While this can be good to end the game with or just for a free attack.

Phaze08
08-26-2011, 03:38 AM
“Yeah, I don't need your help!” Assisting the Blitz King


Sephiroth: Sephiroth is a good assist for Jecht; his ground and air brave attacks are basically the same, last a while, and have long range. You can wait it out then use the assist chase to do another combo or an HP attack. You can also, if you're fast, hit your foe with Jecht Beam while they are being hit by Seph, then have enough time to do the assist chase.

Kuja: He is also a nice assist for Jecht, but I can't get past the character design. He does have highest damage potential and a pretty long combo. If you know what you're doing, you can jump and catch them in the air after the combo is over with Jecht Stream or you can just wait for the assist chase. Its also possible to hit them with Jecht beam during the combo and then use the assist chase just as you can with Sephiroth, but it is a bit harder as Kuja moves the enemy around a bit as he hits them.


Warrior of Light:
Pretty solid assist with a mediocre ground attack. His air attack is where he shines. Warrior of Light's Rising Buckler has great verticle reach. He can catch a foe easily after a wall rush or during a Stream/Rush, right before they get knocked down or up and Jecht can easily continue the combo.


Terra Branford:
While her blizzaga spell is ok for assisting, graviga is much better. For instance, Jecht Rush (First phase) → Graviga → Jecht Rush (Second and Third Phase) → Graviga hits/Ground Rush → Follow up. While this isn't so damaging as some others, it is very satisfying to do and graviga has good enough tracking that it will follow your enemy half way across the bigger stages as you carry them.


Onion Knight:
I've seen some great Onion Knight assists with Jecht. His assist combos are somewhat complicated but very rewarding. To name a few, Jecht Stream ( O → O → Down+O) → chain Jecht Beam → Turbo Hit → Onion Knight pushes enemy into Jecht Beam, possible wall rush → Follow up.
Another is similar to this, but with Onion Knight's blizzard attack: Wall/ground rush → Blizzard → Jecht Beam during Blizzard → Assist chase follow up. Most of Onion Knight's combos are this way, you can find more examples on YouTube. Somewhat complex, but very good for long combos and wowing your opponent.


Cecil Harvey:
Cecil is another good one, as he is good at catching foes in the air and has high damage output. The strategy is basically the same as with Warrior of Light, except you don't have to catch them, just wait for them to fall to the ground and hit them. His Hps are also good-Saint's fall being a great aerial attack and Dark Flame being good for catching an enemy off guard or for a quick HP attack wall rush follow up. You can also use him to catch your foe after a down+O Jecht Stream the same as with Warrior of Light, except right when he's about to smash them into the ground himself, you use an HP attack such as Jecht Beam or Triumphant Grasp, or you can let loose another Jecht Stream. He is viable but overall, he's probably the least recommended. Mainly because of his ground brave attack, and its VERY easily punished. You should only use his brave attack when your opponent is in the air, when you wall rush them, or right when you knock them down. You can also catch them with Cecil right before they hit the ground and then rush down there and be waiting once he hits the ground. Not entirely recommended but his air brave attack is very damaging for an assist and his Hps are quite good.


“I'm Ready for Anything.” Jecht Builds
In Dissidia, Character builds can really change the playstyle of the character and some builds work better against certain characters or players. Here are some good ones that the gentlemen of the 'Jecht Builds' thread have come up with. They are all very good and beginners should try them all out and see what works best for their play style. The game gives you 5 slots for different builds so feel free to try your own and see what you can come up with that works well.


Pure EX Build:
This build forsakes assists for a faster climb to EX mode and a longer duration spent in it.
http://i1211.photobucket.com/albums/cc433/ThePhaze08/EXbuild.png

Notable Abilities
Jecht Beam (the staple HP in this build, fills a huge amount of EX Gauge and bypasses Assist Change/EXR as a standalone HP)
Auto Assist Lock On (makes charged attacks hit Assists, defends from combos and EX Breaks)
Concentration++ (makes the opponent come to you, especially if they run when you enter EX)
EXP to EX (helps get to EX and stay in it longer)
Peltast's Gear (to equip Excalibur II)


This set has fantastic EX Absorption, Assist Depletion, and protects from the first EX Break. You will always have at least a x2.7 multiplier and a x4 if Large Gap in HP activates. With a x4 multiplier, you receive the following bonuses:

EX Intake Range+7m
EX Force Absoption+65%
EX Core Absoption+25%
Assist Gauge Depletion+35%
Always Absorb EX Force

Summons
Anything you want because it uses no Summon booster.

Notes: With this set, you should use Jecht Beam as your combo finisher most of the time. If you have high BRV, a full EX Gauge, or its your last HP in EX Mode, then go for the wall rush. Jecht Rush to Jecht Beam is important for building EX (O → O → O or O → Up+O → O). Learn when to use Concentration as it helps cover this set's weaknesses. EX critical boost is highly recommended.
Credit for this build goes to Hollowed.


Pure Assist Build:
This build, is of course, the opposite of the first one. This forsakes EX mode for faster assist building. Many players find this build more viable than EX as assists are very useful for keeping pressure on the enemy and continuing combos.

http://i1211.photobucket.com/albums/cc433/ThePhaze08/Assistbuild.png

This build brings a lot to the table, as the boosters are consistent and will be active 100% of the time. While it is only a 2.7% boost, it does have good assist duration with Battle Gem and so-so wall rush damage with booster. It also offers a little extra to the table with Door to Despair. Sturm and Drang is not boostable but adds to wall rush damage, chase brave damage and overall phyical damage. The build also protects against one assist break, causes you to charge assist on HP attack, and gives initial Assist charge +40% and Assist gauge duration +50% with Together as One. Assist Gauge up Dash is essential for this build, as is Free Air Dash and Assist Critical Boost.
With all the boosters active, you get:
Wall rush damage +148% (40% x 2.7 + 40%)
Assist duration +77% (27% + 50%)
Defense and Damage +13.5%
This is a build I fashioned of my own design. It's not perfect but it works well for me.


Machines Build:
This build focus on pure damage with a secondary focus of EX building. It forsakes assist and also has lower HP than the others, at around 7500. It can be tweaked if needed to add extra HP or defense to help counteract the low HP.
http://i1211.photobucket.com/albums/cc433/ThePhaze08/Machinebuild-1.png

With this build, all boosters will be active as soon as you use your summon, so be sure to bring one that you will use early, or you can swap for Summon Unused if that fits your summon better, which ever one will bring a more consistent boost. Pre-EX will only be available until you use EX mode so that is up to the player whether or not to use it. EX Revenge is usually only in emergencies so that should be active for most of the game. With all the boosters active the player will receive:
Attack boost - Physical + 34% + 15%, all damage + 24.5%
Wall Rush brv dmg boost - +196% + 50% + 50%
Chase BRV + 30%
Wall Rush HP + 20%
Assist Deplete + 24.5%


With this build, the enemy will fear your Jecht, as a combo will devastate their brave game, and if you decide to go into chase, you will deal 500 or so brave damage and upon wall rush 2-300 more. Even though it lacks HP, its damage is very high.
Naked HPs deplete assist but chase is a whole new ballgame here. When you enter chase with Jecht, the opponent has 3 things to think about - 1: The EX force you'll get from a successful hit (~20-25% of a bar) 2: The brave damage you could deal (usually enough to devastate their brave game) 3: The HP damage you could deal (which depletes assist AND deals the brave you've accumulated).
The best part is the mix up - do you brave or HP? Doesn't matter because both are equally devastating in most cases and the opponent will just plain not want you to land ANY attack because of the EX you'll gain + the other benefits (break them or deal severe HP damage). After a few chases, most opponents get a little rattled by the situation and become easier to read. You'll get EX pretty fast as well.
Credit for this build goes to Veysey.

Phaze08
08-26-2011, 03:46 AM
“You can't win with the wrong gear!” Recommended abilities for Jecht


Omni Ground Dash+
Jecht is mainly a ground character, being able to move fast on the ground to begin with and with Jecht Rush covering more distance than Jecht Stream. If you can't afford if, at least try for Omni Ground Dash.


Free Air Dash
While Jecht isn't as great in the air, its very important to stay in your opponents face when you can. Try to run in and block, provoke an attack, then go in for the combo and bring them back down to the ground.


Free Air Dash Boost
This increases the speed of Free Air Dash and is not entirely required, but it is helpful for dashing through an enemy's spells and hitting them before they can recover from their lag.


Assist Gauge up Dash
This is 100% necessary if you plan on running an assist build or using assists at all for Jecht. Jecht's not so great at building assist and he desperately needs the help. This is another reason why Free Air Dash is recommended.


Speed Boost ++
Since Jecht already runs quite fast, you can use this to increase that and some attacks can even be ran around if you know what you're doing. You can also weave back and forth and try to bait your opponent into a whiff attack that you can easily block or run around, or a block that you can easily take advantage of.


Descent Speed Boost
As Jecht is primarily a ground character, this helps a lot when trying to get to the ground, especially when your foe just got knocked down or when they are on the offensive and you can get them to follow you back to your turf.


EX Critical Boost
This ability is extremely recommended for any build that focuses on EX. With this, your attacks will be critical hits pretty much all the time and do much more damage than usual. If you can't spare the CP, it won't make or break your build, but it is very good.


Assist Critical Boost
This is used in the Pure Assist build as well as being optional in any build that has assist. It doesn't make assist characters critically strike ALL the time, but it is certainly an improvement and if you're going to be calling assists often, its definitely worth it.


Also recommended, Sneak Attack, CounterAttack, and Reposte. While most people use the first two, Reposte is good for Jecht as his playstyle is somewhat centered around guarding and retailiating.


“Now you're nailin' it!” Combo Execution


Contrary to popular belief, being able to execute the combos do not make the Jecht player. Learn all the other things first and the combos will come later. Even if you spend most of your time whiffing combos and then using Jecht Beam immediately after, as long as you know how to play Jecht, the rest will come. And when the combos do come, your Jecht will become the raging berserker he was always meant to be and your enemies will tremble at your might as they try to decide whether they want to fall by crushed guard, bad dodge, or a broken through attack.
Here is a video I found that I used to reacquaint myself with the combos on Dissidia 012, and its great. It shows all the combos as well as finishers with slo-mo replays as well as some captions to help you learn. All credit for the video goes to TheMushroomXIII.


http://www.youtube.com/watch?v=9SOSKUJXrr4

“This isn't over!” Credits
This is in no way complete, I still want to add to it and update with new things that we learn as time goes on. If you know of anything that is in this guide that you think is incorrect or if you think I left out something important, just let me know and I will fix it and credit you.


Future Plans:
Add my own screenshots to the attacks section as the ones above are from the Dissidia Wiki and aren't too great, but will work for now.
Possibly do more testing with Jecht Block to find any attacks that are unblockable and also to test attacks that come from directly below.


Special Thanks:
Dissidia Wiki for the pics of Jecht's combos
Cookies for his Cloud guide-Mastering the Buster Basher, I used it as a template to start.
Mmwaffle for his Cecil guide-Shifting Souls, I also used this one.
Veysey, ChaosMuramasa, CompLexity, and anyone else who contributed to this guide.
TheMushroomXIII for his combo video on YouTube.

Theycallmeking
04-12-2013, 09:58 PM
Thanks for this! but one thing , im missing the gears thing so i can buy the machines for that one set , where can i get it?

MGSPhantom
04-18-2013, 02:03 AM
Thanks for this! but one thing , im missing the gears thing so i can buy the machines for that one set , where can i get it?http://dissidiaforums.com/showthread.php?10930-Dissidia-012-100-Complete-Save

Just hit that link, select your region, and put that save file onto your Memory Stick, and then you will have a 100% complete save data!