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.
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.