View Full Version : Best Assist Character.... For Jecht??
AbdulFFX
04-15-2011, 01:18 AM
Ok guys I saw this video, Aerith works really well with Jecht and it prompted me to get the Prologus. But Tidus also works really well with dear old dad. so I was wondering, any best assist character for overall? Or specifically for Sir Jecht?
Merci Beacoup!
BRKNglassIncarnate
04-15-2011, 01:24 AM
Kuja.
Jecht Stream > Ground Wall Rush > Kuja Assist > Assist Chase > Jecht Stream > Jecht Blade
AbdulFFX
04-15-2011, 01:36 AM
Ok thanks, I'll try that out
And here's the video i was talking about just now...
http://www.youtube.com/watch?v=zs7yyPZMG2I
Noblesse Oblige
04-15-2011, 01:50 AM
Kuja, Aerith is good too.
Zero_Ruzai
04-15-2011, 01:58 AM
I generally do Sephiroth and Kuja; Sephiroth, imo, is slightly safer to use because if you're down to that last hit, and don't want to risk fluking that final combo you can do: Full combo>Jecht Blade>wallrush>Sephiroth>chase>Jecht Beam. Whereas, if you do Jecht beam with Kuja as your assist, you miss.
Also, Sephiroth is better as a ground assist.
But I believe Kuja overall, since he can rack up more damage (?) and dodge punish.
ujhbn
04-15-2011, 02:14 AM
This should belong to the Jecht section.
Moving.
Myth3842
04-15-2011, 02:17 AM
No one, only Jecht is good for Jecht.
Zero_Ruzai
04-15-2011, 02:23 AM
No one, only Jecht is good for Jecht.
-troll'd
ignoring that comment, stick with Kuja for real.
Myth3842
04-15-2011, 02:30 AM
I kind of like Zidane myself just because of the wall rush.
BTW this is probably not the best place to ask, but how do assists work? Do they have their own preset stats or do they go by yours along with accessories?
AbdulFFX
04-15-2011, 02:30 AM
Ok thanks guys
sorry ujhbn
Tomoki
04-15-2011, 03:02 AM
I use Sephiroth since he puts them right infront of you when you assist cause i thought that kuja's assist would put the opponent too upward and miss on the start up kicks, guess i was wrong=P
Mirsa
04-15-2011, 04:19 AM
Kuja is better than Sephiroty cause Kuja's assist attacks can punish dodges better than Sephiroth's. Sephiroth's ground assist is more reliable when it comes to comboing floor rush attacks with assists cause Kuja's Snatch Blow takes a bit too long and without the proper timing Kuja will get blocked or dodged.
But my money's Tidus, I stay on the ground when I pay Jecht and I ALWAYS use his floor rushes and not his wall rushes, so Tidus' Sonic Buster can help me quite a bit. If by any chance someone is too far away for me to reach with a simple jump then I have Hopstep to deal with them also. Might I also mention Hopstep can chase(you see where I'm going right?).
Veysey
04-15-2011, 05:15 PM
There are lots of uses and it really is matchup dependent. Ones I've liked so far:
Aerith (although lack of damage is... meh)
Kuja (Good damage and punishing)
Sephiroth (Good damage and punishing)
Tidus (Usable in a lot of situations)
Cecil (Ground guard pressure and long aerial combos work well)
CoD (Good punishing, damage, setups)
Lately I've been playing with Emperor. If I can find a way to consistently get TC from UJS, then I might use him for a while. Mines can combo off of wall rushes to chase if timed well, Blue Flare (although using HPs with Jecht isn't easy) can really send opponents into a panic. And TC is a great punish for longer startup moves. He's not as good as other choices for sure, but I'm enjoying trying to work something out for him.
Zero_Ruzai
04-15-2011, 09:06 PM
Ha, I'm actually trying what Veysey is and I was just about to mention that. Unfortunately, TC doesn't seem very consistent; timing is extremely precise. But once you get it down, it's beast, and you can just time when to jump and complete a second combo. Ends up being far more punishing.
Most of my battles happen in the air though. This is due to me not being able to consistently get the ground combo (charged)down, and easy wall rushes to the side. But when I do land UJS or a nice BRV attack from midair, it's nice to have empy follow up with TC.
As far as I can tell, wallrush>mine is not a combo, there appears to be just enough time to get away.
Blue flare is very fun though ^^, especially against the opponents who like to try to deflect it: easy countering with combos, and since you're mobile, blue flare wouldn't yet connect.
Still, all this said and done, Jecht still doesn't gain Assist very fast, making him a pain to have as a character that relies on assists =\
AbdulFFX
04-15-2011, 09:39 PM
sorry what does TC & UJS stand for? and dang so sum characters build assist faster than others?? who gets it fastest do u reckon?
Zero_Ruzai
04-15-2011, 09:40 PM
TC is Triumphant Grasp. UJS is Ultimate Jecht Shot. Yes, some characters build way faster than others. Exdeath and Emperor for example.
Jecht takes longer than most.
BRKNglassIncarnate
04-15-2011, 09:43 PM
I think the TC that Veysey is talking about is Thunder Crest.
Hollowed
04-16-2011, 01:00 AM
I prefer Tidus for his speed, reliability, and being able to salvage a mistimed Jecht combo.
Hopstep
-Extremely fast, great punisher.
-Short cooldown, difficult for opponent to Assist Lock.
What really pushes him over the edge as an assist is that if you mess up Jecht's combo, a quick Hopstep before Jecht's last hit initiates chase and gives you a second chance.
Sonic Buster
-Medium speed. This can be to your advantage if you call him right before taking a hit (an alternative to Assist Change).
-Long cooldown. The opponent can easily Assist Change and attack Tidus to Assist Lock you. Use cautiously if the opponent has an assist bar.
!Certified!
04-16-2011, 01:31 AM
I prefer Tidus for his speed, reliability, and being able to salvage a mistimed Jecht combo.
Hopstep
-Extremely fast, great punisher.
-Short cooldown, difficult for opponent to Assist Lock.
What really pushes him over the edge as an assist is that if you mess up Jecht's combo, a quick Hopstep before Jecht's last hit initiates chase and gives you a second chance.
Sonic Buster
-Medium speed. This can be to your advantage if you call him right before taking a hit (an alternative to Assist Change).
-Long cooldown. The opponent can easily Assist Change and attack Tidus to Assist Lock you. Use cautiously if the opponent has an assist bar.
Agreed, 100%.
As Veysey pointed out, Tidus is useful in a lot of situations. That added with the personal warmth when pairing up father and son is a bonus.
scythe08
05-09-2011, 12:14 PM
Prishe. So far, no cons for Prishe as an assist. Brawler tag-team!! XD
Cookies
05-09-2011, 12:20 PM
I find that Prishe has waaay to much trouble hitting the enemy.
gray_kaiser
05-09-2011, 02:42 PM
If anyone here saw my Firion and Kain CMV on my YouTube channel, I should thank you.
I guess I found the right character for my next CMV...
Sky Raider Kai
05-11-2011, 10:19 AM
If anyone here saw my Firion and Kain CMV on my YouTube channel, I should thank you.
I guess I found the right character for my next CMV...
If you do one, I'll X-Copy from you like I did with Kain xD
gray_kaiser
05-11-2011, 11:09 AM
If you do one, I'll X-Copy from you like I did with Kain xD
I have already some combos with WoL, OK, and Bartz on my mind. I'll test them during the weekend...
Sky Raider Kai
05-12-2011, 02:58 AM
Awesome! Although it would've been fun if Jecht could be used an assist for himself LOL
gray_kaiser
05-21-2011, 07:19 PM
here
http://www.youtube.com/watch?v=Zix4wDkp3Uo
Sky Raider Kai
05-21-2011, 11:04 PM
Definitely X-Copying those xD
miishin
05-22-2011, 03:04 PM
the combo at the end of that vid=instant win.
gray_kaiser
05-22-2011, 03:16 PM
the combo at the end of that vid=instant win.
Eh, that's the idea, you know? It's a joke OHKO combo...
PridePaci
09-23-2011, 03:43 PM
can you suggest me an assist or two, that can cover the lack of jecht in the long range? (an assist like tidus, for example, that can dodge punish the enemy easily, and then connect to an assist chase)
deviant_ambition
10-07-2011, 08:06 PM
I'm thinking of using Lightning as my assist. Thoughts?
ChaosMuramasa
10-07-2011, 08:18 PM
I'm thinking of using Lightning as my assist. Thoughts?
There's absolutely no synergy between Jecht and Lightning. Also, Jecht already has a difficult time building Assist, so you really want to have a reliable and helpful Assist that you can work with.
deviant_ambition
10-08-2011, 12:24 AM
Well damn. There goes that idea. I guess I'll have to keep looking then.
Veysey
10-08-2011, 02:39 AM
Cecil and Kuja are generally your gotos. Cecil gives the floor rush needed to start new Rush combos and Kuja is Kuja. Honestly, though, Jecht being able to floor rush so easily sets up for Kujas most damaging brave assist so easily that it's a pretty natural match, anyway.
There are a few different assists you want for specific match ups (Like, I used Laguna vs Emp), but ultimately, assist diversity doesn't exist. There isn't a need.
deviant_ambition
10-11-2011, 10:38 PM
How's Squall as an assist? Or is there no synergy there either?
ChaosMuramasa
10-11-2011, 10:48 PM
How's Squall as an assist? Or is there no synergy there either?
In general, Squall is an extremely niche Assist that can only be used with specific characters like Cloud. I wouldn't say Jecht is one of those characters.
Really, Deviant, if you're trying to avoid Kuja and Sephiroth as Assists for whatever reason you may have, just use Cecil.
Veysey
10-11-2011, 11:44 PM
Squall is ... worthless to be honest. He's too slow to dodge punish with Heel Crush, yet it's too fast (single hit) for Jecht to easily get to them for a quad combo. On the ground, he does good damage with Solid Barrel BUT if you time it wrong, you'll miss on floor rushes from Stream and UJS. He's just not good for Jecht... if Jecht had less cooldown, it'd be fine... but he doesn't, so guess what? Squall isn't for Jecht.
You can try and be creative all you want but that only will serve you well in a specific few match ups. You want fancy combos? Try Onion Knight, Terra, Kefka, or Golbez. They all have some really interesting (yet hard) combos with Jecht. You want big damage? Try Squall, Yuna, Cloud, or Kain. All those can link to Jechts quad combo...
Look, all I'm telling you is we've experimented and know what works. More importantly, what usually doesn't. Cecil works really well. He is reliable because of how long Radiant Wings hold the opponent - you have the choice to HP while he hits, HP while they fall, Stream while they're falling, Rush when they floor rush... can Quad combo... his only weakness is his ground assist - even then, full charge plus Shadow Lance can create some amazing pressure if used right.
Kuja allows you to do amazing ground based damage - sneaking in a beam while he holds them to reset brave to base before the chase follow up. He can dodge punish effectively. He's hard to punish. Heck, he even has a decent HP assist. His damage, comboability, ease of use, and overall versatility make him an amazing assist.
Now, for my little secret project. Kain is HARDER to use than Cecil, but you can still quad combo if you're not spaced too far. You HAVE to have a floor in order to continue from his assist because it's a little fast, so he loses to Cecil there, but his ground assist is a LOT better and does decent damage. He also dodge punishes better than Cecil - although it's pretty useless in the air if you're too far away from the opponent (looking at you, Ulty).
You want to experiment? That's fine - but we've all already done the experimenting - so if you're coming in here to ask who or what to use, we're telling you. If you want to find a use for other assists, experiment and see for yourself why the standard options are better.
PridePaci
10-12-2011, 08:01 AM
well, it's better tidus or kuja?
i'm using tidus because of his dodge punish ability: it's very, VERY easy to dodge punish with Hop Step.
on the ground, however, he isn't so good, and some times i miss the combo: JRush>UJS>Floor Rush>Tidus Ground Assist> JRush/JStream
deviant_ambition
10-12-2011, 07:30 PM
Thanks for the help, Veysey. That's what I wanted to see.
compLexity
10-12-2011, 08:54 PM
well, it's better tidus or kuja?
i'm using tidus because of his dodge punish ability: it's very, VERY easy to dodge punish with Hop Step.
on the ground, however, he isn't so good, and some times i miss the combo: JRush>UJS>Floor Rush>Tidus Ground Assist> JRush/JStream
Depends, Tidus has the advantage of being much harder to assist lock in the air and he also provides an assist chase out of HopStep which is nice, yet he lacks some damage power. Kuja on the other side is one of the easiest to assist lock but has an extroardinary damage output and an assist chase too. Tidus's Ground Assist is also a bit faster than Kuja's so timing is less stricter. I'd use Tidus against Sephiroth, Exdeath and others who can stay in the air and gain assist at a better rate to avoid being Assist change lv2'd and a faster startup on attack meaning you might punish SF during its animation and more moves overall, otherwise Kuja is your good-to-go character and rarely disappoints ... Yours to decide
Hollowed
06-06-2012, 05:17 AM
I figured out the Yuna AST's role for Jecht. She's great for comboing off of chase wallrushes and AST punishing near the ground, especially on stages with low ceilings. Terra also fills the chase niche and combos off of Jecht's ground attacks. Yuna is faster while Terra deals more damage and possesses a handy HP attack. Both are Ranged priority so they're great for bypassing 2 Assist Bars when combined with Jecht Beam.
Squall is ... worthless to be honest. He's too slow to dodge punish with Heel Crush, yet it's too fast (single hit) for Jecht to easily get to them for a quad combo. On the ground, he does good damage with Solid Barrel BUT if you time it wrong, you'll miss on floor rushes from Stream and UJS. He's just not good for Jecht... if Jecht had less cooldown, it'd be fine... but he doesn't, so guess what? Squall isn't for Jecht.
Airing out this ancient post. Everyone knows Squall's gound BRV AST is fast enough to punish a lot of attacks and deals great damage, but his usefulness don't stop there. Squall's midair BRV sets up resets after a wallrush: Heel Crush forces a dodge which Jecht can punish with a charged attack or dash. Squall's midair HP sets up inescapable HP damage from all of Jecht's chase branches: call Squall right before the chase icon appears, enter it, and do an HP chase attack.
kewldude475
06-06-2012, 05:27 AM
Kuja assist.
Veysey
06-06-2012, 10:39 AM
Kuja doesnt have a lot of versatility outside of damage and the occasional punish. He extends combos well enough but I don't like that his offensive options are... pretty basic. You almost always need to land a hit or accept a high amount of risk in order to use him with proper potential. Something Jecht needs to be very cautious about before deciding he wants to pair up with Kuja.
As for Squall - you've given me an idea, Hollowed, but I haven't tested it - does Aerial Circle still have absorb with the assist? If so, I wonder how effective that would be in helping Jecht punish dodges and potentially making other assists miss when trying to punish Jecht *coughYunacough*.
LonelyGaruga
06-06-2012, 06:48 PM
Squall's Aerial Circle assist does have absorb, yes. The assist spawning prevents it from properly punishing dodges, as it is too slow, however. Heel Crush resets are interesting, but if Jecht tries to punish a dodge, couldn't the player just let Squall hit him? Jecht wouldn't be able to follow up if he's charging, unless the opponent is close enough to the wall that it wouldn't make a difference.
zeroomega1342
06-06-2012, 08:32 PM
Squall's Aerial Circle assist does have absorb, yes. The assist spawning prevents it from properly punishing dodges, as it is too slow, however. Heel Crush resets are interesting, but if Jecht tries to punish a dodge, couldn't the player just let Squall hit him? Jecht wouldn't be able to follow up if he's charging, unless the opponent is close enough to the wall that it wouldn't make a difference.
Wouldn't that be the entire point of spacing and knowing your surroundings? I guess there would have to be places or match ups it could work, but not the majority? Like against characters skimming the ground or in the phantom train? Just as a disclaimer I am just trying to stimulate ideas and claim no in-depth knowledge on this and if anyone wants to explain why this idea is not good I'm ready to learn >.>
Veysey
06-06-2012, 11:49 PM
Garuga, my intention with Aerial Circle isn't to have the HP hit but to suck the opponent in enough as they come out of their dodge for Jecht to actually be able to reach them XD Especially against the smaller/faster falling characters who are really hard to dodge punish with charges D:
As for Heel Crush, the idea would be to be below the opponent a little bit and try to confirm on the dodge/assist hit. A charge takes 5 frames to start hitting straight out if I recall (I think it's less if Stream is hitting from above, but the range is a problem) so I would assume Jecht could confirm the moments before Heel Crush connects and either get a combo or punish the dodge. It's more of a strong wakeup game with the potential for a reset, really. Either way, even if Jecht decides to go "dodge punish" every time, the opponent will get hit every time as well (although the assist would be for substantially less).
TBH, though, I do these reset situations quite often Hollowed - actually, I think I did one on stream with Tidus ground assist vs you specifically. If you go back and look, there should be a match somewhere where I make it look like I botch the followup but instead hold the charge and punish your dodge out of the possible assist combo. I don't use them often because of the inherent risk involved though. On the ground, I use charges since not many characters can dodge out of Streams range on the ground (it reaches further than Rush anyway and if they dodge forward, you can still hit - unlike Rush). In the air, I'll try to time charges after assist chases so they hit the moment the opponent can recover (which has it's own risks obviously - depending on the opponents equipped abilities/mashing capabilities XD). I guess the point is - Squall used as a reset shouldn't be the only consideration - but it does make him more useful... now if only there was a way to make say Aerial Circle and Beam hit a bunch of times between them ;)
Veysey
06-17-2012, 05:58 PM
Aerith + Jecht is turning out really well in some areas. First off, Jecht can use the assist movement glitch to good effect but it only works really well on the ending "wiff poke" of Stream (don't DC). He'll move up and down at notable distances. Why does this help with Aerith, though? And how can we use it to help net wins?
If you have a full charge, the "wiff poke" adopts the level 3 charge priority but also has a hitbox similar to Rush (hard for the opponent to get through). If you're close enough that the horizontal range will connect, call the assist to track to the opponent - they can't block because of the level 3 properties. Jecht moves pretty far, so moving away is only really an option if they were spaced right and from my tests, a lot of characters can't easily "fall out".
If Jecht hits - it won't connect it wide open areas, but if they hit a wall or there momentum is obstructed, Aerith will connect off the poke. Wide open areas like the Rift, I havent been able to get it to connect consistently (they're out of range of Seal when it "grabs"). Any time they brushed against something to move more upward/downward (pretty rare tbh - they usually just wall rush) or wall rush, Seal seems to connect. If they dodge, Seal connects.
Needless to say, this creates a strong situation since if they block the attack (see: clash), Aerith gets them. If they dodge, Aerith gets them. If they attack with low priority, Jecht usually wins (priority and hit box). If Jecht hits them into a wall (Pande/EoM/etc and good areas to ensure this), Aerith gets them. The tracking is deceptive and the slow motion of the assist call DOES give them time to think, but the options most characters have are so limited, they're best to just try to move out of the way (if spacing is bad on Jechts part). Someone like Zidane may be able to fall out but I think if you're spaced well, it should still hit. Decent boost/jumping may also get them out but unsure as I havent gotten to do too many tests.
Add this in with Aeriths chase shenanigans and other tricks Jecht can take advantage of and she becomes pretty good. Allowing offensive AS WELL AS the usual defensive use of the wiff poke opens up some nice options, too.
Now as an added bonus, Prishe has a way to charge her ground brave attack which allows for some nice option selects. Jecht can't REALLY use it except on certain stages, but if you summon Prishe ground Brv, then manage to land a hit while she's being summoned (or at least that seems to consistently work on most moves), she'll charge her brv move long enough for you to say - Rush -> ^O -> vO - and then she releases. On large stages, Jecht takes them out of her range but on smaller stages, she hits and continues the combo. If you do it too early, she misses, though. Still, the interesting part is if you wiff or dont hit in time, she doesn't charge and attacks right away.
The uses are pretty meh on Jecht to be honest but still, it's an interesting property that I'm sure other characters can make great use of in some situations.
Keep working out those assists, everyone! There is more to be found!
Phaze08
06-18-2012, 03:47 PM
here
http://www.youtube.com/watch?v=Zix4wDkp3Uo
Do you have any tidus combos? I love your vids and have used a lot of those combos. WoL is my favorite but its not reliable for aerial fighters if they get high up. I can also see the coolness of the father son duo and tidus has a solid ground and air attack.
Sent from my Galaxy Nexus using Tapatalk 2
Veysey
06-18-2012, 08:49 PM
Tidus Aerial brv is generally used for cooldown/dodge punishing. It really opens up a lot of options for Jecht but you can't really punish cooldown on some characters because of either speed of the move or their movement ability (glide on Kuja for example). Still, he's very strong for an aerial assist against most characters.
Tidus Ground brv is generally used to punish moves with long cooldown or to set up simultaneous attacks so Jecht can get in (I don't mind getting locked if it means I'll net a bit of HP - Jecht can defend himself in most MUs without assists). The distance it covers also serves as a predictive dodge punisher.
His Ground HP sort of acts like his ground brv but can be punished on startup although the length of the attack can help Jecht set up some nice punishment for dodging/trying to punish Tidus. 2 bars is a lot, though... generally good to have these setups in your back pocket for the end of a match, though. It's also really good for stages that have ground but no walls near by if you floor rush by accident since it leads to an assist chase. Orphans Cradle is a pretty big culprit.
His aerial HP is good for punishing long startup ranged HPs that can't be d/c'd out of until the move completes. It cuts through most of them quite cleanly and the assist chase afterwards leads to the usual combos. They need to be careful when they change out as well since Tidus will pursue if they change too early.
Tidus also has some nice applications in combos since he can consistently combo with Jecht without walls in the air. Basically end any combo with vO and you can choose to either use Beam or do the high brv damage ender but if you call Tidus before either of those hit, he'll land the first hit, Jecht will then hit, and he's got some nice tracking on his second hit so it will hit, too (as long as you timed it right). This means Jecht isn't limited to walls or ceilings to continue combos with assists making Tidus VERY strong (especially since he leads to assist chases more often than not and Jecht gets boss criticals from chase setups)
The father-son duo is definitely one of Jechts best options in most situations in my opinion. Comboing is one thing (that really helps on some stages like The Rift for example) but Tidus' ability to punish opponents can hurt a lot of peoples willingness to spam for assists once Jecht gets a bar and THAT is my #1 reason for using him so much (making Jecht a threat even at a distance).
Powered by vBulletin® Version 4.1.9 Copyright © 2013 vBulletin Solutions, Inc. All rights reserved.