View Full Version : Info on Jecht's moves
ujhbn
04-28-2011, 04:41 PM
Please refer to this thread (http://dissidiaforums.com/showthread.php?7809-In-depth-battle-mechanics-012-version) for details about priority and damage multiplier.
http://i280.photobucket.com/albums/kk200/ujhbn/Skill%20info/Jecht-1.jpg
Some common combo damage (all uncharged):
Jecht Rush O, O, ^+O = 4+9+10+19 = 42
Jecht Stream O, O, O = 4+7+10+19 = 40
Jecht Stream O, O, v+O = 4+7+10+19 = 40
Jecht Rush > UJS = 4+9+10+18 = 41
Jecht Stream > J.Blade = 4+7+10+10 = 31
Jecht Stream > T.Grasp = 4+7+10+10 = 31
Veysey
04-28-2011, 07:47 PM
Thanks a lot, ujhbn! This really helps a lot! Although a perfect EX Burst does 6 hits now I believe, doesn't it?
It's really important for Jecht mains to note that a charged UJS has a 1 frame startup after release (I didn't know it was THAT good, though) and since it's melee high before you chuck it, you can use it to stagger/block/surprise oncoming opponents. It also has reduced cooldown, so it's a little harder to punish.
Not saying it should be used often or anything, but DFF vets will remember how useless it used to be - now those situations you thought you should have been able to use it - you usually can! (Like using the rock to block Flare Star and counter with the throw)
Yottas
04-28-2011, 11:11 PM
Now you finished the "Info on [insert character here] moves"...
Thank you for all 31 of these... I bet this was a very time-consuming work.
But I helped and helping me a lot... And not only me, I bet it helping all of us!
To Jecht's moves:
Now he is, like many other characters too, faster but weaker. Also it is important to notice that a combo without a HP-attack does more BRV-damage than a combo with a HP-attack.
And he can charge his attacks faster...
Edit: I forgot:
Jecht Rush/Stream Lv.3 is now Melee High; and I have a question:
Why is there a "5" after "Total = 101" (his EX-Burst is now much stronger) (the text with the yellow backgroundcolour)?
ujhbn
04-28-2011, 11:42 PM
Thanks :D
Ya, inally finished, but there are still lots to do, and gotta refine some of these :p
@Veysey Perfect EX Burst is still 4 hits. About UJS, although it's startup from release is 1F, the hit box is on the rock. It would take another 6~8F to reach Jecht to "cover" him. =]
@Yottas Oh thanks for telling, that's actually a typo! lol Gonna remove it now :p
Hollowed
04-29-2011, 01:15 AM
Thank you very much, ujhbn!
Stream is 17F now. Jecht Block is active from 1-16F, but cooldown was greatly increased. Jecht Beam is 31F.
It takes 5F to release a charged Rush and 11F for Stream/most HPs. It takes 45F for a charged BRV to come out as Melee High.
Normal damage was nerfed, but Jecht's damage is still relatively high. BRV finishers are strong at 40 (44 with wall rush). Most HP finishers are average at 31. His EX Burst actually does good damage now.
DAMAGE CALCULATION ON JECHT'S GROUND TO MIDAIR COMBO
Ground Starter: 32/43 fully charged
Midair finisher BRV: 44 (downward + wall rush)
Midair HP finisher: 30/41 fully charged
Simply add the two together. With an Assist, you can "quad combo" for a total of 124 with two HP finishers, and 176 with no HP finishers.
DrakeClawfang
10-10-2011, 03:04 PM
Just to make sure I'm reading this table correctly - the Lvl 1, 2, 3, stuff, is when you charge up the attack, and the 2nd Chain and 3rd Chain fields are the parts of the combo, right? So like, if I did an uncharged Jecht Stream, the first two parts would be blockable, but the third part would stagger us both. That accurate?
ujhbn
10-10-2011, 03:41 PM
the Lvl 1, 2, 3, stuff, is when you charge up the attack, and the 2nd Chain and 3rd Chain fields are the parts of the combo, right?
Yes, Lv 1,2,3 are charge lv
2nd, 3rd Chains are 2nd, 3rd O-button input.
So like, if I did an uncharged Jecht Stream, the first two parts would be blockable, but the third part would stagger us both.
No to bold. The third part will stagger opponent only, not Jecht.
Cookies
11-21-2011, 01:29 PM
Hey Ujhbn, I'm just a little lost here, what does "Jecht Block" mean in terms of priority. I'm just wondering if that's a typo or if it's got its own priority grade.
Dante MHKING
11-21-2011, 01:32 PM
jecht block has a better priority than high (like high +)
like in the first dissidia when you did high guard braver could break through it but would clash with jecht block
Cookies
11-21-2011, 01:37 PM
That's not better than High then. Block High colliding with Melee High should stagger them both.
EDIT: Actually, reading the Mechanics thread again a Block High would be Staggered by a Melee High, so I guess it really is it's own priority.
Dante MHKING
11-21-2011, 02:42 PM
well thats easily explained because melee high staggered high guard (block high)
and heel crush (mid) staggers block mid but squall doesnt get staggered
ujhbn
11-30-2011, 04:55 PM
@Cookies Yes, Jecht Block has its own priority. It has its own row in the priority table in the mechanics thread. It is "closer" to the Block Highest (Omni Block), only that it draws with a Melee High attack. =]
Cookies
11-30-2011, 05:03 PM
@Cookies Yes, Jecht Block has its own priority. It has its own row in the priority table in the mechanics thread. It is "closer" to the Block Highest (Omni Block), only that it draws with a Melee High attack. =]
I see, thanks Ujhbn :D
muhaha
12-03-2011, 02:38 PM
well im learning fast with him just played 5 hours with jecht but there is one thing i got probs with if i play vs jecht the my opponent uses an hp instead of an bravery attack and if im trying to do that it wouldnt work any sugestions??
Reikou
12-03-2011, 05:33 PM
If you're referring to Jecht block, work on the timing. Jecht block only has a very short window that it can block/stagger. If you mistime it (Firing off the moment Squall's Fated Circle fires off for example) you'll whiff the block and get smacked. Jecht block is proven to block almost any attack. There are some attacks that can bypass it, but not very many.
LonelyGaruga
03-06-2012, 04:18 AM
So I just noticed that Jecht Rush (and maybe Stream as well) has at least melee mid priority on the last part of his attack. It reflected Watera, which is interesting.
ujhbn
03-09-2012, 08:24 AM
Um... "the last part", do you mean the last hit of an un-chained Rush/Stream (1st O-button input)? Right?
I just finished testing Jecht Rush/ Stream vs Lightning Watera, but can't reflect Watera with Lv1 & 2 Rush/Stream at all, no matter which hit. EX-mode was tested too.
But if you mean the last chain of Rush/Stream (3rd O-button input), yes, they are Melee Mid.
LonelyGaruga
03-09-2012, 08:26 AM
But if you mean the last chain of Rush/Stream (3rd O-button input), yes, they are Melee Mid.
Yeah, that's the part I'm referring to. Should have been clearer, heh.
Veysey
03-09-2012, 08:43 PM
Actually, the last "poke" out of Rush or Stream inherits the charge level if I recall. Pretty sure I've reflected Flares, clashed with Braver, beat out Meltdown and all sorts of nonsense with pokes like that. Reason I use it is it feels like it has a better Hit Box and hides his hurt box much better (at least on Stream... Rush is pretty solid in and of itself).
LonelyGaruga
03-09-2012, 08:50 PM
Huh. I was using Jecht's ground assist. I don't think that has anything to do with what you said, but it is interesting.
Powered by vBulletin® Version 4.1.9 Copyright © 2013 vBulletin Solutions, Inc. All rights reserved.