Does anybody know what the exact effect his attacks gain for each level you charge to?
Obviously no charge = nothing, and I know full charge is Unblockable, but what about additional effects to full charge? or what about lvl2 charge?
BRV:
Lvl1 Charge(no fire) ~ no effect
Lvl2 Charge(fire starts) ~ ????
Lvl3 Charge(fully aflame/audio cue *ding*) ~ ????, Unblockable
HP:
Lvl1 Charge(initial fire) ~ Unblockable
Lvl2 Charge(fire gets bigger/audio cue *ding*) ~ ????
Lvl3 Charge(fully aflame/audio cue *second ding*) ~ ????
This would be really helpful if anyone knows. I'm pretty sure that a fully charged Jecht Blade does two hits for each swing he does, thus doing double damage, but I'm not sure if it's the same for every move, or if it changes by move. Thanks in advance.
FINDINGS ~ All but 100% confirmed(need verification)
Jecht Blade(Air/Ground):
LVL 1 ~ Unblockable
LVL 2 ~ Slight initial lunge speed increase, slight tracking boost
LVL 3 ~ Initial lunge speed increased, better tracking, goes farther, slight vertical track
Ultimate Jecht Shot:
LVL 1 ~ Unblockable
LVL 2 ~ Lunge forward slightly on upward movement,
LVL 3 ~ Lunge forward more on upward movement,
Triumphant Grasp:
LVL 1 ~ Unblockable
LVL 2 ~ Dive speed/distance slight increase, slight tracking increase
LVL 3 ~ Dive faster/farther, better tracking
Jecht Stream:
LVL 1 ~ Normal attack
LVL 2 ~
LVL 3 ~ Initial thrust forward faster/more accurate,
Jecht Rush:
LVL 1 ~ Normal attack
LVL 2 ~ Initial thrust slight speed/distance increase
LVL 3 ~ Initial thrust forward faster/larger distance increase
UNCONFIRMED ~ Help verify PLZ!
Jecht Blade(Air/Ground):
LVL 1 ~ N/A
LVL 2 ~
LVL 3 ~ Doubles hits(almost 100% sure..like 99.9%)
Ultimate Jecht Shot:
LVL 1 ~ N/A
LVL 2 ~ Slight Blast Range increase
LVL 3 ~ Blast Range increase, doubles hits
Triumphant Grasp:
LVL 1 ~ N/A
LVL 2 ~
LVL 3 ~ Doubles hits
Jecht Stream:
LVL 1 ~ N/A
LVL 2 ~
LVL 3 ~ Triples or Quadruples hits for the first part, second part gets Double or Triple(repectively), third gets Double or is untouched(respectively)
Jecht Rush:
LVL 1 ~ N/A
LVL 2 ~
LVL 3 ~ Doubles or Triples hits for first part, second part gets No Boost or Double(respectively), third gets No Boost
I'm pretty sure about the HP double hits part, though not 100%. Can someone confirm? It seems to be true for at least Jecht Blade and Triumphant Grasp.
Need more data for Jecht Stream/Rush.
Last edited by lordsauron; 12-06-2009 at 07:21 PM.
Mains: Cloud
Subs: Everybody else(cycle into main as I play)
For the Brave:
The LV2 charges increases speed/homing/tracking and doubles the hits in the attack.
*not sure but I think the "double hits" part only happens on the first part of the combo.
For HP:
Jecht Blade:
Lv 1-normal
Lv 2- Need to test
Lv 3- Fast release and increased range as well as giving a slight vertical tracking.
The other two I need to test more but also mention that a full charged UJS when you spin up to hurl the meteor you lunge forward a bit.
Really great idea to get this knowledge out for us Jecht user's lordsauron.
Last edited by Wedge; 12-06-2009 at 02:39 AM.
Spoiler:
ThanksWe could all use the knowledge of what charge level is worth risking when right?
I'll start experimenting. I'm gonna put all finds in first post.
Mains: Cloud
Subs: Everybody else(cycle into main as I play)
I believe that lvl 2 has double hits for all his skills and lvl 3 makes them unblockable as well.
Insert witty comment here.
Its possible, since his attacks are unguardable when fully charged, It would lead to only unblockable strikes
Not necessarily unblockable, The charge is for delays on surprise attacks. Straight Arrow follows the same as Grasp/Blade but its blockable
Skipping over the thread, so I'm not sure if it's been mentioned, I think a level 2 charge results in staggering if you attempt to block it.
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