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Thread: Jecht Match Up Discussion

  1. #21
    Hot as Ifrit Colonel-Gilgamesh's Avatar
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    It mostly comes down to Golbez having the options and tools to deal with Jecht. Jecht simply doesn't have an effective means to lure Golbez from the ground. For the most part, it's a battle of who is more patient. However, since Golbez can safely use any of his ground moves, Jecht is more likely to make the first mistake, and Golbez is likely going to punish it. In addition, Jecht Block's ability to guard and prevent SnL is moot since Rise Wave goes right through it (not sure if Glare hand can hit behind)
    Last edited by Colonel-Gilgamesh; 01-13-2010 at 01:39 AM.

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    Cool as Shiva ShineThatLight's Avatar
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    Quote Originally Posted by Colonel-Gilgamesh View Post
    It mostly comes down to Golbez having the options and tools to deal with Jecht. Jecht simply doesn't have an effective means to lure Golbez from the ground. For the most part, it's a battle of who is more patient. However, since Golbez can safely use any of his ground moves, Jecht is more likely to make the first mistake, and Golbez is likely going to punish it. In addition, Jecht Block's ability to guard and prevent SnL is moot since Rise Wave goes right through it (not sure if Glare hand can hit behind)
    Glare Hand won't hit from behind, but it hits three times, requiring you to multi-Jechtblock

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    Retired Staff Wedge's Avatar
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    Quote Originally Posted by ShineThatLight View Post
    Well, i wouldnt say he "can't fight Golbez"
    But i would give the upper hand to Golbez, Nightglow can be a problem if you are being reckless, but if you can mindgame a Golbez into using it you can punish viciously.
    And that is really what the matchup for Golbez and Jecht boils down to, a series of mindgames, and punishing laggy Air Systems (or dodges)
    Rise Wave is pretty easy to block on reaction and Glare Hand is an annoyance (melee hit at least). Try to stay in the air directly above Golbez (maybe two to three body lengths so that you don't get sucked in by Nightglow) all that can really be said is mindgame your best, and bait Golbez into using his laggy attacks such as Attack System or Nightglow (and the Systems if he is in the air).
    All in all id give the matchup a 60-40 in Golbez's favor, but when mindgames factor in, it is all about how much you can scare the Golbez player. :]
    I agree with Shine completely on this match up.

    Unless there is anymore discussion on the Jecht vs Golbeza topic lets move on to another character. Popular ones preferred so as to get more discussion going.
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    Amuse me with Kefka.

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    Quote Originally Posted by funkyman02 View Post
    Amuse me with Kefka.
    Well there is quite a bit to say on the match up as I've literally "grown up" playing DFF against Kefka (With Judah and Funky both maining him)
    so I might have an educated opinion.

    Jecht Pro's:
    -Jecht Block is a great tool in combating SnL and WWF
    -Air Dash can foil Kefka's attempts at spacing
    -Triumphant Grasp can be extremely troublesome to EX Kefka as it easily reflects WWF
    -Jecht's high damage can prematurely end the fight

    Kefka's Pro's:
    -Can easily out range Jecht
    -Different environments give Kefka a personal playground of tricks as well as spacing.
    -WWF has a mind of its own :/
    -Well placed Crispies can Break Jecht easily
    -Scatter Spray and Ultima punish Jecht's whiffs HARD.
    -Recovery Attack can also net easy breaks

    Personally I see this match as being almost entirely dependant on these key factors:
    1. Ability Choice
    2. Stage

    Ability Choice- To start off DO NOT USE OMNI DASH. Kefka can and will kick your ass vertically if you give him the chance. Its much better to use Free Air dash to avoid/deflect things like Cripsy and Scatter. Jecht also needs a way to approach Kefka and punish his laggy moves so grind rails with the Air Dash ability are essential due to its blazing speed and its ability to dash you sometimes directly behind Kefka for Sneak Attack crits. I'd also recommend on disable sneak attack over disable counter attack as most of time you'll be hit why trying to avoid his spells rather than attacking. Sneak Attack Crispies hurt A LOT.

    Stage- Stage Choice is essential if you want to be on even ground vs Kefka.
    My personal best levels to combat Kefka are:
    Order's Sanctuary
    World of Darkness (Not Omega)
    Planets Core

    Normally Jecht would prefer small stages but Smart Kefka users can and will use the small environment to their advantage such as corners and walls to let their spells loose as well as the dreaded Trine-Wall-Hax. Not to mention Kefka will benefit from large levels with little map move so as to hinder your approaches.

    Don't get me wrong Jecht has quite a few things going for him such as Jecht Block and Triumphant Grasp to deal with WWF. However a high proficiency on Jecht Block is required to combat Kefka well due to WWF's hit box and trajectory. Not to mention smart Kefka's will attempt to punish TG with Havoc Wing, Scatter-Spray, ect...

    Overall I find the Kefka-Jecht Match up to be in favor of Kefka due to a majority of maps benefitting his playstyle. But on a few select stages, I see the momentum shifting to even or mayyybe towards Jecht's favor. Don't quote me on that. :P

    On most stages I'd say the match up is 65-35 Kefka's favor. However with the presence of grind rails and map moves on certain stages it can shift to 45-55 Jecht's favor. Again don't quote me on it.

    I think there is more to say on the match up but I think I've expunged enough of my opinion and I'm pretty sure I may be soon corrected/added on by the likes of Funky and Judah :P
    Last edited by Wedge; 01-13-2010 at 05:54 AM.
    Spoiler:

  6. #26
    Hot as Ifrit Colonel-Gilgamesh's Avatar
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    I would like to add Hyperdrive, as it can be VERY, VERY hard to hit a Kefka in Hyperdrive. This means you'll probably have to run away, which can give Kefka ample time to start setting up for anything he'll need. The only countermeasure I can think is to very quickly use Triumphant Grasp. I mean REALLY quick. You have to hit him before he upgrades to LVL 2.

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    Quote Originally Posted by Colonel-Gilgamesh View Post
    I would like to add Hyperdrive, as it can be VERY, VERY hard to hit a Kefka in Hyperdrive. This means you'll probably have to run away, which can give Kefka ample time to start setting up for anything he'll need. The only countermeasure I can think is to very quickly use Triumphant Grasp. I mean REALLY quick. You have to hit him before he upgrades to LVL 2.
    Oh yeah forgot that... yeah Hyperdrive is a pain for Jecht. Can't really do much anything to it except learn its speed and tracking. That of which I don't even know. Whenever I see Hyperdrive I normally think "yup, I'm gonna get hit." O.o

    Thanks Colonel for bringing that to the light
    Spoiler:

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    The best advice for Kefka I have to offer is to stay on grind rails, and practice thoroughly. And Jecht Block WWF. That's always fun.
    huehuehue im bad at video games huehuehue

  9. #29
    Hot as Ifrit Colonel-Gilgamesh's Avatar
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    I think we're done with Kefka. Lets move on to a match I've been particularly interested in: Jecht vs Squall. I'm thinking Jecht's favor, by about 70-30?

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  10. #30
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    Quote Originally Posted by Colonel-Gilgamesh View Post
    I think we're done with Kefka. Lets move on to a match I've been particularly interested in: Jecht vs Squall. I'm thinking Jecht's favor, by about 70-30?
    Hmm thats a bit TOO one sided for my taste. However I'm beginning to see it that in Jecht's favor myself.

    I honestly need to fight more squalls (at least some good ones) XD
    to make an educated assumption.

    But yeah again Jecht Block really helps this match up as it staggers Heel Crush and protects you from RD and BZ if they try to punish your dodge with them. Also I would like to note you can Jecht Stream them in mid Heel Crush as well.

    The strength of Squall comes from his hard to punish ground game, and his massive Brave game. With Jecht it can be very difficult to punish Squall if he plants himself and its obviously easy for Squall to build up brave.

    Squalls weakness however is his inability to reliably land HP attacks and thats especially true in this match up because Jecht Block forces Squall's HP options to Aerial Circle on Block and Mystic Flurry HP links. Both of which effective but can be difficult to perform on an opponent who expects it.

    Oh and Critical health/die in one hit skills also aid Jecht vs Squall because normally Squall sits with a large BRV Pool that allows you to capitalize on.

    Again I need more data and experience from Squall players to make a better assumption.
    Spoiler:

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