Jecht (Dissidia PSP)

Jecht is one of Cosmos's champions during Dissidia 012 Final Fantasy, but during the war, he is recruited to become one of Chaos's minions. In the original Dissidia Final Fantasy, Jecht is forced to fight his rival and son, Tidus. Jecht is a famous blitzball player from Zanarkand. Burly and rough-spoken, his style of brawling is straight from the sports arena. Similar to Golbez, he does not care about the other villains' plans, but fights for his own, more benevolent desires. Tidus wishes to settle his grudge with Jecht and finally best his father in battle.
==Profile==
===Appearance===
Jecht's default appearance is based on his Final Fantasy X design , while also incorporating elements of his form as Braska's Final Aeon. He wears black shorts with an orange and red sash over his right leg and bears a large black tattoo of the Zanarkand Abes logo on his chest. He wears a red bandanna, a metal gauntlet on his left arm, and carries a large black sword. Alluding to his form as the Fianl Aeon, he has clusters of spikes emerging from under his sash and from his left shoulder.
In Dissidia, Jecht's alternate outfit turns his sash and spikes red, and his sword gains red colorings with gold details, a reference to Auron's color scheme. This alternate outfit is removed in Dissidia 012 and replaced with a new alternate outfit that more closely matches Jecht's Final Fantasy X design. Jecht's clothing is no longer torn, his sash has a lighter color gradient, he bears no spikes, and his gauntlet and hair are differently designed. His EX Mode remains identical between the two outfits, a primarily green Final Aeon with purple claws and orange trimmings on the edge of his leg sash. Jecht's first alternate outfit in Dissidia is unnamed, and his first alternate outfit in Dissidia 012 is called "Road Uni".
Jecht's second alternate outfit is named "Abes Uni" based on the Zanarkand Abes uniform as seen in the Final Fantasy X introductory sequence. His shorts are longer with a gray and black pattern, he wears blue and black coverings over his lower arms, and has a darker headband. His Final Aeon spikes and the cloth over his leg are absent, and he remains shirtless and barefoot. This is Jecht's attire in Dissidia 012 Final Fantasy as a warrior of Cosmos and in the opening FMV. His EX Mode is a dark purple Final Aeon with orange claws, meant to resemble the Final Aeon as it appeared when being empowered by the Yu Pagodas. His shorts in his Final Aeon form are shorter to match the length of his shorts in his other outfits, but retain the gray and black coloring.
Jecht's manikin version, Ephemeral Phantom, is orange.
JechtDissidiaModel.png|Default outfit.
10 Jecht (2).png|First alt outfit in Dissidia.
Jecht alt.png|First alt outfit in Dissidia 012.
JechtAlt2.png|Second alt outfit.
Manikin-Jecht.png|Jecht's manikin, Ephemeral Phantom.
====Equipment====
Jecht wield the sword seen in his Final Fantasy X concept art, but not in-game. It is a large black blade with a thick, pointed head and red swirls along the middle of the blade, and a length of chain hanging from one side. In his EX Mode the sword gains swirl textures. In his original alt outfit in Dissidia, to go with the outfit's coloration referring to Auron, the sword is red with gold swirls, reflecting the Final Fantasy X version of the Masamune. Jecht's sword in his EX Mode is the same across his alternate outfits, with the exception of his original alt outfit in the first Dissidia, where the sword turned black and gained swirl textures, but the markings on it remained yellow.
The weapon is unnamed in Dissidia, but Final Fantasy Record Keeper named it Sin's Talon, after one of Jecht's exclusive weapons in Dissidia. Later spin-offs, including Dissidia NT, treat Sin's Talon as a different weapon and name Jecht's sword the Iconic Sword. Record Keeper named the EX Mode form of the sword Sin's Fang after another of Jecht's exclusive weapons, but the name was also used for a different weapon in other spin-offs and the sword has not appeared on any other occasions to receive an alternative name.
Dissidia-JechtSword.png|Jecht's sword.
Dissidia-JechtAltSword.png|Jecht's sword in his alt outfit in Dissidia.
Dissidia-JechtEXSwords.png|Jecht's swords in his EX Modes.
Dissidia-JechtSword-Manikin.png
===Personality===
In a contrast to the other warriors of Chaos, Jecht has a blunt and surly personality, swearing often. He enjoys combat (though not as much as Garland), and is arrogant, frequently alluding to his glory. He calls the other warriors of Cosmos "kids," and mocks the warriors of Chaos. He desires nothing more than fighting his own son, and becomes frustrated when unable to do so.
Jecht's outward appearance disguises a gentler heart. He is observant and advises others based on his observations. Jecht cares deeply for his son, even if he berates him. Despite his patronizing attitude, Jecht understands Tidus's desire for his acknowledgement of the latter's strength, which he gives. Jecht's tough appearance is meant to appear strong in the eyes of his son, and disguises his pride for being his father, which would be impossible to express in the cycles of battle.
==Story==
===12th cycle===
During the twelfth cycle of war, Jecht serves as a warrior of Cosmos. Early in the cycle he went exploring for treasure with Bartz and Laguna, but the three got lost. Jecht napped while Bartz and Laguna fought so Bartz could learn how to copy one of Laguna's attacks. Bartz challenged Jecht to learn from him too, but Jecht refused, saying his moves were too difficult to learn. At a later time he spoke to Kain about trying to open up a bit towards his allies, as they are intimidated by his loner attitude. When he notices Lightning is hesitant to accept the leadership of the Warrior of Light, he suggests they fight together so she can see how he handles battle.
Later, Jecht accompanies Yuna after she is separated from her group, only to lose sight of her. He eventually is confronted by Tidus, who had joined Chaos to defeat his father. Tidus tries to provoke Jecht into fighting him, with the man calling him an idiot for being brainwashed. Before the two can battle, Yuna intervenes to protect Jecht and reason with Tidus. The Emperor appears and attacks and Tidus takes a fatal blow for Yuna. Jecht, refusing to let his son die, saves him by giving him Cosmos's light, rendering Jecht an empty vessel. The Emperor spirits Jecht away to Chaos's throne, where Chaos fills Jecht with the power of discord and converts him into his newest agent.
===13th cycle===
Jecht is recruited by the Emperor to battle Tidus on the promise that when the Emperor's plan reaches fruition, he and Tidus will return to their world. Golbez suspects the Emperor will betray Jecht and meets with him several times to warn him.
When Tidus and Firion split up, Jecht confronts Tidus at the Emperor's palace Pandaemonium, ready to fight. The Emperor intervenes and tells Jecht that Tidus wishes to fight him due to hatred, which is against their intended plan. Though disgruntled, Jecht departs and leaves the Emperor to battle Tidus. Jecht comes across Firion at the Lunar Subterrane, and the latter questions if Jecht ran from his fight with Tidus. Annoyed by the implication, and by the Emperor dismissing him, Jecht attacks Firion to take out his frustrations. Afterward, Jecht seems unfazed as Firion stands exhausted. Jecht wishes to keep going and Firion refuses, saying he will not be a substitute for Tidus. Jecht agrees and leaves, deciding the Emperor needs to stop meddling.
Heeding Firion and Golbez's advice, Jecht turns on the Emperor and the two do battle as Firion and Tidus find them. The Emperor teleports away as Jecht kneels injured, telling him to fight Tidus as much as he likes. Jecht prompts Tidus to battle him, but Tidus refuses to fight Jecht when he is hurt. Jecht leaves, and Tidus splits from Firion to follow. Following Jecht to Dream's End, Tidus uses a potion from Firion to heal his father's wounds. Now content to fight Jecht at his full strength, Tidus emerges victorious and claims his Crystal. Jecht begins to fade, and Tidus tearfully admits he only ever wanted his approval. Jecht chuckles as he vanishes, his last words to compliment Tidus on his strength.
With Cosmos gone, the Emperor reveals to Jecht the cycle will no longer begin anew, and that both they and the heroes will eventually vanish. The Emperor further reveals Jecht's origins as a warrior of Cosmos and how his fight against Tidus was planned so the Emperor could create his own Crystals, attuned to warriors of darkness rather than light, to survive the destruction of World B and Chaos to rule existence.
Disgusted, Jecht leaves to find a good fight and finds Tidus, telling him a true ace never stops until the end. The two battle, and Jecht is again defeated. Jecht goads Tidus, telling him to accept his weakness and that the world they are in makes no sense. When Jecht asks if Tidus will cry, Tidus tells him to shut up. Pleased with his son's resolution, Jecht rises and begins to walk away as pyreflies float up from his body. Jecht warns Tidus "don't make 'him' come out here again," and vanishes, telling Tidus it was fun being his father.
If a warrior of Cosmos other than Tidus encounters Jecht, Jecht notes that Tidus isn't around, and decides to fight the warrior anyway, since that's what they came for. After being defeated, he remarks they aren't bad, and he won't have anything to worry about.
==Battle==
Jecht's fighting style is Brutal Blitzer, attacking with quick flurries of melee blows. His Bravery attacks change their effects depending on timing and the direction the analog stick is pushed when chaining them together, allowing him to variably initiate a Chase or inflict Wall Rush. Jecht's combos require very precise timing to master, but have great power when properly executed and execute quickly. Additionally, all of his Bravery attacks can chain to any of his equipped HP attacks, though depending on where the opponent is positioned there is no guarantee they will hit. He also has Jecht Block, which can block most blockable attacks save for those that cannot be blocked at all. Jecht's major weakness is his total lack of ranged skills, and he can struggle against long-range characters who can zone him away and stay out of his reach.
===Boss===
In the original Dissidia Final Fantasy, Jecht is fought in Destiny Odyssey II, X, Shade Impulse, Distant Glory and Inward Chaos.
In Dissidia 012 Final Fantasy, he is fought in Entrusted Power, Seeds of Hope, and Conclusion of the Cycle chapters of Story Mode.
===Attacks===
=====Bravery Attacks=====
 Dissidia Bravery attacks
Move 	Type 	CP (Mastered) 	AP 	Priority 	Effect 	Damage type 	Obtained 	Image
 	Ground 	45 (25) 	90 	 	 	Physical 	Initial 	
 	Bombard the opponent with a flurry of punches, kicks and sword attacks. Initial strike can be charged for better range, power, and to make it unblockable.
* Combo 1: — — — Jecht Blade (midair)
* Combo 2: — ↑ + — ↓ + — Triumphant Grasp
* Combo 3: — ↑ + — — Jecht Blade (midair)
* Combo 4: — — ↑ + — Ultimate Jecht Shot	Bombard the opponent with a flurry of punches, kicks and sword attacks. Initial strike can be charged for better range, power, and to make it unblockable.
* Combo 1: — — — Jecht Blade (midair)
* Combo 2: — ↑ + — ↓ + — Triumphant Grasp
* Combo 3: — ↑ + — — Jecht Blade (midair)
* Combo 4: — — ↑ + — Ultimate Jecht Shot	Bombard the opponent with a flurry of punches, kicks and sword attacks. Initial strike can be charged for better range, power, and to make it unblockable.
* Combo 1: — — — Jecht Blade (midair)
* Combo 2: — ↑ + — ↓ + — Triumphant Grasp
* Combo 3: — ↑ + — — Jecht Blade (midair)
* Combo 4: — — ↑ + — Ultimate Jecht Shot	Bombard the opponent with a flurry of punches, kicks and sword attacks. Initial strike can be charged for better range, power, and to make it unblockable.
* Combo 1: — — — Jecht Blade (midair)
* Combo 2: — ↑ + — ↓ + — Triumphant Grasp
* Combo 3: — ↑ + — — Jecht Blade (midair)
* Combo 4: — — ↑ + — Ultimate Jecht Shot	Bombard the opponent with a flurry of punches, kicks and sword attacks. Initial strike can be charged for better range, power, and to make it unblockable.
* Combo 1: — — — Jecht Blade (midair)
* Combo 2: — ↑ + — ↓ + — Triumphant Grasp
* Combo 3: — ↑ + — — Jecht Blade (midair)
* Combo 4: — — ↑ + — Ultimate Jecht Shot	Bombard the opponent with a flurry of punches, kicks and sword attacks. Initial strike can be charged for better range, power, and to make it unblockable.
* Combo 1: — — — Jecht Blade (midair)
* Combo 2: — ↑ + — ↓ + — Triumphant Grasp
* Combo 3: — ↑ + — — Jecht Blade (midair)
* Combo 4: — — ↑ + — Ultimate Jecht Shot	Bombard the opponent with a flurry of punches, kicks and sword attacks. Initial strike can be charged for better range, power, and to make it unblockable.
* Combo 1: — — — Jecht Blade (midair)
* Combo 2: — ↑ + — ↓ + — Triumphant Grasp
* Combo 3: — ↑ + — — Jecht Blade (midair)
* Combo 4: — — ↑ + — Ultimate Jecht Shot	
(ground)	Ground 	30 (15) 	120 	Block Highest 	Block 	N/A 	Level 5 	
(ground)	Raise an instantaneous shield to block attacks. Blocking Melee High attacks will stagger Jecht along with the opponent.	Raise an instantaneous shield to block attacks. Blocking Melee High attacks will stagger Jecht along with the opponent.	Raise an instantaneous shield to block attacks. Blocking Melee High attacks will stagger Jecht along with the opponent.	Raise an instantaneous shield to block attacks. Blocking Melee High attacks will stagger Jecht along with the opponent.	Raise an instantaneous shield to block attacks. Blocking Melee High attacks will stagger Jecht along with the opponent.	Raise an instantaneous shield to block attacks. Blocking Melee High attacks will stagger Jecht along with the opponent.	Raise an instantaneous shield to block attacks. Blocking Melee High attacks will stagger Jecht along with the opponent.	
 	Aerial 	45 (25) 	180 	 	 	Physical 	Initial 	
 	Bombard the opponent with a flurry of punches, kicks and sword attacks. Initial strike can be charged for better range, power, and to make it unblockable.
* Combo 1: — — — Jecht Blade (midair)
* Combo 2: — — ↓ + — Triumphant Grasp	Bombard the opponent with a flurry of punches, kicks and sword attacks. Initial strike can be charged for better range, power, and to make it unblockable.
* Combo 1: — — — Jecht Blade (midair)
* Combo 2: — — ↓ + — Triumphant Grasp	Bombard the opponent with a flurry of punches, kicks and sword attacks. Initial strike can be charged for better range, power, and to make it unblockable.
* Combo 1: — — — Jecht Blade (midair)
* Combo 2: — — ↓ + — Triumphant Grasp	Bombard the opponent with a flurry of punches, kicks and sword attacks. Initial strike can be charged for better range, power, and to make it unblockable.
* Combo 1: — — — Jecht Blade (midair)
* Combo 2: — — ↓ + — Triumphant Grasp	Bombard the opponent with a flurry of punches, kicks and sword attacks. Initial strike can be charged for better range, power, and to make it unblockable.
* Combo 1: — — — Jecht Blade (midair)
* Combo 2: — — ↓ + — Triumphant Grasp	Bombard the opponent with a flurry of punches, kicks and sword attacks. Initial strike can be charged for better range, power, and to make it unblockable.
* Combo 1: — — — Jecht Blade (midair)
* Combo 2: — — ↓ + — Triumphant Grasp	Bombard the opponent with a flurry of punches, kicks and sword attacks. Initial strike can be charged for better range, power, and to make it unblockable.
* Combo 1: — — — Jecht Blade (midair)
* Combo 2: — — ↓ + — Triumphant Grasp	
(midair)	Aerial 	30 (15) 	120 	Block Highest 	Block 	N/A 	Level 12 	
(midair)	Raise an instantaneous shield to block attacks. Blocking Melee High attacks will stagger Jecht along with the opponent.	Raise an instantaneous shield to block attacks. Blocking Melee High attacks will stagger Jecht along with the opponent.	Raise an instantaneous shield to block attacks. Blocking Melee High attacks will stagger Jecht along with the opponent.	Raise an instantaneous shield to block attacks. Blocking Melee High attacks will stagger Jecht along with the opponent.	Raise an instantaneous shield to block attacks. Blocking Melee High attacks will stagger Jecht along with the opponent.	Raise an instantaneous shield to block attacks. Blocking Melee High attacks will stagger Jecht along with the opponent.	Raise an instantaneous shield to block attacks. Blocking Melee High attacks will stagger Jecht along with the opponent.	
 Dissidia 012 Bravery attacks
Move 	Type 	CP (Mastered) 	AP 	Priority 	Effect 	Damage type 	Obtained 	Image
 	Ground 	60 (30) 	130 	 	 	Physical 	Initial 	
 	Bombard opponent with a flurry of punches, kicks and sword attacks. Initial strike can be charged for better range, power, and to make it unblockable. Exact timing on button presses changes the combo. HP attacks are inputted the same way they are set in the player's customization menu. Any HP attack can be used after the second follow-up, but due to the way the opponent is positioned only the HP attack listed below will hit with certainty.
* Combo 1: — — — Jecht Blade (midair)
* Combo 2: — ↑ + — ↓ + — Triumphant Grasp
* Combo 3: — ↑ + — — Jecht Blade (midair) or Jecht Beam (midair)
* Combo 4: — — ↑ + — Ultimate Jecht Shot	Bombard opponent with a flurry of punches, kicks and sword attacks. Initial strike can be charged for better range, power, and to make it unblockable. Exact timing on button presses changes the combo. HP attacks are inputted the same way they are set in the player's customization menu. Any HP attack can be used after the second follow-up, but due to the way the opponent is positioned only the HP attack listed below will hit with certainty.
* Combo 1: — — — Jecht Blade (midair)
* Combo 2: — ↑ + — ↓ + — Triumphant Grasp
* Combo 3: — ↑ + — — Jecht Blade (midair) or Jecht Beam (midair)
* Combo 4: — — ↑ + — Ultimate Jecht Shot	Bombard opponent with a flurry of punches, kicks and sword attacks. Initial strike can be charged for better range, power, and to make it unblockable. Exact timing on button presses changes the combo. HP attacks are inputted the same way they are set in the player's customization menu. Any HP attack can be used after the second follow-up, but due to the way the opponent is positioned only the HP attack listed below will hit with certainty.
* Combo 1: — — — Jecht Blade (midair)
* Combo 2: — ↑ + — ↓ + — Triumphant Grasp
* Combo 3: — ↑ + — — Jecht Blade (midair) or Jecht Beam (midair)
* Combo 4: — — ↑ + — Ultimate Jecht Shot	Bombard opponent with a flurry of punches, kicks and sword attacks. Initial strike can be charged for better range, power, and to make it unblockable. Exact timing on button presses changes the combo. HP attacks are inputted the same way they are set in the player's customization menu. Any HP attack can be used after the second follow-up, but due to the way the opponent is positioned only the HP attack listed below will hit with certainty.
* Combo 1: — — — Jecht Blade (midair)
* Combo 2: — ↑ + — ↓ + — Triumphant Grasp
* Combo 3: — ↑ + — — Jecht Blade (midair) or Jecht Beam (midair)
* Combo 4: — — ↑ + — Ultimate Jecht Shot	Bombard opponent with a flurry of punches, kicks and sword attacks. Initial strike can be charged for better range, power, and to make it unblockable. Exact timing on button presses changes the combo. HP attacks are inputted the same way they are set in the player's customization menu. Any HP attack can be used after the second follow-up, but due to the way the opponent is positioned only the HP attack listed below will hit with certainty.
* Combo 1: — — — Jecht Blade (midair)
* Combo 2: — ↑ + — ↓ + — Triumphant Grasp
* Combo 3: — ↑ + — — Jecht Blade (midair) or Jecht Beam (midair)
* Combo 4: — — ↑ + — Ultimate Jecht Shot	Bombard opponent with a flurry of punches, kicks and sword attacks. Initial strike can be charged for better range, power, and to make it unblockable. Exact timing on button presses changes the combo. HP attacks are inputted the same way they are set in the player's customization menu. Any HP attack can be used after the second follow-up, but due to the way the opponent is positioned only the HP attack listed below will hit with certainty.
* Combo 1: — — — Jecht Blade (midair)
* Combo 2: — ↑ + — ↓ + — Triumphant Grasp
* Combo 3: — ↑ + — — Jecht Blade (midair) or Jecht Beam (midair)
* Combo 4: — — ↑ + — Ultimate Jecht Shot	Bombard opponent with a flurry of punches, kicks and sword attacks. Initial strike can be charged for better range, power, and to make it unblockable. Exact timing on button presses changes the combo. HP attacks are inputted the same way they are set in the player's customization menu. Any HP attack can be used after the second follow-up, but due to the way the opponent is positioned only the HP attack listed below will hit with certainty.
* Combo 1: — — — Jecht Blade (midair)
* Combo 2: — ↑ + — ↓ + — Triumphant Grasp
* Combo 3: — ↑ + — — Jecht Blade (midair) or Jecht Beam (midair)
* Combo 4: — — ↑ + — Ultimate Jecht Shot	
(ground)	Ground 	30 (15) 	100 	Block Highest 	Block 	N/A 	Level 4 	
(ground)	Raise an instantaneous shield to block attacks. Blocking Melee High attacks will stagger Jecht along with the opponent.	Raise an instantaneous shield to block attacks. Blocking Melee High attacks will stagger Jecht along with the opponent.	Raise an instantaneous shield to block attacks. Blocking Melee High attacks will stagger Jecht along with the opponent.	Raise an instantaneous shield to block attacks. Blocking Melee High attacks will stagger Jecht along with the opponent.	Raise an instantaneous shield to block attacks. Blocking Melee High attacks will stagger Jecht along with the opponent.	Raise an instantaneous shield to block attacks. Blocking Melee High attacks will stagger Jecht along with the opponent.	Raise an instantaneous shield to block attacks. Blocking Melee High attacks will stagger Jecht along with the opponent.	
 	Aerial 	60 (30) 	130 	 	 	Physical 	Initial 	
 	Bombards opponent with a flurry of punches, kicks and sword attacks. Initial strike can be charged for better range, power, and to make it unblockable. Exact timing on button presses changes the combo. HP attacks are inputted the same way they are set in the player's customization menu. Any HP attack can be used after the second follow-up, but due to the way the opponent is positioned only the HP attack listed below will hit with certainty.
* Combo 1: — — — Jecht Blade (midair) or Jecht Beam (midair)
* Combo 2: — — ↓ + — Triumphant Grasp	Bombards opponent with a flurry of punches, kicks and sword attacks. Initial strike can be charged for better range, power, and to make it unblockable. Exact timing on button presses changes the combo. HP attacks are inputted the same way they are set in the player's customization menu. Any HP attack can be used after the second follow-up, but due to the way the opponent is positioned only the HP attack listed below will hit with certainty.
* Combo 1: — — — Jecht Blade (midair) or Jecht Beam (midair)
* Combo 2: — — ↓ + — Triumphant Grasp	Bombards opponent with a flurry of punches, kicks and sword attacks. Initial strike can be charged for better range, power, and to make it unblockable. Exact timing on button presses changes the combo. HP attacks are inputted the same way they are set in the player's customization menu. Any HP attack can be used after the second follow-up, but due to the way the opponent is positioned only the HP attack listed below will hit with certainty.
* Combo 1: — — — Jecht Blade (midair) or Jecht Beam (midair)
* Combo 2: — — ↓ + — Triumphant Grasp	Bombards opponent with a flurry of punches, kicks and sword attacks. Initial strike can be charged for better range, power, and to make it unblockable. Exact timing on button presses changes the combo. HP attacks are inputted the same way they are set in the player's customization menu. Any HP attack can be used after the second follow-up, but due to the way the opponent is positioned only the HP attack listed below will hit with certainty.
* Combo 1: — — — Jecht Blade (midair) or Jecht Beam (midair)
* Combo 2: — — ↓ + — Triumphant Grasp	Bombards opponent with a flurry of punches, kicks and sword attacks. Initial strike can be charged for better range, power, and to make it unblockable. Exact timing on button presses changes the combo. HP attacks are inputted the same way they are set in the player's customization menu. Any HP attack can be used after the second follow-up, but due to the way the opponent is positioned only the HP attack listed below will hit with certainty.
* Combo 1: — — — Jecht Blade (midair) or Jecht Beam (midair)
* Combo 2: — — ↓ + — Triumphant Grasp	Bombards opponent with a flurry of punches, kicks and sword attacks. Initial strike can be charged for better range, power, and to make it unblockable. Exact timing on button presses changes the combo. HP attacks are inputted the same way they are set in the player's customization menu. Any HP attack can be used after the second follow-up, but due to the way the opponent is positioned only the HP attack listed below will hit with certainty.
* Combo 1: — — — Jecht Blade (midair) or Jecht Beam (midair)
* Combo 2: — — ↓ + — Triumphant Grasp	Bombards opponent with a flurry of punches, kicks and sword attacks. Initial strike can be charged for better range, power, and to make it unblockable. Exact timing on button presses changes the combo. HP attacks are inputted the same way they are set in the player's customization menu. Any HP attack can be used after the second follow-up, but due to the way the opponent is positioned only the HP attack listed below will hit with certainty.
* Combo 1: — — — Jecht Blade (midair) or Jecht Beam (midair)
* Combo 2: — — ↓ + — Triumphant Grasp	
(midair)	Aerial 	30 (15) 	100 	Block Highest 	Block 	N/A 	Level 24 	
(midair)	Raise an instantaneous shield to block attacks. Blocking Melee High attacks will stagger Jecht along with the opponent.	Raise an instantaneous shield to block attacks. Blocking Melee High attacks will stagger Jecht along with the opponent.	Raise an instantaneous shield to block attacks. Blocking Melee High attacks will stagger Jecht along with the opponent.	Raise an instantaneous shield to block attacks. Blocking Melee High attacks will stagger Jecht along with the opponent.	Raise an instantaneous shield to block attacks. Blocking Melee High attacks will stagger Jecht along with the opponent.	Raise an instantaneous shield to block attacks. Blocking Melee High attacks will stagger Jecht along with the opponent.	Raise an instantaneous shield to block attacks. Blocking Melee High attacks will stagger Jecht along with the opponent.	
=====HP Attacks=====
 Dissidia HP attacks
Move 	Type 	CP (Mastered) 	AP 	Priority 	Effect 	Damage type 	Obtained 	Image
(ground)	Ground 	40 (20) 	180 	Melee High 	Wall Rush 	Physical 	Initial 	
(ground)	Charge and attack the opponent with a combo of sword blows. Hold to charge for greater range, power and tracking. 	Charge and attack the opponent with a combo of sword blows. Hold to charge for greater range, power and tracking. 	Charge and attack the opponent with a combo of sword blows. Hold to charge for greater range, power and tracking. 	Charge and attack the opponent with a combo of sword blows. Hold to charge for greater range, power and tracking. 	Charge and attack the opponent with a combo of sword blows. Hold to charge for greater range, power and tracking. 	Charge and attack the opponent with a combo of sword blows. Hold to charge for greater range, power and tracking. 	Charge and attack the opponent with a combo of sword blows. Hold to charge for greater range, power and tracking. 	
 	Ground 	40 (20) 	300 	 	Wall Rush 	Physical 	Level 38 	
 	Lift a boulder into the air and then throw it down at the opponent. Hold to charge for greater range, power and tracking. 	Lift a boulder into the air and then throw it down at the opponent. Hold to charge for greater range, power and tracking. 	Lift a boulder into the air and then throw it down at the opponent. Hold to charge for greater range, power and tracking. 	Lift a boulder into the air and then throw it down at the opponent. Hold to charge for greater range, power and tracking. 	Lift a boulder into the air and then throw it down at the opponent. Hold to charge for greater range, power and tracking. 	Lift a boulder into the air and then throw it down at the opponent. Hold to charge for greater range, power and tracking. 	Lift a boulder into the air and then throw it down at the opponent. Hold to charge for greater range, power and tracking. 	
 	Aerial 	40 (20) 	180 	Melee High 	Wall Rush 	Physical 	Initial 	
 	Charge down and forward to slam the opponent with a powerful exploding punch. Hold to charge for greater range, power and tracking.	Charge down and forward to slam the opponent with a powerful exploding punch. Hold to charge for greater range, power and tracking.	Charge down and forward to slam the opponent with a powerful exploding punch. Hold to charge for greater range, power and tracking.	Charge down and forward to slam the opponent with a powerful exploding punch. Hold to charge for greater range, power and tracking.	Charge down and forward to slam the opponent with a powerful exploding punch. Hold to charge for greater range, power and tracking.	Charge down and forward to slam the opponent with a powerful exploding punch. Hold to charge for greater range, power and tracking.	Charge down and forward to slam the opponent with a powerful exploding punch. Hold to charge for greater range, power and tracking.	
(midair)	Aerial 	40 (20) 	180 	Melee High 	Wall Rush 	Physical 	Level 23 	
(midair)	Charge and attack the opponent with a combo of sword blows. Hold to charge for greater range, power and tracking. 	Charge and attack the opponent with a combo of sword blows. Hold to charge for greater range, power and tracking. 	Charge and attack the opponent with a combo of sword blows. Hold to charge for greater range, power and tracking. 	Charge and attack the opponent with a combo of sword blows. Hold to charge for greater range, power and tracking. 	Charge and attack the opponent with a combo of sword blows. Hold to charge for greater range, power and tracking. 	Charge and attack the opponent with a combo of sword blows. Hold to charge for greater range, power and tracking. 	Charge and attack the opponent with a combo of sword blows. Hold to charge for greater range, power and tracking. 	
 Dissidia 012 HP attacks
Move 	Type 	CP (Mastered) 	AP 	Priority 	Effect 	Damage type 	Obtained 	Image
(ground)	Ground 	30 (15) 	130 	Melee High 	Wall Rush 	Physical 	Initial 	
(ground)	Charge forward and attack with a barrage of sword attacks. Hold to charge for range, power and tracking. 	Charge forward and attack with a barrage of sword attacks. Hold to charge for range, power and tracking. 	Charge forward and attack with a barrage of sword attacks. Hold to charge for range, power and tracking. 	Charge forward and attack with a barrage of sword attacks. Hold to charge for range, power and tracking. 	Charge forward and attack with a barrage of sword attacks. Hold to charge for range, power and tracking. 	Charge forward and attack with a barrage of sword attacks. Hold to charge for range, power and tracking. 	Charge forward and attack with a barrage of sword attacks. Hold to charge for range, power and tracking. 	
(ground)	Ground 	30 (15) 	130 	Ranged High 	None 	N/A 	Level 12 	
(ground)	Fire a beam at opponent that explodes in an orb of energy. Low range but wide area of effect, orb lingers several seconds after firing.	Fire a beam at opponent that explodes in an orb of energy. Low range but wide area of effect, orb lingers several seconds after firing.	Fire a beam at opponent that explodes in an orb of energy. Low range but wide area of effect, orb lingers several seconds after firing.	Fire a beam at opponent that explodes in an orb of energy. Low range but wide area of effect, orb lingers several seconds after firing.	Fire a beam at opponent that explodes in an orb of energy. Low range but wide area of effect, orb lingers several seconds after firing.	Fire a beam at opponent that explodes in an orb of energy. Low range but wide area of effect, orb lingers several seconds after firing.	Fire a beam at opponent that explodes in an orb of energy. Low range but wide area of effect, orb lingers several seconds after firing.	
 	Ground 	30 (15) 	130 	 	Wall Rush 	Physical 	Level 36 	
 	Lift a boulder into the air and throw it down at the opponent. Hold to charge for range, power and tracking. 	Lift a boulder into the air and throw it down at the opponent. Hold to charge for range, power and tracking. 	Lift a boulder into the air and throw it down at the opponent. Hold to charge for range, power and tracking. 	Lift a boulder into the air and throw it down at the opponent. Hold to charge for range, power and tracking. 	Lift a boulder into the air and throw it down at the opponent. Hold to charge for range, power and tracking. 	Lift a boulder into the air and throw it down at the opponent. Hold to charge for range, power and tracking. 	Lift a boulder into the air and throw it down at the opponent. Hold to charge for range, power and tracking. 	
 	Aerial 	30 (15) 	130 	Melee High 	Wall Rush 	Physical 	Initial 	
 	Charge down and forward to slam opponent with an exploding punch. Hold to charge for range, power and tracking. 	Charge down and forward to slam opponent with an exploding punch. Hold to charge for range, power and tracking. 	Charge down and forward to slam opponent with an exploding punch. Hold to charge for range, power and tracking. 	Charge down and forward to slam opponent with an exploding punch. Hold to charge for range, power and tracking. 	Charge down and forward to slam opponent with an exploding punch. Hold to charge for range, power and tracking. 	Charge down and forward to slam opponent with an exploding punch. Hold to charge for range, power and tracking. 	Charge down and forward to slam opponent with an exploding punch. Hold to charge for range, power and tracking. 	
(midair)	Aerial 	30 (15) 	130 	Melee High 	Wall Rush 	Physical 	Level 23 	
(midair)	Charge forward and attack with a barrage of sword attacks. Hold to charge for range, power and tracking. 	Charge forward and attack with a barrage of sword attacks. Hold to charge for range, power and tracking. 	Charge forward and attack with a barrage of sword attacks. Hold to charge for range, power and tracking. 	Charge forward and attack with a barrage of sword attacks. Hold to charge for range, power and tracking. 	Charge forward and attack with a barrage of sword attacks. Hold to charge for range, power and tracking. 	Charge forward and attack with a barrage of sword attacks. Hold to charge for range, power and tracking. 	Charge forward and attack with a barrage of sword attacks. Hold to charge for range, power and tracking. 	
(midair)	Aerial 	30 (15) 	130 	Ranged High 	None 	N/A 	Level 28 	
(midair)	Fire a beam at opponent that explodes in an orb of energy. Low range but wide area of effect, orb lingers several seconds after firing.	Fire a beam at opponent that explodes in an orb of energy. Low range but wide area of effect, orb lingers several seconds after firing.	Fire a beam at opponent that explodes in an orb of energy. Low range but wide area of effect, orb lingers several seconds after firing.	Fire a beam at opponent that explodes in an orb of energy. Low range but wide area of effect, orb lingers several seconds after firing.	Fire a beam at opponent that explodes in an orb of energy. Low range but wide area of effect, orb lingers several seconds after firing.	Fire a beam at opponent that explodes in an orb of energy. Low range but wide area of effect, orb lingers several seconds after firing.	Fire a beam at opponent that explodes in an orb of energy. Low range but wide area of effect, orb lingers several seconds after firing.	
===EX Mode===
300px|right|Blitz King
Jecht's EX Mode is his Final Aeon form from Final Fantasy X. In his EX Mode Jecht gains the ability "Full Combo", letting him continue his Bravery combos even if the initial strike misses. This lets him overwhelm opponents with powerful combo attacks, and makes it easier to strike when pausing to charge up his attacks.
Jecht's EX Burst is , his variation of Tidus's signature Blitz Ace. Jecht attacks by kicking enemies into the air, slamming them back down, and then impaling them with his sword and leaping into the air. Two timer meters appear as Jecht kicks a boulder apart and then kicks the shards at the opponent. The player must press to stop the cursor as it moves back and forth across the meter, and the closer to the middle the cursor is stopped, the more pieces Jecht shatters the boulder into before kicking them at the opponent. Getting two "Great" ratings maximizes the Bravery damage dealt and the animation depicts causes the rubble to circling out before converging on the opponent and exploding, similar to Tidus's Energy Rain
Dissidia Jecht ex.png|Default outfit EX Mode.
JechtAltEXModeRender.PNG|First alt outfit EX Mode.
JechtEX3.png|Second alt outfit EX Mode.
===Equipment===
Jecht can equip Greatswords, Axes, Grappling Weapons, Shields, Bangles, Hats, Helms, Clothing and Light Armor. In Dissidia 012, Jecht can also equip Thrown Weapons, Headbands, and Chestplates.
====Exclusive weapons====
 Dissidia exclusive weapons
Name 	Level	Stats 	Effects 	Obtained
Kaiser Knuckles	50 	BRV +52 ATK +36	Wall Rush HP Defense +25%. 	Trade: 16010 gil, Sonic Knuckles, Great Serpentskin x3, Crimson Shard x2
Sin's Talon 	92 	BRV +77 ATK +63	Wall Rush HP Defense +50%. 	Trade: 30120 gil, Kaiser Knuckles, Aged Turtle Shell x5, Crimson Crystal x3
Sin's Fang 	100 	BRV +81 ATK +68	Wall Rush HP Defense +75%.Minor Sneak Attack Effect.	Trade: 32470 gil, Sin's Talon, Medal of Honor x5, Crimson Orb x5
 Dissidia 012 exclusive weapons
Name 	Level	Stats 	Effects 	Obtained
Kaiser Knuckles	30 	HP -659BRV +83ATK +40	Wall Rush BRV Damage +30%. 	Trade: 61000 gil, Sonic Knuckles, Scarletite x1, Phantom's Desire x5
Sin's Talon 	90 	HP -522BRV +69ATK +63	Wall Rush BRV Damage +40%. 	Trade: 158,000 gil, Kaiser Knuckles, Electrum x1, Phantom's Dream x5
Sin's Fang 	100 	HP -595BRV +79ATK +68	Wall Rush BRV Damage +50%.Minor Sneak Attack Effect.	Trade: 182,800 gil, Sin's Talon, Medal of Honor x1, Phantom's Hopes x5
==Behind the scenes==
===Allusions===
*During a cutscene, Jecht punches Tidus but misses, and a round wave of energy is left behind, similar to Sin's energy attack in a cutscene just before fighting it in Final Fantasy X. The Zanarkand Abes insignia is also briefly seen as the blast starts.
*The HP attacks Ultimate Jecht Shot and Triumphant Grasp refer to the two Overdrives used by Braska's Final Aeon. The Final Aeon's other attacks include "Jecht" in their names, a naming convention shared by Jecht's other attacks in Dissidia. In Dissidia 012, Jecht also has the attack Jecht Beam, another ability from Braska's Final Aeon.
*In Destiny Odyssey X-5, Jecht tells Tidus he should take a chance and "think of something", a line originally said by Auron.
*One of Jecht's pre-battle lines, "Gonna cry? Are you gonna cry?" is something he typically taunted Tidus with in Final Fantasy X. One of his battle taunts when attacking is, "Don't cry now!" Another of Jecht's intro lines is, "I won't be able to hold back," which he said before his final battle in Final Fantasy X.
*When fighting his son, Jecht says, "Let's end this," as he did before transforming into Braska's Final Aeon.
*When fighting him as Onion Knight, Jecht comments, "You remind me of another little kid," a reference to his days in Zanarkand when Tidus was younger.
*Two of his exclusive weapons, Sin's Talon and Sin's Fang, refer to Jecht being Sin in Final Fantasy X. His other exclusive weapon refers to the set of weapons for Rikku, which have Break Damage Limit as their dominant ability, the Kaiser Knuckles.
*Jecht's opening to Firion in Dissidia, "The Great Jecht has dreams too," alludes to a flashback shown at Zanarkand where Jecht tells Auron and Braska his dream is to train Tidus to be a champion blitzball player.
*Whenever Jecht uses his EX Burst, the background will shatter in a similar manner the party enters a random battle in Final Fantasy X.
*In Firion's storyline, when Firion tells Jecht his true opponent is Tidus, Jecht thanks him for meddling in a similar manner Auron tells Sora in .
*The Al Bhed Primer, an item used to decipher the Al Bhed language in Final Fantasy X, is obtainable through Battlegen against the Auron Friend Card. When translated, the Al Bhed sentence in the item description, "Keja so pacd du O, N, yht B", reads, "Give my best to Y, R, and P", a reference to the protagonists of Final Fantasy X-2.
*When fighting the Warrior of Light, Jecht's line may be a reference to a line he said to Tidus, when the latter tried to learn the Jecht Shot on the S.S. Winno, where he says, "I am special! I'm the best!" When fighting Cloud, his line may reference the same.
*When fought with Yuna in Dissidia 012 Final Fantasy, Jecht's line references his opening speech before the fight against Braska's Final Aeon.
*During Jecht's interactions with Yuna, she refers to him as "Sir Jecht" as she did in Final Fantasy X.
*Jecht forcibly becoming a warrior of Chaos due to helping a loved one and ultimately losing his life because of it mirrors his fate in Final Fantasy X as Braska's Final Aeon.
*When Jecht uses Jecht Beam, he says, "Watch closely!" possibly alluding to how he fired the beam from his eyes in the original game.
*The scene where Jecht refuses to tell Bartz how to mimic his moves alludes to how Jecht refused to teach Tidus his signature Jecht Shot in Final Fantasy X.
==Gallery==
Jecht CG.png|CG render from Dissidia.
Jecht - 012 CG.png|CG render from Dissidia 012.
Dissidia Amano Jecht.jpg|Artwork by Yoshitaka Amano.
Jecht concept art.png|Concept art of Jecht's EX Mode appearance.
Tidusxjechtd012upclose.png|Jecht and Tidus in Dissidia 012 trailer.
Jecht 012.jpg|Jecht speaking to Tidus.
DFFJecht Victory Pose.gif|Victory pose.
==Notes==
de:Jekkt (Dissidia)
es:Jecht/Dissidia
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Category:Characters in Dissidia Final Fantasy (2008)
Category:Characters in Dissidia 012 Final Fantasy