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- Stage 1: Squall
- (Use summon)
- Easy. Dash in on him, Jecht Rush into Beam ender with the summon.
- Stage 2: Gabranth
- (Use summon)
- Second verse, almost same as the first. Jecht Rush into Triumphant Grasp (TG) + Summon with Aerith providing a quick TG finisher.
- Stage 3: Kuja
- (Summon recharges)
- This can easily go wrong if I don't time my jump into Jecht Stream properly. When I begin the match by jumping and holding forward into Jecht Stream (forward+O is also my Stream input), Kuja likes to stroll to my right-hand side. Landing a Jecht Stream into the downward finisher with double Aerith + UJS combos is enough to arrange a bravery break for the kill. So what's so hard about landing Stream then? If I am a split-second too late, I will hit Kuja and the downward finisher won't actually connect all the way through. See how I land the combo between those two rocks? The right-hand rock actually gets in the way of the combo. This CAN be done too early as well, but you'd have to be frame perfect for that, I guess.
- Sneak Attack ability helps dealing adequate damage with the UJS, and in this case always leaves Kuja with 379 bravery which is definitely enough to break him without even going for the dodge canceled Jecht Stream combo (which not only takes longer, but adds another layer of mis-input).
- Stage 4: Tidus
- (Summon restored, use summon)
- Easy. Fullscreen dash and punish Tidus' ground dodge into Jecht Blade and Aerith. The Jecht Rush combos at that particular position where the dodge punishment happens do not provide ideal circumstances to land a wall rush with TG at all. It's a small stage too. >_>
- Stage 5: Shantotto
- (Use summon)
- Dash in, Jecht Rush into Beam. Looking into an alternative dodge cancel combo into Aerith chase combo might be worth something....
- Stage 6: Ultimecia
- (Summon recharges)
- ... because of this character. Despite her low-ish defense, I often have trouble delivering the OHKO with the bravery break at the end of my touch of death. The critical hits might play a big role here. I aim to open the match with UJS regardless of Ultimecia's course of action, which is usually Hell's Judgment or Apocalypse. I'd rather not see the latter, as it has significantly faster start-up.
- Stage 7: Zidane
- (No summon)
- A fun little twist. Dash in, anticipate the Tidal Flame with a jump into TG. Hook, line and sinker.
- Stage 8: Jecht
- (Use summon)
- This is an odd one and I am not sure how to reliably manipulate Jecht's AI into an OHKO. Charging a LV3 Jecht Stream results either in the AI dodging, eating it or Jecht Blocking the move, which results in a clash. To cover my options, I always charge the Stream with the intention of getting clashed and thus call Aerith before the staggering to immobilise AI Jecht for a quick kill. Sometimes Jecht just eats the move, and Aerith does not really ruin my combo at all.
- Stage 9: Warrior of Light
- (No summon)
- The Gilgamesh summon always gives me the short end of the stick, which is kinda fine as at this point I only have one use left for it which I will use in the final fight. What makes this annoying though, is that WoL always starts with a bar of assist to escape my HPs (although it doesn't react to Jecht Beam?) and creates an awkward all-or-nothing situation afterwards by doing nothing. I did not land my first raw Jecht Rush though, which tampered with my initial gameplan.
- However, with the very good times I got in the prior stages, I could afford to play cat and mouse just long enough for WoL's assist meter to decay and lose the very advantage he began with. It was omen of fortune and attempted to seize the chance. It paid off. I doubt it is going to work again though...
- Stage 10: Feral Chaos
- Aaand back to Stage 2 gameplan, with the removal of dashing altogether. If I had been any slower, Feral Chaos would have started doing things with it's high priority moves, or worse, evade my hits.
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