FFTA - Hunter SSCC Part 4: Jagd Hunt

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Published on ● Video Link: https://www.youtube.com/watch?v=BXRcQCR8V-Q



Duration: 9:07
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https://www.youtube.com/playlist?list=PLbSv8zSDR9c0D8YA5pTgJqK156MEyQAM7

The first Jagd experience and I'm pretty sure also the only mandatory one. In normal circumstances, Jagds are memorable in that characters who remain unrevived at the end of the fight here are lost forever. We're not interested in dying either way, but what matters here is that no law manipulation can take place with the judge completely absent from view.

This map is quite interesting because of higher-end classes making an appearance here - there's Assassin, Ninja, Hunter, Blue Mage and two monsters (an antlion and a toughskin).

The start of the battle is where a lot of important things happen, because we get ambushed by both the Assassin and the Ninja. The two of these can co-operate and nearly kill Marche if he's not dodging their attacks at all - Ninja's doublewield is especially dangerous.

I seem to have got lucky at the start of the fight on this attempt, with Ninja focusing entirely on Veil attacks from a distance on his turns, in spite of Marche being in range for a normal attack, and the Assassin not doing much. I also had good opportunities to target multiple enemies with Sonic Booms, though they hardly died all together and I needed to pick them off one by one pretty much.

In spite of this rare bit of luck, Marche was eventually reduced to what appears to be 1 HP (I think; you can check but I think he recovers 11 HP with Auto-Regen and is then shown having 12 HP). That's where running away starts as Marche tries to restore some HP back so that he can take the next Assassin strike which is inevitable as she outspeeds him (and pretty quickly because I also try to shoot her and other enemies).

Having Dash Boots' boost to movement is certainly crucial here as I wouldn't have outrun all those enemies otherwise.

The Assassin's Return Fire is something to be taken into account, as she is both hard to hit from the front and likely to land her own counterattack on moribund Marche. Sonic Boom is how she should meet her end if the Combo ability has been used (no judge so it doesn't re-appear when getting a KO here - there's another drawback to a Jagd fight).

The priorities for kills are definitely the Ninja (because of doublewield) and the Hunter (capacity for ranged attacks to gradually kill Marche who relies so much on running away under Regen).

The monsters and the Blue Mage are a sitting duck - they should be avoided but it's a matter of time until they fall. We want to meet the antlion in face-to-face combat the least because getting blinded is suicide for a melee class soloing, but the toughskin's Matra Magic can actually help in raising Marche from critical HP to such a status where he can withstand, say, another Assassin blow. The AI won't hesitate to use Matra Magic when Marche is out of the toughskin's range - and it's easy to guarantee this means "all the time".

And I accidentally looped the song wrong. Sorry about that!

edit: and after watching the video again, it seems like Marche is reduced to exactly 1 HP TWICE during the fight. Now that's what I call getting lucky.







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ffta
final fantasy tactics advance
gba
sscc
scc
challenge
solo hunter
moogleboss



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