Lightning (Dissidia 012)

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Revision as of 12:41, 8 January 2024 by Muggshotter (talk | contribs) (→‎Medic: Added paragraphs on medic role and abilities)


Info
Name Lightning (ライトニング)
Original game Final Fantasy XIII
Weapon Swords, Daggers, Greatswords, Katanas, Guns, Parrying Weapons
Armor Shields, Bangles, Gauntlets, Hats, Helms, Headbands, Ribbons, Clothing, Light Armor, Chestplates
Base ATK (LV100) 109 (Low / +1 as Commando, Average)
Base DEF (LV100) 111 (Average)
Run Speed 6 (Average / Good)
Dash Speed 73 (Fast)
Fall Speed 75 (Above Average)
Fall Speed Ratio After Dodge 28 (Above Average)
Exclusive weapons Blazefire Saber, Axis Blade, Flamberge, Enkindler, Omega Weapon, Barrage Blade, Zantetsuken, Odin Blade
Strengths Weaknesses

Overview

Paradigm Shift

Lightning has three different sets of bravery attacks through the Commando, Ravager and Medic roles. Press L + R to change to a different role.

Default rotation for roles is: Commando > Ravager > Medic

If Reverse Paradigm extra ability is used, the rotation becomes: Ravager > Commando > Medic

If no attacks under a specific role are equipped such as Medic, the role will not be available in battle. This can serve as quality of life to a player who wishes to streamline paradigm shift gameplay.

The Commando role has a passive +1 ATK stat boost when using it in battle.

Bravery Attacks

Ground

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
12, 10, 18 (40) 23F Physical Melee Low 30 Wall Rush 20 (10)

[Close] Sword slash sending foe flying vertically upward.

Your fastest grounded move but still reactable. It has decent tracking and range, so it's great for a quick whiff punish or punishing back / side dodges when playing on the ground.

Primarily though, you will use this for following up assist combos into Flourish of Steel as your most damaging HP combo ender in terms of bravery damage.
Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
2 x 7, 4, 17 (35) 29F Physical Melee Mid 30 Wall Rush 20 (10)

[Mid] Spinning slash and gun shot. Boost hit times when close.

Very active, huge and far going spinning slash. Due to it's active frames and Melee Mid priority it can be used to bash through attacks like Squall Thunder Barret, and comboed off of with assist from both the first hit and the wallrush. Lightning can convert into a combo on guard break with assist or a very late guard break, though the wall rush shot won't come out when it does and it has to be dodge cancelled.

Though it has fairly long recovery, it can be hard to punish so often times you could end up safe to dodge cancel out and return to neutral. Use with caution.
Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
10, 15 (25) 37F Magical Ranged Low (orb), Ranged Mid (explosion) 30 Wall Rush 20 (10)

[Mid] Shoot forth pearls of light. Deal damage on hit and explosion.

A long range orb with limited vertical tracking that upon hit wall rushes. The somewhat more useful version of Ruin, it can be used for long range whiff punishes into assist to combo off of, but you might rarely get the chance for that. Still an option that can be considered every now and then.

The first bolt appears at 27 frames. After that, bolts appear every 8 frames and stay on field for 12 frames. The last bolt appears at ~4 seconds (235F) for a total of 27 bolts.

Lightning regains control at about 100F and can dodge cancel at about 56F.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
each (10) 27F Magical Ranged Low each 21 Chase 20 (10)

[Close] Call down lightning bolts. Long duration, keeps foe at bay.

Calls down lightning bolts in a small area around her. All Ranged Low priority, but because they spawn frequently and stay if she gets hit, most characters can't punish her staying within them. This gives Lightning time to breathe and generate bravery in Medic role, cast another Ravager spell or build assist meter with other attacks.

The bolts have enough hit stun to follow up with an assist during chase, but it is difficult to confirm it in the moment; The chase prompt comes out as soon as a bolt hits.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
each 4 (up to 12) 25F, 11F, 11F Magical Ranged Low 0 - 20 (10)

[Long] Flame projectile. Eventual speed increase.

Lightning spawns up to 3 small projectiles in front of her, which after a short time go after the opponent at decent speed. Has very generous hit stun so if it does hit, it's easy to follow up. When used in conjunction with Thundaga and / or Watera, they can halt approaches and put the opponent on the defensive for a moment.

Commonly sees use in some advanced ground combos, such as after wall rushing with Aerith on the ground. Similiarly, Jecht assist gives enough time and distance to set up Fire and combo afterwards. Fire > Launch is a nice extension when it's available.
Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
1 x 5, 6 (11) 43F Magical Ranged Low 0 - 20 (10)

[Mid] Launch wind projectiles. Paralyzes foe with multiple hits.

Launches a small projectile with slow vertical tracking at them. It's not a strong projectile in neutral, but can hit glitch into Lightning Strike. However, it is harder to land than some of the more practical link glitch combos.
Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
3 x 6, 12 (30) 43F Physical Melee Mid 120 Chase 20 (10)

[Close] Barrage of attacks. Generates extra EX Force.

A tracking dash attack that leads into Chase on hit. The range is much longer than you'd expect and it can dodge punish consistently upclose. A good mixup to call out block and dodge, even if the animation is on the slower side. On hit it builds an insane amount of EX and with Chase combos even more, making this a rewarding tool when it connects.

Aerial

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
7 x 3, 14 (35) 29F Physical Ranged Low 30 Wall Rush 20 (10)
[Mid] Gun shot & charge slash. Effective against any height.
Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
12, 10, 18 (40) 23F Physical Melee Low 30 Wall Rush 20 (10)
[Close] Sword slash knocking foe downwards.
Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
each (10) 33F Magical Ranged Low 0 Chase 20 (10)
[Long] Shoot forth pearls of light. Can aim with the analog stick.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
2, 3, 5 (10) 13F Magical Ranged Low 90 Chase 20 (10)
[Close] Call down lightning bolts. Short range, quick execution.
Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
2, 10 (12) 63F Magical Ranged Low 60 Absorb 20 (10)
[Mid] Launch shards of ice after drawing in foe.
Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
15 43F Magical Ranged Mid 90 - 20 (10)
[Long] Launch waterballs. Slowly tracks opponent.
Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
3 x 6, 12 (30) 43F Physical Melee Mid 120 Chase 20 (10)
[Close] Barrage of attacks. Generates extra EX Force.

Medic

Medic has two bravery attacks, both of which have a ground and an aerial version. These are passive, non-attacking abilities that exclusively generate bravery for Lightning when used.

As using either Cure or Cura leaves Lightning vulnerable to damage, some common strategies include mitigating losses from EX core races (too far to get the core first), provoking an approach in a stalemate situation or stacking bravery in between interactions at a safe distance.

Not equipping a bravery in Medic role removes it altogether from the Paradigm Shift rotation. This streamlines the process of changing between her other two roles, which brings a certain level of comfort to the execution. Ultimately it's a matter of player's preference and skill. Medic braveries are not a high priority for learning the basics with Lightning, but can provide further optimization for dedicated players.

At level 100, Lightning gains 138 total bravery (6 + 13 + 20 + 26 + 33 + 40). The process takes about 3 seconds (~180F).

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
1 to 6 % of raw BRV (21 %) ~33F Magical - - - 20 (10)

Increase bravery. Continue combo for boost.

Generate bravery with a passive animation. No specific input timing required to complete this move. The ending lag of Cure isn't too long, although the total animation takes a few seconds to finish. When used sparingly in between projectiles and during lost EX core situations, this is a nice way to regain lost bravery or further stack it.

At level 100, Lightning gains 165 total bravery (6 + 6 + 153). The process takes about 2.5 seconds (~160F).

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
1, 1, 23 % of raw BRV (25 %) ~55F Magical - - - 20 (10)

Increase bravery. Successful combo provides greater boost.

Same as Cure except it starts up slower, is faster to complete by 20F and generates more bravery, while needing more precision to finish. You can't mash it and have to time two more inputs after. Failing either input leaves you with even less bravery than with Cure, so the risk / reward ratio goes up noticeably.

If your timing is consistent, it is the better choice out of the two Medic braveries.

HP Attacks

Ground

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
each (7) 47F Magical Ranged High 60 + 12 x N - 30 (15)
[Close] Call down lightning bolts. Great against flank attacks.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
10 59F Physical Melee High (blade), Ranged High (projectile) 0 Wall Rush 30 (15)
[Long] Shockwave from sword. Slow speed, strong homing.

Commando only.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
3, 3, 4 (10) / +Launch = (32) ? Physical Melee High 90 - 30 (15)
Branching from Launch [Combo] Swing large sword.

Aerial

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
- 47F - Melee High 60 - 30 (15)
[Mid] Slashing charge sending foe flying upward.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
1 x 8 (blade), 2 x 6 (thunder) (8 + 12) 55F Physical (blade) / Magical (thunder) Melee High (blade) / Ranged High (thunder) / Block (Ranged Low) 18 Wall Rush, Magic Block 40 (20)
[Long] Drop lightning on foe. Can hit with spinning sword.

EX Mode: Omega Weapon equipped!

Effects:

  • Regen
  • Critical Boost
  • Omega Weapon
  • Grav-con Unit

Omega Weapon

[Activates with bravery attack] Instantly causes a Bravery Break if an opponent is near Break status.

An attack will break if the opponent is under 30 % of their base bravery (200 BRV at level 100). Very potent for increasing damage with an EX Burst.

Grav-con Unit

[Always active while in EX Mode] The Grav-con Unit activates to automatically avoid Wall Rush damage.

EX Burst: Gestalt Drive

A chain of attacks imbued with the powers of Odin. Enter the commands as shown on the screen to initiate an attack.

Even if your movement controls are set to utilise directional buttons, the directional commands must be done with an analog stick.

Remember that Lightning has +1 ATK while in Commando role. This applies to her EX Burst as well.

Damage multiplier (initial) Damage multiplier (rest) Type
12, 4 x 5 (32) 13 x 4, 4 x 5 (72) (104 total) Physical (except Lightning Strike & Thunderfall)

Builds

Builds here.

Stats
HP
CP
BRV
ATK
DEF
LUK
Max Booster
Special Effect:
Equipment
Assist
Weapon
Hand
Head
Armor
Accessory 1
Accessory 2
Accessory 3
Accessory 4
Accessory 5
Accessory 6
Accessory 7
Accessory 8
Accessory 9
Accessory 10
Summon

Stats
HP
CP
BRV
ATK
DEF
LUK
Max Booster
Special Effect:
Equipment
Assist
Weapon
Hand
Head
Armor
Accessory 1
Accessory 2
Accessory 3
Accessory 4
Accessory 5
Accessory 6
Accessory 7
Accessory 8
Accessory 9
Accessory 10
Summon

Assist

Lightning's assist data.

Type Attack Startup Position Spawn Damage multiplier Effects
BRV Aerora 43F Ground Opponent 1 x 5, 6 (11) -
BRV Smite 23F Air Opponent 12, 10, 18 (40) Wall Rush
HP Lightning Strike 47F Ground Opponent each (7) Chase
HP Thunderfall 55F Air Opponent 1 x 8, 2 x 6 (8 / 12) Block, Wall Rush

Lightning works well with most tournament viable assists.