Lightning (Dissidia 012 Final Fantasy)

From Dissidia Wiki

Info
Name Lightning
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
Run Speed tier 6
Dash Speed 73F
Fall Speed 75F
Fall Speed Ratio After Dodge 28F
Exclusive weapons Blazefire Saber, Axis Blade, Flamberge, Enkindler, Omega Weapon, Barrage Blade, Zantetsuken, Odin Blade

Overview

Lightning is the protagonist of Final Fantasy XIII. In Dissidia she brings her Paradigm Shift and the all-rounder aspect of going into Commando for physical close to midrange attacks, Ravager for zoning with spells and rushdown with Thunder, and Medic to "heal" bravery. While she has some standout tools, her true potential lies in her very well rounded kit, able to cover alot of fundamental aspects in neutral and pressure.


Strengths Weaknesses
  • Easy, Versatile Gameplan: Very Versatile Gameplan across majority of her matchups. She has good pokes, good zoning tools, good rushdown and mixups on dodge/block, Light has abit of everything in her kit to cover alot of common options and matchups
  • Scary Meter Economy: Light's EX Gain is in perfect synergy with her kit, all her common confirms, assist combos and advanced combos leading into decent to high EX Gain. On top of it she has good dash speed and zoning to win Core races frequently. Thunder and rotating between options frequently also makes her Assist Gain nothing to laugh at
  • Aggressive Zoning: Many tools to keep away, send projectiles after the opponent, or punish setups from midrange, Light makes it difficult for some characters to start effective offense while being able to start her own with it
  • Solid Combo Game: Alot of moves have high hitstun, lead into chase or cause Wallrush, making Light able to confirm most hits into assists and sometimes HPs. With the right hit she can land some impressively long combos too
  • Fantastic EX Usage: Good combos out of EX Revenge, Solid EX Mode, and Omega Weapon as a kill confirm make her EX Usage one of the scariest in the game
  • Low Damage: Even with her most optimal combos Light has a hard time pumping out high damage numbers
  • Weak to Glutton: Glutton paired with EX Intake Range can take away alot of her EX if she doesn't have EX Intake Range herself
  • Watera can work against her: Watera can frequently ruin combos if reflected or not taken an eye on

Moveset Data

Bravery Moves

Ground

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

[Close] Sword slash sending foe flying vertically upward


Your fastest grounded move but still very reactable. It has decent tracking and range so its great for a quick whiff punish when playing grounded footsies.

Primarily though, you will use this for groundrush combos into Flourish of Steel as your most damaging HP Ender.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
2x7,4,17(35) 29 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 spin slash that is also Mid Priority. Due to its active frames and Priority it can be used to bash through things like Squall Thunder, and comboed of off with assist from both the first hit and the wallrush. Light can convert into a combo on guard break with assist or a very late guard break, though the wallrush 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. Make careful judgements with it regardless.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
10,15(25) 37 Magical Ranged Low,Mid (orb,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 wallrushes. The somewhat more useful version of Ruin, 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.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
each(4) 25,+11 x2 Magical Ranged Low 0 None 20 (10)

[Long] Flame projectile. Eventual Speed increase


Light spawns up to 3 small projectiles infront of her, which after a short time go after them with decent speed. Has very generous hitstun so if it does hit its easy to combo off of. In combination with Watera to stop dashing through them easily, they can halt neutral and zone the opponent out a little.

Sees major use in some advanced combos, since its generous hitstun makes Fire>Launch a nice extension when its available.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
1x5,6(11) 43 Nagical Ranged Low 0 None 20 (10)

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


Launches a small projectile with slow vertical tracking at them. Not the greatest move in neutral, can Link Glitch into Lightning Strike however but its harder to land than more useful Link Glitch combos.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
each(10) 27 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 Low Priority but because they spawn every 8F and stay if she gets hit, most characters can't punish her staying within so it makes for a good way to catch some time to breath.

Total Duration is 235F (~ 4secs) so you can use that time to build assist or spawn a Watera/Fire/Heal with Medic. The Chase can be combo'd off of with assists but its hard to hitconfirm.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
3x6,12(30) 43 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 farther than you'd expect often and it can dodge punish consistently upclose, making it a great mixup to call out block and dodge. On hit it builds an insane amount of EX, and with Chase combos even more, making this a highly rewarding tool for Light in every way.

The ground version sees less use due to Light having other moves on the ground that cover about the same options. Still never wrong to equip it regardless.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
heals 6%(21%) of Base BRV 33~180 Magical ~ 0 None 20 (10)

Increase bravery. Continue combo for boost.


An oddball tool as a whole in the game. Light can generate on her own with it, essentially "healing" herself. The bravery is a fixed value and can't be changed.

It generates 6+13+20+26+33+40=138 Brv in total, and takes about 3 secs (~180F) to finish completely

A niche tool, can be used to generate bravery and play passive with keepaway too, especially against characters that have a hard time dealing with Thundaga/Watera already. The recovery is pretty standard, fast enough to make it harder to punish between zoning.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
heals 1,1,23(25%) of Base BRV 55~160 Magical ~ 0 None 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.

It generates 6+6+153=165 Brv in total, so not completing it is more punishing than Cure by alot. Since it takes 160F you may also get less chances to complete it, making it far more committal.

An even more niche tool than the niche tool, you can just ignore Cura and use only Cure if you want. Ignoring both is also possible and not too uncommon to make changing between Ravager/Commando quickly easier

Air

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

Description


Brief Description of Move

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
7x3,14(35) 29 Physical Ranged Low 30 Wall Rush 20 (10)

Description


Brief Description of Move

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
each(10) 33 Magical Ranged Low 0 Chase 20 (10)

[Long] Shoot forth pearls of light. Can aim with the analog stick.

A long range projectile that can be done up to 3 times, all hits leading to Chase. Not the greatest move to use due to being outclassed in utility by Blizzara/Watera often, but its faster than Blizzara and can be used for a rare long range whiff punish.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
2,3,5(10) 13 Magical Ranged Low 90 Chase 20 (10)

[Close] Call down lightning bolts. Short range, quick execution.


Lights fastest move overall and an incredibly oppressive tool. Deceptive range, goes far up, very fast and spammable due to having low recovery and easily leads into assists. Due to its insanely low recovery you can use this, wait for Light to move again, and keep spamming it in that rhythm to build assist quickly. It's downside is that its dashable through, and because its so spammable you can still mix it up with either blocking, dodging, or another Thunder even if they do.

Beware of them challenging it with equally active buttons and attack right through however


This move shines in pressure and making your opponent second guess their approach at all times, all while actively building meter, and on hit building lots of EX.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
2,10(12) 63 Magical Ranged Low 60 None 20 (10)

[Mid] Launch shards of ice after drawing in foe.


Light's Anti-Zoning tool. Extremely slow for a bravery and just as punishable, but shines when used to counter setups of other characters.

As soon as the ice spawns at around half of its startup, it has a strong vacuum effect around it to draw in even from slightly out of its range. As it can be dashed through it works well in tandem with Watera to stay safe.

Light can start moving again at around the same time it hits, and with its long floaty hitstun makes her able to combo off of it solo when close, or with any common assist.


A good third Bravery in matchups where Army of One might not have much utility.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
15 (15) 43 Magical Ranged Mid 90 None 20 (10)

[Long] Launch waterballs. Slowly tracks opponent.


Staple of Light's zoning. Stays out incredibly long but also very slow. The slow speed makes it great for using it to stop approach and approach with.

Since it has to be reflected to disarm it, characters without a fast, safe Mid/High Priority have to play entirely around it. And if they do block it, Light can punish the Stagger with HPs, or just throw out another Watera and reflect back the other with Army of One.

Watera stays out even if she gets hit too, making it able to intercept Low priority combos/assist calls when closeby.

Certain assists can assist punish it consistently when timed well, although its a tricky timing that requires the assist to attack after the ball has launched. Something thats worth learning to shut down Watera when against her, and to watch out for when playing Light.


A strong tool in every way except speed, use it and use it well.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
3x6,12(30) 43 Physical Melee Mid 120 Chase 20 (10)

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


The loved Air version of an already great tool.

The Air version becomes even more useful than the grounded due to its good vertical tracking chasing down, reflecting Watera with it, and using it in tandem with Thunder for amazing block/dodge mixup to keep the opponent guessing at all times.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
heals 6% (21%) of Base BRV 33~180 Magical ~ 0 None 20 (10)

Increase bravery. Continue combo for boost.


An oddball tool as a whole in the game. Light can generate on her own with it, essentially "healing" herself. The bravery is a fixed value and can't be changed.

It generates 6+13+20+26+33+40=138 Brv in total, and takes about 3 secs (~180F) to finish completely

A niche tool, can be used to generate bravery and play passive with keepaway too, especially against characters that have a hard time dealing with Thundaga/Watera already. The recovery is pretty standard, fast enough to make it harder to punish between zoning.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
heals 1,1,23 (25%) of Base BRV 55~160 Magical ~ 0 None 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.

It generates 6+6+153=165 Brv in total, so not completing it is more punishing than Cure by alot. Since it takes 160F you may also get less chances to complete it, making it far more committal.

An even more niche tool than the niche tool, you can just ignore Cura and use only Cure if you want. Ignoring both is also possible and not too uncommon to make changing between Ravager/Commando quickly easier

HP Moves

Ground

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
each(7) 47 Magical Ranged High 60+12xN None 30 (15)

[Close] Call down lightning bolts. Great against flank attacks.


Light calls down lightning in a wide area infront of her. Has deceptive range both vertical and horizontal, and not all bolts spawn at the same time except the center ones. After it hits Light strikes them one more time and launches them into a floaty hitstun.

Due to range and fairly low recovery it can be hard to punish without assist or good dodge spacing, making it safer to throw out in footsies than her other HPs.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
10(10) 59 -- Melee High (blade),Ranged High 0 Wall Rush 30 (15)

[Long] Shockwave from sword. Slow speed, strong homing.


A disc projectile that goes pretty far with good homing but huge turn radius. Stays out slightly after Light can dodge cancel it but disappears when she gets hit, which can catch someone off guard easily.

A decent move to throw out every now and then to stop approaches, but in pair with Watera it can put someone into a tricky situation where they have to dodge Watera and get potentially punished by Razor Gale, or get hit and comboed by both.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
3,3,4(10)/+Launch=(32) Link from Launch Physical -- 90 None 30 (15)

Branching from Launch [Close] Swing large sword.


Does exactly what the description does, HP Followup alternative to Launch. When Launch lands its easier to just do this instead of the wall rush followup, unless you really need the 8 more base damage for a kill and have a chance to.

Afterwards leaves them in a short but floaty hitstun like most of her moves, able to extend with an assist right after too.

Air

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
1x8(blade),2x6(thunder) (8+12) 55 Physical/Magical Ranged High 18 Wall Rush 30 (15)

[Long] Drop lightning on foe. Can hit with spinning sword.


Amazing HP for long range punishes on a read. Light drops lightning bolts directly on the opponent in a certain radius around her, damaging and sending them straight down afterwards. Functionally a more committal, but more rewarding version of Blizzara without the vacuum. Due to its range it can combo off of alot of zoning tools if expected to hit, making it easy to just press whenever they are somewhat close to getting hit.

Blades spin around her, also dealing damage and spawning a Melee High Priority projectile around her until the final hit. If it dodge punishes, the opponent can't call an assist to save themselves potentially, making this very annoying and secure to call out hasty dodges. Completely whiffed it's very easy to punish however, so have a Watera floating around for some safety.

Do not Lvl 2 assist change out of this too quickly, as the second hit can still lock out your assist right after.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
-- 47 -- Melee High 60 None 30 (15)

[Mid] Slashing charge sending foe flying upward.


Simple HP, Light slightly tracks the opponent vertically before dash slashing them and sending them floating upwards. Huge recovery, decently fast and goes very far. Used well as a dodge punish where Army of One won't work, as a quick combo tool and to punish moves like Garland's Cyclone easily.

Do not expect to go unpunished when throwing this move out randomly in neutral and whiffing.

EX Mode

Effects:

  • Regen
  • Omega Weapon
  • Grav-Con Unit

Light has an exceptionally strong EX usage for various reasons. Omega Weapon Breaks the opponent if they are below 200 BRV immediately. The scary part is that it activates any time during a combo, meaning that any combo that drops them below 200 is a guaranteed break.

Grav-con Unit makes her bounce off of walls and ground during Wallrush, making her essentially immune to it during the time. It's a big deal for characters with alot of single hit moves into wallrush, making them far less of a threat to her during EX Mode.


During EX Revenge she can also go for combos that build huge amounts of EX, gaining back a good part of her bar while still dealing good damage and ending in an HP after with assist or solo.

EX Burst: Gestalt Drive

Damage multiplier (initial) Damage multiplier Type
Initial Base Damage Base Damage Type

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


Due to Omega Weapon a standout EX Burst. Do the commands as shown on screen 4 times to get max damage. While it also has one of the strongest intial damage, its one of the strongest total damage Bursts, hitting 9 times of which all can trigger Omega Weapon. If you fall below 200 BRV at any point, its a guranteed Break.

Combos

WIP, adding and recording combos

Combo Notes
Example Example Example
Example Example Example
Example Example Example

Starter Followup Base Damage Notes Video
Start Followup Damage Notes Link
Followup Damage Notes Link
Followup Damage Notes Link

Assists

Strengths Weaknesses
  • Coming Soon
  • Coming Soon