Lightning (Dissidia 012 Final Fantasy)
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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.
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Moveset Data
Bravery Moves
Ground
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
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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.
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
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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.
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
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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.
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
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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.
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
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1x5,6(11) | 43 | Nagical | Ranged Low | 0 | None | 20 (10) |
[Mid] Launch wind projectiles. Paralyzes foe with multiple hits.
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
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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.
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
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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.
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
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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) |
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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 easierAir
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
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12,10,18(40) | 23 | Physical | Melee Low | 30 | Wall Rush | 20 (10) |
Description
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
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7x3,14(35) | 29 | Physical | Ranged Low | 30 | Wall Rush | 20 (10) |
Description
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
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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) |
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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
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
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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.
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
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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.
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
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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.
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
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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) |
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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 easierHP Moves
Ground
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
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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.
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
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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.
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
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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.
Air
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
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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) |
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-- | 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.
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 |
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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
Example | Example | Example |
Example | Example | Example |
Example | Example | Example |
Starter | Followup | Base Damage | Notes | Video |
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Start | Followup | Damage | Notes | Link |
Followup | Damage | Notes | Link | |
Followup | Damage | Notes | Link |
Assists
Strengths | Weaknesses |
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