Warrior of Light (Dissidia 012)/Strategy

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Warrior of Light
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Overview

Warrior of Light can fight defensively and offensively as needed. He can fill assist gauge fairly safely, even if it's not fast, and he can leverage it in combos and Assist Change counters.

Poke with Dayflash to fill assist gauge and start offense safely. Then go for Crossover, Rising Buckler or Shield Strike if the opponent overextends. If the opponent gets too aggressive, Shield of Light stops dashes and low priority melee attacks. It is great for self defense after a dodge, but make sure it does not miss. Use White Fang on the ground as cover for offense, but be careful the opponent does not power through it. EX gauge fills pretty consistently through Dayflashes, but EX is mostly used to finish matches (EX Mode) or prevent huge setbacks (EX Revenge).

Warrior of Light has a hard time dodge punishing fast fallers such as Kain and Prishe. If a Dayflash misses, try chaining it into other moves to keep them guessing on offense. If Warrior of Light gets hit, a LV2 Assist Change can earn him a Shield Strike counter for HP damage.

Assist Gauge

Filling Assist Gauge
  • Dayflash > dodge > Dayflash. The safest, most common rotation. Works anywhere.
  • Dayflash > ground dodge (neutral) > Ascension. Ground only. A bit slow, but rotating two different moves fills the gauge more.
  • Dayflash > ground dodge (neutral) > White Fang. Ground only. A bit slow, but rotating two different moves fills the gauge more.
  • White Fang > White Fang. Ground only, for passive play. Blue Fang and Red Fang also OK.
  • Free Air Dash / Ground Dash with Assist Gauge Up Dash basic ability. A universal, relatively safe option.
  • Spot dashing with with Assist Gauge Up Dash basic ability. Advanced technique, but a universal, relatively safe option.
Using Assist Gauge
  • Assist combos
  • Assist Change to escape damage, meter depletion and lethal blows.
  • Interrupt opponents trying to hit WoL during Bitter End.
  • Whiff punish long winded attacks for HP damage
  • LV2 Assist Change to escape damage and counter afterwards.
LV2 Assist Change Counters
  • Shield Strike > Bitter End. HP damage, quite potent with Side by Side accessory_special.png. Does not work at ceiling.
  • Free Air Dash > Dayflash. More lenient timing and safer, but less rewarding.

Dodge Punishment

Hitting opponents after they dodge is a cornerstone of strong offense. Generally speaking Dash > Dayflash will be the safest and most consistent option.

Ground (Neutral)
  • Ground Dash > Dayflash / Ascension. Most consistent method at high level play.
  • Free Air Dash > Dayflash. Most consistent method at high level play.
  • Shield Strike. Only when above opponent. Jump towards opponent to be close enough. Wall helps.
Ground (Forward)
  • Jump > Rising Buckler / Dayflash
  • Shining Wave. 1-hit HP, great for closing out matches if opponent tries to avoid other ground moves.
  • Ultimate Shield. Tracks well and starts combos with wall rush.
  • Shield Strike. Only when above opponent.
Ground (Side)
  • Ground Dash > Dayflash / Ascension
  • Free Air Dash > Dayflash
  • Ultimate Shield.
Air Dodge (Neutral)
  • Free Air Dash > Dayflash.
  • Crossover. Covers space, better to do early. More likely to clash with attacks if done from afar.
  • Rising Buckler. Only when below opponent.
  • Shield Strike. Only when above opponent.
Air Dodge (Back / Away)
  • Free Air Dash > Dayflash.
  • Free Air Dash > Shield Strike. Only when above opponent, and if opponent is going to land on the ground at the end.
Air Dodge (Upward)
  • Rising Buckler. Only when below opponent. Jump or Free Air Dash may be needed if WoL is not already close.

Strategy

Offense

Defense

Strategy (Ground)

Strategy (Aerial)

Dodge Punishment

Meter Usage

Counterstrategies

Offense

Defense

Meter Usage

Dodge Punishment

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