Lightning (Dissidia 012): Difference between revisions

From Dissidia Wiki
(→‎Bravery Attacks: Changed commando and ravager info to be displayed under nested tabbers.)
(→‎Ground: Added paragraphs about moves.)
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''[Close] Sword slash sending foe flying vertically upward.''
''[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.


{{!}}-{{!}}Blitz=
{{!}}-{{!}}Blitz=
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''[Mid] Spinning slash and gun shot. Boost hit times when close.''
''[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.


{{!}}-{{!}}Ruinga=
{{!}}-{{!}}Ruinga=
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''[Mid] Shoot forth pearls of light. Deal damage on hit and explosion.''
''[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.


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


{{!}}-{{!}}Fire=
{{!}}-{{!}}Fire=
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''[Long] Flame projectile. Eventual speed increase.''
''[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.


{{!}}-{{!}}Aerora=
{{!}}-{{!}}Aerora=
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''[Mid] Launch wind projectiles. Paralyzes foe with multiple hits.''
''[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 [https://dissidia.wiki/Glitch_(Dissidia_012)#Hit_Glitch '''hit glitch'''] into Lightning Strike. However, it is harder to land than some of the more practical link glitch combos.


{{!}}-{{!}}Army of One (ground)=
{{!}}-{{!}}Army of One (ground)=
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''[Close] Barrage of attacks. Generates extra EX Force.''
''[Close] Barrage of attacks. Generates extra EX Force.''
A tracking dash attack that leads into [[Chase_(Dissidia_012)|'''Chase''']] on hit. The range is much farther 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.


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</tabber>
</tabber>
=== Aerial ===
=== Aerial ===



Revision as of 21:20, 7 January 2024


Info
Name Lightning (ライトニング)
Original game Final Fantasy XIII
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)
Fastest BRV
Fastest HP
1-Hit HP
HP Links
Command Block
Weapon Swords, Daggers, Greatswords, Katanas, Guns, Parrying Weapons
Armor Shields, Bangles, Gauntlets, Hats, Helms, Headbands, Ribbons, Clothing, Light Armor, Chestplates
Exclusive weapons Blazefire Saber, Axis Blade, Flamberge, Enkindler, Omega Weapon, Barrage Blade, Zantetsuken, Odin Blade
Unlock
Alignment
Voice Actor (JP)
Voice Actor (ENG)


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

Base Damage 12, 10, 18 (40)
Startup Frame 23F
Damage Type Physical
Priority Melee Low
EX Force 30
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 20 (10)
Unlocked at
level
Mastered at
AP


[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.
Base Damage 2 x 7, 4, 17 (35)
Startup Frame 29F
Damage Type Physical
Priority Melee Mid
EX Force 30
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 20 (10)
Unlocked at
level
Mastered at
AP


[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.
Base Damage 10, 15 (25)
Startup Frame 37F
Damage Type Magical
Priority Ranged Low (orb), Ranged Mid (explosion)
EX Force 30
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 20 (10)
Unlocked at
level
Mastered at
AP


[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.

Base Damage each (10)
Startup Frame 27F
Damage Type Magical
Priority Ranged Low
EX Force each 21
Effects Chase
Cancels
Assist Gain (Hit)
CP (Mastered) 20 (10)
Unlocked at
level
Mastered at
AP


[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.

Base Damage each 4 (up to 12)
Startup Frame 25F, 11F, 11F
Damage Type Magical
Priority Ranged Low
EX Force 0
Effects -
Cancels
Assist Gain (Hit)
CP (Mastered) 20 (10)
Unlocked at
level
Mastered at
AP


[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.
Base Damage 1 x 5, 6 (11)
Startup Frame 43F
Damage Type Magical
Priority Ranged Low
EX Force 0
Effects -
Cancels
Assist Gain (Hit)
CP (Mastered) 20 (10)
Unlocked at
level
Mastered at
AP


[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.
Base Damage 3 x 6, 12 (30)
Startup Frame 43F
Damage Type Physical
Priority Melee Mid
EX Force 120
Effects Chase
Cancels
Assist Gain (Hit)
CP (Mastered) 20 (10)
Unlocked at
level
Mastered at
AP


[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 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

Base Damage 7 x 3, 14 (35)
Startup Frame 29F
Damage Type Physical
Priority Ranged Low
EX Force 30
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 20 (10)
Unlocked at
level
Mastered at
AP


[Mid] Gun shot & charge slash. Effective against any height.
Base Damage 12, 10, 18 (40)
Startup Frame 23F
Damage Type Physical
Priority Melee Low
EX Force 30
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 20 (10)
Unlocked at
level
Mastered at
AP


[Close] Sword slash knocking foe downwards.
Base Damage each (10)
Startup Frame 33F
Damage Type Magical
Priority Ranged Low
EX Force 0
Effects Chase
Cancels
Assist Gain (Hit)
CP (Mastered) 20 (10)
Unlocked at
level
Mastered at
AP


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

Base Damage 2, 3, 5 (10)
Startup Frame 13F
Damage Type Magical
Priority Ranged Low
EX Force 90
Effects Chase
Cancels
Assist Gain (Hit)
CP (Mastered) 20 (10)
Unlocked at
level
Mastered at
AP


[Close] Call down lightning bolts. Short range, quick execution.
Base Damage 2, 10 (12)
Startup Frame 63F
Damage Type Magical
Priority Ranged Low
EX Force 60
Effects Absorb
Cancels
Assist Gain (Hit)
CP (Mastered) 20 (10)
Unlocked at
level
Mastered at
AP


[Mid] Launch shards of ice after drawing in foe.
Base Damage 15
Startup Frame 43F
Damage Type Magical
Priority Ranged Mid
EX Force 90
Effects -
Cancels
Assist Gain (Hit)
CP (Mastered) 20 (10)
Unlocked at
level
Mastered at
AP


[Long] Launch waterballs. Slowly tracks opponent.
Base Damage 3 x 6, 12 (30)
Startup Frame 43F
Damage Type Physical
Priority Melee Mid
EX Force 120
Effects Chase
Cancels
Assist Gain (Hit)
CP (Mastered) 20 (10)
Unlocked at
level
Mastered at
AP


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

Medic

Medic has two bravery attacks, both of which have a ground and an aerial version

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

Base Damage 1 to 6 % of raw BRV (21 %)
Startup Frame ~33F
Damage Type Magical
Priority -
EX Force -
Effects -
Cancels
Assist Gain (Hit)
CP (Mastered) 20 (10)
Unlocked at
level
Mastered at
AP


Increase bravery. Continue combo for boost.

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

Base Damage 1, 1, 23 % of raw BRV (25 %)
Startup Frame ~55F
Damage Type Magical
Priority -
EX Force -
Effects -
Cancels
Assist Gain (Hit)
CP (Mastered) 20 (10)
Unlocked at
level
Mastered at
AP


Increase bravery. Successful combo provides greater boost.

HP Attacks

Ground

Base Damage each (7)
Startup Frame 47F
Damage Type Magical
Priority Ranged High
EX Force 60 + 12 x N
Effects -
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


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

Base Damage 10
Startup Frame 59F
Damage Type Physical
Priority Melee High (blade), Ranged High (projectile)
EX Force 0
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


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

Commando only.

Base Damage 3, 3, 4 (10) / +Launch = (32)
Startup Frame ?
Damage Type Physical
Priority Melee High
EX Force 90
Effects -
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


Branching from Launch [Combo] Swing large sword.

Aerial

Base Damage -
Startup Frame 47F
Damage Type -
Priority Melee High
EX Force 60
Effects -
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Mid] Slashing charge sending foe flying upward.

Base Damage 1 x 8 (blade), 2 x 6 (thunder) (8 + 12)
Startup Frame 55F
Damage Type Physical (blade) / Magical (thunder)
Priority Melee High (blade) / Ranged High (thunder) / Block (Ranged Low)
EX Force 18
Effects Wall Rush, Magic Block
Cancels
Assist Gain (Hit)
CP (Mastered) 40 (20)
Unlocked at
level
Mastered at
AP


[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 ddff-icon-equip-weapon.png
Hand ddff-icon-equip-hand.png
Head ddff-icon-equip-head.png
Body ddff-icon-equip-body.png
Accessory 1
Accessory 2
Accessory 3
Accessory 4
Accessory 5
Accessory 6
Accessory 7
Accessory 8
Accessory 9
Accessory 10
Summon ddff-icon-summonstone.png
{{{dataBRV}}} {{{dataHP}}}
Bravery attacks
Ground Aerial
HP attacks
Ground Aerial

ddff-icon-equip%20ability.pngindicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.

Stats
HP
CP
BRV
ATK
DEF
LUK
Max Booster
Special Effect:
Equipment
Assist
Weapon ddff-icon-equip-weapon.png
Hand ddff-icon-equip-hand.png
Head ddff-icon-equip-head.png
Body ddff-icon-equip-body.png
Accessory 1
Accessory 2
Accessory 3
Accessory 4
Accessory 5
Accessory 6
Accessory 7
Accessory 8
Accessory 9
Accessory 10
Summon ddff-icon-summonstone.png
{{{dataBRV}}} {{{dataHP}}}
Bravery attacks
Ground Aerial
HP attacks
Ground Aerial

ddff-icon-equip%20ability.pngindicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.

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.