| Info
|
|
| Name |
Warrior of Light
|
| Original game |
Final Fantasy
|
| Base ATK (LV100) |
110 (Average)
|
| Base DEF (LV100) |
113 (Very High, +10 during EX Mode)
|
| Run Speed |
6 (Average / Good)
|
| Dash Speed |
77 (Average / Good)
|
| Fall Speed |
87 (Average)
|
| Fall Speed Ratio After Dodge |
40 (Average)
|
| Fastest BRV |
13F (Dayflash ground)
|
| Fastest HP |
51F (Shining Wave)
|
| 1-Hit HP |
Yes (Multiple)
|
| HP Links |
Yes
|
| Command Block |
Shield of Light
|
| Weapon |
Axes, Daggers, Greatswords, Katanas, Swords
|
| Armor |
Chestplates, Gauntlets, Heavy Armor, Helms, Large Shields, Light Armor, Shields
|
| Exclusive weapons |
Flame Sword, Braveheart, Barbarian's Sword
|
| Unlock |
Default
|
| Alignment |
Cosmos
|
| Voice Actor (JP) |
Toshihiko Seki
|
| Voice Actor (ENG) |
Grant George
|
Overview
Warrior of Light is a close range fighter who operates as an all-rounder. He represents a standard-fare fighting style with quick Dayflash pokes, committal gap closers and midrange projectiles. His standard mobility lets him create offense and defense as needed, and once he gets an opening, his HP links can deal good damage. Warrior of Light's damage output is supported by high base bravery builds, HP wall rush and assist combos. He works well with many assists and his combo routes are consistent in most positions. Thanks to his high coverage with HP links such as Shield Strike / Rising Buckler > Bitter End, Warrior of Light can punish effectively from most angles.
As an all-rounder, Warrior of Light works with a variety of builds, including EX and Side by Side ![]()
. His standout traits are defensively oriented; He has very high base DEF stat, which is greatly amplified in EX Mode. He also has an advancing frame 1 command block in Shield of Light, which is a 1-hit HP that wall rushes. This is not common in the game. It makes Warrior of Light's dodges safer and beating low priority attacks with long active frames easier.
Warrior of Light can struggle against lingering projectiles due to risky disjoints. His projectiles are serviceable, but often low reward at a distance. The reliance on HP links makes Warrior of Light susceptible to punishes after LV1 Assist Change. He has safer options at the cost of damage. His air dodge has an average fall speed ratio, so he has to protect himself with Shield of Light occasionally to stay safe. While this is a powerful option, it is also high commitment and vulnerable if it misses.
In competitive play, Warrior of Light has been usually ranked at high tier. His fundamentally good moveset and stats lend to a consistent playstyle that adheres to the metagame.
| Strengths |
Weaknesses
|
- All-rounder - Average to good stats, HP links and a fundamentally good moveset with an answer to many sitations.
- User-friendly - Great for beginners and experienced players alike. Good for learning the game and honing fundamentals.
- Command block - Shield of Light is an advancing single hit HP attack. It blocks instantly throughout its startup, and works both offensively and defensively after dodges.
- Ground combat - Projectiles and empty chase assist combo starters allow Warrior of Light to adapt to a match's pace and improve his combo potential.
- Build synergy - Works well with all common build styles, including EX, bravery boost on dodge and Side by Side
![]() .
- EX generation - Most bravery attacks produce 30 to 90 EX Force. His most common poke Dayflash produces 90 EX, which supports long-term survivability with EX gauge.
- EX Mode - Boasts highest defense stat, automatically blocks Ranged Low projectiles and increases damage output of melee bravery attacks.
|
- Struggles against traps - Despite having projectiles and disjoints, Warrior of Light cannot easily punish characters hiding inside lingering projectiles and traps without resources or considerable risk.
- Commital vertical attacks - Rising Buckler and Shield Strike braveries are serviceable, but are reactable and cannot be cancelled early on whiff.
- 4-slot bravery dilemma - Warrior of Light benefits from all of his air braveries, but he cannot equip all of them
- Floaty air dodge, risky dodge protection - While Shield of Light is great at covering his air dodges, it is also high risk and doesn't work against high priority attacks. Outside of clashing with Dayflash bravery, air dodges make Warrior of Light vulnerable.
|
Bravery Attacks
Ground
|
|
Normal |
EX Mode
|
| Base Damage
|
40 (4, 5, 11, 20) |
54 (4 +5, 5 +4, 11, 20 +6)
|
| Startup Frame
|
15F |
15F
|
| Damage Type
|
Physical |
Physical
|
| Priority
|
Melee Low |
Melee Low
|
| EX Force
|
90 |
90
|
| Effects
|
Chase, Wall Rush |
Chase, Wall Rush, Block (Ranged Low)
|
| Cancels
|
Dodge |
Dodge
|
| Assist Gain (Hit)
|
|
|
| CP (Mastered)
|
30 (15)
|
[Close] Throw shield to hurl opponent upwards. |
Unlocked at level 19 |
Mastered at 120 AP
|
Ascension is a close-range combo move that's used in punishes, ground solo combos and occasional approaches. Two follow-ups can be done with Circle ![]()
, which ends with a rising thrust. A Chase prompt appears afterwards, but if opponent is near ceiling, it will wall rush instead. Ascension is well suited for punishing grounded and airborne opponents. The initial shield is fast at 15 frames, and it anti-airs. It also has decent active frames.
Ascension leads to Rune Saber HP link at the end, so Warrior of Light doesn't rely on assist for HP damage. This is good for damage overall, because Ascension's base damage is quite high at 40. Warrior of Light can always finish Ascension and then do Rune Saber from below if he deems it appropriate.
This move has average recovery, which is enough to put Warrior of Light at risk on whiff. Ascension has no other cancel options on whiff, so even though it's a good move, Warrior of Light can lose his "turn" if it misses.
|
|
Normal |
EX Mode
|
| Base Damage
|
30 (6, 3x3, 15) |
40 (6, 3x3 +4, 15 +6)
|
| Startup Frame
|
31F |
31F
|
| Damage Type
|
Physical |
Physical
|
| Priority
|
Melee Mid (1st hit) Melee Low (others) |
Melee Mid (1st hit) Melee Low (others)
|
| EX Force
|
30 |
30
|
| Effects
|
Wall Rush |
Wall Rush Block (Ranged Low)
|
| Cancels
|
Dodge |
Dodge
|
| Assist Gain (Hit)
|
|
|
| CP (Mastered)
|
30 (15)
|
[Mid] Hurl shield and charge. Instantly close in on opponent. |
Unlocked at level 4 |
Mastered at 90 AP
|
Sword Thrust is a committal gap closer that moves towards opponent. Warrior of Light throws a shield first, which is melee mid priority. If it hits, a follow-up can be done with Circle ![]()
. The shield can stagger regular blocks, which lets Warrior of Light follow up with the sword. If Sword Thrust hits, Warrior of Light can combo into assist with wall rush. He can also not do the follow-up, and still get assist if wall is not nearby. Because of the mid priority and follow-up potential, Sword Thrust works as a mixup against blocks.
Warrior of Light moves forward even if it misses. This can catch ground dodges, but it's risky and difficult to do consistently. Sword Thrust is reactable at 31 frames and it has long recovery. Since Warrior of Light commits to the charge even on whiff, it takes a while before he can dodge out of it. The move also cannot anti-air opponents, so its uses are more limited compared to Ascension.
|
| Base Damage
|
15
|
| Startup Frame
|
41F
|
| Damage Type
|
Magical
|
| Priority
|
Ranged Low
|
| EX Force
|
0
|
| Effects
|
Block (Ranged Low, EX Mode)
|
| Cancels
|
Dodge
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
[Long] Shoot high-speed fireball towards opponent. |
Unlocked at level 32 |
Mastered at 90 AP
|
Red Fang is a fast single hit projectile. It travels the longest distance out of Warrior of Light's bravery projectiles, from wall to wall in Order's Sanctuary. Due to its low priority, short hit stun and low reward on hit, it is not commonly used in competitive play. His other projectiles have more utility in neutral and lead to more practical combos on hit.
|
| Base Damage
|
7 each
|
| Startup Frame
|
41F
|
| Damage Type
|
Magical
|
| Priority
|
Ranged Low
|
| EX Force
|
0
|
| Effects
|
Block (Ranged Low, EX Mode)
|
| Cancels
|
Dodge
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
[Long] Chunks of ice slowly descend on opponent. |
Unlocked at level 1 |
Mastered at 90 AP
|
Blue Fang is a group of midrange projectiles that strike from above. Their travel speed is slow, but they can hit characters hiding behind their projectiles, such as Laguna's Electro Shield and Ultimecia's charged Knight's Lance. Each projectile has short hit stun, but they can hit one after another. This is not very consistent for combo purposes, and it can be challenging to convert any hits into a combo at all. The multiple hits do make it easier compared to Red Fang, though.
Blue Fang's main utility is in keeping ranged opponents in check. In terms of midrange presence, Blue Fang is one of the fastest. This is because at certain heights, the projectiles spawn near opponent's location. And since the projectiles travel at different angles, they can potentially hit behind opponent's back as well, ignoring block. Due to projectiles' upward spawning position, Blue Fang is not well suited for close-range either offensively or defensively. Blue Fang also has a maximum range for its spawn position. It's roughly 30-40 % of Order's Sanctuary's length horizontally and vertically. The projectiles can cover more distance as they move to make up for this. The projectiles are Ranged Low priority, so they lose to dashes and melee attacks even if they make contact. The bravery damage is low as well.
Overall, Blue Fang has niche utility. It's not his staple projectile on the ground, but it has some potential in Ultimecia matchup on low ceiling stages, such as Pandaemonium - Top Floor.
|
| Base Damage
|
6 each
|
| Startup Frame
|
47F
|
| Damage Type
|
Magical
|
| Priority
|
Ranged Low
|
| EX Force
|
0
|
| Effects
|
Block (Ranged Low, EX Mode)
|
| Cancels
|
Dodge
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
[Long] Call down lightning bolts that slowly close in on foe. |
Unlocked at level 8 |
Mastered at 90 AP
|
White Fang is a group of advancing lightning bolts. It's Warrior of Light's go-to projectile on the ground for pressure and assist combo extensions. The Ranged Low priority still loses to dashes, blocks and melee attacks, but it has enough utility to make up for it. Warrior of Light is actionable shortly after casting White Fang. The remaining projectiles stay active even if the first bolt is destroyed. Each bolt also has decent hit stun if they connect. This means, that Warrior of Light can use White Fang to occupy space and cover him while he is approaching. If the opponent gets hit by any bolts, Warrior of Light can follow up with most melee attacks, including Ascension and Dayflash.
White Fang makes Warrior of Light's approaches safer in neutral. The projectiles travel at medium speed, but only remain active for roughly 1.7 seconds. As a result, their maximum uptime and travel distance are shorter compared to other projectiles. White Fang is far more practical in competitive play for offense, though. The projectiles are homing, but they adjust slowly to sharp vertical angles. White Fang works against aerial opponents at a low diagonal angle, but Warrior of Light needs to make sure the opponent won't dash through and hit him.
|
|
Normal |
EX Mode
|
| Base Damage
|
22 (3, 4, 15) |
36 (3 +4, 4 +4, 15 +6)
|
| Startup Frame
|
13F |
13F
|
| Damage Type
|
Physical |
Physical
|
| Priority
|
Melee Low |
Melee Low
|
| EX Force
|
90 |
90
|
| Effects
|
Chase |
Chase Block (Ranged Low)
|
| Cancels
|
Dodge, Block & Attack (Whiff) |
Dodge, Block & Attack (Whiff)
|
| Assist Gain (Hit)
|
|
|
| CP (Mastered)
|
30 (15)
|
[Close] Fast horizontal slice. Low power, quick strike. |
Unlocked at level 1 |
Mastered at 90 AP
|
Dayflash is Warrior of Light's main poke. It is fast, generates good 90 EX and works as an assist combo starter. It can be whiffed safely to build assist gauge due to its short recovery and multiple cancel options. Warrior of Light can mixup with dodges, blocks or other attacks, including another Dayflash.
On hit, Warrior of Light can perform two follow-up slashes with Circle ![]()
if the first hit connects. This 3-hit combo has a relatively long input window, which makes it good for hit confirming assist combos. The last hit leads to Chase. The low knockback angle and long chase prompt let Warrior of Light do empty chase to force a grounded wall rush. This is good for getting all EX Force on the field, but also for starting assist combos. And if Warrior of Light already used assist beforehand, he can extend that combo with Dayflash empty chase to use assist again if he has another bar in stock.
When used appropriately, Dayflash can control the pace of a match without high risk. It is a staple move for Warrior of Light in competitive play. Its aerial version is just as important and good in most aspects.
Aerial
|
|
Normal |
EX Mode
|
| Base Damage
|
40 (5, 5, 10, 20) |
50 (5, 5, 10 +4, 20 +6)
|
| Startup Frame
|
23F |
23F
|
| Damage Type
|
Physical |
Physical
|
| Priority
|
Melee Low |
Melee Low
|
| EX Force
|
90 |
90
|
| Effects
|
Chase, Wall Rush |
Chase, Wall Rush Block (Ranged Low)
|
| Cancels
|
Dodge |
Dodge
|
| Assist Gain (Hit)
|
|
|
| CP (Mastered)
|
30 (15)
|
[Close] Spinning approach and thrust opponent upwards. |
Unlocked at level 1 |
Mastered at 120 AP
|
Crossover is Warrior of Light's advancing bravery with an HP link. Similar to Ascension on the ground, Crossover is the highest damaging bravery in the aerial category. Warrior of Light can follow up with an upward thrust by pressing Circle ![]()
, which causes chase. If opponent is near ceiling, it can wall rush instead. The thrust has high upward knockback, which can easily cause wall rush at medium heights. With wall rush, chase can be done at a specific distance from ceiling to make empty chase safe against Recovery Attack, but he needs assist to follow up afterwards.
Crossover is used for its lateral reach and damage. Since Warrior of Light finishes this move before doing the Rune Saber HP link, its damage potential is good even without ceiling. The startup is borderline reactable though, and Warrior of Light stays in the animation for roughly a second before he can dodge cancel out of it. That makes it more dangerous to whiff in neutral. It's reliable as a post-block punisher and can do even more damage with critical hits.
|
|
Normal |
EX Mode
|
| Base Damage
|
30 (2x4, 6, 16) |
42 (2x4 +6, 6, 16 +6)
|
| Startup Frame
|
25F |
25F
|
| Damage Type
|
Physical |
Physical
|
| Priority
|
Melee Low |
Melee Low
|
| EX Force
|
30 |
30
|
| Effects
|
Wall Rush |
Wall Rush Block (Ranged Low)
|
| Cancels
|
Dodge |
Dodge
|
| Assist Gain (Hit)
|
|
|
| CP (Mastered)
|
30 (15)
|
Upward swing, snagging foe with shield. Useful from below. |
Unlocked at level 15 |
Mastered at 150 AP
|
Rising Buckler is a punish tool against opponents who are above Warrior of Light. Warrior of Light throws a shield to pull opponent in, and knocks them behind him at a downward angle. Rising Buckler has good base damage and it can wall rush, but its main appeal is the vertical reach and Bitter End HP link. Rising Buckler has good upward reach with movement and the disjointed shield. Thanks to Bitter End, Warrior of Light gets HP damage off of single mistakes, whether it's from whiffs or block staggers. The upward tracking also makes it consistent for certain follow-ups, namely from Kuja and Sephiroth assists.
Rising Buckler works effectively as a punish move, but it's not without risk. It is reactable to due to its 25-frame startup and distinct audio cue. This is also Warrior of Light's primary upward attack in the air. That makes Rising Buckler more predictable in the neutral, as it has a hard time hitting from other angles. Unlike Crossover, Rising Buckler does not finish the attack before the HP link. That cuts the move's bravery damage in half, though the HP link equalizes it.
Warrior of Light can has a functionally similar move for downward angles, Shield Strike. He can use both attacks to have high vertical coverage, but he does not always need both. Rising Buckler can be useful in some air oriented matchups, such as Sephiroth and Kuja.
|
|
Normal |
EX Mode
|
| Base Damage
|
30 (2x4, 6, 16) |
42 (2x4 +6, 6, 16 +6)
|
| Startup Frame
|
25F |
25F
|
| Damage Type
|
Physical |
Physical
|
| Priority
|
Melee Low |
Melee Low
|
| EX Force
|
30 |
30
|
| Effects
|
Wall Rush |
Wall Rush Block (Ranged Low)
|
| Cancels
|
Dodge |
Dodge
|
| Assist Gain (Hit)
|
|
|
| CP (Mastered)
|
30 (15)
|
Downward attack, scooping foe with shield. Useful from above. |
Unlocked at level 1 |
Mastered at 200 AP
|
Shield Strike is almost identical to Rising Buckler, but with one key difference; It hits below Warrior of Light instead. On hit, Warrior of Light knocks opponent behind him at an upward angle. Just like Rising Buckler, Shield Strike can cancel into Bitter End for HP damage. The bravery damage is also the same.
This is a good punish tool in air-to-ground situations, and after LV2 Assist Change staggers. As such, Shield Strike has good coverage against many close-range characters who use melee attacks. Since this is Warrior of Light's primary downward attack, it also makes it more telegraphed. It's great when used cautiously, but carries a lot of risk if it whiffs. Warrior of Light does not move far if he is not above opponent, but the shield does hit in front of Warrior of Light. That lets him combo into HP after Sephiroth assist, who is one of his strongest assists.
|
|
Normal |
EX Mode
|
| Base Damage
|
22 (3, 4, 15) |
36 (3 +4, 4 +4, 15 +6)
|
| Startup Frame
|
15F |
15F
|
| Damage Type
|
Physical |
Physical
|
| Priority
|
Melee Low |
Melee Low
|
| EX Force
|
90 |
90
|
| Effects
|
Chase |
Chase Block (Ranged Low)
|
| Cancels
|
Dodge, Block & Attack (Whiff) |
Dodge, Block & Attack (Whiff)
|
| Assist Gain (Hit)
|
|
|
| CP (Mastered)
|
30 (15)
|
[Close] Fast horizontal slice. Low power, quick strike. |
Unlocked at level 25 |
Mastered at 90 AP
|
Dayflash's aerial version is essential for Warrior of Light. It's very similar to ground version in many aspects, including damage, hit confirmable follow-ups and safety as a poke. It's reliable for starting assist combos and it generates 90 EX when completed. Because fights often happen in the air, Warrior of Light relies on this move a lot to function.
The startup is slightly slower than ground Dayflash (15 frames instead of 13), but it's still unreactable. The recovery is short as well, which Warrior of Light can use to build assist gauge on whiff. He can also cancel Dayflash into other attacks on whiff as a mixup against aggressive opponents, such as Shield of Light. The hitbox goes low enough where it can still hit grounded opponents, so Dayflash also works as an air-to-ground move.
Most of Warrior of Light's attacks are slower, telegraphed moves with long recovery and higher damage potential. Aerial Dayflash is the opposite; It's the only high speed move Warrior of Light can consistently threaten with in close-range. It also lacks any HP links, so assist is needed to do HP damage. This is Warrior of Light's lowest damaging move in comparison to his other moves, but it's also the safest with least risk. It's a staple for him in competitive play, and his longevity hinges on how well he can utilize Dayflash.
HP Attacks
Ground
|
| Base Damage
|
-
|
| Startup Frame
|
53F (Block from 1F to 53F)
|
| Damage Type
|
-
|
| Priority
|
Melee High, Block Mid
|
| EX Force
|
0
|
| Effects
|
Block, Wall Rush
|
| Cancels
|
Dodge
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
[Close] Fire force blast from shield. Hurls foe while blocking. |
Unlocked at level 22 |
Mastered at 130 AP
|
Shield of Light is Warrior of Light's signature command block. He moves forward before unleashing a 1-hit force blast that can wall rush. Its blocking duration is very generous, as it blocks instantly from frame 1 until the move does damage. Combined with the forward movement, Shield of Light can call out low priority pokes, such as Cloud of Darkness's tentacles.
More importantly, Shield of Light works as an instant defensive option after a ground dodge. If Warrior of Light is about to get hit, he can use this to keep the opponent at bay. Blocks like this work against dashes and low priority attacks alike. This presents a second layer of defense that the opponent has to consider at all times, or they risk taking HP damage just for approaching.
Shield of Light is a great defensive tool, but it still carries a risk. If it misses, Warrior of Light is left wide open for punishes. Shield of Light can only block low priority moves. Higher priority moves like HP attacks and Squall's Heel Crush will guard crush or stagger Warrior of Light respectively.
Warrior of Light becomes airborne when using this move. He can aim Shield of Light at a diagonal angle against airborne opponents, but he cannot change the direction once he performs it.
|
| Base Damage
|
-
|
| Startup Frame
|
51F
|
| Damage Type
|
-
|
| Priority
|
Melee High (blade) Ranged High (light pillar)
|
| EX Force
|
each 60
|
| Effects
|
-
|
| Cancels
|
Dodge
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
[Mid] Shoot pillars of light. Homes in on opponent. |
Unlocked at level 1 |
Mastered at 130 AP
|
Shining Wave is a long-range wave attack that deals HP damage on hit. It is sometimes used as a secondary projectile to occupy space, but it also works after staggering with a block. The ranged high priority lets Warrior of Light ignore LV2 Assist Change if the opponent has full assist gauge when staggered. Shining Wave cannot be reflected back at Warrior of Light, but it does lose to high priority melee attacks and command blocks with decent active frames.
The wave projectile travels at a relatively high speed once it's active. It can track airborne opponents, but it always moves forward at first before it starts realigning. Shining Wave can hit twice if it connects this way, though this can be difficult to aim for in a competitive match. Shining Wave can also combo into assist at a wall, but outside of that, its reward is pretty low on average.
As a wave HP, Shining Wave has a little quirk with its hitbox. It can miss against high speed movement that is passing through the projectile. [1] This is pretty risky to attempt though, so Warrior of Light does not have to worry about it too often.
|
| Base Damage
|
4 x 3, 8 (20)
|
| Startup Frame
|
41F
|
| Damage Type
|
Physical
|
| Priority
|
Melee High
|
| EX Force
|
30
|
| Effects
|
Wall Rush
|
| Cancels
|
Dodge
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
[Close] Deft shieldwork. Effective against any height. |
Unlocked at level 28 |
Mastered at 130 AP
|
Ultimate Shield is a combo attack that wall rushes. This is Warrior of Light's fastest ground HP attack, though it is still reactable. The vertical tracking is high during startup, so it can hit opponents directly above Warrior of Light. That is useful for calling out forward ground dodges, or air dodges that move close to Warrior of Light. If the opponent is trying to dodge something else, Ultimate Shield can pull them down for some damage. As the fastest ground HP, it can work as a mixup against regular blocks.
Warrior of Light stays in place while his shield goes towards opponent. If the shield misses, Warrior of Light will not continue with a combo. This makes it a bit harder for grounded opponents to counter from a distance. Ultimate Shield has high vertical tracking during startup. The reach is decent, but not enough to punish neutral ground dodges without prior movement. Assists can follow up either with wall rush or knockback cancel.
If White Fang connects, it can activate a hit glitch for Ultimate Shield if its done at the same time. As Ultimate Shield does not reach far, this can be detrimental if the opponent is not already in close-range. It has long recovery when finished, so Warrior of Light should watch out for Assist Changes when using this.
|
| Base Damage
|
2 x 3, 4 (10) / +Preceding BRV = (50)
|
| Startup Frame
|
?
|
| Damage Type
|
Magical
|
| Priority
|
Melee High (?)
|
| EX Force
|
0
|
| Effects
|
Wall Rush
|
| Cancels
|
Dodge
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
Branching from Ascension [Combo] Light beam pierces foe. |
Unlocked at level |
Mastered at 130 AP
|
Rune Saber is the HP link from Ascension. It's a vertical combo attack that ends with a tall pillar of light. Rune Saber is a good HP link for its damage and combo potential. Both Ascension and Rune Saber have good upward knockback. That means Rune Saber can wall rush consistently in stages with lower ceilings, such as Sky Fortress Bahamut and Edge of Madness.
The wall rush is great for HP damage and assist combos alike. If Warrior of Light cannot guarantee a ceiling wall rush, multi-hit assists like Sephiroth can also knockback cancel for combos. As a result, Rune Saber is useful as an independent source of HP damage and assist combo starter anywhere.
Rune Saber has a lengthy animation, which normally makes it risky against opponents who escaped with Assist Change. Rune Saber's last hit has a tall hitbox with long active frames. This provides some cover for Warrior of Light before he can dodge cancel, but it's not entirely safe. Opponents can still try to Assist Change out early and dodge next to Warrior of Light.
If Ascension wall rushes first (such as in Pandaemonium), Rune Saber cannot hit unless assist connects during wall rush.
Aerial
|
| Base Damage
|
-
|
| Startup Frame
|
53F (Block from 1F to 53F)
|
| Damage Type
|
-
|
| Priority
|
Melee High, Block Mid
|
| EX Force
|
0
|
| Effects
|
Block, Wall Rush
|
| Cancels
|
Dodge
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
[Close] Fire force blast from shield. Hurls foe while blocking. |
Unlocked at level 1 |
Mastered at 130 AP
|
Shield of Light is Warrior of Light's command block. It blocks low priority attacks instantly on frame 1 until it deals HP damage. This is very useful for defending after an air dodge, as Warrior of Light is otherwise vulnerable afterwards. He also moves toward opponent a short distance as he guards. That can stagger melee low attacks with long active frames, such as Cloud's Slashing Blow. As a 1-hit HP, Shield of Light can also circumvent EX Revenge checkmates with EX depletion.
The force blast has short reach and it doesn't stay active for long. However, it can wall rush and start assist combos with a good read. It's not commonly used in assist combos due to its relatively small hitbox and limited vertical tracking. Warrior of Light's combos often lead to the air, and he has stronger options for damage, and situationally safer tools against Assist Change. Regardless, the aerial Shield of Light is a staple for Warrior of Light.
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| Base Damage
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-
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| Startup Frame
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77F
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| Damage Type
|
-
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| Priority
|
Ranged High
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| EX Force
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0
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| Effects
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Wall Rush
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| Cancels
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Dodge
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| Assist Gain (Hit)
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|
| CP (Mastered)
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30 (15)
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[Long] Fire blades of light from seal. Blades weakly track foe. |
Unlocked at level 13 |
Mastered at 130 AP
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Radiant Sword is a group of long-range homing projectiles. The projectiles spawn as a row in front of Warrior of Light, and once they start moving, they accelerate to very high speed within a couple seconds. While homing, all projectiles attempt to laser focus on a single point at the opponent. This limits Radiant Sword's ability to occupy space, but its tracking is strong enough to force a dodge at all ranges.
The startup is quite slow, so Warrior of Light cannot use this as a reliable mixup against blocks. Radiant Sword is sometimes used as an attempt to threaten the opponent who is already getting an EX core, but it has a pretty low hit rate in neutral due to its telegraphed startup and relatively slow speed. If Radiant Sword connects though, it can wall rush for an assist combo.
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| Base Damage
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2 x 3, 4 (10) / +Preceding BRV = (50)
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| Startup Frame
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??
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| Damage Type
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Magical
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| Priority
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Melee High (?)
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| EX Force
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0
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| Effects
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Wall Rush
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| Cancels
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Dodge
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| Assist Gain (Hit)
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|
| CP (Mastered)
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30 (15)
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Branching from Crossover [Combo] Light beam pierces foe. |
Unlocked at level |
Mastered at 130 AP
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Rune Saber is the HP link from Crossover. It is functionally identical Rune Saber from Ascension; A multi-hit attack that wall rushes upwards. Though the base damage is low, it's a consistent, damaging HP link thanks to wall rush and assist. Warrior of Light has some flexibility with this move in assist combos. He can either go for a conventional wall rush combo, or he can call assist such as Sephiroth to knockback cancel the last hit if ceiling is not close.
Rune Saber has a lengthy animation, which normally makes it risky against opponents who escaped with Assist Change. Rune Saber's last hit has a tall hitbox with long active frames. This provides some cover for Warrior of Light before he can dodge cancel, but it's not entirely safe. Opponents can still try to Assist Change out early and dodge next to Warrior of Light.
If Crossover wall rushes first, Rune Saber cannot hit unless assist connects during wall rush.
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| Base Damage
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2 x 6, 3 (15)/+Preceding BRV = (29)
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| Startup Frame
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??
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| Damage Type
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Physical
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| Priority
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Melee High (?)
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| EX Force
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0
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| Effects
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Wall Rush
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| Cancels
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Dodge
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| Assist Gain (Hit)
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| CP (Mastered)
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30 (15)
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Branching from Rising Buckler [Combo] Deft bladework. |
Unlocked at level |
Mastered at 130 AP
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Bitter End is another staple HP link for Warrior of Light. It's a stationary combo that has horizontal knockback. This move lets Warrior of Light capitalize on his whiff punishment in a meaningful way, as it deals HP damage without assist. The base damage is slightly higher than Rune Saber, and it has similar combo routes as well with wall rush and Sephiroth assist knockback cancels. It's a good assist combo starter and ender for its wall rush and attack length. With high base bravery builds, the animation lasts long enough to get most of the base bravery back after HP if Bitter End is delayed enough.
As a multi-hitting combo attack, Bitter End starts quickly, but takes a couple seconds to finish. It is very unsafe against opponents who escaped with LV1 Assist Change. Warrior of Light cannot cancel Bitter End until the last hit comes out. He stays still for the entire animation, and he doesn't have Rune Saber's tall hitbox to provide cover either. As such, Bitter End is vulnerable to aerial attacks from above and his back. Warrior of Light will need assist gauge himself if he wants to counter any punish attempts. If Warrior of Light cannot land this move before opponent gets assist, he can struggle to get any HP damage at all. It's something he has to work with, as not having access to Bitter End loses him more damage in the long term.
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| Base Damage
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2 x 6, 3 (15)/+Preceding BRV = (29)
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| Startup Frame
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??
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| Damage Type
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Physical
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| Priority
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Melee High (?)
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| EX Force
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0
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| Effects
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Wall Rush
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| Cancels
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Dodge
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| Assist Gain (Hit)
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| CP (Mastered)
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30 (15)
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Branching from Shield Strike [Combo] Deft bladework. |
Unlocked at level |
Mastered at 130 AP
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Bitter End B is identical with Bitter End A.
EX Mode: Class Change!
Effects:
- Regen
- Critical Boost
- Mirror Attack
- Protect
- Light's Blessing
Warrior of Light's EX Mode comes with plenty of useful effects. He gets a bravery damage increase for his melee braveries, a big damage reduction in +10 base DEF and he block ranged low moves during his own attacks. A solid EX mode all around, though the unique effects may not come into play if it is used to finish a match.
Mirror Attack
[Active while attacking]
A wall of light appears while attacking, repelling weak magical attacks.
Warrior of Light can block attacks with Ranged Low priority during his own attack animations.
Protect
[Always active while in EX Mode]
An aura of light covers the body, raising defense.
Warrior of Light gets +10 DEF for the duration of his EX mode. That is a huge increase, which can greatly reduce bravery damage taken if Warrior of Light is hit during this time.
Light's Blessing
[Activates when combo hits]
Swords of light appear, dealing additional damage.
Each light sword has a damage multiplier of 1.
EX Burst: Oversoul
Sharp, repeated strikes like flashes of light.
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Each directional button corresponds to one attack.
| Damage multiplier (initial) |
Damage multiplier (rest) |
Type
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| 5x3 (15) |
10x6, 25 (100 total) |
Physical
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Warrior of Light's EX Burst is a fairly standard one. The base damage for initial hits isn't high, but follow-up hits begin almost immediately, leaving less time for the opponent to raise their DEF.
To complete this EX Burst, Warrior of Light must press the correct button shown on screen six times. The button inputs always require a directional button. Analog stick ![]()
will not work regardless of what the character control option is set to. If Warrior of Light does not press the correct button within a short time, or presses a wrong button, he will end EX Burst early. Regardless of how well this EX Burst is done, Warrior of Light always finishes with a slash that has decent 25 base damage.
Combos
Solo
Assist
Builds
Builds here.
Assist
Warrior of Light's assist data.
| Type |
Attack |
Startup |
Position |
Spawn |
Damage multiplier |
Effects
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| BRV |
Sword Thrust |
31F |
Ground |
Opponent |
6, 3 x 5, 15 (30) |
Wall Rush
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| BRV |
Rising Buckler |
25F |
Air |
Opponent |
2 x 4, 6, 16 (30) |
Wall Rush
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| HP |
Shining Wave |
53F |
Ground |
Player |
- |
Chase
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| HP |
Shield of Light |
51F |
Air |
Opponent |
- |
Block, Wall Rush
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Warrior of Light works well with most tournament viable assists.
References
Navigation
Wiki Roadmap (012 Warrior of Light)
Please edit this page's roadmap template when relevant additions and changes are made.
| Page |
Completed |
In progress |
To-do |
Score
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| General |
Added images for attacks. |
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14 / 86
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| Pros / Cons |
Done. |
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Only adjust if necessary. |
2 / ?
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| Overview / Character Data |
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Write overview. |
1 / 2
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| Bravery Attacks |
Ability info and images added. |
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Write overviews. |
3 / 5
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| HP Attacks |
Ability info and images added. |
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Write overviews. |
3 / 5
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| EX Mode |
Ok. |
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Add more detailed info about Light's Blessing. |
3 / 3
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| Combos |
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Add solo and assist combos. Use Cloud's page as an example. |
0 / 7
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| Builds |
1 example build. |
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Add more builds for brv boost on dodge, Side by Side etc. |
1 / 10
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| Assist |
Assist data added. |
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Add common viable assists and an overview for them and the character when used as an assist. |
1 / 3
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| Matchups |
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Create the page, add matchup analysis and tips against every character. |
0 / 32
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| Frame Data |
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| Starter Guide |
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Create the page. A concise PvP guide with core concepts and bare essentials explained concisely. Roughly 25 % of character's total page content. |
0 / 8
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| Strategy |
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Create the page and add basic offensive and defensive strategies. Use Jecht and Squall pages as examples. |
0 / 10
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