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Thread: "Invoke my name - I am Spark" - Lightning FAQ

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    Question "Invoke my name - I am Spark" - Lightning FAQ

     

    This guide covers information about Lightning's skills as they appear in the Dissidia 012[duodecim] Final Fantasy. Check back often during the preliminary days as more information can get divulged as people play, completely changing how one might be able to use a certain skill! This guide includes the raw Japanese characters of all skill names, as a reference for anyone who wants to figure out exactly which attack in the JP game is what.

    You'll also notice that this guide doesn't say "By TWOxACROSS," because like Ghurdrich's Kain Highwind Guide, it isn't so much about me being a great player or anything (far from it), it's me compiling all the information we get as a community of all you Lightning players, and then making it look spiffy, because I like to add a stupid flair to everything If there's ever anything you want to add, or think should be changed, contact me, or head over to the Lightning General Discussion, and we'll test it, and get it down in here.

    NOTE: This FAQ uses terms described in the Dissidia 012[duodecim] Final Fantasy General Knowledge & Mechanics Digest. Please refer to it for information regarding those terms. For further reading on the game's mechanical details, refer to ujhbn's In-depth Battle Mechanics guide!



    __1P | 2P | 3P | DLC

    Contents
    Instrument of Fate - Getting Started
    Slash & Burn - Bravery Attacks
    "Cut us a path!" - HP Attacks
    ATB Queue - Synthesized Attacks
    "I'm no one's slave!" - EX Mode
    "We do this together!" - Assisting Lightning
    Standard Issue - Equipping Lightning




    THIS IS AN EVOLVING FAQ - NEW INFORMATION IS GATHERED PERIODICALLY AS THE META EXPANDS. AS SUCH INFORMATION, TACTICS, AND SKILL USAGE CAN CHANGE, SOMETIMES DRASTICALLY.
    THANKS FOR READING, AND WE HOPE IT HELPS!


    Instrument of Fate Getting Started
    Lightning is the Paradigm Commando, able to switch roles on the fly with "Paradigm Shift." Each role gives Lightning a new set of Bravery attacks. You can check your current role by looking at the colored abbreviation at the bottom of Lightning's portrait in the Status Display.

    COM [Commando] - Attack directly with your gunblade and Ruin spells. Greater attack power
    RAV [Ravager] - Attack with a myriad of different magic. Great for Chase and building EX Force
    MED [Medic] - Recharges Bravery without attacking. Great for baiting opponents
    These abbreviations will be used hereafter

    Use to cycle through your roles (COM>RAV>MED>COM...) and instantly utilize your new skills. You can only Paradigm Shift at any point when you can act (standing, running, quickmoving, jumping, and even Chasing), so you are unable to do so while under attack. However, it is possible to begin an attack straight from a Paradigm Shift, as there are no start-up/cooldown frames to the action. So, if you can get the hang of "Shift Attacking," you can perform some pretty off-the-wall Paradigm Combos.


    Quickshift
    A faster way of flying through roles to find one you want, like going from RAV to COM, bypassing MED. When you do your first Paradigm Shift, continue to hold and quickly tap to cycle through. It should be noted that it must be done by holding the L and cycling with R, and cannot be done alternatively. You can do this as often as you like, and it's a good idea to take a moment to just practice Quickshifts during gameplay to get the hang of it.

    Note that if you remove all of the skills of a particular role from your Bravery set, that role won't show up during your Paradigm Shift cycle. So if you remove all of your MED skills, the cycle will go COM>RAV>COM... without MED ever showing up. There is also the Extra Ability "Reverse Paradigm" (5 CP) that Lightning learns. When it's installed, it swaps the positions of COM and RAV in your Shift Cycle, and has you start battles as a RAV. However, this also places the MED role back into your Shift Cycle, even if you have no Cure spells equipped.

    Lightning's movement is fast, and many of her attacks come out quickly, however, there isn't a lot of power behind her moves. She has versatility on her side, but don't expect to be sapping Bravery like the big boys. Making use of each of her roles and the skills they provide is the key to dominating the field, which brings us to our next chapter...
    Last edited by TWOxACROSS; 08-02-2011 at 02:15 AM.

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    Slash & Burn Bravery Attacks
    Lightning essentially has three different Bravery movesets for the ground and air. Sticking with one might help you in certain situations, but each role has something to offer to help the scales tip in your favor. We'll classify each attack based on their role, and explain them as such.

    COM [COMMANDO]
    The Commando role is a mostly physical moveset, with different melee attacks perfect for taking the fight to the opponent, or closing in on them. Many of the COM skills have a Wall Rush effect, making it a good choice when fighting the opponent in cramped spaces. This role is also going to be your main damage dealing skillset, as Lightning gains a +1 to her Attack Power while she is a Commando. This bonus carries over to her HP Attacks and EX Burst as well. So when you need power behind your gunblade, this is the role to get the job done.

    スマッシュアッパー Launch Land Ability

    Three quick slashes that launches the enemy into the air.
    Fast start-up, with a decent reach.
    Links into Flourish of Steel after the second slash

    Additional Effect: Wall Rush
    Frame Data: 23f Priority: Melee Low
    Power Data: 12 + 10 + 18 = 40 EX Generation: 30
    Launch (Smash Upper in Japanese) is a staple attack for any COM Lightning. It comes out relatively quick, and if done close enough to a wall, you can get some Wall Rush damage in with the launch at the end. As it throws the opponent into the air, exercise caution to make sure you aren't getting spells dropped on your head.

    エリアブラスト Blitz Land Ability

    A 720° spinning slash that ends with a
    gunblade shot, blasting the enemy away.
    Staggers if guarded, and blocks high-priority missiles

    Additional Effect: Wall Rush
    Frame Data: 29f Priority: Melee Mid
    Power Data: 2 x7 hits + 4 + 17 = 35 EX Generation: 30
    Blitz (Area Blast in Japanese) is a nice attack for getting closer to the opponent with its spin forward, and can stagger guards, so if you can spook them well enough you can tear through their defense and blast them away. Just don't let it become a predictable attack, or it will get dodged often. The closer to the enemy you land the attack, the more hits you'll get out of the spinning phase.

    ルインガ Ruinga Land Ability

    Launch a small missile that blasts the opponent straight
    up into the air after its explosion. Tracks opponent well.

    Additional Effect: Wall Rush
    Frame Data: 39f Priority: Ranged Low (Bullet) / Ranged Mid (Explosion)
    Power Data: 10 + 15 = 25 EX Generation: 30
    Ruinga is a nice set-up for aerial or Assist combos if you time it right. The spell itself comes out at a moderate pace, and will follow the opponent to a fair degree as well. A great pressure tool for a COM, even greater coupled with RAV's Watera spell. If used in a spot with a low ceiling (Upper levels of Kefka's Tower, or the Phantom Train), you can even get in some Wall Rush damage as the opponent slams into the ceiling - which also makes for easier Assist chains at longer range.

    インパクトブレイク Smite Air Ability

    A quick attack comprised of three slashes, the end
    of which smashes the opponent to the floor

    Additional Effect: Wall Rush
    Frame Data: 25f Priority: Melee Low
    Power Data: 12 + 10 + 18 = 40 EX Generation: 30
    Smite (Impact Break in Japanese) is essentially the aerial version of Launch (Smash Upper), only its purpose is to put the opponent on the ground, where a COM shines. It comes out quick, and it reaches rather far, but its vertical tracking literally falls short. It's best if used on a similar level than the opponent.

    ブレイズラッシュ Blaze Rush Air Ability

    Fire a buffet from your gunblade from afar,
    and then close in to smash the opponent away

    Additional Effect: Wall Rush
    Frame Data: 31f Priority: Ranged Low
    Power Data: 7 x3 hits + 14 = 35 EX Generation: 30
    Blaze Rush is a decent ranged move for close- to mid-range. It can track to about 30° up and down, and Lightning will try to adjust her trajectory to follow the opponent (although rather slowly) if avoided. A nice counter to most mage attacks if you keep yourself within distance for the bullets to reach; it comes out a bit faster than most other characters' spells. The follow-up attack has Lightning rushing into the opponent (which blocks low-priority missiles), which sends them into walls. By no means should this move be spammed; it's shaky reach and moderate damage aren't good enough to justify it. The only time it's better to use Blaze Rush than Smite during a counter is when you know you'll be able to get in some extra Wall Rush damage - usually when you're higher up in the air, next to a wall to slam them into.

    ルイン Ruin Air Ability

    Throw up to three far-reaching missile.
    Missiles can be directed prior to launch

    Additional Effect: Chase
    Frame Data: 33f Priority: Ranged Low
    Power Data: 10 each EX Generation: None
    Ruin is a great ranged attack for a COM, as it reaches incredibly far, although its movement is a bit slower. The best part about Ruin is that you can direct the path of the spell by tilting the analog stick up or down during the casting animation (while Lightning is waving her hand). Pushing up sends the spell upward in the opponent's direction, pushing down sends it downward, and leaving the stick stationary puts the missile on track directly towards the opponent. Directing the spells can benefit you for pressure, and if the opponent dodges forward toward you, you can send the spell up directly into their dodging path.
    Last edited by TWOxACROSS; 04-04-2011 at 03:40 AM.

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    RAV [RAVAGER]
    The Ravager role is comprised of mainly ranged magical attacks. Each spell has a certain aspect that makes it great in certain situations, yet sometimes limiting their use outside of that same aspect. While COM's attacks usually come coupled with Wall Rush effects and a bit more attack power, RAV's skills focus on generating EX Force and allowing access to Chase, which can get a few extra hits in, as well as absorbing EX Force.

    ファイア Fire Land Ability

    Loose a tiny bullet of fire that comes out with a crawl,
    but then quickly takes off toward the opponent.
    Up to three can be cast at once

    Additional Effect: Chase
    Frame Data: 25f Priority: Ranged Low
    Power Data: 4 each EX Generation: None
    Fire can be used for pressure, but it can easily be blocked. Since the sparks start off slow, the spell is best used as a diversionary tactic. The tracking on when it finally takes off is fairly decent, allowing you to rush in amidst the fires for attacks. Fire is also a great tool when used during longer Assist-B combos, and is especially helpful if you find yourself farther away from the opponent, as you can set off the Fires during the Assist-B, and then take off towards the opponent while the Fires continue to keep them stuck for you to continue on with your attacks.

    サンダガ Thundaga Land Ability

    Unleash a swarm of thunderbolts in front of you that persists on
    the battlefield for length of time. Blocks low-priority missiles

    Additional Effect: Chase
    Frame Data: 27f Priority: Ranged Low
    Power Data: 10 each EX Generation: 21 each
    Ujhbn's Notes: "First bolt appears at 27f, then bolts appear every 8f. Each bolt stays on the field for 12f, the last bolt appears at 235f. A total of 27 bolts."
    Thundaga is one of the most impressive spells in Lightning's arsenal. It sticks around for roughly five seconds, and can be used as a nice shield against mages. One of the best things about the spell however is that Lightning can step right inside Thundaga, and use it to protect herself from all sides - which ties in to some Synth Attacks (explained later). If the enemy gets close, they get knocked away. It can even land a Bravery Break on an opponent, like Squall, if he Rough Divides through it to hit you, because he'll be stuck in the spell's hitbox during his cooldown, with no Bravery, leading to him getting struck by the bolts.

    エアロラ Aerora Land Ability

    Send out a fast-flying ball of wind that hits the opponent
    several times before popping them up into the air a bit.

    Frame Data: 43f Priority: Ranged Low
    Power Data: 1 x5 hits + 6 = 11 EX Generation: None
    Aerora flies fast, and goes almost as far as Ruin, but also only goes straight. It can, however, reach up to about a 75° angle for airborne foes. A good pressure tool to force an action out of your opponent, and a great spell for starting combos.

    シーンドライブ(地上/空中) Army of One (Land/Air) Land/Air Ability

    A relentless flurry of slashes, gunshots, and kicks ending with a launch away.
    Can break through guards, continuing on after staggering a block

    Additional Effect: Chase
    Frame Data: 43f Priority: Melee Mid
    Power Data: 3 x6 hits + 12 = 30 EX Generation: 120
    Army of One (Scene Drive is Japanese) is Lightning's only physical attack while a RAV. It comes with a bit of a broadcast, so it shouldn't be spammed, because it is easily dodged. However, if the opponent gets spooked and blocks, the attack will cut through their guard and continue your barrage. You can then enter Chase if needed to keep the damage going. Can be Link Glitched with Watera, which will be explained later. There are no differences between the Land and Air versions.

    サンダ Thunder Air Ability

    Call down up to three small strips of lightning in
    quick succession, before sending the opponent away.
    Close range, but faster start-up

    Additional Effect: Chase
    Frame Data: 13f Priority: Ranged Low
    Power Data: 2 + 3 + 5 = 10 EX Generation: 90
    Thunder is an incredible move, and a staple move for an aerial RAV. Even though it requires you to keep the attack's range in mind, as its reach can only hit opponents at closer range, it comes out extremely quick, and won't stagger you if blocked. As it can be cast consecutively up the three times, you can get some small Bravery out of it, and then take off into Chase for more damage, and EX Force. Thunder is by far one Lightning's safest, and quickest moves.

    ブリザラ Blizzara Air Ability

    Create a small zone of cold air that quickly flash-freezes, damaging the
    foe in a chunk of ice. Persists on the field for a moment if it is avoided

    Frame Data: 63f Priority: Ranged Low
    Power Data: 2 + 10 EX Generation: 60
    Blizzara is tricky, because it requires a bit of a start-up before the ice ever forms, giving the opponent time to escape the vicinity where the spell freezes, but it also has a powerful absorb effect to it. The absorb effect lasts for roughly three seconds, wherein which the ice chunk will then form. However, if the opponent is already at the epicenter, the ice chunk forms almost instantly. If successful, the opponent is struck with several hits before the ice explodes. The spell is best used when above an opponent, as it knocks them up toward you, allowing for some nice follow-up attacks, and is great to use against long-range spellcasters like Ultimecia; use Blizzara to interrupt them in the middle of their start-ups, and then close in while they're reeling from the hit.

    ウォタラ Watera Air Ability

    Send out a slow-moving orb of water that tracks after the opponent.
    Staggers guards, but can be reflected

    Frame Data: 43f Priority: Ranged Mid
    Power Data: 15 EX Generation: 90
    One of the other great spells Lightning has at her disposal, and one of the greatest pressure tools she has. It's movement is a little slow, but in cramped spaces, it can be hell for the opponent dealing with your attacks, and a looming ball of water just waiting to soak them. It staggers if guarded against, adding to its viability, but also is then reflected, making it your problem to deal with. If you can keep up a decent amount of pressure yourself, an opponent will be hard-pressed to try and reflect the spell for fear of your counterattack while they are staggered. It's best to swap this attack out for another like Blizzara if the opponent has an easy time reflecting the spell. Watera is also a great start-up for Link Glitch attacks, like with Army of One (Scene Drive), which will be explained later.
    Last edited by TWOxACROSS; 08-02-2011 at 02:10 PM.

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    MED [MEDIC]
    The Medic role is a bit iffy, as it leaves Lightning with a completely non-combative skillset, meaning there are no actual Bravery Attacks in this role with which to sap Bravery from the opponent. However, with the skills it does give you, you don't need to; all of the HLR skills allow Lightning to recharge Bravery without having to be anywhere near the opponent. In fact, this role is used best after high-tailing it away from them. The only other way to deal damage is from Assists and Chase.

    ケアル(地上/空中) Cure (Land/Air) Land/Air Ability

    Recharges a small amount of Bravery bit by bit.
    Can be used consecutively up to six times

    Frame Data: ~33f Power Data: 1 + 2 + 3 + 4 + 5 + 6% of Raw BRV (21%)
    Ujhbn's Notes: "For Level 100, total BRV gained = 6+13+20+26+33+40 = 138, the whole process takes about 3 seconds (~180f)."
    Cure is a simple move, just jam the button to start adding to your Bravery. Each successful cast of the spell in the combo is replenishes more than the previous step. So the farther you're able to get into the combo, the more Bravery you'll gain. Great for topping yourself off just after an HP Attack, especially big-damage ones that cause Bravery to recharge slowly. Goes great with Thundaga - explained later. When used in the midair, Lightning will float in place.

    ケアルラ(地上/空中) Cura (Land/Air) Land/Air Ability

    Recharges a small amount of Bravery bit by bit.
    With a Just input, more can be gained

    Frame Data: ~55f Power Data: 1 + 1 + 23% of Raw BRV (25%)
    Ujhbn's Notes: "For Level 100, total BRV gained = 6+6+153 = 165, the whole process takes about 2.5 seconds (~160f)."
    Cura (Curera in Japanese) is another form of healing that can add a little bit more to your Bravery than the normal Cure spell, and can be stringed into a three-step combo. However, Cura requires a "Just Input" to continue the combo, so simply jamming won't do you any good, you'll need to time your input correctly in order to get the payout you want. While it may not help, the rhythm is easy to get down, so when you first start to cast it, watch her hand and time the moment when you see a small flash in it. Do the first phase alone a couple of times just to see when that flash appears, as this is the point when you'll need to hit to continue the spell. Also listen to the sounds made during the spell, as they'll also help you keep up the rhythm for the inputs (click the link to view a video of a correct Cura in action). Usually, you might be hitting the button too early in fear of missing it, when in fact the opportunity to continue the spell comes at the very last moment of the first phase. Under pressure, it might be best to forgo Cura to save some CP, and continue to use Cure for baiting, if even that. When used in the midair, Lightning will float in place.

    I NEED A MEDIC OVER HERE!
    Or do you? It's entirely up to you if you feel you need to have MED skills equipped. If you can get the timing down for Cura, you can gain quite a bit of Bravery when trying to bait a less than active opponent. However, with MED absent from your Shift Cycle, it'll be easier keeping track of what role you're in, and help with the precision Paradigm Shifts required for certain Paradigm Combos.
    Last edited by TWOxACROSS; 08-02-2011 at 02:33 PM.

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    "Cut us a path!" HP Attacks
    All of Lightning's HP Attacks are the same no matter which role she happens to be in. This means even a MED has some way of dealing damage in a pinch. Each of Lightning's HP Attacks makes use of her Eidolin's double-ended, curved sword, the Zantetsuken, as well as namesake lightning attacks. She has ranged options, and she has melee options, keeping in tune with her versatile playstyle.

    連閃 Flourish of Steel Link Ability

    A series of heavy slashes from graceful spin attacks
    Additional Effect: Guard Crush
    Frame Data: -- Priority: Melee High
    Power Data: 3 + 3 + 4 = 10 EX Generation: 90
    Flourish of Steel is the HP Link of Launch (Smash Upper), activated by pressing  after the second slash. Unfortunately, it is one of her few abilities that doesn't offer Wall Rush, but it's activation is easy enough, granted you keep your feet on the ground. The flourish will also block high-priority missiles while you swing, so just in case something like Watera creeps up behind you, you'll reflect it.

    雷光斬 Lightning Strike Land Ability

    Slash with swords, then drop a field
    of thunderbolts on the opponent

    Additional Effect: Guard Crush
    Frame Data: 47f Priority: Ranged High
    Power Data: 7 each EX Generation: 60+12xN
    An attack that can reach the opponent near the periphery of close-range, and is a great anti-air attack. The initial slash of the swords creates a giant field of lightning bolts that comes down right on top of the opponent, dealing a bit of Bravery damage (sometimes multiple), and leaving them open to the for the final bolt for HP damage. This is another one of Lightning's skills that doesn't come with any Wall Rush opportunities, but is fairly useful for close-range Assist Combos and snagging those airborne enemies. If you block an opponent on the ground, you're better off using Flourish of Steel to get a bit more Bravery behind the damage.

    真空破 Razor Gale Land Ability

    Swipe swords, and create a swirling
    disc that tracks after the opponent

    Additional Effect: Guard Crush, Wall Rush
    Frame Data: 59f Priority: Ranged High
    Power Data: -- EX Generation: None
    Razor Gale can be a good pressure tool, and is one of Lightning's farthest reaching HP Attacks, simply because the tracking on it is rather incredible. After the disc is created, it can even fly straight up to hit the opponent if they happen to be overhead. Be sure there are no obstructions between you and your opponent, because the disc dissipates if it hits anything that can't be smashed through. While swinging the blade before unleashing the disc, it can block high-priority missiles, reflecting back things like a stray Watera.

    絶影 Crushing Blow Air Ability

    Level with the opponent, and then rush through them.
    Cuts through high-priority missiles

    Additional Effect: Guard Crush
    Frame Data: 47f Priority: Melee High
    Power Data: -- EX Generation: 60
    Crushing Blow is a nice HP Attack for the air for close- and mid-range. It also has some vertical tracking that allows you to level out with the opponent before flying through them, dealing the HP damage. It will even go through most missile attacks, making it somewhat on-par with Squall's Rough Divide in priority, but not in distance covered.

    天鳴万雷 Thunderfall Air Ability

    Thunderbolts fall on the opponent, lifting
    them up before slamming them into the floor.
    Blocks low-priority missiles at Lightning

    Additional Effect: Guard Crush. Wall Rush
    Frame Data: 55f Priority: Melee High (Blades) / Ranged High (Bolts)
    Power Data: 1 x8(Blades) / 2 x6 hits(Bolts) = 8+12 EX Generation: 18
    Ujhbn's Notes: "Blades have a glitchy Melee High priority, "Ghosting" the missile. Lightning regains control at about 100f, or Dodge Cancel at about 56f."
    Thunderfall is a great move because of its reach. It can counter a mage's spell if you get it out quick enough, and while the swords spin around Lightning, it blocks high-priority missiles, and can even deal Bravery damage to the opponent if they try to close in. As the attack ends, the opponent will be slammed downward for additional Wall Rush damage. However, the blocking Priority on the spinning blades seems to be bugged. If an attack like Watera or Emperor's Flare happens to be reflected, it will save Lightning from damage, but won't fully be reflected, causing the attack to become "ghosted" as it will allow Lightning to pass through it, but can't seem to damage anyone. If she dodges or blocks it, it will finally reflect, but she won't stagger from the block.
    Last edited by TWOxACROSS; 04-10-2011 at 05:25 PM.

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    ATB Queue Synthesized Attacks
    Synthesized Attacks are an amalgamation of two or more skills in a way not originally intended by the game through the normal combo means. Some of them require use of a specific glitch, a dodge cancel, or other factors for their proper execution. If you happen to find any, let me know. It'll get tested, and then added to the list Synth Attacks with purple names are ones that only work against AI (because the AI can be confoundedly stupid sometimes). These won't consistently work against a human opponent because they will have many skills at their disposal to escape the attack, usually at the point where you're linking to attacks together.

    NOTE: Link Glitch - Continuing an attack's further steps even when it misses by having something aside from the attack make the connection. Let's take Watera and Army of One; the player attacks with Army of One, but the opponent dodges it. However, the opponent dodges directly into Watera, which lands a hit. The system thinks that the connected hit from Watera is also a connected hit for Army of One, so Army of One continues on through to the end of its animation (complete with damage), even if it is never able to connect with the opponent

    Air Drive Land Link Glitch Ability
    Required Skills: Aerora, Army of One (Land)
    Catch the opponent with a Aerora and
    then continue on with Army of One

    Additional Effect: Chase
    It can be applicable as a normal Synthesized Attack itself, but most uses will come from exploiting the Link Glitch (see above). Usually best off used after you block a melee attack, or when the opponent's back is against the wall, with nowhere to fly

    Wind Breaker Land Synth Ability
    Required Skills: Aerora, Smite
    Cast Aerora at close-range, then dodge cancel forward while
    Changing to COM, and then catch the opponent with Smite

    Additional Effect: Wall Rush
    Catch the opponent with Aerora while at close-range (or after a melee block) to pop them into the air while you forward dodge cancel (FDC), shifting to COM and smashing them down to the floor with Smite (Impact Break). Requires the close proximity in order to keep the opponent in range for Impact Break's reach.

    Air Rush Land Synth Ability
    Required Skills: Aerora, Blaze Rush
    Cast Aerora at mid-range, then dodge cancel forward while
    Changing to COM, and then catch the opponent with Blaze Rush

    Additional Effect: Wall Rush
    Catch the opponent with Aerora while at about medium-range to pop them into the air. Right after you loose Aerora, forward dodge chancel (FDC) while shifting to COM, and then blast them with your gunblade, potentially for some extra Wall Rush damage. This is a little more lenient than Wind Break, because it doesn't require you to be so close. You're basically exchanging a little bit of attack power for extra reach by going with Air Rush instead of Wind Breaker.
    This skill does not work on humans because they usually have enough time to block the shots from Blaze Rush, which usually end up getting deflected back at you.

    Water Break Air Link Glitch Ability
    Required Skills: Watera, Smite
    Catch the opponent with a Watera and then continue
    on with Smite, slamming the opponent downard

    Additional Effect: Wall Rush
    It can be applicable as a normal Synthesized Attack itself, but most uses will come from exploiting the Link Glitch (see above). Otherwise, the skill can still be used outside of the glitch by being able to attack with Smite (Impact Break) once the opponent is hit or staggered by Watera

    Water Rush Air Link Glitch Ability
    Required Skills: Watera, Blaze Rush
    Catch the opponent with a Watera and then continue on with Blaze Rush
    Additional Effect: Wall Rush
    It can be applicable as a normal Synthesized Attack itself, but most uses will come from exploiting the Link Glitch (see above). Otherwise, the skill can still be used outside of the glitch by being able to attack with Blaze Rush once the opponent is hit or staggered by Watera

    Water Drive Land/Air Link Glitch Ability
    Required Skills: Watera, Army of One
    Catch the opponent with a Watera and then continue on with Army of One
    Additional Effect: Chase
    It can be applicable as a normal Synthesized Attack itself, but most uses will come from exploiting the Link Glitch (see above). Otherwise, the skill can still be used outside of the glitch by being able to attack with Scene Drive once the opponent is hit or staggered by Watera

    Airstrike Land Link Glitch/Synth Ability
    Required Skills: Aerora, Lightning Strike
    Catch the opponent with Aerora and then
    immediately link it to Lightning Strike

    the Synth Attack version is usually best off used after you block a melee attack, or when the opponent's back is against the wall, with nowhere to fly. The Link Glitch version of the move relies on the enemy being at a longer range, which allows you to come out of cooldown from Aerora by the time it's hitting. Immediately start Lightning Strike to count Aerora's subsequent hits as a connection for the HP Attack, and the HP damage dealing bolt of lightning at the end should drop down on the opponent before they can recover.
    Human Testing inconclusive, but works on most AI, as of now.

    Thunderdrive Land/Air Synth Ability
    Required Skills: Army of One, Thunderfall
    Unload on the opponent with Army of One, and then catch them in
    a series of bolts with Thunderfall during their recovery

    Additional Effect: Wall Rush
    Catch the opponent in Army of One, and then as soon as the attack finishes, forgo Chase and just start jamming the input for Thunderfall. Most AI opponents will recover in place (because they don't use Control Recover) and get caught in the string of hits from Thunderfall. This can be useful against aerial opponents who don't give you the chance to use a Flourish of Steel link, but also doesn't work on characters who fall like a bag of rocks, like Onion Knight. They fall fast enough that even if they recover, they drop out of the reach of Thunderfall before it can catch them.
    This doesn't work on human opponents because they can easily use Control Recovery to move out of Thunderfalls reach as they recover from Army of One - or they can even just let themselves drop down without fear of getting hit.

    Shock Treatment Land Synth Ability
    Required Skills: Thundaga, Cure/Cura
    Cast Thundaga, and then step in to protect yourself from
    enemy ire whilst healing Bravery. Blocks low-priority missiles

    Additional Effect: Chase
    Just as the description says, cast Thundaga, and then switch to MED while you step into the middle of it, and then start adding Bravery with Cure spells. The lightning from Thundaga creates a barrier that blocks low-priority missiles, and knocks away any opponent who gets too close, allowing for Chase or some breathing room.

    Thundersnow Air Synth Ability
    Required Skills: Blizzara, Thunderfall
    Cast Blizzara, to pop the enemy away, and then slam
    them into the ground with a jolt from Thunderfall

    Additional Effect: Wall Rush
    Snag the opponent in a swath of ice with Blizzara, and then while the opponent is thrown away, jam the input for Thunderfall to catch them in their recovery. This ability but doesn't work on characters who fall like a bag of rocks, like Onion Knight. They fall fast enough that even if they recover, they drop out of the reach of Thunderfall before it can catch them.
    This doesn't work on human opponents because they can easily use Control Recovery to move out of Thunderfalls reach as they recover from Blizzara - or they can even just let themselves drop down without fear of getting hit.
    Last edited by TWOxACROSS; 08-02-2011 at 02:12 PM.

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    "I'm no one's slave!" EX Mode
    Just like any other character, Lightning has an EX Mode to boost her abilities and give her a couple of new ones to play around with. Keep in mind that in Duodecim (and Prologus), there is no more EX Guard, so don't plan on going EX and countering with an EX Burst. Also, watch out for the opponent's Assist while you are in EX Mode - one hit from them and it'll knock you right out of it. Alternatively, however, try and attack their Assist to Lock them and get some Map Bravery.

    Equipped Omega Weapon! The strongest gunblade!

    リジェネ Regen Vigor and stamina recover little by little, restoring HP
    A nice little perk that everyone gets. When things get just a little too dangerous, don't be afraid go EX just to regain your lost HP. Just be aware that you only regen as long as you're in EX Mode, so wasting it all on a Burst could potentially still leave you in critical condition!
    クリティカルアップ Critical Boost
    Increases chance of Bravery Attacks dealing critical hits
    Another perk that everyone benefits from, while in EX Mode, each attack has a higher chance of dealing a Critical Hit for double the damage!
    オメガウェポン Omega Weapon
    Instantly causes a Bravery Break if an opponent is near Break status
    With the Omega Weapon equipped, it's possible for Lightning to automatically Break the opponent if she hits them while their Bravery is critically low (translucent numbers), even if the attack couldn't have done it on its own. This can occur on any Bravery Attack, even hits from her EX Burst. The calculation of which is [Critical Bravery = under 30% of Raw Bravery]
    グラビティギア Grav-con Unit
    Grav-con Unit activates to automatically avoid Wall Rush damage
    Lightning's Grav-con Unit alters gravitational effects around her person, and she uses it in her EX Mode for a similar purpose. If Lightning is launched into a wall, ceiling, or floor, her Grav-con Unit completely protects her from the additional Wall Rush damage by bouncing her off the surface, where she can then retaliate.

    ゲシュタルトドライブ Gestalt Drive The Iron-Cutting Blade!

    A chain of attacks imbued with the powers of Odin.
    Use , , and to enter the commands
    as shown to add attacks to the Burst.

    Power Data: Initial: 8 + 4 x5 hits = 28, 13 x4 hits + 4 x5 hits = 72, Total = 100
    Lightning's EX Burst is simple enough, just quickly input the button commands displayed on-screen to continue attacking before the end of the Burst. You MUST use the analog stick for the commands that require directional input. If you miss one input, the attack will immediately move along to Zantetsuken for the finale, which will deal less hits.
    Last edited by TWOxACROSS; 08-02-2011 at 05:22 AM.

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    "We do this together!" Assisting Lightning
    Lightning is a character with attacks that can be easily strung together for some impressive Assist Chains. In this chapter, we'll discuss some the characters that have the best Synergy with her.

    NOTE: For those unaware of the specifics of Assists, when the Assist is called, they will perform an attack based on whether the opponent/player is on the ground or in the air - denoted by the first "i" in the ability's name. Whether or not the Assist appears near the player or the opponent is denoted by the second "i" at the end of the ability's name. Aside from when staggered, an Assist can be called to attack at any time, even during your own attacks. It is also possible to chain attacks from an Assist's Wall Rush, and vice versa, by Peeling.

    Synergy between the Player Character and the Assist Character is important in a game that revolves around using your Assist correctly to get in a lot of hits, or deal that powerful, hard-to-land HP hit. Remember that timing is extremely imperative when it comes to Assist combos. Within the spoiler tag, you'll find the attacks the Assist will use in what situation, and how you can best profit from them.

    Warrior of Light Assist
    The Paragon is a versatile attacker, with an attack for just about any situation. His Assist-Bs are great for peeling and then slamming them back into a surface, which makes it easy to chain attacks together - you just have to be quick on the draw.
    Spoiler:
    i Sword Thrust i Land Bravery Assist
    Throws shield, and then continues with sword thrusts
    as he lunges forward. Initial shield throw staggers guards

    Additional Effect: Wall Rush
    On the ground, this can be a great move in cramped spaces. Calling him out once Impact Break slams the opponent into the ground gives you ample time to set up for a peeling attack, given that his last thrust doesn't send them too far away. This move can be shaky if not used in close quarters, or if the enemy isn't situated correctly for Warrior of Light's Wall Rush.

    i Rising Buckler i Air Bravery Assist
    Throws shield upward to catch the opponent
    from below, and then slashes them into the floor

    Additional Effect: Wall Rush
    One of the greatest reasons to have Warrior of Light as an Assist. Do two hits from Impact Break, and then call him out. He'll snag the opponent with his shield while you drop to the floor, ready to peel them off the floor or wall with another attack. Rising Buckler is also surprisingly good at catching opponent's just as they come back from a Change-1, if the opponent is shot into the air when they return, allowing you to follow up with another attack, even though they avoided your initial assault.

    i Shining Wave i Land HP Assist
    Drag sword through the ground and send
    out pillars of light tracking after the opponent

    Additional Effect: Chase
    With Lightning's lack of extreme range on HP Attacks, Shining Wave is a nice choice. The path the blades of light follow can also apply a great deal of pressure if you need a moment. If timed right from the Wall Rush of an Smash Upper - or even during it - you can use the Assist Chase to gain back some Bravery to protect yourself from a Bravery Break.

    i Shield of Light i Air HP Assist
    Holds shield in front of him, blocking low-priority attacks, and then
    countering with a beam of light that sends the opponent into walls

    Additional Effect: Wall Rush
    Pop out Shield of Light and you can perform a different type of assault from behind it's protection, but otherwise, it doesn't help as much as a counterguard, because Warrior of Light appears near the enemy, instead of near you to offer protection.


    Jecht Assist
    The Brutal Blitzer makes the list because of his versatile Assist-B game, which keeps the opponent trapped in a string of furious blows long enough for you to set up just about anything.
    Spoiler:
    i Jecht Rush i Land Bravery Assist
    Pummel the opponent with a long string of
    attacks, ending with a blast up into the air

    Additional Effect: Wall Rush
    Done upon the Wall Rush of an Impact Break, Jecht Rush can allow for enough time to pop out any sort of HP Attack you want to try, Thunderfall being the best bet to get the additional HP damage from the Wall Rush. However, be sure that you time whatever attack you do before Jecht's final hit, otherwise you could completely miss your chance, or Jecht may knock them out of the HP Attack. Just to show off, try to time a Crushing Blow correctly to cut through the opponent just before Jecht smashes them into the sky.

    i Jecht Stream i Air Bravery Assist
    Catches the opponent in a stream of pain,
    and then slams them into the floor

    Additional Effect: Wall Rush
    The other grand part of Jecht's Assist-B game, although a little more forgiving than Jecht Rush. Peel the opponent from a Wall Rush, and then just follow along until the final strike slams them into the floor, allowing you to peel them off the ground with a Flourish of Steel or any other attack you think you'll need.

    i Jecht Blade (Land) i Land HP Assist
    Charges up sword and then unleashes a violently powerful
    series of slashes ending with a blast into a wall

    Additional Effect: Wall Rush
    Best when used while keeping the opponent busy during your own attacks, or a Wall Rush, Jecht Blade can also be used to spook an opponent in one way or another. If you manage to land the hit, try to follow them to make use of the Wall Rush, possibly gaining back some Bravery to prevent a Bravery Break.

    i Triumphant Grasp i Air HP Assist
    Grab the opponent with a hand swathed
    in fire, and then blast them into a wall

    Additional Effect: Wall Rush
    Triumphant Grasp is a bit wonky, because if you try to use it from a Wall Rush, chances are he'll fly just underneath the opponent, so this is best when used mid-combo, preferably during Impact Break or the shots at the beginning of Blaze Rush. This allows you to do some HP damage from a Bravery attack, since Lightning only has Flourish of Steel from a link, and only on the ground.
    Last edited by TWOxACROSS; 08-02-2011 at 05:15 AM.

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    Kuja Assist
    Kuja's Chase-oriented Assist-B game makes the Graceful Glider another great choice for backup. His attack strings are a bit longer, which, if you're quick on your toes, can be beneficial for attacking twice during one Assist-B.
    Spoiler:
    i Snatch Blow (Land) i Land Bravery Assist
    Strike the opponent with a barrage of
    Holy bullets, and then knock them away

    Additional Effect: Chase
    As usual, smash the opponent into the floor with Smite or a Chase-Down, and then call out Kujie-coo to knock them around with his Holy orbs. The final phase of the attack tosses the opponent skyward, and allows you to follow up with an Assist Chase, where you can perform just about any move you see fit - Smite, Blaze Rush, Thunderfall, Crushing Blow. You name it, you can do it. Just make sure you act as soon as Lightning appears or you could miss your chance.

    i Strike Energy i Air Bravery Assist
    Snag the opponent and pummel them with
    magic, before knocking them upwards

    Additional Effect: Chase
    Not much else to say about this one, as it's pretty much the same thing as his land Assist-B. Slam the opponent into a wall from Blaze Rush, Razor Gale, or a Chase-Up or Chase-Back, and then call the Angel of Death to peel them off and throw them through the air for the Assist Chase. Loose whatever skill tickles your fancy, and you've got yourself another solid Assist Chain.

    i Flare Star (Land) i Land HP Assist
    Catch the opponent in a billowing cloud of
    combustion and blast them into the ceiling

    Additional Effect: Wall Rush
    Applicable for a place with a low ceiling, slam the opponent into the floor and then call Kuja to singe their biscuits. Thanks to the low ceiling, they'll take additional WR damage when they Assist-H shoots them skyward like a rocket from Cape Canaveral right into the stage boundary overhead.

    i Force Symphony i Air HP Assist
    Leap overhead and drop bombs of energy
    down on the enemy to blow them away

    Additional Effect: Chase
    To get a crazy reaction of panic from the opponent during an intense aerial exchange, call out Kuja to add more fire to skies. He'll fly up above and start raining down flares over the opponent's location. Keep the pressure on and the opponent won't know quite what to do. If the Assist-H lands, you can warp up next to the opponent while they're still cooking with the Assist Chase.


    Sephiroth Assist
    If you're not a fan of Kuja and his thong, the Focused Blade might be right up your alley. Sephiroth combines the synergy of Jecht with his longer strings, and Kuja with the Chase Assist-Bs. Coupled with the long reach the Masamune grants, Sephiroth can be great for counters, as well.
    Spoiler:
    i Reaper i Land Bravery Assist
    Swings his nodachi and dices up the opponent in a long
    string of attacks, sending them away for Chase

    Additional Effect: Chase
    Slam the opponent into the floor and then summon Sephiroth to slice them up with his impossibly long sword for a good short while. During this phase (if you're quick enough), you can even use Crushing Blow before the Assist-B finishes. Once it does, you can teleport up to the opponent with Assist Chase as they're thrown away and continue with another bout of pain.

    i Sudden Cruelty i Air Bravery Assist
    Swipes nodachi and catches the opponent a flurry
    of cuts before throwing them away for Chase

    Additional Effect: Chase
    Peel the enemy off of a Wall Rush with Sephiroth and then throw them away like yesterday's trash. Warp to their position with Assist Chase and unleash a subsequent volley of attacks to sap more Bravery or cut out a chunk of their HP. Sudden Cruelty unfortunately doesn't allow for nearly as much down time as Reaper does, so don't expect to be deal any mid-combo HP moves and still get the Chase in. Really good when coupled with Army of One. Call out Sephiroth mid-attack and he'll keep them stuck trapped near you when Army of One normally would have thrown them away - then, take off into the Assist Chase and land a clean HP Attack.

    i Octaslash (Land) i Land HP Assist
    Make large, sweeping cuts with Nodachi
    Additional Effect: Wall Rush
    Call out Sephiroth to perform a furious combo of wide-reaching slashes that can add a great amount of pressure to a ground game. Couple this with things like Watera and Fire, and the opponent will be hard pressed to decide which they want to get hit by.

    i Hell's Gate i Air HP Assist
    Fall down from overhead and route the enemy
    until hitting the ground, launching them away

    Additional Effect: Chase
    With its start-up and poor horizontal tracking after a bit, Hell's Gate is best used from Wall Rushes, or when you've already got the opponent stuck in a combo, like at the beginning of Smite or Army of One. Pop into Chase afterward and regain some Bravery to protect yourself from Break.
    Last edited by TWOxACROSS; 08-01-2011 at 09:36 PM.

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    Aerith Gainsborough Assist
    If you previously purchased Prologus from the PSN (yay alliteration!), you're lucky enough to have access to the Flower Girl for use as an Assist! Aerith's moves are mostly support-based, with less emphasis on attacking directly, and more about helping the player. Important to note is that all of Aerith's abilities rely on YOUR position, so treat her like an extension of your existing moves.
    Spoiler:
    i Cure i Land Bravery Assist
    Restores a nice amount of Bravery
    to the player in a time of need

    You might pass off Cure as some cruddy Assist-B, but it can be quite useful. Especially if you have two memories you can burn. At Level 100, she'll restore 400 BRV, and if done twice to get 800, it can mean the difference between, Victory, Break, or Defeat. Remember this can only be used when you're on the ground.

    i Seal Evil i Air Bravery Assist
    Quickly charge a spell that binds the foe's movement.
    If struck or you wait too long, they will be freed

    Timing is necessary for this one, as the opponent can (and will) dodge/block the sealing before it sticks. Snag them as they fly off for a Wall Rush from Smite, Blaze Rush, or a Chase. You can even call her during the ending of Army of One (Call her when Lightning yells "Get lost!"), or on the second hit of a Thunder combo, to bind the opponent as they are flying away - while still being able to use X to Chase up to them! Hit them with a Chase attack, or wait a moment to drop out of Chase and then unload with any other attack in your arsenal.
    Aerith's Seal Evil can also be used in a different Assist Chain formula (Attack>Seal Evil>Seal Evil>Attack>Attack), where you bind the opponent, wait for the opportunity to call her again, then start another attack in the air, but call her for another Seal Evil before the attack hits. The opponent will be bound by the second Seal Evil after your attack, allowing for another attack. While this is a nice idea in practice, it is very situational, because you have to take into account whether or not you might need that second memory for a Change-1 soon. Try it out, notice the different circumstances it can be applied, and then use it accordingly.


    i Planet Protector i Land HP Assist
    With the Planet's blessing, protect the party
    from all enemy ire. Even prevents Assist Lock

    Planet Protector can be great if you rolled off to avoid an attack but see a punish imminent. Likewise, it can be used in a dodge or block's stead. Planet Protector will essentially make you and Aerith invincible for roughly six seconds, protecting you from not only damage, but staggering from attacks as well. The opponent will literally just wail on you while you stand there yawning, which allows you to immediately attack them while they're stuck in a skill's cool down. Fear not, because since Aerith is also protected, she can't be Assist Locked, unless they happen to smack her at the beginning or end of the Assis-H, which is unlikely because you'll probably be doling out some yellow, starry justice.

    i Holy i Air HP Assist
    Prays to the Planet to charge up the ultimate White Magic.
    Can only be stopped by High priority, all others blocked

    Additional Effect: Wall Rush, block
    Holy can be a blessing or a curse depending on your timing. The spell takes a fair amount of time to charge, and if you don't keep the opponent busy, you run the risk of them striking her. Luckily, Holy also protects Aerith from pretty much anything that isn't an HP Attack, so if you stick to the opponent like glue, if they try an HP Attack, you can run interference and counter them with a Bravery Attack, use Blaze Rush or Smite depending on your location to send them far away. When the spell finally comes out, it's a dazzling display of hurt that blasts the opponent straight into the floor. If you're close by, try for a Flourish of Steel to get some Critical damage from the peeling attack.



    Staple Assist Chains
    Here is a quick list of staple combos found (and aptly named) that players can utilize to great effect given the type of Assist they have. These allow for extra damage, and/or sure-fire HP Damage, barring the opponent doesn't Assist Change out of them. These are just some of many (and rudimentary) attacks that you can perform, however these are proven to be some of the most easily and safest executable Chains available.

    Flashing Blades Land Assist Combo
    Slam the opponent into the walls and floors before
    taking out a chunk of their HP with Zantetsuken

    Additional Effect: Wall Rush x2
    Required Skills: Launch, Floor Rushing Air Assist-B (Warrior of Light, Jecht)
    Launch>WR>Assist-B>FR>Flourish of Steel

    Blitz Scourge Land Assist Combo
    Break the enemy's guard and blast them into wall,
    only to be brought right back to your blade

    Additional Effect: Wall Rush
    Required Skills: Blitz, Floor Rushing Air Assist-B (Warrior of Light, Jecht)
    Blitz>WR>Assist-B>FR>Flourish of Steel

    Wall Socket Air Assist Combo
    Send the opponent downward to the Assist, who slams them
    into another surface, where they get the shock of their life

    Additional Effect: Wall Rush
    Required Skills: Smite, Thunderfall, Wall Rushing Land Assist-B (Warrior of Light, Jecht)
    Smite>FR>Assist-B>WR>Thunderfall

    Blazing Thunder Air Assist Combo
    Slam the opponent at the wall for the Assist to
    peel them off, and then shock them from the floor

    Additional Effect: Wall Rush
    Required Skills: Blaze Rush, Thunderfall, Floor Rushing Air Assist-B (Warrior of Light, Jecht)
    Blaze Rush>WR>Assist-B>FR>Thunderfall

    Stormchaser Air Assist Combo
    Zap the opponent with two strips of Thunder, call an
    Assist to catch them mid-combo, and then Chase
    after to jolt them into the floor with Thunderfall
    Additional Effect: Wall Rush
    Required Skills: Thunder, Thunderfall, Chasing Air Assist-B (Sephiroth, Kuja)
    Thunder (2 hits)>Assist-B>A-Chase>Thunderfall


    Advanced Assist Chain Videos
    Thanks to oldkiller for these awesome videos that showcase both some extremely useful Assist Chains, but also Lightning's Synth Attacks. These will take some practice, but at the same time, are useful in high-level play, especially when Wall Rush options can be intentionally limited by the opponent, making mid-combo Assist Chains a must.
    Spoiler:



    Thanks again to oldkiller for supplying the videos!



    A word of caution for anyone using HP Attacks mid-Assist-B and then ending with another HP Attack. Having an item set for quick Bravery recharge after an HP Attack will be superbly beneficial to make sure you're doing the most amount of damage you can. Likewise, this tactic can also be used for ridding yourself of Near Break, and then dealing damage with a Base Bravery HP Attack. It's even useful for dealing a heavy amount of HP damage, and then following it up with a minuscule HP Attack during the recharge phase, which will help to instantly charge yourself up to Base Bravery.
    Last edited by TWOxACROSS; 08-02-2011 at 05:18 AM.

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