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 everythingIf 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!
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__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
Useto 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 holdand 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.
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.
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.
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 thebutton 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 jammingwon'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.
"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.
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 listSynth 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.
"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.
"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:
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:
Last edited by TWOxACROSS; 08-02-2011 at 05:15 AM.
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:
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:
Last edited by TWOxACROSS; 08-01-2011 at 09:36 PM.
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:
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:
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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