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Terra's Guide to Lightning as you know her
Lightning is a diverse character with a lot of options and safe Brave attacks. Her assist building is top end with thunder, and the advanced techniques surrounding the move, as well as watera and blizzara. she's very safe in ravager and hard to punish. Watera (who shall henceforth be known as bob) is a great offensive and defensive tool, used to block projectiles, zone enemies, pressure opponents and force favorable situations. Bob also can save you too. Bob's also a traitor. Thanks bob.
Pros: Strong braves Some of the best EX gen Great punish tools Strong pressure game Safe Strong EX burst Cura to increase brave Combos well with all meta assists One hit HP move Difficult to block Double aerith combo Army of one reflects medium priority projectiles and staggers guard +1 attack in commando
Cons Low Damage without damage build Easily assist punished Unreliable HPs outside combos and blocks Struggles against campy characters Solo ravager HP combos are unreliable Can't cover dodges No reliable ground poke Due to priority on air game, HP link is situational at best.
I. Why play lightning?
Other than the fact that Lightning is top tier, and good at countering several high tier matchups or going even with them, Let me tell you why Lightning is so amazing. Lightning is a character with so many tools and options in just ONE of her three paradigms that it can be easy to forget those options if you aren't a season Light player. She has a tool for almost any situation. Her braves are strong, watera, and blizzara both comboing into other attacks (more on that later), thunder being one of the best braves in the game utility wise, and army of one staggering and initiating chase for those sweet, sweet Aerith combos. Bob will also sometimes save your life, be it killing an enemy assist, hitting an enemy out of a crucial attack, or even sometimes hitting YOU out of crucial attacks. Very few characters have that kind of safety net, and the ones that do tend to be a high tier, and very hard for melee only characters to approach safely.
Medic as a paradigm is generally untouched, but Cura is a great brave to have equipped if you need to avoid getting broken, or generally just don't want to chase after your opponent after knocking them away. Regaining brave for basically nothing is a huge boon to have in those really campy match ups like emperor or exdeath.
Commando as a paradigm is also rarely touched, and is touched for the purpose of comboing or getting extra damage through it's +1 attack while in commando, great for finishing off those combos with a slightly bigger bang. Another use for commando is breaks, when you block an opponent you can swap to commando and deliver them your almighty smite straight into the ground where the dirt belongs. Bonus points because you can get a combo off of it for even more smitey justice! or a thundefall. that works to I guess. All in all Commando's main use is that crispy damage, and those spicy combos.
Overall Lightning as a lot of tools to keep her safe and punish the fools that would call her foe. If you like a character that's easy to pick up and go, but hard to master all her subtle nuances, Lightning's for you!
as far as meter gain goes, Lightning excells. She builds assist incredibly fast, and has some of the best EX generation in the game, meaning that she's very capable of putting static pressure on her foes and forcing them to stay docile, for fear of the crispy EXR. Her EXR game is fairly weak in reality, but the best combo seems to be double smite into thunderfall, which can combo into assist. but works best at low ground. that being said her EX burst is incredible, doing a lot of damage and being fairly easy to pull off, you can break a lot of players at around 600 brave running the damage oriented build.
Her HP game is fairly weak. Your best chance of getting HP hits are assists. Barring that, blocks into crushing blow are your second best option, and finally, inconsistent ravager combos into thunderfall, or catching a person blocking watera with thunderfall make for good options.
Lets just talk about Thunderfall real fast. Thunderfall is a tool that you'll see divided amongst great lightnings and bad lightnings. Great lightnings seldom use the attack but when they do it's going to punish you hard. It punishes so many things, but is in turn easy to punish. A great lightning will punish your Lord of Arms with it, Your air flares with it (on prediction, never reaction), your thunderfalls with it! Yes, thunderfall punishes itself! GLORIOUS. Thunderfall is a great punish move, but using it in neutral comes with very significant risk, as many characters can punish it in turn with their own HPs if you miss. It's also assist punishable, so there's that. still an invaluable tool in select matchups, and firion/emperor's worst nightmare.
A good way to think of Thunderfall is a High priority blizzara with the added benefit of punishing ground dodges. This move is powerful, but use it wisely, or it will be your downfall.
II. Lightning's slower than it looks
0 D.Chaos/F.Chaos (EX mode)
1.5 Tidus (EX mode)
2 Prishe (EX mode)
2.5 D.Chaos/F.Chaos > Onion Knight
4 Tifa = Zidane = Tidus (Normal) = Gabranth (EX mode)
5 Cecil (Paladin) = Squall = Jecht = Prishe (Normal)
6 WoL = Bartz = Shantotto = Vaan = Lightning
7 Golbez > Cloud = Yuna > Kuja
8 Emperor > Firion = Kain
9 CoD > Cecil (Dark Knight) = Sephiroth = Laguna
10.5 Garland = Gilgamesh > Terra
Slowest This is a WALKING SPEED chart. She pairs up similarly, but with minor differences in other aspects of speed. Note that lightning's dash speed is the fastest outside of EX mode due to her exclusive. Good to deal with really fast characters. Thanks Wheelz for the information.
According to the speed charts, Lightning is actually somewhere in the middle of the pack. Slower than a lot of popular characters, but not so much slower that she can't keep up the pace with them when she really needs to. This is fine for us because when it comes right down to it we don't care if we're in their face or not. We have tools for everything.
III. My blade will fix this - Tools of the trade
Blitzs is a melee mid priority move that has lightning dashing forward in an AoE around her, and firing a shot back at the opponent when she passes through. Blitz hits two times and wall rushes for decent damage, and can be used to catch an opponent off guard at the start or whenever you drop to the ground. I highly recommend equipping blitz for it's utility, though it wont be used very often.
Launch is a three hit Slashing attack that is melee low and wall rushes. It's generally hard to land due to it having about the same range as smite, and similarly slow startup time, but when it does land it's better to combo into it's HP link, Flourish of steel than actually finish out the attack. Keep launch equipped for those times when you want to be crispy, but don't expect it to land very often.
a fairly easy to block Ranged low attack that creates a small explosion that's ranged mid. It's easy to block before it explodes, but should it explode and hit your opponent, it launches them into the air. Not very useful, but decide for yourself if you want it or not.
Smite is your all purpose damage tool. And by all purpose i mean it only serves a single purpose. Lightning swings her sword twice, and on hit will "smite" the enemy back to the ground. use it on block or in combo's to do brave damage and wall rush, strong contender for EXR combos. Don't throw it out often in neutral unless you're looking to punish something.
Lightning fires three shots from her gun before tackling the opponent head on. Not a very useful skill but can be mixed in to neutral for some extra damage, good at catching dodges when you're in commando. Keep it equipped, but don't expect it to be your BnB
A weaker version of Ruinga but you can launch three of them now. Initiates chase, so that's cool I guess.
Launches three fire balls, that start slow but pick up speed rapidly. Decent for pressure when inside thundaga, but generally easy to block.
Aerora is cool. It launches a single fast moving projectile that deals multiple hits and knocks enemies into the air. Can combo into assist for bonus points, but not much else here. Fairly useful attack to catch landing lag and punish dodges.
All purpose electrical shield. Protects you from most melee and ranged attacks baring any HPs, but even if they connect, the chance of them getting broken by a bolt is high. Thundaga is great to sit inside and throw out your ranged HP, or fire, or aerora. It's really hard for some characters to pressure a lightning in her shield of insanity.
Army of One (ground version)
Don't bother with this multi hitting melee mid ability. The air version is used more, and having the ground version over fire or aerora is silly, you're not on the ground to be aggressive. Turtle more.
Good ol' bob. Bob is my long time friend. Bob is your long time friend. Bob is a bad friend. If you've ever liked being chased by a slow moving man down a subway train station out of fear that when he reaches you he's just going to explode and launch you into the ever loving arms of Sir manthong the ball fondler, You've probably met bob before. Bob is a slow moving melee mid projectile that persists through damage (meaning if you hit light it doesnt go away). Bob is a cornerstone in lights gameplay, You block it she can punish, you dodge it she can punish, you get hit by it she can combo. Bob is great pressure because other than reflecting it with melee highs she has a tool for dealing with it.
Also there can be two bobs. Bob's twin brother came to town because you reflected bob. Now Bobs twin brother is here, and I've got bob back on track, so have fun dealing with the dynamic duo of terror!
Use bob as you see fit. Use him for pressure, use him for combos (but mostly pressure), use him and his twin brother for shenanigans (but mostly pressure.) bob is a consistent pressure tool that can be used offensively, or defensively to keep characters from getting to you, block low ranged projectiles, and be generally a nuisance to your foe. Bob can combo into thunderfall, and at certain ranges thunder as well. Bob also can combo into blizzara if you predict the hit. Bob is truly a cornerstone in our gameplay. Just be careful what you say to bob. Bobs a spiteful bastard and he likes to attack his mean friends.
Bob can also save you, or your enemy, so be mindful of his positioning. If you're being hit by an assist and bob is right by you, it might be worth letting bob come to the party. He's indiscriminate about who he blows up on, and his original target doesn't have to be the end result. Even an enemy bob can save you, as he can knock YOU out of combos too! sometimes he'll interrupt you though, so be careful. Bob's never been good at waiting his turn.
Our bread and butter, Thunder. Lightning almost instantly fires a thunderbolt out in front of her, and if it hits she can soot two more and lead into chase. Perfect for assist combos. Perfect for building assist. Huge ammounts of EX generation. Super safe, reliable, and unpunishable on block. Nearly perfect. Use it to hit enemies. Use it to hit air. Use it to not hit enemies. Use it to make enemies wish lightning was balanced.
Thunder is an impressive ability that can be used for a multitude of different things. It hits enemies above you with the tip, and has really good cooldown, allowing you to dodge almost immediately after using it, or even use another. There's some advanced tech we'll discuss further down the guide that pertains to this ability as well.
Blizzara is a great tool to use. Assist punishable, but strong. Blizzara pulls enemies close, and if they're caught in it's AoE they take two hits of damage and are flung back. The second hit always comes out regardless of if the first hits, and can still hit the opponent in this case.
Use Blizzara to interrupt abilities such as Genesis rock (be below him) or to dodge punish in the air. It can't reliably combo into much, and only assist combos on a wall or ceiling, but it's a great pressure tool.
We'll talk about some advanced tech pertaining to timing and placement of blizzara and the effects on what you can do with it further down in the guide.
Army of One
We swap Blizzara out for Army of One in matchups that favor it more. Melee mid priority which means it reflects stuff like your own watera, and staggers brave attacks, This move is great. It dodge punishes, it block punishes, it punishes poorly placed braves, and even on stagger it continues the full chain of attacks. Can be combo'ed into aerith, and at the ceiling (and with the adamant chains set) can be dodge canceled to combo into thunder. Very useful tool but easy to punish as well.
We'll talk about the magic link glitch and what it means for Army of One later on in the guide.
Cura is the only medic ability you'll ever equip. It's just a better version of cure, time it properly get brave. useful when you've knocked opponents away, or when you're low and want to avoid that break. Not much to this paradigm or this ability. Just use it wisely.
The big purple circle that doesn't even look natural. Razor gale is a single hit HP attack, where lightning throws out a large projectile with decent tracking. Good to toss out for pressure when in your thundaga.
Great attack to hit dash ins with. Lightning lets out a field of lightning which does brave damage and then another set for the HP. When you're on the ground this can be a good choice if they're being to aggressive.
flourish of steel
HP link from launch. use it every time you land launch, which isn't often.
Another one hit HP attack, Assist punishable but very reliable to catch dodges, and combos into aerith if you know you're going to hit. Works for double aerith HP combos. Use this on block for free damage, and combo into aerith or Kuja.
I love this move a little TO much. Don't spam this easily assist punishable beast, but keep it in the wings for punishing long HPs, catching dodges, and catching people who block your watera. Silly fools, they think Bob would betray me? (he would). It also combos off of watera, and blizzara, but we'll talk about that a little bit later.
III. Enjoy the view! - Lightning gear and what it means to you
Lightning doesn't have a lot of Viable options for her sets. She either runs EX heavy with damage, EX heavy with depletion, or core heavy. Side by side is not included in any of my sets.
1. The EX depletion set
You run this set to get as much EX and deplete as much as you can. The general plan for this set is high booster level with dismay shock and battle hammer, your usual EX gear including glutton and tenacious attacker, heavens cloud and the lufienian set of your choice dependent on Matchup. Use this set when you don't want them to get EX, or when you need to keep their assist down. They'll have to switch out on every HP hit or suffer the consequences!
2. The EX Damage set
This is my preferred set of choice. You run the usual EX gear with your lufenian set, and weasel in some damage accessories to make up for your lack of damage. Take lufienan gear that ups your attack as much as you can, and throw in the rings to make this set a force to be reckoned with. You can skip tenacious attacker and glutton, as the preferred assist for this set is aerith, meaning you'll be initiating plenty of chase.
3. The core build set
Strengthen that core! No really, increase core spawn rates and what you get from them. Abuse campers by out camping.
IIII. You can't do it alone! - assist guide for the assistance impaired
Lightning works well with most assists due to the way her braves work, and her HPs work, but for simplicity we will only be talking about two, and those two will be Kuja, and Aerith. Jecht is a viable alternative for depleting EX as rapidly as possible, and combos in much the same way as Kuja does, but with ground rushes. As such we will not be discussing Jecht, as I find him to be inferior to Kuja in almost every way but damage and depletion.
We'll talk about the combo king first. Kuja has a lot more damage potential than Aerith (obvious) and combo potential than aerith (also obvious) but lacks safety. Kuja combos usually include the first two hits of smite, into thunderfall.
If you manage to land a ground rush (via thunderfall or smite) ground assists include the entire Smite combo into thunderfall for added damage. Kuja depletes EX and does damage which is really his only boon over aerith, as aerith can combo off anything he can and more.
You can however, use the force symphony assist from Thunder to bypass two bars of assist, which will lead into a chase.
The worst part about running Kuja is how hard he is to protect. Lightning doesn't really have a tool that can protect him in the same way that squall or cloud does, he can be very hard to protect and that makes him a hard choice. Kuja is your alternative to Aerith in sets where you want to deal EX depletion, but you should only pick him when neccessary.
I would call aerith the queen of mean if she wasn't so damn nice. Aerith's difficult to lock, easy to use, a magic based assist (meaning two bar assist change wont lock her), and allows for EX absorbtion through chase combos. What this means for lightning is that she can combo off of all of her air normals except for blizzara (blaze rush and smite wall rush only, watera difficult), into one of the safest assists in the game, and on many of those combos, gather up all that crispy EX force. No tenacious or glutton needed!
Aerith is a very strong assist for lightning because she compliments her oppressive playstyle by saying "you'll never lock me, I'll lock you first"
Lightning also has a double aerith combo in crushing blow > crushing blow. This means that a full combo might look like, Smite > aerith assist > crushing blow > aerith assist > thunderfall. I don't have to tell you how amazing that is. We've all fought zidaerith, being his mini me is no easy feat.
Aerith' overall compliments lightning's playstyle by allowing her to get crispy EX force without effort, and keeping her on the offensive without risking an assist lock. She compliments her defense just fine as well.
The downside to Aerith is that her ground assist is generally useless. Just a heal, it does nothing to benefit you that you can't do yourself, and means you can't combo into assists from the ground. Rip Aerora.
her level two assists are great tools as well, though situational. Planet protector can be used to save you from a big hit if you know it's coming, and holy can be a pain for some characters to deal with while they still need to deal with you. Generally I don't use them but they have a use.
Someone actually brought up a good point about this assist. Yuna is a great punish assist vs matchups like firion, and is worth taking over Aerith in these matchups. She's basically an inferior Aerith in most MUs, but has the ability to punish, which makes her more useful in matchups where assist punish can come in handy. Combo with thunderfall by dashing in while she does her attack.
Thanks to VII for the info.
IV. Cocoon - Stage break down
Due to the current competitive scene I will ONLY be covering stages that are allowed in competitive play.
Most Flat stages without much in them are going to be rated 4/5. Lightning prefers these medium sized stages where she can setup her game and put pressure on at the same time. WoD is a bit larger, but serves similar purpose. She might struggle more against campy characters due to the stage size, So this is only a 3.5/5 for the time being, but she definitely doesn't suffer to hard.
This is my preferred stage to take lightning,to, It's just big enough for her to set up but small enough that it makes campy characters easier to chase down. Lightning likes these mid sized stages because they offer her the ability to do as she pleases in the MU's she can, while giving her room to be campy vs campers, and offensive vs others.
Sky Fortress Bahamut
I personally love this map, I think it's awesome, but the rails make it a bit more of a pain for lightning to catch certain campy characters, and the banish traps can mess up smite if you happen to land it. Usually not a big deal, still an awesome stage for her, Worth going to if they ban top floor,
Pretty average wide stage. Its not bad for lightning but not particularly amazing either. Games might go in others favor, due to stage size and the ability to run, so it's 3.5/5
Old Chaos Shrine
I don't like this stage for lightning at all, It's super campy until you destroy the ceiling, and even then it can be campy. Getting to EX cores is just a chore and the map is made in such a way that at some point the gigantic hole in the center keeps your thunderfalls and smites from ground rushing, which wouldn't be such a problem, but it's also a wide stage. Your best option in this stage is to run with aerith assist and just do the Crushing blow combos unless you get close to a wall. Be prepared to be camped out on this stage.
Fairly decent stage, but the ridges hurt Kuja assist. The stage is low ceiling so thunderfall almost always rushes, it's long but short so you may get camped a little, but it's still a reasonable stage to go to, and can be quite fun too.
Don't get me wrong this stage isn't all that bad. I just rate it lower because a lot of campy characters, and even aggressive characters, make this stage their *****. Lightning has the tools she needs to use this stage to her benefit, but others have way better tools. don't CP this stage, they'll just pick someone who can abuse the small area.
This stage is weird. You can land most stuff as a wall rush, but otherwise it has banish traps at the bottom. Not a lot of room to ground camp so it can be a viable counter to some characters who cant put up with it, but I reserve it as a counter stage mostly.
another big stage with minimal ground, but this one is more suited to lightnings talents with a way better chance of wall rushing and ground rushing. Counter ground based characters here.
Edge of Madness
this stage is a special snowflake. It's super small, but it doesn't give huge benefits to campy characters, in fact it's tall enough that I can still avoid most stuff just fine. This stage is a 1/5 in select MUs but I'll leave it at 4/5 for the time being.
V.Who are you watching? - Advanced tech
In this section we'll be covering some advanced combos and tech that you an use to take your lightning to the next level.
This tech will include stuff as simple as movement tech, to as difficult as comboing off of blizzara and anything inbetween.
1. Tech pertaining to thunder or various aplication
Free fall thunders.
Free fall thunder is a spacing technique which is done by pressing any direction of movement after using thunder. This will put lightning into a free fall state almost instantly after the cooldown on thunder, allowing her to drop down and hit a target, or avoid a punish. This is especially useful in the firion matchup to avoid straightarrow, and as a general spacing technique to get yourself where you want to be for your next attack. This technique's application can make the difference between a good lightning and a great lightning.
This technique is important for a lot of reasons beyond positioning. It builds assist as the second fastest method of assist building in the game (to my knowledge) so learn to use it wisely!
Mixing up free fall thunder is important. Sometimes it's better not to free fall it. During many of my sets I've discovered that doubling up on thunder, while not getting my assist, might save me from a dash in, or blocking even. Free fall thunder is pressurable, but remember how many tools you have and use them to your advantage to win the game vs pressure!
Thunder circe dodge
Circle dodges aren't exactly advanced tech, but they seem to be ignored by a vast majority of the player base. Circle dodging includes rotating the analog stick very quickly while dodging, instead of holding a direction. There are two affects to this depending on how fast or far you rotate the stick. First, lightning will do a half circle dodge, where she moves forward in an arc. This technique is good for punishing wiffs on stuff such as shield of light, or delta attack, from behind, Or getting out of the range of an Air circle to punish it.
The second application of circle dodges is a full circle dodge. This dodge will very quickly return you to the original place of the dodge, while still in I frames. This technique can mean the difference between punishing a poke and not punishing a poke, and I suggest learning how to use it.
Thunder has an incredibly short cooldown. Like, its so short that you can almost never be punished for using it in neutral unless they're dashing at you and they manage to push you out of it and hit you with a poke. You can do anything out of thunder, even free fall, so why not block? Thunder blocking could mean you get a free HP when they try to match you in neutral! They can't match you in neutral. Nothing is as fast as lightning. We strike in an instant and then we're gone. Probably to build assist.
Less advanced tech, more humorous shenanigan, Enemies who block your thunder beware a second thunder! Yes. Thunder is so safe on block you can punish the block with thunder. If they try to save their pitiful selves with a poke attack, well, to bad for them. even stops nightglow in it's tracks. (may not work against abilities like turbo hit, may not work on squall. doesn't work against magic absorb abilities such as Air Circle) Use caution when trying this. sometimes you can still be punished.
2. Tech Pertaining to thunderfall
No really, we are. Always followup your assist chases with a commando enhanced thunderfall. It seems basic but that swap can be hard for a new player to remember. It does one extra point of damage on every hit, and we're all about that min max here.
As I mentioned earlier, Thunderfall punishes all manner of attacks from emperor's flares (on prediction) to Firion's lord of arms (on reaction). Did you know Thunderfall also punishes dodges? it does. It does everything but keep lightning safe from the clutches of deadly assists. Learn what you can and cant punish with this beast. master it's range, and people will be scared to throw out their long attacks, For fear that you did indeed, bring the thunder.
3. Tech pertaining to magic glitches
Did you know you can magic glitch Army of One?
Try it. It's not generally useful, but if you hit with our dear friend bob while in the process of using army of one, you can get a very slight range increase at the cost of damage, against walls and ceiling. This tech can be useful for cinching out that aerith assist, but is generally less useful when using Kuja as you could just combo off watera on reaction. Try it some time, Learn the range, and it might benefit you.
4. Tech pertaining to specific range combos
ENJOY THE VIEW
This is hard to pull off, but you can combo thunderfall off of both watera AND blizzara! Cool huh? Well it's not that easy. First, for watera, you have to use it right as they get hit meaning it's the ultimate prediction. Luckily if they dodge or block you can still catch them but it doesn't look nearly as cool.
It gets hard at blizzara. Blizzara is a strange combo tool, because usually it doesn't combo at all, and trying to practice these you might think "but Terraaaaaa, Blizzara can't combo at all!"
THATS WHERE YOU'RE WRONG GET BACK IN THE DOJO.
Blizzara will combo into thunderfall only if you've already dodged before it hits. That is to say the suction caught someone and you can use blizzara just as the last hit goes off. Otherwise it won't land. It's one of the most position based combos I've encountered because of the requirement for this delayed hit and the range of thunderfall.
HI! HUH ! HYAH!
Blizzara also combos into thunder for those spicy assist combos! They always look good, and everyone wonders how you did them! Well I'll tell you how!
Blizzara is very much a range based ability. There's two ways to do this combo. Either use the original delayed version like with thunderfall, and simply do not dodge, but dash, and it will work, OR, you can use it at a closer range, where you are above the opponent, and you can do it even if you landed it immediately! Though much harder to do than the delayed version, it's well worth the risk in some cases, such as punishing attacks. Use cuation during this technique as it will put you in a precarious situation close to your foe. Judge the neutral before attempting to pull it off.
This works better at the ceiling.
Water you waiting for?
An easier combo, but still range specific, is Watera into thunder! This is useful for that extra damage, or if you're using aerith assist, as getting an aerith assist off of bob can be hard. This combo allows you to maximize damage and still get that assist by dashing forward at the point of contact and catching them with a thunder. It looks flashy and it is! you just need to be close when bob does his explody thing, or it wont work.
Why is this water frozen?!
I couldn't think of a better name.
Bob gonna hit? you in the right range? why not get EXTRA crispy... or the opposite, and freeze them in place! Time it right and bob will hit them right into a freeze trap of death and destruction! You lose your ability to assist combo but gain that mental edge. "Did he really just do that? Oh man this guy knows his stuff." The first minute of a fight isn't about winning, it's about sending a message. A message that you're going to win. It's about winning.
I chose to include this under specific range because it IS a specific combo.
If you have a two bars of Aerith assist, and you catch them in one, Try the double crushing blow combo. Not only does it make them hate you as much as we hate LXD on Tuesdays, It makes for some crispy extra damage. About 1200 of it to be precise. This combo can be hard to pull off but it's arguably easier than the zidaerith combo, so give it a shot. Maybe you can be a casual too!
Magic glitched Lightning strike
This is... a less ranged specific, more situational combo but it's very important to keep track of.
Every once and a while, especially while using Aerith, and sometimes without, You'll come across times when your watera would interrupt flourish of steel. This usually means you cant get off your damage. This can happen when you block on the ground, or when you land an Aerith ground rush combo with Thunderfall or Smite.
In these situations it can seem like your only option is Gale. Well Gale kind of isn't your most optimal choice in those situations, because if watera hits you'll miss.
The solution is Magic glitch! So the trick is, as soon as watera's about to hit or hits, use lightning strike. Your watera will hit and Lightning strike will miss, but because of the link glitch, the second strike of the attack hits regardless within range.
Particularly useful for lightning, because it helps her reliably land HPs.
5. Tech pertaining to commando
Flourish of steel. A move that would have been great on smite, but ends up subpar on launch because of the ground requirement. Honestly I hardly get to use this badass looking attack that assist combos against walls. I only end up using it to punish stuff like nightglow, or glare hand in the golbez matchup, and while there's still more use for it it's not often that amazing. Let me tell you though, Pair this with omni ground dash + and suddenly you've got a potent tool to punish anyone who tries to play their meager ground game. (firion need not apply. We have thunderfall for you)
Use it on blocks, use it on punish, Use it randomly to spook them. But don't use it to much. You shouldn't see this all the time.
PEW PEW PEW
Blaze rush is unique in that it's niche is being a shittier army of one. If you're not in ravager and you want to do everything an army of one does but worse, use blaze rush! it doesn't reflect projectiles, and it doesn't chase, but it DOES punish dodges and blocks and it DOES wallrush, meaning you can assist combo with it. Good mixup tool on the wall if you want a spicy reset after your combo.
I think I'm getting dizzy.
Lightning seems to have a bunch of weird priorities. For example, she can dash at you on the ground and clash with most braves, and then shoot you in the back of the head. Real women don't need to fight you head on. They just need to Bull rush you until you cant see straight. Apparently.
Use this at the start of matches to scare opponents or clash. It's a good move to use out of thundaga. It's not exactly advanced tech, but using commando at all anymore is so foriegn that I thought I'd put this here.
If you're good at timing stuff, smite combos into a lot of kuja's stuff. If you do it right you can combo the first hit into the air assist. You can even combo the whole thing into the ground assist. Switching to commando after calling assist should be mandatory at this point, just to combo, but also for that crispy +1 attack.
VI. Points for trying.
Thank you for taking the time to read this guide. If you're gonna give lightning a try, Good luck! she's very fun to play and definitely rewarding to learn and master. I wouldn't call myself a master yet, but I'm getting there. We can learn together! Maybe you can even teach me something!
RDF for teaching me a lot of the subtle tech during some lightning dittos. And also for being a badass. Thanks RDF.
Muggshotter For discussing the guide with me, and talking about tech and move analysis. Also gave me a crispy chart for damage numbers and priority
The Crispy Crew You know who you are. Stay frosty fellas.
Wheelz Dude's a G. nuff said.
LXD I say I hate playing you, and I do... but i do get a lot of thought out of it, and you're a G. thanks for putting up with my shit friend.
TKG for reviewing and helping me add missing content and fix existing content.
Ujbhn for the frame data chart
All the people I played to learn this mountain of a character do you guys think lightning would be upset at me for referring to her as a mountain? probably.
Table of Contents
The Basics How to suck less in the customisation screen End Words (Sharing Builds)
What you should know about your accessories. It was touched briefly upon in the beginner's journal guide and you should also know about hacked accessories so you dont use them.
Basic Accessories (Yellow Icon)
Effected by the multiplied number (x) your booster accessories currently have.
Example. You have Hyper Ring (5% increased damage and a basic accessorie) and 3 boosters that gives you 2.5x mulitplier, basic math is 5 x 2.5 = 12.5 > rounded down to 12, so you get a 12% increased damage.
Booster Accessories (Purple Icon with red flag)
Your multiplier, the higer X you have the higher your basics accessories effect will be. The current active multiplier number (x) is shown in the top corners and is colored red while fighting. You will always have 1x even if you dont see it (having no boosters equipped).
There is a few different mulitplier numbers
1.2x - Average 1.3x - Good 1.4x - Really good 1.5x - The best 2.5x - This is only one accessorie and the 2.5x only lasts 15 seconds and drop to 0.5x after that which halves your booster multiplier. 5.0x - Also just one accessorie and works only when you take damage longer then 4 seconds. Also note that the boosters are different in how and when they are activated.
Example. You have two 1.2x, one 1.4x and lastly a 1.5x equipped: 1.2 x 1.2 x 1.4 x 1.5 = 3.024 rounded down to 3x which means your max booster is 3x
Special Accessories (Red Icon)
Some are good with strong effects but they dont work with the boosters. However this dont mean they are completly useless.
If you see accessories with the note "Breakables" dont use them online.
How to suck less in the customisation screen
Brought to you by Muggshotter with a bit of help from TKG09
When planning a PvP build it is a necessity to include meter depletion on both assist and EX. These can be included either via Judgment of Lufenia or Seal of Lufenia equipment sets and / or Battle Hammer and Dismay Shock basic accessories. These take away a bit of opponent's meter upon landing an HP, enabling you to force the opponent to escape from HP damage earlier as well as bypass EX Revenge situations when you could've been finished otherwise.
It is a good idea to make equipment sets for your character with both Judgment of Lufenia and Seal of Lufenia sets on as to accomodate different matchups where you may have to prioritise depleting one meter over the other.
After that, an ideal PvP build usually goes for one of the following:
A) Damage (with or without wall rush)
B) Side by Side
D) Bravery boost on dodge / block
E) EX Core
F) Hybrid (a mix of everything)
Good reliable accessory boosters include Summon Unused (and the opponent variant), Pre-EX Mode, Pre-EX Revenge, Aerial and Large Gap in HP. You'll see these recommended a lot.
Self explanatory, a damage build prioritises high bravery damage output and subsequently total HP damage per HP hit. Not everyone can reach the same lengths of bravery damage, usually due to low damage multipliers on one's moves and lower base attack stat. These characters usually circumvent this shortcoming with wall rushes or the help of high base bravery in conjunction with assists, but we'll get to those a bit later.
Prishe, Garland, Sephiroth, Cloud, Kain, Kuja and Ultimecia are some of the characters who can benefit greatly from the following.
For equipment you should always seek out a weapon with 69 ATK stat unless your character's exclusive weapons provides 70 ATK (Garland's Gigant Axe for example). If your armor set is for Seal of Lufenia's 5 % EX depletion, Lufenian Dirk (hand, Parrying gear) is a must as it provides +1 attack as well as good 72 defense.
Earthbreaker, Cleaver and Rhongomiant (for King of Tragedy EX Revenge builds) are good weapons possessing 69 attack stat that anyone can wield with the help of a CP glitch.
For accessories it comes as no surprise that Hyper Ring, Muscle Belt / Earring are viable choices here. Bundle Hyper Ring + Muscle Belt or Earring ()depending on the character) with boosters such as BRV > Base Value, Pre-EX Mode, Pre-EX Revenge, Summon Unused and Aerial / Grounded for a respectable damage output.
Add extra abilities such as Sneak Attack, Counterattack and Riposte to really shred the opponent's bravery with upped critical hit rates, maybe even include First Strike ability if you think you(r character) can go the distance, that one is guaranteed to activate on the first hit you land. These are generally always good to have, your opponent can only disable one of them, meaning you will still maintain a good critical hit rate throughout the match. Even characters with subpar bravery damage can do wonders with a bit of double damage from critical hits, so when spreading out your CP give these abilites some thought.
Side by Side
These builds revolve around the special accessory "Side by Side" that prevents you from acquiring any EX AT ALL (even from EX cores), but in turn gives you a massive chunk of assist bar from landing just one HP. Side by Side is very potent with characters who can link HPs on their own and followup with an assist afterwards or need meter to for general momentum, including (but not limited to) Warrior of Light, Cloud, Onion Knight, Zidane, Jecht, Golbez and Kefka.
The goal with a Side by Side build is to deal a lot of damage. This can be achieved either through high bravery damage output or high base bravery. In both cases wall rush is a big help.
For equipment you can apply a lot from the damage build paragraph. 69 attack or 70 if your exclusive weapon has it. Wall rush HP damage is also a good option e.g. Earthbreaker, Cloud's exclusive weapon Fenrir.
For high base bravery, Piggy's Stick is a Katana-type weapon that provides +239 to your base bravery in addition to the head armor, but it comes with -80 % BRV recovery. You have to be able to secure base bravery for each hp for optimal damage, so boosting BRV recovery will become a part of your build. If you focus your meter depletion on accessories, you can opt to equip Royal Crown (head) with 100 % BRV recovery, Borghertz's Hands (hand) and Lufenian Armor (torso) both providing 39 base bravery each. Lufenian sets' meter depletion is still nothing to sneeze at, so don't rule them out.
For accessories you now have an excellent 1.5x booster at your fingertips, Empty EX Gauge. This is a big booster that will be active for the entirety of the match, and bundled with Pre-EX Mode, Pre-EX Revenge, Aerial and Summon Unused (as well as BRV = 0 if you can secure wall rushes) you have a lot of profit on your hands.
Aforementioned damage rings, as well as Sniper Eye for wall rush HP damage are good picks. If you don't equip Royal Crown, Bravery Orb as well as Great Gospel are worthy candidates too. But mostly Bravery Orb as that scales with your boosters. If you feel you need a good headstart in the meter race, Together as One is a great pick. Include Badge of Trust and you pretty much start the match with two assist bars if you deem it essential for your upcoming matchup.
EX builds prioritise EX absorption either through added intake range or increased value per ex absorbed into oneself, but even so they never sacrifice assist (they're that important).
Weapon department provides Heaven's Cloud for +4M EX intake range, but with a measly 67 attack. Addded intake range is good as you can accumulate more ex in one place more quickly and if your character does not deal big bravery damage like Lightning, the 67 attack is not that big of a deal.
Another weapon is once again Cleaver. 69 attack with +10 % ex force absorption. Garland, Kuja, Ultimecia and Gilgamesh have exclusive weapons with +10 % ex force absorption, but Garland's is undisputed best among them. 70 attack and +10 % ex force absorption is something other characters can only dream of.
Special accessories is where most of the magic happens. White Drop and White Gem add a fixed boost to ex force absorption by 5 % and 10 % respectively and you can equip up to three White Drops for a total of 25 % boost to your ex absorption rate. These accessories come with a downside of reduced assist gauge duration, meaning your assist bar will begin to decay sooner. With well placed whiffs it won't get you killed. Not often, anyway.
The other two accessories influence when you can acquire EX. Tenacious Attacker and Glutton allow you to absorb ex even when attacking or taking damage. Tenacious Attacker is a standard in EX builds as it allows you to whiff for meter and reap the rewards as you deal damage. Both work great in conjunction with Heaven's Cloud's added intake range as you will in most cases get a part of the ex either you or your opponent generated.
Seal of Lufenia is a good anti-EX equipment set, but a basic accessory "EX Breaker" is particularly potent with Ultimecia. The accessory has a chance of depleting the opponent's EX gauge in one bravery hit and since it's a basic accessory, it can scale with your booster accessories. Other characters don't get mileage out of it as easily due to how one attack = one chance at triggering the EX Iai effect of the accessory, you don't get a new chance with every bravery hit you land except with Ultimecia. Don't ask why.
Bravery boost on dodge / block
This kind of build tailors specifically to few matchups: Ultimecia, The Emperor and Sephiroth (Shadow Flare abuse).
By forgoing pure damage and some meter gain and depletion you can amass over 100 bravery every time you dodge a move, including unblockable projectiles. Same applies to blocking, except for the unblockable part of course.
An example build involves the Adamant Chains set for an 8 % BRV boost on dodge.
Weapon of Choice
You can swap out Adamant Helm for Dueling Mask (3 % BRV boost on dodge) and your weapon of choice for Adamant Knife if the matchup you're playing won't grant you many opportunities to land hits.
For accessories Zephyr Cloak is a no-brainer. Heart's Ease if you can block consistently (e.g. Jecht and his Jecht Block) and of course Battle Hammer and Dismay Shock for meter depletion.
Boosters should include the general Summon Unused, Pre-EX Mode, Pre-EX Revenge and Aerial (or Empty EX Gauge if you go Side by Side). BRV > base value is great too as the point is to accumulate a lot of bravery over time.
Special accessory Back-Breaking Straw is a good addition as well despite it not scaling with your boosters. At this point you should have one or two accessory slots to spare and if you do not use it for Side by Side + Together as One, other complementary special accessories such as Tenacious Attacker, Hero's Essence and First to Victory are not the worst picks out there.
Or you can go for Opponent's Summon Unused and After 30 seconds boosters, that's fine too.
Another matchup specific build, this one prioritises the amount of EX you get from a single EX core. This often means you play a grounded game and / or are prepared for EX core races. Against characters who tend to hug the ceiling (Ultimecia and Exdeath) this can be an easy way to acquire a great amount of EX every time an EX core shows up. It is also viable in matchups where character x can outrun character y in a lot of situations e.g. Onion Knight vs. Cloud of Darkness.
For equipment, Loki's Lute weapon provides +20 % boost to EX core absorption, although it does only have 67 attack. Squall and Vaan can equip their exclusive weapons for a 30 % boost with 68 attack.
The Soul of Yamato equipment set (Genji parts) provide an EX Core appearence boost, but is usually preferable only on Gabranth as the set complements more of his EX mode gameplan than others.
For accessories, Dragonfly Orb is often the go-to basic accessory for EX core builds. The assist gauge duration nerf is hardly relevant, it decays from two bars a bit faster, but if you can maintain your assist meter consistently it's not really a big problem.
Aside from the aforementioned good boosters, EX Core Present adds a good 1.5x bonus to each of your cores. Aerial is preferable as not all stages plant their ex cores to the ground (see World of Darkness) and the matchup you play is most likely aerial-oriented anyway.
This is all about picking a good balance between damage and meter play. Maybe some added ex force absorption with more wall rush damage? Or perhaps you really want that early assist meter boost with Together as One but still desire to benefit from EX cores? Hybrid builds can make that happen. In hybrid builds assist and ex co-exist and it's all about what you prefer.
An example set of accessories could include basic accessories Muscle Belt, Sniper Eye, Battle Hammer, boosters BRV > Base Value, Pre-EX Mode, Pre-EX Revenge, Aerial, special accessories White Gem, Tenacious Attacker and First to Victory for a nice headstart.
At the end of the day you can mix and match a lot of these concepts in your build. If high base bravery and wall rush damage is your thing but you still want to benefit ex, that is fine. It's not wrong to think that with good boosters you can enjoy the benefits of bravery boost on dodge as well as meter drain and maybe damage if you go for it. For boosters you will always want something consistent, something that activates when it's most optimal for you and can be relied on through the course of a single match and pick special accessories that you feel are necessary to your gameplan or playstyle. Just don't equip Center of the World or any of the set damage / defense rings (aside from Sturm und Drang and maybe Avenger).
And lastly don't be that guy who contemplates 20 minutes whether to go Side by Side or hybrid and delay tournaments at every turn because chances are your opponent is not going to play any worse. A bad decision is a still a decision, and people don't have all fucking day for yours.
Please don't be that guy, don't be Sys.
Plan ahead and make the right decision. Remember the art of war. If you know yourself but don't know your opponent('s character) you are only going to win 50 % of the time. Don't be that guy who only wins 50 % of the time, be the guy who wins 100 % of the time.
Make your builds in advance and take your potential adversary into consideration.
Have fun in creating your own character builds!
If you want to share your build you can use http://www.charlietang.net/dissidia/012.php
Have fun sharing!
This bug will enable you to have any character equip any piece of equipment without using the CP of the "Gear" abilities. For example, with this method, anyone can equip the full Blood Set without using CP.
To do so you need the following:
- Hero's Spirit/Essence accessories (to boost CP)
- The relevant "Gear" abilities (Thief's Gear, Cavalier's Gear, etc.)
- The equipment you actually want to use on your characters.
- Access to any part of the Labyrinth.
Boost the CP of the character you want to equip via accessories. Equip the needed "Gear" abilities to use the equipment of your choice. (Don't be afraid to remove abilities to make space for the "Gear" abilities) Outfit your character as you see fit. Enter the Labyrinth with a character OTHER than the ones you performed steps 1-3 on. The game will warn you about resetting the abilities of the CP boosted characters back to their default sets. Ignore this warning and continue to the Labyrinth. After you enter, choose the "EXIT" card. Adjust your abilities as you see fit.
After you exit the Labyrinth, the game resets the abilities of the CP boosted characters, but it will NOT reset their equipment. Enjoy your equipment with free CP to use on other abilities.
Faster method by "ujhbn":
NOTE: Removing the equipment means you have to do the entire process again. Is is recommended that you make a separate SET for this if needed.