HALF CIRCLE BACK + ATTACK
Lightan does a breakdancing-equse kick attack. Hits multiple times. The strong version of this attack can snapback on the initial kick. The Mid version of this attack is very important for getting in close to opponents who are airborn or trying to abuse projectiles, as it's one of Lightan's only mobility options. Make sure you have baroque if you're going to commit to using this, as it's VERY unsafe.
HALF CIRCLE FORWARD + ATTACK
Gold Lightan attacks with a quick chop of his hand. It can reflect projectiles, but this move is very important for Lightan's more damaging combos. It causes knockdown on the opponent, which lets it easily combo into his powerful ground-hitting hyper moves. It's also one of his fastest attacks.
DOWN, DOWN + ATTACK
An earthquake attack that hits multiple times depending on attack button used. It effects the entire ground of the stage and knocks down if it hits, so it can be treated as a pseudo-projectile to try to disrupt opponents who are using projectiles at range. Especially useful against Tekkaman lariats.
360 MOTION + ATTACK
Gold Lightan grabs the opponent and then attempts to throw them to the ground, followed by a body slam. This attack is very powerful but also will never hit an experienced opponent due to the fact that the opponent can mash buttons to escape it. Even then, it is useful for Lightan's pressure and for getting opponents away from Lightan to avoid taking too much damage. It may even be a valid strategy to use this with the intention of tiring out your opponent's fingers, since it's so easy for the initial grab to land due to it's huge range.