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| [[Category:Dissidia 012 Final Fantasy]] | | [[Category:Dissidia 012 Final Fantasy]] |
| | {{012CharNavLag}} |
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| {{CharacterInfo | | {{CharacterInfo |
| | |portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-laguna.png |
| |name=Laguna Loire (ラグナ・レウァール) | | |name=Laguna Loire (ラグナ・レウァール) |
| |origin=Final Fantasy VIII | | |origin=Final Fantasy VIII |
| |weapon=Swords, Daggers, Greatswords, Guns | | |weapon=Swords, Daggers, Greatswords, Guns |
| |armor=Shields, Bangles, Hats, Helms, Clothing, Light Armor, Chestplates | | |armor=Shields, Bangles, Hats, Helms,<br> Clothing, Light Armor, Chestplates |
| |atk=111 (High) | | |atk=111 (High) |
| |def=110 (Low) | | |def=110 (Low) |
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| |fall=75 (Above Average) | | |fall=75 (Above Average) |
| |fallr=35 (Above Average) | | |fallr=35 (Above Average) |
| |exclusives=Machine Gun, High-Power Machine Gun, Ragnarok Pistol | | |exclusives=Machine Gun, High-Power Machine Gun,<br>Ragnarok Pistol |
| }} | | }} |
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| [[Laguna Loire (Dissidia 012)/Combos|'''Combos page''']]
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| [[Lagune Loire (Dissidia 012)/Strategy|'''Strategy page''']]
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| = Overview = | | = Overview = |
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| Run'n'Gun, literally. After startup Laguna can move while firing but won't track the opponent while its firing. | | Run'n'Gun, literally. After startup Laguna can move while firing but and slightly track opponent while firing. |
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| It has relatively low range but good EX Force gain, and alot of characters can't swing right through it if they come at you headfirst. Combined with Electroshield you can punish ground dash attempts or force the opponent away into a more favorable position for you to Ricochet Shot from. | | It has relatively low range but good EX Force gain, and alot of characters can't swing right through it if they come at you headfirst. Combined with Electroshield you can punish ground dash attempts or force the opponent away into a more favorable position for you to Ricochet Shot from. |
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| It's possible to assist convert from aswell, although difficult and needs some practice since the low hitstun can break your assists hitstun. Use wisely. | | It's possible to assist convert from aswell, but its finnicky and has very little hitstun to work with. |
| |-|Ricochet Shot= | | |-|Ricochet Shot= |
| {| class="wikitable" style="width: 45%;" | | {| class="wikitable" style="width: 45%;" |
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| Your grounded main tool for alot of things. Whiff Punish, Poking, Converting into HPs, and some finnicky counterplay tech. | | Fire a shot that ricochets off the ground and walls. |
| | Your grounded main tool with alot of applications in neutral. A swiss army knife for his mid- to longrange pressure. |
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| * Laguna can charge it for more split bullets when it collides with the ground/walls. Half Charge gives 3 split shots, Full Charge 5. All Split Bullets can still bounce by themselves.
| | The main shot is Mid priority while the ricochet bullet is Low priority. |
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| * the main split bullet which does 35 base damage will always track the opponents current location after ricocheting off something, making it excellent for dodge punishes and trick shots.
| | The move can be charged for more ricochet bullets while all hit seperately. Half Charge is 3 split shots, Full Charge 5. Only the main shot tracks the opponent after ricocheting, making it excellent for dodge punish, shooting past projectiles or behind them, and firing right above him. |
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| * Potentially the hardest hitting move in his bravery kit if both the main bullet and smaller bullets hit. Mostly only at super close range or with godlike aim right at their feet.
| | Blocking this move can still reflect the ricochet, something to be mindful of. Same happens if it clashes and gets reflected by a move. |
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| * Bounce bullets are Low priority, the main shot Mid. Blocking the main shot staggers them but can send the split bullet after you, giving you an opportunity to punish with assist right after if they get staggered.
| | The chase effect will cancel out if hitting someone with a full charge and only a single split bullet |
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| * The chase effect will cancel out if hitting someone with a full charge and only a single split bullet, causing normal hitstun.
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| * You can hitconfirm into assists by dodge cancelling and calling assist right away on a ricochet hit. The timing is very lenient, with the fastest assists, and anyone faster than 20F can convert off of it point blank even. Practice and get a feel for it.
| | Solid move, a staple of grounded zoning, keepaway and mixups to pressure the opponent. Paired with Electroshield can be hard to contest and punish for the opponent. Don't overuse it, but do use it as much as you can. |
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| Solid move, a staple of grounded zoning, keepaway and mixups to pressure the opponent. Paired with Electroshield can be hard to contest and punish for the opponent. Don't overuse it, but do use it as much as you can.
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| |-|Grenade Bomb= | | |-|Grenade Bomb= |
| {| class="wikitable" | | {| class="wikitable" |
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| Probably the lowest recovery move he has. Slow to come out but can be cancelled into block or dodge before it goes off, making you able to mix up your opponent should they rush at you to try and punish it. The low recovery also makes it nice to build assist with committing to Ricochet, but still keeping your grounded position. | | Probably the lowest recovery move he has. Slow to come out but can be cancelled into block/dodge very quickly after the throw for mixups. Low recovery also makes it less committal to build assist meter with. |
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| It can intercept moves with long startup aswell to force them to engage you, and you can combo off of it if you assume its gonna hit, or hitconfirm with an assist if you don't want to commit to an HP/Ricochet prior. | | It can intercept moves with long startup aswell to force them to engage you, and you can combo off of it if you assume its gonna hit, or hitconfirm with an assist if you don't want to commit to an HP/Ricochet prior. |
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| Laguna the first guy in video game history smart enough to use his gun as a melee weapon.
| | Close range melee low to round out his all-range playstyle. |
| This move makes the staple of Laguna's mixup, defensive, and EX game. A 2-hit Melee Low that is easy to hitconfirm with into Chase Setups and has top tier EX Gain. Decently low recovery which makes it decently safe and spammable, low range and vertical homing but 13F meaning it will trade with most moves of it's kind in the game. Ground version will put Laguna in the air, giving access to air dodges/air attacks, similar to Electro Shield.
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| | Makes for a fast poke, as defense after dodges, great EX Force gain and decently low recovery after. Can be cancelled into itself faster than into block or dodge. |
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| The only other move you can't miss in your kit in one way or another. Definitely a staple in the air to round up his all-ranges kit, and allows for consistent EX Gain outside of EX Cores. Be aware of blocking habits, don't get predictable with it. The ground version can be substituted for other tools, but it's handy to have on the ground either way.
| | Has some vertical tracking but mostly horizontal move. Ground version makes Laguna go airborne after. |
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| | A staple move in his moveset to have since it rounds out his close range game and helps out in a pinch. Few assist can combo off of it, but its still an important part of his moveset in many matchups. Learn to love this move. |
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| |-|Missile Barrage (ground)= | | |-|Missile Barrage (ground)= |
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| Laguna pulls out a rocket launcher and fires up to 6 missiles, hold down to fire more. | | Laguna pulls out a rocket launcher and fires up to 6 missiles, hold down to fire more. |
| The missiles themselves are very small, fire one after another and have terrible tracking. While they do home in on the opponent, they first stray off in different directions and have an awkward turn radius. | | The missiles themselves are very small, fire one after another and have terrible tracking. While they do home in on the opponent, they first stray off in different directions and have an awkward turn radius. |
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| Can be dashed through and blocked aswell, making them not very useful to stop setups or threaten dashes. Although they do halt and limit movement due to the scattered tracking. Low hitstun with low damage however makes it hard to convert into more. | | Can be dashed through and blocked aswell, making them not very useful to stop setups or threaten dashes. Although they do halt and limit movement due to the scattered tracking. Low hitstun with low damage however makes it hard to convert into more. |
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| Likely his worst move and far too niche for how good some of the rest of his moves are. There might be some scenarios worth trying it out, but a ranged low property and horrible homing make it hard to consistently capitalize on. | | Likely his worst move and far too niche for how good some of the rest of his moves are. There might be some scenarios worth trying it out, but a ranged low property and horrible homing make it hard to consistently capitalize on. |
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| Your Bread and Butter for keepaway, controlling neutral and slowing down approaches to build meter
| | Throws out a shield infront of Laguna that stays out for a while as a lingering Mid priority projectile. On contact launches them away and wallrushes. |
| It's a straightforward move. Laguna deploys a shield infront of him which launches the opponent away on contact and wallrushes, leading to potential assist conversions. Due to it's Ranged Mid priority will win over Ranged Low and Melee Low moves. Laguna can't fully cover himself while standing inside it, be aware of moves with large hitboxes and space yourself accordingly.
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| Notes about Reflect properties:
| | Laguna can be barely fully covered when staying right inside, very consistent on the ground. Some moves may still hit him due to hitboxes however. Space accordingly for the matchup. |
| If a Mid Projectile clashes with it, it '''does not reflect''', and the shield '''can't reflect the same projectile twice'''. If this move is blocked, the opponent can dash through it.Melee High moves/blocks will destroy the shield, Ranged High will go through.
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| Laguna goes airborne during the ground version, giving him access to air dodges/air moves when done out of its recovery. Good for potential mixups or set up low to the ground Bazooka shots.
| | Due to being a projectile, blocking it makes it act as if reflected, so they can walk through it after. Mid Projectiles also don't get reflected but redirected. |
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| | If hit by a High priority Melee the shield is destroyed. |
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| A staple in Laguna's kit that can only be neglected in select few matchups. Acting as both a tool to slow down the neutral, potential mixup on heavy blocking, and to build meter safely. The ground version can be switched out for niche tools, as Laguna can set up a very low to the ground shield to still fulfill the same purpose. Can be handy in some matchups to have a ground shield set up without additional inputs though
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| | Laguna goes airborne during the ground version which is convenient for positioning right after with backdodge. |
| | Bread and Butter move for keepaway, slowing down approaches and as a mixup tool. Hard to assist punish too, good for assist meter building. |
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| </tabber> | | </tabber> |
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| |} | | |} |
| ''[Close] Fire shotgun. Charge to change its strength.'' | | ''[Close] Fire shotgun. Charge to change its strength.'' |
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| It's a shotgun! It fires like one! (except when charged) | | It's a shotgun! It fires like one! (except when charged) |
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| Takes 55F to be charged and turned into a ranged mid priority. Slow and ranged low otherwise, but it has good range and can be dodge cancelled fairly early. Can't be dodge cancelled while charging. | | Takes 55F to be charged and turned into a ranged mid priority. Slow and ranged low otherwise, but it has good range and can be dodge cancelled fairly early. Can't be dodge cancelled while charging. |
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| Can be shot up to 3 times, helping conversions into assists. The last shot also wallrushes. | | Can be shot up to 3 times, helping conversions into assists. The last shot also wallrushes. |
| It's tracking is limited as it only follows the opponent around you with limited vertical tracking. After the first shot it will also not track aswell anymore. | | It's tracking is limited as it only follows the opponent around you with limited vertical tracking. After the first shot it will also not track aswell anymore. |
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| Not a very well-rounded tool, but it can have it's use in some matchups. It's very niche properties and slow startup are a crux without shield up though, make sure to use with care. | | Not a very well-rounded tool, but it can have it's use in some matchups. It's very niche properties and slow startup are a crux without shield up though, make sure to use with care. |
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| ''[Long] Blast foe with bazooka. Press button to change strength.'' | | ''[Long] Blast foe with bazooka. Press button to change strength.'' |
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| [Long] Blast foe with bazooka. Press button to change strength.
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| | Big Missile.Tapping it up to 2 times makes the missile accelerate later and increases its range. |
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| Big Missile.Tapping it up to 2 times makes the missile accelerate later and increases its range.
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| it has amazing tracking horizontally up until the initial shot and can be aimed slightly away from the opponent. The missile starts homing in with a huge turn radius once it accelerates. | | it has amazing tracking horizontally up until the initial shot and can be aimed slightly away from the opponent. The missile starts homing in with a huge turn radius once it accelerates. |
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| The knockback is directly related to the angle its hitting from. If it hits them from behind, it will always send them straight towards you. Crucial to know for wallrush confirms. | | The knockback is directly related to the angle its hitting from. If it hits them from behind, it will always send them straight towards you. Crucial to know for wallrush confirms. |
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| Great anti-zoning tool and to disrupt the opponents own neutral setups. However it is fairly easy to get a hang for an assist punish on it, so use carefully considered and with meter behind it. Despite its risk, it's effective at what it does and shouldn't be used for reckless zoning on a savvy opponent. | | Great anti-zoning tool and to disrupt the opponents own neutral setups. However it is fairly easy to get a hang for an assist punish on it, so use carefully considered and with meter behind it. Despite its risk, it's effective at what it does and shouldn't be used for reckless zoning on a savvy opponent. |
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| }} | | }} |
| ''[Long] Throw a sticking time bomb at foe. Charge to increase distance.'' | | ''[Long] Throw a sticking time bomb at foe. Charge to increase distance.'' |
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| A bomb that sticks to the opponent on hit and explodes after 186F (roughly 3 seconds). | | A bomb that sticks to the opponent on hit and explodes after 186F (roughly 3 seconds). |
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| The thrown bomb is a ranged low, but the explosion triggered after max distance and after sticking time is unblockable and can be converted off of with a variety of assists. | | The thrown bomb is a ranged low, but the explosion triggered after max distance and after sticking time is unblockable and can be converted off of with a variety of assists. |
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| If the explosion hits at max distance without sticking to something it will also hit twice for double damage. | | If the explosion hits at max distance without sticking to something it will also hit twice for double damage. |
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| The sticking time can be used effectively for mindgames and it also makes for a somewhat fast and safe horizontal midrange check against neutral setups. Overall a fantastic tool to round out midrange presence in the air. | | The sticking time can be used effectively for mindgames and it also makes for a somewhat fast and safe horizontal midrange check against neutral setups. Overall a fantastic tool to round out midrange presence in the air. |
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| ''[Close] Strike with machine gun hilt. Low power, quick strike.'' | | ''[Close] Strike with machine gun hilt. Low power, quick strike.'' |
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| | Close range melee low to round out his all-range playstyle. |
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| | Makes for a fast poke, as defense after dodges, great EX Force gain and decently low recovery after. Can be cancelled into itself faster than into block or dodge. |
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| | Has some vertical tracking but mostly horizontal move. Ground version makes Laguna go airborne after. |
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| | A staple move in his moveset to have since it rounds out his close range game and helps out in a pinch. Few assist can combo off of it, but its still an important part of his moveset in many matchups. Learn to love this move. |
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| |-|Missile Barrage (midair)= | | |-|Missile Barrage (midair)= |
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| |} | | |} |
| ''[Long] Fire multiple missiles. Charge to fire six missiles.'' | | ''[Long] Fire multiple missiles. Charge to fire six missiles.'' |
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| Laguna pulls out a rocket launcher and fires up to 6 missiles, hold down to fire more. | | Laguna pulls out a rocket launcher and fires up to 6 missiles, hold down to fire more. |
| The missiles themselves are very small, fire one after another and have terrible tracking. While they do home in on the opponent, they first stray off in different directions and have an awkward turn radius. | | The missiles themselves are very small, fire one after another and have terrible tracking. While they do home in on the opponent, they first stray off in different directions and have an awkward turn radius. |
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| Can be dashed through and blocked aswell, making them not very useful to stop setups or threaten dashes. Although they do halt and limit movement due to the scattered tracking. Low hitstun with low damage however makes it hard to convert into more. | | Can be dashed through and blocked aswell, making them not very useful to stop setups or threaten dashes. Although they do halt and limit movement due to the scattered tracking. Low hitstun with low damage however makes it hard to convert into more. |
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| Likely his worst move and far too niche for how good some of the rest of his moves are. There might be some scenarios worth trying it out, but a ranged low property and horrible homing make it hard to consistently capitalize on. | | Likely his worst move and far too niche for how good some of the rest of his moves are. There might be some scenarios worth trying it out, but a ranged low property and horrible homing make it hard to consistently capitalize on. |
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| |} | | |} |
| ''[Close] Deploy electromagnetic shield. Can deflect weak attacks.'' | | ''[Close] Deploy electromagnetic shield. Can deflect weak attacks.'' |
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| Throws out a shield infront of Laguna that stays out for a while as a lingering Mid priority projectile. On contact launches them away and wallrushes. | | Throws out a shield infront of Laguna that stays out for a while as a lingering Mid priority projectile. On contact launches them away and wallrushes. |
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| Laguna can be barely fully covered when staying right inside, very consistent on the ground. Some moves may still hit him due to hitboxes however. Space accordingly for the matchup. | | Laguna can be barely fully covered when staying right inside, very consistent on the ground. Some moves may still hit him due to hitboxes however. Space accordingly for the matchup. |
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| Due to being a projectile, blocking it makes it act as if reflected, so they can walk through it after. Mid Projectiles also don't get reflected but redirected. | | Due to being a projectile, blocking it makes it act as if reflected, so they can walk through it after. Mid Projectiles also don't get reflected but redirected. |
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| If hit by a High priority Melee the shield is destroyed. | | If hit by a High priority Melee the shield is destroyed. |
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| Laguna goes airborne during the ground version which is convenient for positioning right after with backdodge. | | Laguna goes airborne during the ground version which is convenient for positioning right after with backdodge. |
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| |cp=40 (20) | | |cp=40 (20) |
| }} | | }} |
| ''Mid] Bombard with lasers. Charge to adjust timing.'' | | ''[Mid] Bombard with lasers. Charge to adjust timing.'' |
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| | A huge laser cannon with big range. |
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| | A great HP to intercept committal moves in midrange. Can be delayed to throw off punish attempts aswell and mix up characters with fast fall speed. |
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| | Delaying it to intentionally clash with HPs and assist punish staggers can also be tricky to handle. |
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| Laguna pulls out a grounded laser that unfortunately does not have infinite reach. TIME TO UNLOAD! Most of the time used to as combo ender and get a wall rush or distance, but has its uses on ground-to-ground interactions. The tracking is just enough to catch grounded side dodges and low air dodges with high fall speed e.g. Kain. At specific spacing it can also catch a grounded forward dodge.
| | Notable one of the easiest ways to clash with Maelstrom/Holy to protect against them. |
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| At long range it still remains fantastic for huge whiff punishes against grounded HPs. Holding the move does not increase damage, but has a niche use in faking out against high priority blocks and against Exdeath's Maelstrom / Holy.
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| Less niche than Satellite Laser, but still not strong enough to be thrown out at all times.
| | A great combo ender after assists too to keep distance and wallrush. |
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| |-|Satellite Laser= | | |-|Satellite Laser= |
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| ''[Long] Fire laser from orbiting satellite. Stopped by terrain.'' | | ''[Long] Fire laser from orbiting satellite. Stopped by terrain.'' |
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| One of the longest startup HPs, and a clutch tool for Laguna's matchups. BOMBS AWAY!
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| Awful to use as a raw HP as it can be dashed through by the entire cast, but it has some good properties. It has infinite vertical range with a big horizontal tracking range, making Laguna able to threaten the opponent from ground to regardless of the opponent's altitude.
| | Huge startup, infinite vertical range and huge tracking range. |
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| | As a raw HP can be thrown out as a read to directly punish slow startup moves in return. It has huge horizontal tracking and the infinite vertical range makes it able to catch them from any height. |
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| | Alot of characters can horizontally dash through it, something to be aware of when throwing it out. |
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| | Be aware of assist punishes aswell, as calling an assist right before it hits is a guaranteed bravery break for them. A |
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| Useful for a few matchups and to prevent easy stalling. When this move hits an airborne opponent, it will drag them down, and at most heights cause ground wall rush for an assist combo. Together with Sticky Bomb and other projectiles it makes for a tricky dodge-punish mixup, and sometimes even guaranteed one if they don't nail the perfect evasion.
| | As a combo ender it does the most damage and will always ground rush them, making it the ideal choice whenever possible. |
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| His worst raw HP, but a staple in the areas it shines. Give it a try!
| | A niche HP but with amazing properties to round out his long range pressure. |
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| </tabber> | | </tabber> |
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| ''[Long] Chop with energy blade. Effective against any height.'' | | ''[Long] Chop with energy blade. Effective against any height.'' |
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| Laguna lifts up the Ragnarok and cuts down vertically with a long energy sword. An absolute staple of his punish game. GET EM!
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| One of Laguna's fastest HPs. At a distance, the hitbox appears instantly right above him, and it has amazing horizontal tracking. Due to these properties it's fantastic for punishing other whiffed HPs and moves with high recovery / startup safely out of range.
| | An absolute staple of Laguna's midrange presence. Although on the riskier side, it is a rather fast HP, has huge range up and horizontally, fantastic tracking and huge wallrush range. |
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| Because it starts right above him, it can also be used to get matchup specific punishes where others can't, or without risking getting punished themselves. Ragnarok Blade has good knockback and thus a fairly big wall rush radius. The knockback angle is based on where Laguna hits from.
| | Where the move really shines is in his assist change and punish game, allowing Laguna to punish alot of slower moves on reaction with it and really put down neutral pressure in midrange. |
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| No matter where Laguna will always rise a little, making it something to be considered when used in tight spacing or with shield up.
| | The knockback angle is decided based directly on where Laguna hits from, which can be amazing to control wallrush angle whenever possible and hitconfirm with assists. |
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| | One of the drawbacks however is that its one of the easier assist punishes, and timing an assist punish while getting hit for a guaranteed break is very easy to land. Making note of the opponents resources before considering recommended. |
| |-|Split Laser= | | |-|Split Laser= |
| {{AbilityInfo | | {{AbilityInfo |
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| ''[Long] Fire high-pressure energy bullet. Hold button to continue fire, release to split laser.'' | | ''[Long] Fire high-pressure energy bullet. Hold button to continue fire, release to split laser.'' |
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| Laguna fires out a particle in front of him, which splits into 3 homing energy orbs on release. The other risky, but still staple HP attack.
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| The lasers all have a minimum travel time, making their initial turn based on distance between the initial shot and opponent. All 3 shots can be hit fairly consistently with assist setups. Homing is based on the opponent's current location with limited turn radius, making this a good dodge punish albeit not so good to chase them with.
| | Laguna shoots an energy ball that splits into projectiles after detonating. |
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| | It's his fastest HP at 35F, suprisingly fast for an HP. Although it is easily assist punished on reaction, it should not be dismissed in neutral as it covers an angle right below Laguna and gives him ways to punish slower setup moves. He can also assist confirm off of this move, making it a fantastic HP poke to throw out in moderation. |
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| | The move also has fantastic use in assist change punishes, allowing Laguna to punish alot of long HPs like Quick Hit with assist change. |
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| Laguna is stationary for the entire duration of the move, making it easily punished. Be aware of this and your opponents spacing before using it, you can still pop the laser early to try and catch the opponent's assist before it punishes.
| | Notable the move also has top tier EX Force generation and multihit, and with the right spacing setup is able to hit 2-3 times for massive depletion or EX Force generation |
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| </tabber> | | </tabber> |
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| Yuna, Jecht, Aerith. | | Yuna, Jecht, Aerith. |
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| | = References = |
| | <references /> |
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| | {{navbox012}} |
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| | {{roadmap012lag}} |