Laguna Loire (Dissidia 012): Difference between revisions

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[[Category:Dissidia 012 Final Fantasy]]
[[Category:Dissidia 012 Final Fantasy]]
{{012CharNavLag}}


{{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
}}
}}


[[Laguna Loire (Dissidia 012)/Combos|'''Combos page''']]
= Overview =
 
[[Lagune Loire (Dissidia 012)/Strategy|'''Strategy page''']]
 
{{ProConTable
|pros=
* '''Good long and mid range braveries''': Excels at Long-to-Mid range zoning with Bazooka, Ricochet Shot and other tools to poke and pressure far away
 
* '''Long range HPs: Satellite Laser, Split Laser and Ragnarok Blade together give him a wide range of space he can land and threaten HPs from
 
* '''Electroshield''': Electroshield alone limits alot of options, auto-reflects infront of you and synergizes well with the rest of his kit
 
* '''Niche, but interesting properties''': Satellite Laser's vertical range, Bazooka's "fake" mid priority, Sticky Bomb Unblockable etc. allow for unconventional gameplay.
 
* '''Damaging pokes''': Decent damage on his most common pokes and 111 ATK Stat put him above average in damage potential
 
* '''Fairly damaging EX Revenge''': EX Revenge combos can hurt quite alot, giving him a good chance to turn the match off of it
|cons=
* '''Committal Neutral''': Long recovery on his best tools, easy assist punishable HPs and a lack of safe poke to throw out locks Laguna into his decisions, and a mistake can leave him open to punishes quickly
 
* '''Limited combos and poke conversions''': Lacks conversions off of alot of key pokes, and the ones he has are limited to specific assists / situations. On top of it, he struggles putting together extended combos without very specific scenarios or Sticky Bomb.
 
* '''Relies on Electroshield for keepaway''': With how good it is, it's the crux of his keepaway as it covers the blind spots of his other moves
 
* '''Bad EX Mode''': Cool idea, but hard for him to capitalize on'
}}
 
== Overview ==
Laguna is a midrange zoner with a balance between keepaway and rushdown tools. His strengths lie in his wide range of pokes to chip away at the opponents bravery and unique move properties, which allow him to have some unconventional strategies to play around his opponent.
Laguna is a midrange zoner with a balance between keepaway and rushdown tools. His strengths lie in his wide range of pokes to chip away at the opponents bravery and unique move properties, which allow him to have some unconventional strategies to play around his opponent.


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If you like midrange play, poking away and cashing out huge with the right hit, and playing keepaway neutral, Laguna is your Man with the Machine Gun.
If you like midrange play, poking away and cashing out huge with the right hit, and playing keepaway neutral, Laguna is your Man with the Machine Gun.


== Bravery Attacks ==
= Bravery Attacks =


=== Ground ===
== Ground ==
<tabber>
<tabber>
|-|Machine Gun=
|-|Machine Gun=
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Run'n'Gun, literally. Laguna can't move during startup, but move while firing with his usual walk speed. Limited vertical aim and can't turn while firing, due to it's low hitstun has to close-in to keep the opponent locked..  
Run'n'Gun, literally. After startup Laguna can move while firing but and slightly track opponent while firing.


Not the best move due to it's terrible range for a machine gun, but generates a lot of EX and allows for assist conversions although hard ones due to very low hitstun. Low Priority means they can dash through, but not contestable by alot of the cast while in its path. If used at all, don't get reckless, have a shield up for secondary cover.
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'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 main firearm for ground zoning, who shall keep the bad guys away, There's alot to unpack here
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.


* 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.


* Split bullets will track the opponents current location when bouncing, making for very good dodge punishes. Due to it's free, although limited, aiming property you can bounce bullets for creative punishes. Hitting behind them hits blocks like Shield of Light or Jecht block
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.


* 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 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.


* Bounce bullets are Low priority, the main shot Mid. Make good use of that.
The chase effect will cancel out if hitting someone with a full charge and only a single split bullet


* The chase effect will cancel out if hitting someone with a full charge and only a single split bullet, causing normal hitstun


Overall very solid for his zoning game. Paired with Electro shield can be hard to contest by some characters, with the charge time acting for extra mixup potential. Watch your opponents jumps as the bounce bullets are very easy to miss on loose air movement.
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.
 
|-|Grenade Bomb=
|-|Grenade Bomb=
{| class="wikitable"
{| class="wikitable"
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''[Long] Throw grenade at foe. Change distance with button presses.''
''[Long] Throw grenade at foe. Change distance with button presses.''


 
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.


Probably the lowest recovery move he has, this move is slow but very spammable and quick to block and dodge cancel, allowing for good defensive mixups after. It has a floaty hitstun to it, allowing for combos with assists or a preemptively loaded Ricochet Shot right after. Best used to add pressure alongside shield in grounded footsies, as it can be dashed throughed, or prevent opponents from setting up their own tools.
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.


Can also be used to add a nice little bit of damage at the end of an assist combo when available.
|-|Pummel (ground)=
|-|Pummel (ground)=
{| class="wikitable"
{| class="wikitable"
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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.
 
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.
 
Has some vertical tracking but mostly horizontal move. Ground version makes Laguna go airborne after.




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.
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.


|-|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.
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.


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.


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.


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.  


If hit by a High priority Melee the shield is destroyed.


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
 
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.


</tabber>
</tabber>


=== Aerial ===
== Aerial ==


<tabber>
<tabber>
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|}
|}
''[Close] Fire shotgun. Charge to change its strength.''
''[Close] Fire shotgun. Charge to change its strength.''


It's a shotgun! It fires like one! (except when charged)
It's a shotgun! It fires like one! (except when charged)
Takes 55F to be charged and turned into a mid. Although slow and ranged low, it has good range and can be dodge cancelled fairly early. Unfortunately it can't be dodge-cancelled mid charge, making charging it very commital and easily punished by alot of the cast.
It can be shot up to 3 times each delayable, making this very easy to convert into assists and combos. The last shot will wallrush close by, adding to this.
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 anymore.


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 and easily punished on reaction/early shot.
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.
 
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.
 
 
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.


|-|Homing Bazooka=
|-|Homing Bazooka=
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''[Long] Blast foe with bazooka. Press button to change strength.''
''[Long] Blast foe with bazooka. Press button to change strength.''


[Long] Blast foe with bazooka. Press button to change strength.


Big Missile.Tapping it up to 2 times makes the missile accelerate later and increases its range.
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.


Big boy missile. Laguna fires a big missile, changing it's max travel distance and acceleration with each button press during its startup, up to 2. Can be slightly aimed in a roughly 50° angle infront of Laguna. Huge recovery period, stays out aslong as Laguna doesn't get hit until it disappears or collides with something. Just like Ricochet Shot, this move also has some unusual properties to it
Uniquely, the explosion on contact is the actual Mid Priority projectile, so it goes through other projectiles until it hits something or gets blocked.
The explosion hitbox still appears when it hits a wall and knocks away.


* This move doesn't clash with other projectiles and goes right through. The explosion, which is triggered upon hitting anything, is the actual Ranged Mid projectile. If blocked it staggers Low priority blocks.
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.


* When aimed with the control stick at neutral, this move actually tracks 360° horizontally around and slightly above/below Laguna during it's startup. Sometimes handy on early dodges next to you
* If this move explodes without hitting a player, the resulting explosion will still be a small active hitbox for a short period of time.


* The knockback directly correlates with the angle its hitting from. If it hits from behind it will always send them straight towards you. Getting a feel for it is crucial for wallrush combos
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.


This is where the long-long range zoning starts in the air. Unsafe to throw out recklessly, but amazing tool for disrupting approaches, neutral and as a general threat. Very easy assist punishable by most assists, be careful of opponents meter and your own and think carefully. The huge recovery period also means a badly spaced shot can be easily punished by a decently timed dodge next to him. Despite it's lack of safety, if you need long range zoning that shoots through counterzoning aswell, you want this.


|-|Sticky Bomb=
|-|Sticky Bomb=
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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.''


Laguna pulls out a sticky bomb and throws it, distance based on charge. Fully charged the bomb will blink and can be held a little while. Charged time also affects the bombs speed, useful for some situations. The throw is a ranged low, the explosion however unblockable. If the bomb explosion hits without being stuck to something prior, it will also deal double damage.


Once attached, the bomb will explode in ~3 seconds (186F). This can be dodged with good timing but it can also be used by Laguna for well timed dodge punishes or mindgames. With relatively good recovery, it also makes for a safe midrange check against other characters' setups. Have a shield up to prevent it just being punished by dash up.
A bomb that sticks to the opponent on hit and explodes after 186F (roughly 3 seconds).
Fully charged it will blink and can be held a little while after. Charge time affects both the speed and range thrown.
 
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.
 
If the explosion hits at max distance without sticking to something it will also hit twice for double damage.
 
 
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.


|-|Pummel (midair)=
|-|Pummel (midair)=
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''[Close] Strike with machine gun hilt. Low power, quick strike.''
''[Close] Strike with machine gun hilt. Low power, quick strike.''


Close range melee low to round out his all-range playstyle.
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.
Has some vertical tracking but mostly horizontal move. Ground version makes Laguna go airborne after.
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.


|-|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.''


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.
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.


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.''


Your Bread and Butter for keepaway, controlling neutral and slowing down approaches to build meter
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.


Notes about Reflect properties:
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.
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.
 
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.
 
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.  


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.
If hit by a High priority Melee the shield is destroyed.
 
 
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.


</tabber>
</tabber>


== HP Attacks ==
= HP Attacks =


=== Ground ===
== Ground ==


<tabber>
<tabber>
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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.''




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.
A huge laser cannon with big range.


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.
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.  


Less niche than Satellite Laser, but still not strong enough to be thrown out at all times.
Delaying it to intentionally clash with HPs and assist punish staggers can also be tricky to handle.
 
Notable one of the easiest ways to clash with Maelstrom/Holy to protect against them.
 
 
A great combo ender after assists too to keep distance and wallrush.  


|-|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.''


One of the longest startup HPs, and a clutch tool for Laguna's matchups. BOMBS AWAY!


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.
 
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.
 
Alot of characters can horizontally dash through it, something to be aware of when throwing it out.
 
Be aware of assist punishes aswell, as calling an assist right before it hits is a guaranteed bravery break for them. A


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.


His worst raw HP, but a staple in the areas it shines. Give it a try!
As a combo ender it does the most damage and will always ground rush them, making it the ideal choice whenever possible.
 
A niche HP but with amazing properties to round out his long range pressure.


</tabber>
</tabber>


=== Aerial ===
== Aerial ==


<tabber>
<tabber>
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''[Long] Chop with energy blade. Effective against any height.''
''[Long] Chop with energy blade. Effective against any height.''


Laguna lifts up the Ragnarok and cuts down vertically with a long energy sword. An absolute staple of his punish game. GET EM!


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.


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.


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.


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.''


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.


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.


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.
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.
 
The move also has fantastic use in assist change punishes, allowing Laguna to punish alot of long HPs like Quick Hit with assist change.
 
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


</tabber>
</tabber>


== EX Mode: Look, the faeries are here! ==
= EX Mode: Look, the faeries are here! =
Effects:
Effects:
* Regen
* Regen
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* A Faerie's Miracle
* A Faerie's Miracle


=== A Faerie's Miracle ===
== A Faerie's Miracle ==
''[Always active while in EX Mode] The recovery time after bravery attacks can be cancelled by performing any attack.''
''[Always active while in EX Mode] The recovery time after bravery attacks can be cancelled by performing any attack.''


=== EX Burst: Desperado ===
== EX Burst: Desperado ==
''A furious bombardment of bullets. Take aim and press R to shoot or hold down the button for rapid fire.''
''A furious bombardment of bullets. Take aim and press R to shoot or hold down the button for rapid fire.''


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This is actually a notable EX Burst. While the max damage with 100 is average as usual, the 32 base at the start before defense multiplier is the second highest in the game, tied with Lightning. Extremely useful for bravery breaks and subsequently tacking on extra damage.
This is actually a notable EX Burst. While the max damage with 100 is average as usual, the 32 base at the start before defense multiplier is the second highest in the game, tied with Lightning. Extremely useful for bravery breaks and subsequently tacking on extra damage.


== Builds ==
= Combos =
 
== Solo ==
 
== Assist ==
 
= Builds =
Builds here.
Builds here.


<tabber>
<tabber>
|-|Build #1=
|-|Side by Side=
{{Build
{{Build
|hp=
|hp=9377
|cp=
|cp=450
|brv=
|brv=956
|atk=
|atk=180
|def=
|def=184
|luk=
|luk=60
|booster=
|booster=x6.9
|setbonus=
|setbonus=Judgment of Lufenia
|ast=
|ast={{012kuja}} / {{012jec}}
|wpn=
|wpn=Lufenian Axe ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|hand=
|hand=Lufenian Shield
|head=
|head=Lufenian Helm
|armor=
|armor=Auto Crossbow ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|acc1=
|acc1={{accbas}} Muscle Belt
|acc2=
|acc2={{accbas}} Sniper Eye
|acc3=
|acc3={{accbas}} Battle Hammer
|acc4=
|acc4={{accboo}} Empty EX Gauge
|acc5=
|acc5={{accboo}} Summon Unused
|acc6=
|acc6={{accboo}} Pre-EX Mode
|acc7=
|acc7={{accboo}} Pre-EX Revenge
|acc8=
|acc8={{accboo}} Grounded
|acc9=
|acc9={{accboo}} Opponent Summon Unused
|acc10=
|acc10={{accsp}} Side By Side
|summon=
|summon=Rubicante
}}
}}


Line 442: Line 477:
</tabber>
</tabber>


== Assist ==
= Assist =


== Laguna's assist data ==
{{012Assist
{{012Assist
|type1=BRV
|type1=BRV
Line 474: Line 510:
|effect4=Wall Rush
|effect4=Wall Rush
}}
}}
== Assists ==
Yuna, Jecht, Aerith.
= References =
<references />
{{navbox012}}
{{roadmap012lag}}

Latest revision as of 18:31, 10 August 2024


General Starter Guide Combos Strategy
Matchups Resources Match Videos Gallery




Info
Name Laguna Loire (ラグナ・レウァール)
Original game Final Fantasy VIII
Base ATK (LV100) 111 (High)
Base DEF (LV100) 110 (Low)
Run Speed 9 (Slow)
Dash Speed 81 (Below Average)
Fall Speed 75 (Above Average)
Fall Speed Ratio After Dodge 35 (Above Average)
Fastest BRV
Fastest HP
1-Hit HP
HP Links
Command Block
Weapon Swords, Daggers, Greatswords, Guns
Armor Shields, Bangles, Hats, Helms,
Clothing, Light Armor, Chestplates
Exclusive weapons Machine Gun, High-Power Machine Gun,
Ragnarok Pistol
Unlock
Alignment
Voice Actor (JP)
Voice Actor (ENG)


Overview

Laguna is a midrange zoner with a balance between keepaway and rushdown tools. His strengths lie in his wide range of pokes to chip away at the opponents bravery and unique move properties, which allow him to have some unconventional strategies to play around his opponent.

His variety of ranges to work at gives Laguna the potential to always be able to threaten with something, wether its long range with Homing Bazooka, midrange with Ricochet Shot, or close range with Pummel and Electroshield.


However his biggest weakness lies in his long recovery on alot of key moves, making him easy to whiff punish on a mistake. Mixing up your options to throw off the opponent constantly is key to staying on defense with him, and watching the opponents resources to decide risk-reward accordingly.

If you like midrange play, poking away and cashing out huge with the right hit, and playing keepaway neutral, Laguna is your Man with the Machine Gun.

Bravery Attacks

Ground

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
1 x 32 (32) 31 Physical Ranged Low 3x32 (96) None 30 (15)

[Mid] Fire machine gun. Move with analog stick while holding button.


Run'n'Gun, literally. After startup Laguna can move while firing but and slightly track opponent while firing.

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's possible to assist convert from aswell, but its finnicky and has very little hitstun to work with.
Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
Main Bullet 35 (35) 37F, 1F after release 54F Half / 70F Full Charge Physical Ranged Mid 60 None 30 (15)
Split bullets 5 each Physical Ranged Low 3 Chase 30 (15)

[Long] Fire shots that break into smaller pieces after hitting stage.


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.

The main shot is Mid priority while the ricochet bullet is Low priority.

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.

Blocking this move can still reflect the ricochet, something to be mindful of. Same happens if it clashes and gets reflected by a move.

The chase effect will cancel out if hitting someone with a full charge and only a single split bullet


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.
Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
15 (15) 81F / 91F / 99F Physical Ranged Low 0 None 30 (15)

[Long] Throw grenade at foe. Change distance with button presses.


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.

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.

Can also be used to add a nice little bit of damage at the end of an assist combo when available.
Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
6, 14 (20) 13F Physical Melee Low 90 Chase 30 (15)

[Close] Strike with machine gun hilt. Low power, quick strike.


Close range melee low to round out his all-range playstyle.

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.

Has some vertical tracking but mostly horizontal move. Ground version makes Laguna go airborne after.


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.
Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
4 each, max 6 23F Physical Ranged Low 2 (36) None 30 (15)

[Long] Fire multiple missiles. Charge to fire six missiles.


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.

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.


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.
Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
10 (10) 37F Physical Ranged Mid 0 Wall rush 30 (15)

[Close] Deploy electromagnetic shield. Can deflect weak attacks.


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.

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.

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.

If hit by a High priority Melee the shield is destroyed.


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.

Aerial

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
1 x 6, 1 x 6, 3 x 6 (30) 21 Physical Ranged Low 2 (36) Wall Rush 30 (15)
Charged Version 55 Physical Ranged Mid 2 (36) Wall Rush 30 (15)

[Close] Fire shotgun. Charge to change its strength.


It's a shotgun! It fires like one! (except when charged)

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.

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.


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.

Damage multiplier Startup frame Type Priority EX Force
36 41F Physical Ranged Mid 0
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Wall Rush 30 (15)
Unlocked at
level
Mastered at
AP


[Long] Blast foe with bazooka. Press button to change strength.


Big Missile.Tapping it up to 2 times makes the missile accelerate later and increases its range.

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.

Uniquely, the explosion on contact is the actual Mid Priority projectile, so it goes through other projectiles until it hits something or gets blocked. The explosion hitbox still appears when it hits a wall and knocks away.

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.


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.

Damage multiplier Startup frame Type Priority EX Force
20 (hits twice if explodes at max range without latching) 29F / 42F / 62F (charge), 9F (release) Physical Ranged Low (bomb), Unblockable (explosion) 0
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
- 30 (15)
Unlocked at
level
Mastered at
AP


[Long] Throw a sticking time bomb at foe. Charge to increase distance.


A bomb that sticks to the opponent on hit and explodes after 186F (roughly 3 seconds). Fully charged it will blink and can be held a little while after. Charge time affects both the speed and range thrown.

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.

If the explosion hits at max distance without sticking to something it will also hit twice for double damage.


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.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
6, 14 (20) 13 Physical Melee Low 90 Chase 30 (15)

[Close] Strike with machine gun hilt. Low power, quick strike.


Close range melee low to round out his all-range playstyle.

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.

Has some vertical tracking but mostly horizontal move. Ground version makes Laguna go airborne after.


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.
Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
4 each, max 6 23 Physical Ranged Low 2 (36) None 30 (15)

[Long] Fire multiple missiles. Charge to fire six missiles.


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.

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.


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.
Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
10 (10) 37 Physical Ranged Mid 0 Wall rush 30 (15)

[Close] Deploy electromagnetic shield. Can deflect weak attacks.


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.

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.

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.

If hit by a High priority Melee the shield is destroyed.


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.

HP Attacks

Ground

Damage multiplier Startup frame Type Priority EX Force
1 x 7 (7) 53F~172F (charge), 3F (release) Physical Melee High 21
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Wall Rush 40 (20)
Unlocked at
level
Mastered at
AP


[Mid] Bombard with lasers. Charge to adjust timing.


A huge laser cannon with big range.

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.

Delaying it to intentionally clash with HPs and assist punish staggers can also be tricky to handle.

Notable one of the easiest ways to clash with Maelstrom/Holy to protect against them.


A great combo ender after assists too to keep distance and wallrush.

Damage multiplier Startup frame Type Priority EX Force
2 x 6 (12) 83F Physical Ranged High 36
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Wall Rush 30 (15)
Unlocked at
level
Mastered at
AP


[Long] Fire laser from orbiting satellite. Stopped by terrain.


Huge startup, infinite vertical range and huge tracking range.

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.

Alot of characters can horizontally dash through it, something to be aware of when throwing it out.

Be aware of assist punishes aswell, as calling an assist right before it hits is a guaranteed bravery break for them. A


As a combo ender it does the most damage and will always ground rush them, making it the ideal choice whenever possible.

A niche HP but with amazing properties to round out his long range pressure.

Aerial

Damage multiplier Startup frame Type Priority EX Force
- 43F - Melee High 0
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Wall Rush 30 (15)
Unlocked at
level
Mastered at
AP


[Long] Chop with energy blade. Effective against any height.


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.

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.

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.

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.

Damage multiplier Startup frame Type Priority EX Force
- 35F~117F (charge), 3F (release) - Ranged High 60 per hit
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
- 40 (20)
Unlocked at
level
Mastered at
AP


[Long] Fire high-pressure energy bullet. Hold button to continue fire, release to split laser.


Laguna shoots an energy ball that splits into projectiles after detonating.

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.

The move also has fantastic use in assist change punishes, allowing Laguna to punish alot of long HPs like Quick Hit with assist change.

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

EX Mode: Look, the faeries are here!

Effects:

  • Regen
  • Critical Boost
  • A Faerie's Miracle

A Faerie's Miracle

[Always active while in EX Mode] The recovery time after bravery attacks can be cancelled by performing any attack.

EX Burst: Desperado

A furious bombardment of bullets. Take aim and press R to shoot or hold down the button for rapid fire.

Damage multiplier (initial) Damage multiplier (rest) Type
7 x 3, 11 (32) 1 x 40, 2 x 14 (68) (100 total) Physical


A shooting exercise minigame, hold down the R button to fire. Every hit you will drift off of them based on the center. The best way to deal with it is to stick to the edges and fire away. Land 40 hits to fill the gauge and unleash THE GREATEST ATTACK EVER.

This is actually a notable EX Burst. While the max damage with 100 is average as usual, the 32 base at the start before defense multiplier is the second highest in the game, tied with Lightning. Extremely useful for bravery breaks and subsequently tacking on extra damage.

Combos

Solo

Assist

Builds

Builds here.

Stats
HP 9377
CP 450
BRV 956
ATK 180
DEF 184
LUK 60
Max Booster x6.9
Special Effect: Judgment of Lufenia
Equipment
Assist Kuja / Jecht
Weapon Lufenian Axe (CP Glitch)
Hand Lufenian Shield
Head Lufenian Helm
Body Auto Crossbow (CP Glitch)
Accessory 1 accessory_basic.png Muscle Belt
Accessory 2 accessory_basic.png Sniper Eye
Accessory 3 accessory_basic.png Battle Hammer
Accessory 4 accessory_booster.png Empty EX Gauge
Accessory 5 accessory_booster.png Summon Unused
Accessory 6 accessory_booster.png Pre-EX Mode
Accessory 7 accessory_booster.png Pre-EX Revenge
Accessory 8 accessory_booster.png Grounded
Accessory 9 accessory_booster.png Opponent Summon Unused
Accessory 10 accessory_special.png Side By Side
Summon Rubicante

Stats
HP
CP
BRV
ATK
DEF
LUK
Max Booster
Special Effect:
Equipment
Assist
Weapon
Hand
Head
Body
Accessory 1
Accessory 2
Accessory 3
Accessory 4
Accessory 5
Accessory 6
Accessory 7
Accessory 8
Accessory 9
Accessory 10
Summon

Assist

Laguna's assist data

Type Attack Startup Position Spawn Damage multiplier Effects
BRV Machine Gun 31F Ground Opponent 1 x 31 (31) -
BRV Shotgun 55F Air Opponent 1 x 6, 1 x 6, 3 x 6 (30) Wall Rush
HP Satellite Laser 83F Ground Player 2 x 8 (16) Wall Rush
HP Ragnarok Blade 43F Air Opponent - Wall Rush


Assists

Yuna, Jecht, Aerith.

References


Navigation


Wiki Roadmap (012 Laguna Loire)

Please edit this page's roadmap template when relevant additions and changes are made.

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General 1 / 5
Strengths and weaknesses Strengths and weaknesses. 0 / 5
Overview Old overview. Review and rewrite. 2 / 5
Bravery Attacks Ability info and overviews. Review and rewrite overviews as necessary. Add images. 2 / 5
HP Attacks Ability info and overviews. Review and rewrite overviews as necessary. Add images. 2 / 5
EX Mode Basic info + ex burst overview. Add overview for ex mode if possible. 2 / 5
Combos Drafts in a separate combo page. Add damage, ex and example videos for solo combos. Add assist combos. 1 / 5
Builds 1 build. Add more builds for ex etc with overviews as seen on Tifa's page. 1 / 5
Assist Assist data Add common viable assists with overviews here instead of the combo page. 1 / 5
Matchups Create page. Matchup analysis and tips. 0 / 5
Resources Create page. Helpful links related to the character. 0 / 5
Starter Guide Create page. Concise pvp guide with core concepts and essentials. 0 / 5
Strategy Page created and introduction is written. Add strategies and counterplay. 0 / 5