Laguna Loire (Dissidia 012): Difference between revisions

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(Added more attack data, build and assist sections.)
(→‎Bravery Attacks: Adjusted pummel position, added pummel to aerial braveries.)
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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.
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.
|-|Pummel (ground)=
{| class="wikitable"
|-
! 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.''
Laguna the first guy in video game history smart enough to use his gun as a melee weapon.
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.
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.


|-|Missile Barrage (ground)=
|-|Missile Barrage (ground)=
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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
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
|-|Pummel=
{| class="wikitable"
|-
! 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.''
Laguna the first guy in video game history smart enough to use his gun as a melee weapon.
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.
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.


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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.''
|-|Pummel (ground)=
{| class="wikitable"
|-
! 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.''


|-|Missile Barrage (midair)=
|-|Missile Barrage (midair)=
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</tabber>
</tabber>


== EX Mode: Look, the faeries are here ==
== EX Mode: Look, the faeries are here ==

Revision as of 00:53, 5 January 2024


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)


Strengths Weaknesses


Overview

Bravery Attacks

Ground

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
1x32 (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. 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..

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.
Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
Main Bullet 35 (35) 37, 1 after release 54 Half/70 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.


Your main firearm for ground zoning, who shall keep the bad guys away, There's alot to unpack here

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

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


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.
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.


Laguna the first guy in video game history smart enough to use his gun as a melee weapon. 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.


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.
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.


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: 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.


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

Aerial

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
1x6, 1x6, 3x6 (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 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.

Damage multiplier Startup frame Type Priority EX Force
Effects CP (Mastered) Cancels Assist Gain (Attack) Assist Gain (Hit)
Unlocked at
level
Mastered at
AP


|damage=36 |startup=41F |type=Physical |priority=Ranged Mid |ex=0 |cp=30 (15) }}

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

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.

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.
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.

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: 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.

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
7x3, 11 (32) 1x40, 2x14 (68) (100 total) Physical


Builds

Builds here.

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

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

Type Attack Startup Position Spawn Damage multiplier Effects
BRV Ground
BRV Air
HP Ground
HP Air