EX (Dissidia 012) and Laguna Loire (Dissidia 012): Difference between pages

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[[Category:Dissidia 012 Final Fantasy]]
[[Category:Dissidia 012 Final Fantasy]]


EX is a gameplay mechanic that was introduced in Dissidia Final Fantasy (PSP) and retained in Dissidia 012. It is a resource that enables mechanics exclusive to it, EX mode and EX Revenge (012 only).
{{CharacterInfo
|name=Laguna Loire (ラグナ・レウァール)
|origin=Final Fantasy VIII
|weapon=Swords, Daggers, Greatswords, Guns
|armor=Shields, Bangles, Hats, Helms, Clothing, Light Armor, Chestplates
|atk=111 (High)
|def=110 (Low)
|runspeed=9 (Slow)
|dash=81 (Below Average)
|fall=75 (Above Average)
|fallr=35 (Above Average)
|exclusives=Machine Gun, High-Power Machine Gun, Ragnarok Pistol
}}


= Overview =
[[Laguna Loire (Dissidia 012)/Combos|'''Combos page''']]


When a bravery or an HP attack connects, it can generate small, bright spheres that float on the field. These are known as EX Force. Being in the vicinity of these spheres draws them to the player character and will accumulate the titular EX resource that is indicated with a vertical purple bar at the bottom corners of the screen.
[[Lagune Loire (Dissidia 012)/Strategy|'''Strategy page''']]


A full EX meter requires 1000 EX Force. Each sphere has a miniscule value of three (3), but many attacks generate anywhere from 15 to 90 EX on hit.
{{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


Once the EX meter has been filled, it will change to a bright orange color and the player will have access to either EX mode or EX Revenge depending on when R + Square is pressed. Much like [[Assist_(Dissidia_012)|'''the assist mechanic''']], this is a context sensitive input. When the player character is in a damaged state after an attack, the input will activate EX Revenge. Every other instance activates EX mode instead, such as attacking, being staggered or just moving the character freely.
* '''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


A full EX meter is a powerful asset in competitive play, as it can secure victories, impose checkmate situations on the opponent and prevent an otherwise unavoidable loss. But it is often a resource that is built over the course of a match. As such, it is a long-term investment that not every character can always to make due to unfavorable risk / reward ratio. [[Gabranth_(Dissidia_012)|'''Gabranth''']] revolves entirely around the EX mechanic, while characters such as [[Cloud_Strife_(Dissidia_012)|'''Cloud''']], [[Lightning_(Dissidia_012)|'''Lightning''']] and [[Garland_(Dissidia_012)|'''Garland''']] are known to work well with the EX meter economy.
* '''Electroshield''': Electroshield alone limits alot of options, auto-reflects infront of you and synergizes well with the rest of his kit


In ''Dissidia 012'', EX is designed to be antithesis to the game's Assist mechanic. Equipment that enhances EX often compromises Assist, activating EX mode depletes the opponent's Assist meter and more.
* '''Niche, but interesting properties''': Satellite Laser's vertical range, Bazooka's "fake" mid priority, Sticky Bomb Unblockable etc. allow for unconventional gameplay.


== Situations where EX can be gained ==
* '''Damaging pokes''': Decent damage on his most common pokes and 111 ATK Stat put him above average in damage potential
* Connecting any attack that generates EX Force on hit (refer to the character's attack info tables)
* Being near EX Force the opponent generated with their previous attack(s)
* Being near EX Force while attacking or taking damage (special accessories only)
* Touching an EX core
* Use [[Gabranth_(Dissidia_012)|'''Gabranth''']]'s EX Charge attack
* Getting hit by Gilgamesh assist who uses Excalipoor swords
* Equipping gear and accessories that provide a set amount of EX at the beginning of a fight, such as Zwill Crossblade and First to Victory.
* Activating the [https://dissidia.wiki/Abilities_(Dissidia_012)#Extra_Abilities-0 '''EXP to EX extra ability''']


== Situations where EX will not be gained ==
* '''Fairly damaging EX Revenge''': EX Revenge combos can hurt quite alot, giving him a good chance to turn the match off of it
* Player character is too far from the EX spheres for the EX intake range to function
|cons=
* Player character is in an attack animation or taking damage (circumvented with special accessories)
* '''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
* Player character has Force to Courage or [https://dissidia.wiki/Assist_(Dissidia_012)#Side_by_Side|'''Side by Side'''] special accessory currently equipped
* Suffering from the EX depletion effect for getting hit by a bravery attack or an HP attack (equipent dependent)
* Connecting an attack during EX Revenge; EX is not generated aside from Gabranth's EX Charge


= Mechanics =
* '''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.


== EX Break ==
* '''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
Hitting the opponent's assist character during EX mode not only locks the assist meter, but also rewards the player with the stage bravery. This can occur both when the assist character is [https://glossary.infil.net/?t=Whiff%20Punish '''whiff punished'''] or when the character in EX mode connects an attack during the opponent's Assist Change.


[[Gabranth_(Dissidia_012)|'''Gabranth''']] has an exclusive ability in EX mode known as [https://dissidia.wiki/Gabranth_(Dissidia_012)#Jamming '''Jamming'''] that nullifies this mechanic.
* '''Bad EX Mode''': Cool idea, but hard for him to capitalize on'
}}


== EX Burst ==
== Overview ==
A cinematic sequence of attacks that inflicts HP damage and ends EX Mode. This can only be accessed by landing an HP attack during EX mode and then pressing Square when prompted. Once initiated, press the appropriate inputs to perform the devastating flurry of attacks. Failing the sequence of inputs will result in reduced damage. The damage of these attacks differ and may be influenced by character-specific traits. These can be referred to in each character's page on this site.


The opponent can mitigate bravery damage by repeatedly pressing Circle to raise the base defense. This is indicated with a small arrow that moves vertically alongside the graphic indicating base defense values. Overdoing it will result in decreased defense however, so players must input diligently. The [https://dissidia.wiki/Abilities_(Dissidia_012)#Support_Abilities-0 '''support abilities'''] Auto EX Defense or Auto EX Defense Ω can be equipped to eliminate the need for player input at the cost of CP.


Similiarly, the support abilities Auto EX Command or Auto EX Command Ω can be equipped to forgo manual player input altogether. Useful for EX Bursts that require precise timing (in high latency connections), such as [[Tidus_(Dissidia_012)|'''Tidus''']] or [[Jecht_(Dissidia_012)|'''Jecht''']].
== Bravery Attacks ==


EX Bursts are commonly used to end matches or tack on additional damage through bravery breaks or otherwise. As health cannot go below 1 with excess wall rush HP damage, following up with an EX Burst is a consistent way to secure the victory for characters who have access to such attacks.
=== Ground ===
<tabber>
|-|Machine Gun=
{| class="wikitable"
|-
! 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.''


Booster accessories will not be in effect during EX Burst. However, the % damage increase from accessories still affect EX Burst damage.


== EX Core ==
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..  
During a fight, an EX core appear somewhere on the field after a period of time has passed. This provides a flat 150 EX and will attract any remaining EX floating on the field towards it, further increasing the amount of EX gained when touching it.


This is an object separate from the opponent's character that adheres to the Lock On mechanic. As such, in order to move directly towards it with a dash, players must have the support ability "EX Core Lock On" equipped and press L when an EX core has appeared.
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.
|-|Ricochet Shot=
{| class="wikitable" style="width: 45%;"
|-
! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force !! Effects !! CP (Mastered)
|-
|style="width: 20%;"| Main Bullet 35 (35)||rowspan="2"| 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.''


The appearence of an EX core is not dictated by the LUK stat in Dissidia 012. Instead, it has a 25 % chance to spawn close to either player and a 75 % chance to spawn far from both players.


If no-one touches the EX core, it will remain on the field indefinitely. No additional EX cores will spawn during this time. Instead, the existing core will continue to gather all EX Force that is generated through attacks. This will eventually enhance the EX core itself, transforming it's appearence up to two (?) times. During this brief transitional state, the EX core is intangible and cannot be collected.
Your main firearm for ground zoning, who shall keep the bad guys away, There's alot to unpack here


EX cores are an important aspect of EX generation and thus competitive play in general. Since it is one of the few ways EX can be accumulated without attacking the opponent, it can be a vital tool to establish counterplay or comebacks. For example, grounded characters such as [[Firion_(Dissidia_012)|'''Firion''']] and [[Golbez_(Dissidia_012)|'''Golbez''']] are more likely to be in a favorable position to touch the EX core first against aerial characters who are playing passively outside of their reach. This means that EX cores can facilitate situations that break a common dynamic in an overly defensive or otherwise challenging match-up.
* 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


Characters who cannot absorb EX Force due to [https://dissidia.wiki/Assist_(Dissidia_012)#Side_by_Side) '''Side by Side'''] or other equipment related factors are still encouraged to collect EX cores if their opponent can absorb EX. Any EX Force generated by the EX-less player will compound for the opponent if they get the EX core first.
* 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


Handful of equipment exist purely to influence EX cores. The Soul of Yamato equipment set boosts the appearence of cores, while Dragonfly Orb {{accbas}} and [[Squall_Leonhart_(Dissidia_012)|'''Squall's''']] exclusive weapon at level 100 enhance EX gained from EX cores directly. While not a common focus in competitive builds, they can be an effective solution in match-ups where the opponent is difficult to catch without risk such as [[Exdeath_(Dissidia_012)|'''Exdeath''']].
* 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.


== EX Intake Range ==
* 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


== EX Mode ==
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.
When the EX gauge is full, it can be spent to activate the character's unique powered up state.
|-|Grenade Bomb=
{| class="wikitable"
|-
! 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.''


Input R + Square while moving freely, attacking, blocking, dodging or being staggered to consume the entire EX gauge and enter EX Mode. This will last for '''20 seconds''' without modifications by equipment or custom rulesets. Each character will have higher critical hit rate (+50 %), passive health regeneration and access to EX Burst for the duration of this state. And in Dissidia 012 specifically the activation will also '''drain all of the opponent's assist gauge'''.


That alone makes a full EX meter very valuable. Assist is a common resource many characters will have access to and this is the best way to nullify it without landing an HP attack or relying on the opponent's assist meter decay rate.
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.


In addition, each character has traits exclusive to their EX mode, such as higher movement speed or increased priority on [[Cloud_Strife_(Dissidia_012)|'''Cloud's''']] bravery attacks. These can be viewed in the customization menu or in the character pages on this site.
|-|Pummel (ground)=
{| class="wikitable"
|-
! 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.''


== EX Revenge ==
Introduced in Dissidia 012. Just like EX Mode, EX Revenge (EXR for short) requires a full EX meter and will empty it entirely upon using it.


Input R + Square while getting hit to use EX Revenge. Upon using it, time is slowed down significantly and the opponent will be in a staggered state. The default duration is '''5 seconds''' before any modifications are made by equipment or in-game rulesets. Inflicting HP damage will end EX Revenge regardless of the remaining length. Once this state has concluded, interactions will play out at regular speed such as remaining stagger time, hit stun and knockback from an attack.
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.


Several interactions are altered during this time.


* Knockback is greatly reduced, likely due to the slow-motion effect
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.


* EX Force cannot be absorbed or generated by any attacks.
|-|Missile Barrage (ground)=
{| class="wikitable"
|-
! 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.''


* Countdowns involving summons is temporarily halted


* EX cores remain on the field and can appear during this time when no EX cores are present. Their appearence speed is affected by the slowdown, however.
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.


* The recovery of a finished attack can be cancelled into another attack or a dash.
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.


* Wall rush can be immediately followed up with another attack without assist.
|-|Electro Shield (ground)=
 
{| class="wikitable"
=== What does this mean for the opponent ===
|-
Because the opponent is considered staggered at the beginning of EX Revenge, their EX and assist related usage will cause interactions tied to those states. EX will activate EX mode and assist will use Assist Change. These are the only ways to escape EX revenge and will end it regardless of the remaining length.
! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force !! Effects !! CP (Mastered)
 
|-
If an opponent is already in EX Mode by the time EX Revenge is activated, their EX gauge consumption is temporarily halted and they are susceptible to EX Break. Similiarly, no Assist gauge decay will occur, but it will not reset like using attacks normally would either.
| 10 (10) || 37F || Physical || Ranged Mid || 0 || Wall rush || 30 (15)
|}
''[Close] Deploy electromagnetic shield. Can deflect weak attacks.''


If the opponent is hit with a bravery attack, but not put into a tumbling state, they can land on the ground in a standing position. Should that happen, they cannot use Assist Change.


=== Other traits ===
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.


If the player who used EX Revenge can accumulate another full EX meter and activate EX mode during this time, EX revenge will continue unaffected. [[Gabranth_(Dissidia_012)|'''Gabranth''']] can take advantage of this with the King of Tragedy set bonus, Spider's Web, Spider's Bane and EX Charge (ground).
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.


When EX Revenge is activated, any assists and opponent projectiles (e.g. [[The_Emperor_(Dissidia_012)|'''The Emperor's''']] Flare) out on the battlefield disappear and will not come back when EX Revenge ends. The initiator's projectiles will remain if they existed prior and will move at normal speed. The projectile does not have to be created by the initiator either - By reflecting a projectile such as [[Lightning_(Dissidia_012)|'''Lightning's''']] Watera and using EX Revenge, the projectile will continue to exist.
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.


The player who initiated EX Revenge will also remove any negative effects they had on them such as [[Laguna_Loire_(Dissidia_012)|'''Laguna's''']] Sticky Bomb or [[Shantotto_(Dissidia_012)|'''Shantotto's''']] Bio. If the opponent was affected prior to EXR, these effects will continue to persist on the opponent and apply countdown or inflict damage.


Stage elements may still be 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


The stage bravery will not be reset. This is generally only important when using the Calcabrina summon. The only way to raise stage bravery is via banish traps, Brynhildr or the omega stage effects listed below.
</tabber>


=== Omega stage effects ===
=== Aerial ===


{|class="wikitable"
<tabber>
!Stage !! Effect
|-|Shotgun=
|-
{| class="wikitable"
|Old Chaos Shrine || Stage does not take bravery from players.
|-
|Pandaemonium || Spikes will no longer pop up, but any that are out will finish their animation very slowly.
Touching these spikes will end EX Revenge.
|-
|World of Darkness || Stage will not change regardless of timing. The stage will wait until EX Revenge concludes.
Stage bravery rises very slowly during second and third stage forms.
|-
|Lunar Subterrane || Stage bravery still accumulates after destroying stage elements, but at a much slower rate.
|-
|The Rift || The entire stage freezes and no stage elements will change until after EX Revenge ends.
If activated while a part of the stage is moving,
that part will remain textureless, <br> but solid until EX Revenge ends. Stage bravery will not rise.
|-
|Kefka's Tower || Stage bravery still accumulates after destroying stage elements.
Wall rushing the opponent at the lower sections will still take bravery and <br> bounce them away, but reduced knockback still applies.
|-
|Planet's Core || Stage will not change and stage bravery rises at normal speed.
|-
|Ultimecia's Castle || During time compression, stage bravery acts normally, but broken stage elements
will not repair themselves. Touching a gear will end EX Revenge. <br>It is unclear if time compression can begin or end during EX Revenge.
|-
|Crystal World || No crystals will appear and as such, stage bravery will not rise.
|-
|Dream's End || No changes.
|-
|Order's Sanctuary || No changes.
|-
|Edge of Madness || Stage bravery's fluctuation speed is reduced, but can still be quite fast.
|-
|-
|Empyreal Paradox || Bravery is drained much slower.
! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force !! Effects !! CP (Mastered)
|-
|-
|Sky Fortress Bahamut || Stage bravery rises much slower when standing on the ground.
| 1 x 6, 1 x 6, 3 x 6 (30) || 21 || Physical || Ranged Low || 2 (36) || Wall Rush || 30 (15)
|-
|-
|Orphan's Cradle || Platforms can still move, but very slowly.
| 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.
|-|Homing Bazooka=
{{AbilityInfo
|damage=36
|startup=41F
|type=Physical
|priority=Ranged Mid
|ex=0
|effect=Wall Rush
|cp=30 (15)
}}
''[Long] Blast foe with bazooka. Press button to change strength.''
[Long] Blast foe with bazooka. Press button to change strength.
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
* 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.
* 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
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.


= EX related customization =
|-|Sticky Bomb=
{{AbilityInfo
|damage=20 (hits twice if explodes at max range without latching)
|startup=29F / 42F / 62F (charge), 9F (release)
|type=Physical
|priority=Ranged Low (bomb), Unblockable (explosion)
|ex=0
|effect=-
|cp=30 (15)
}}
''[Long] Throw a sticking time bomb at foe. Charge to increase distance.''


== Abilities ==
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.


{|class="wikitable"
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.
|+ Support Abilities
 
|-
|-|Pummel (midair)=
! Ability !! CP (Mastered) !! AP || Description !! Notes
{| class="wikitable"
|-
|EX Core Lock On || 5 (0) || 50 || When EX Core is present, push L while locked on to lock onto the EX Core. ||
|-
|-
|Auto EX Burst || 10 (5) || 50 || Automatically use EX Burst. ||
! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force !! Effects !! CP (Mastered)
|-
|-
|Auto EX Command || 30 (15) || 160 || Automatically input EX Burst commands. ||
| 6, 14 (20) || 13 || Physical || Melee Low || 90 || Chase || 30 (15)
|-
|Auto EX Command Ω || 40 (20) || 200 || Automatically input EX Burst commands perfectly. ||
|-
|Auto EX Defense || 30 (15) || 160 || Automatically defend against EX Bursts. ||
|-
|Auto EX Defense Ω || 40 (20) || 200 || Automatically defend against EX Bursts perfectly. ||
|}
|}
''[Close] Strike with machine gun hilt. Low power, quick strike.''


{|class="wikitable"
 
|+ Extra Abilities
|-|Missile Barrage (midair)=
! Ability !! CP (Mastered) !! AP || Description !! Notes
{| class="wikitable"
|-
|Disable EX Gauge Lock || 100 (50) || 300 || EX Gauge fills steadily. || [[Feral_Chaos_(Dissidia_012)|'''Feral Chaos''']] only. EX absorption fills the EX meter.
|-
|Bravery Regen || 20 (10) || 170 || In EX Mode, gain bravery instead of regenerating HP. ||
|-
|EX Critical Boost || 60 (45) || 200 || Further boosts critical hit rate during EX Mode. || +25 % critical hit rate.
|-
|Anti-EX || 60 (45) || 200 || Boosts critical hit rate when opponent is in EX Mode. || +50 % critical hit rate.
|-
|Disable EX Critical Boost || 40 (20) || 100 || EX Critical Boost ability effect disabled. ||
|-
|-
|Disable Anti-EX || 40 (20) || 100 || Anti-EX ability effect disabled. ||
! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force !! Effects !! CP (Mastered)
|-
|-
|EXP to EX Force || 60 (0) || 130 || Instead of obtaining EXP, the EX Gauge rises by an equivalent amount. || 0.1 % conversion.
| 4 each, max 6 || 23 || Physical || Ranged Low || 2 (36) || None || 30 (15)
|}
|}
''[Long] Fire multiple missiles. Charge to fire six missiles.''


== Accessories ==
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.


{|class="wikitable"
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.
|+ Basic Accessories {{accbas}}
 
! Name !! Effect
|-|Electro Shield (midair)=
|-
{| class="wikitable"
|Attractorb || EX Intake Range +1m, Assist Gauge Charge -20 %
|-
|Pearl Necklace || EX Force Absorption +10 %, Assist Gauge Charge -20 %
|-
|Dragonfly Orb || EX Core Absorption +10 %, Assist Gauge Duration -30 %
|-
|Silver Hourglass || EX Mode Duration +5 %, Assist Gauge Duration -10 %
|-
|Pendant || EX Core Appearence Boost, EX Force Absorption -10 %
|-
|Battle Gem || Assist Gauge Duration +10 %, EX Force Absorption -20 %
|-
|Angel's Bell || Regen +5 % (EX mode)
|-
|Dismay Shock || EX Gauge Depletion +1 %
|-
|-
|EX Breaker || EX Iai Strike +2 %, Defense -10 %
! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force !! Effects !! CP (Mastered)
|-
|-
|A Comrade's Vow || AST Charge on damage +15 %, EX Intake Range -1m
| 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.
</tabber>
== HP Attacks ==
=== Ground ===


{|class="wikitable"
<tabber>
|+ Booster Accessories {{accboo}}
 
! Name !! Effect !! Condition
|-|Ragnarok Buster=
|-
{{AbilityInfo
|Full EX Gauge || 1.3 || When your EX Gauge is full
|damage=1 x 7 (7)
|-
|startup=53F~172F (charge), 3F (release)
|Empty EX Gauge || 1.5 || When your EX Gauge is empty
|type=Physical
|-
|priority=Melee High
|EX Core Present || 1.5 || When EX Core is present
|ex=21
|-
|effect=Wall Rush
|EX Mode || 1.3 || While you are in EX Mode
|cp=40 (20)
|-
}}
|EX Revenge || 1.4 || While you are in EX Revenge
''Mid] Bombard with lasers. Charge to adjust timing.''
|-
 
|Maintain EX Mode || 1.4 || When in EX Mode for more than 15 seconds
 
|-
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.
|Full EX & Assist Gauge || 1.5 || When your EX & Assist Gauges are full
 
|-
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.
|Pre-EX Mode || 1.4 || When you haven't yet entered EX Mode
 
|-
Less niche than Satellite Laser, but still not strong enough to be thrown out at all times.
|Pre-EX Revenge || 1.3 || When you haven't yet used EX Revenge
 
|-
|-|Satellite Laser=
|EX Gauge Full || 1.3 || When opponent's EX Gauge is full
{{AbilityInfo
|-
|damage=2 x 6 (12)
|Empty EX Gauge || 1.3 || When opponent's EX Gauge is empty
|startup=83F
|-
|type=Physical
|EX Mode || 1.3 || While opponent is in EX Mode
|priority=Ranged High
|-
|ex=36
|EX Revenge || 1.5 || While opponent is in EX Revenge
|effect=Wall Rush
|}
|cp=30 (15)
}}
''[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.  
 
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!
 
</tabber>
 
=== Aerial ===
 
<tabber>
|-|Ragnarok Blade=
{{AbilityInfo
|damage=-
|startup=43F
|type=-
|priority=Melee High
|ex=0
|effect=Wall Rush
|cp=30 (15)
}}
''[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.
 
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.
 
No matter where Laguna will always rise a little, making it something to be considered when used in tight spacing or with shield up.
 
|-|Split Laser=
{{AbilityInfo
|damage=-
|startup=35F~117F (charge), 3F (release)
|type=-
|priority=Ranged High
|ex=60 per hit
|effect=-
|cp=40 (20)
}}
''[Long] Fire high-pressure energy bullet. Hold button to continue fire, release to split laser.''


{|class="wikitable"
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.
|+ Special Accessories {{accsp}}
! Name !! Effect
|-
|White Drop || EX Force Absorption +5 %, Assist Gauge Duration -5 %
|-
|Cyan Drop || Initial EX Force +10 %, Assist Gauge Duration -10 %
|-
|Cyan Gem || Initial EX Force +20 %, Assist Gauge Duration -20 %
|-
|White Gem || EX Force Absorption +10 %, Assist Gauge Duration -10 %
|-
|Tenacious Attacker || Absorb EX Force during attacks
|-
|Blazing Totema || Absorb EX Force on Summon, Summon Recharge +2
|-
|Force to Courage || EX Core & EX Force to BRV
|-
|Glutton || Absorb EX Force when taking damage
|-
|Platinum Hourglass || EX Mode Duration +15 %, EX Force Absorption -20 %
|-
|Spider Web || EX Revenge Duration +10 %
|-
|Ruby Hourglass || EX Mode Duration +10 %, EX Mode Damage -10 %
|-
|Spider's Bane || EX Revenge Duration +15 %
|-
|Aggressor || EX Mode Damage +20 %, EX Mode Duration -30 %
|-
|Avenger || EX Revenge Damage +30 %, EX Core Absorption -30 %
|-
|Glimmering Crystal || EX Core Absorption +15 %, Assist Gauge Charge -15 %
|-
|Badge of Trust || Initial Assist Charge +40 %, EX Force Absorption -30 %
|-
|Great Gospel || Regen +10 %, BRV Recovery +50 %
|-
|First to Victory || Initial EX Force +20 %, Initial Assist Charge +20 %, Initial Bravery +20 %
|-
|Fake Mustache || LUK +10, EX Core Appearence Boost
|-
|Mystic Guard || EX Break Chance (Endure one EX Break)
|-
|Spider Silk || EX Revenge Duration +5 %
|-
|Close to You || Always Absorb EX Force, Assist Gauge Charge -30 %
|-
|Center of the World || EX Intake Range +3m, EX Force & Core Absorption +25 %, Assist Gauge Freeze
|-
|Together as One || Initial Assist Charge +40 %, Assist Gauge Duration +50 %, EX Force Absorption -40 %
|-
|Side by Side || AST Gauge Charge on HP attack, EX Force Absorption Disabled, EX Gauge Freeze
|-
|Arcane Incense || Initial EX Force +25 %, Accessory breakability: 100 %
|-
|Arcane Incense || Initial EX Force +100 %, Accessory breakability: 100 %
|-
|Spirit of Qu'Bia || Initial EX & AST Charge +100 %, Initial Bravery +300 %, Accessory Breakability: 100 %
|-
|Shock of Qu'Bia || EX & Assist Chance, EX & AST Gauge Depletion +100 %, Accessory Breakability: 100 %
|-
|Qu'Bia Crystal || EX Force Absorption +100 %, EX Core Absorption +100 %, Accessory Breakability: 100 %
|}


== Equipment set bonuses (LV100) ==
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.


=== King of Tragedy ===
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.
'''Effect:''' EX Revenge Duration +40%, EX Revenge Damage +50%


Must equip all four equipment for set bonus.
</tabber>


{|class="wikitable"
== EX Mode: Look, the faeries are here! ==
! Type !! Name !! Stats !! Effect !! Category
Effects:
|-
* Regen
|Weapon || Rhongomiant || HP -328, ATK +69, DEF -1 || - || Spear
* Critical Boost
|-
* A Faerie's Miracle
|Hand || Prytwen || DEF +73 || - || Shield
|-
|Head || Dragon Sallet || BRV +290, DEF +1 || - || Helm
|-
|Body || Wygar || HP +2973 || - || Light Armor
|}


=== Rise of Discord ===
=== A Faerie's Miracle ===
'''Effect:''' EX Mode Duration +40 %, EX Revenge Duration +40 %.
''[Always active while in EX Mode] The recovery time after bravery attacks can be cancelled by performing any attack.''


Exclusive to Feral Chaos.
=== EX Burst: Desperado ===
Must equip all four equipment for set bonus.
''A furious bombardment of bullets. Take aim and press R to shoot or hold down the button for rapid fire.''


{|class="wikitable"
{{burst
|-
|damage1=7 x 3, 11 (32)
! Type !! Name !! Stats !! Effect !! Category
|damage2=1 x 40, 2 x 14 (68) (100 total)
|-
|type=Physical
|Weapon || Endless Oblivion || ATK +67 || - || Exclusive
}}
|-
|Hand || Eternal Despair || DEF +73 || - || Exclusive
|-
|Head || Phantasmal Abyss || BRV +290, DEF +1 || - || Exclusive
|-
|Body || Cycle's End || HP +2973 || - || Exclusive
|}


=== Seal of Lufenia ===
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.
'''Effect:''' EX Gauge Depletion +5 %.
Must equip three equipment for set bonus.


This set bonus has multiple equipment that are eligible for this set bonus.
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.


{|class="wikitable sortable"
== Builds ==
! scope=col | Type
Builds here.
! scope=col | Name
! scope=col | Stats
! scope=col | Effect
! scope=col | Category
|-
|Weapon || Lufenian Saber || ATK +67 || - || Sword
|-
|Weapon || Lufenian Dagger || ATK +66 || - || Dagger
|-
|Weapon || Lufenian Katana || BRV +39, ATK +67, DEF -1 || - || Katana
|-
|Weapon || Lufenian Lance || HP -328, ATK +69, DEF -1 || - || Spear
|-
|Weapon || Lufenian Staff || BRV +39, ATK +66 || - || Staff
|-
|Weapon || Star of Lufenia || BRV -40, ATK +69, DEF -1 || - || Thrown
|-
|Weapon || Lufenian Lute || BRV -40, ATK +67, DEF +1 || - || Instrument
|-
|Weapon || Lufenian Pole || HP -328, BRV +79, ATK +66 || - || Pole
|-
|Hand || Lufenian Dirk || ATK +1, DEF +72 || - || Parrying
|-
|Hand || Lufenian Bangle || HP +327, DEF +72 || - || Bangle
|-
|Hand || Lufenian Gauntlets || BRV +39, DEF +72 || - || Gauntlet
|-
|Hand || Lufenian Greatshield || BRV +39, ATK -1, DEF +73 || - || Large Shield
|-
|Head || Lufenian Hairpin || HP -328, BRV +369 || - || Hairpin
|-
|Head || Lufenian Headband || HP +327, BRV +290 || - || Headband
|-
|Body || Lufenian Jacket || HP +2973, BRV +39, DEF -1 || - || Clothing
|-
|Body || Lufenian Vest || HP +2973 || - || Light Armor
|}


=== Soul of Yamato ===
<tabber>
'''Effect:''' LUK +3 / Regen +20 % / HP to BRV, EX Core Appearence Boost
|-|Build #1=
Must equip three equipment for set bonus.
{{Build
|hp=
|cp=
|brv=
|atk=
|def=
|luk=
|booster=
|setbonus=
|ast=
|wpn=
|hand=
|head=
|armor=
|acc1=
|acc2=
|acc3=
|acc4=
|acc5=
|acc6=
|acc7=
|acc8=
|acc9=
|acc10=
|summon=
}}


{|class="wikitable"
|-|Build #2=
! Type !! Name !! Stats !! Effect !! Category
{{Build
|-
|hp=
|Weapon || Genji Blade || BRV +39, ATK +67, DEF -1 || - || Katana
|cp=
|-
|brv=
|Hand || Genji Shield || DEF +73 || - || Shield
|atk=
|-
|def=
|Head || Genji Helm || BRV +290 DEF +1 || - || Helm
|luk=
|-
|booster=
|Body || Heavy Armor || HP +3300 BRV +39 || - || Heavy Armor
|setbonus=
|}
|ast=
|wpn=
|hand=
|head=
|armor=
|acc1=
|acc2=
|acc3=
|acc4=
|acc5=
|acc6=
|acc7=
|acc8=
|acc9=
|acc10=
|summon=
}}


</tabber>


== Equipment (LV100) ==
== Assist ==


{|class="wikitable sortable"
{{012Assist
! scope=col | Type
|type1=BRV
! scope=col | Name
|attack1=Machine Gun
! scope=col | Stats
|startup1=31F
! scope=col | Effect
|position1=Ground
! scope=col | Category
|spawn1=Opponent
|-
|damage1=1 x 31 (31)
|Weapon || Zwill Crossblade || ATK +66, DEF +1 || Initial EX Force +20 % || Dagger
|effect1=-
|-
|type2=BRV
|Weapon || Heaven's Cloud || BRV +39, ATK +67, DEF -1 || EX Intake Range +3m || Katana
|attack2=Shotgun
|-
|startup2=55F
|Weapon || Nirvana || BRV +39, ATK +66 || EX Mode Duration +20 % || Staff
|position2=Air
|-
|spawn2=Opponent
|Weapon || Fire Book || BRV +39, ATK +66 || Regen +15 % || Staff
|damage2=1 x 6, 1 x 6, 3 x 6 (30)
|-
|effect2=Wall Rush
|Weapon || Cleaver || BRV -40, ATK +69, DEF -1 || EX Force Absorption +10 % || Thrown
|type3=HP
|-
|attack3=Satellite Laser
|Weapon || Loki's Lute || BRV -40, ATk +67, DEF -1 || EX Core Absorption +20 % || Instrument
|startup3=83F
|-
|position3=Ground
|Weapon || Gigant Axe || BRV -80, ATK +70 || EX Force Absorption +10 %, slight Anti-EX effect || Exclusive ([[Garland_(Dissidia_012)|'''Garland''']])
|spawn3=Player
|-
|damage3=2 x 8 (16)
|Weapon || Mateus' Malice || HP +327, BRV -80, ATK +68, DEF +1 || EX Intake Range +3m, slight Anti-EX effect || Exclusive ([[The_Emperor_(Dissidia_012)|'''The Emperor''']])
|effect3=Wall Rush
|-
|type4=HP
|Weapon || Everdark || BRV +39, ATK +67 || BRV Recovery +100 %, slight Anti-EX effect || Exclusive ([[Cloud_of_Darkness_(Dissidia_012)|'''Cloud of Darkness''']])
|attack4=Ragnarok Blade
|-
|startup4=43F
|Weapon || Dorgann's Blade || ATK +68 || Regen +20 %, Cat Nip effect || Exclusive ([[Bartz_Klauser_(Dissidia_012)|'''Bartz''']])
|position4=Air
|-
|spawn4=Opponent
|Weapon || Yoshiyuki || BRV +39, ATK +68, DEF -1 || EX Force Absorption +10 %, Riposte effect || Exclusive ([[Gilgamesh_(Dissidia_012)|'''Gilgamesh''']])
|damage4=-
|-
|effect4=Wall Rush
|Weapon || Dancing Mad || BRV -40, ATK +68, DEF +1 || Initial EX Force +20 %, Back to the Wall effect || Exclusive ([[Kefka_Palazzo_(Dissidia_012)|'''Kefka''']])
}}
|-
|Weapon || One-Winged Angel || BRV +39, ATK +68, DEF -1 || Damage +10 %, slight Anti-EX effect || Exclusive ([[Sephiroth_(Dissidia_012)|'''Sephiroth''']])
|-
|Weapon || Lionheart || ATK +68 || EX Core Absorption +30 %, slight Sneak Attack effect || Exclusive ([[Squall_Leonhart_(Dissidia_012)|'''Squall''']])
|-
|Weapon || Shooting Star || HP +327, BRV -80, ATK +68 DEF +1 || EX Force Absorption +10 %, Back to the Wall effect || Exclusive ([[Ultimecia_(Dissidia_012)|'''Ultimecia''']])
|-
|Weapon || Terra's Legacy || HP +327, BRV -80, ATK +68, DEF +1 || EX Force Absorption +10 %, Back to the Wall effect || Exclusive ([[Kuja_(Dissidia_012)|'''Kuja''']])
|-
|Weapon || Spira's Hope || BRV +39, ATK +67 || EX Intake Range +3m, Cat Nip effect || Exclusive ([[Yuna_(Dissidia_012)|'''Yuna''']])
|-
|Weapon || Chaos Blade || ATK +68 || EX Mode Duration +20 %, slight Counterattack effect || Exclusive ([[Gabranth_(Dissidia_012)|'''Gabranth''']])
|-
|Weapon || Zodiac Blade || ATK +68 || EX Core Absorption +30 %, Riposte effect || Exclusive ([[Vaan_(Dissidia_012)|'''Vaan''']])
|-
|Hand || Seydlitz || HP +327, DEF +72 || Regen +20 % || Bangle
|-
|Hand || Highway Star || ATK +1, DEF +72 || EX Force Absorption +10 % || Exclusive ([[Gabranth_(Dissidia_012)|'''Gabranth''']])
|-
|Body || Bone Mail || HP +3300, BRV +39 || EX Core Absorption Disabled, EX Force Absorption Disabled || Heavy Armor
|}

Revision as of 02:50, 20 February 2024


Info
Name Laguna Loire (ラグナ・レウァール)
Original game Final Fantasy VIII
Weapon Swords, Daggers, Greatswords, Guns
Armor Shields, Bangles, Hats, Helms, Clothing, Light Armor, Chestplates
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)
Exclusive weapons Machine Gun, High-Power Machine Gun, Ragnarok Pistol

Combos page

Strategy page

Strengths Weaknesses
  • 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
  • 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

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. 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) 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.


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) 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, 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) 13F 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 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.


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)
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 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)
36 41F Physical Ranged Mid 0 Wall Rush 30 (15)

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

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


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

  • 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.
  • 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
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.

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

[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.

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.

HP Attacks

Ground

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
1 x 7 (7) 53F~172F (charge), 3F (release) Physical Melee High 21 Wall Rush 40 (20)

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.

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.

Less niche than Satellite Laser, but still not strong enough to be thrown out at all times.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
2 x 6 (12) 83F Physical Ranged High 36 Wall Rush 30 (15)

[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.

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!

Aerial

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
- 43F - Melee High 0 Wall Rush 30 (15)

[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.

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.

No matter where Laguna will always rise a little, making it something to be considered when used in tight spacing or with shield up.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
- 35F~117F (charge), 3F (release) - Ranged High 60 per hit - 40 (20)

[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 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.

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.

Builds

Builds here.

Stats
HP
CP
BRV
ATK
DEF
LUK
Max Booster
Special Effect:
Equipment
Assist
Weapon
Hand
Head
Armor
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
Armor
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 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