Kefka Palazzo (Dissidia 012) and Laguna Loire (Dissidia 012): Difference between pages

From Dissidia Wiki
(Difference between pages)
(→‎Bravery Attacks: Added info on ultima, zap trap and meteor.)
 
 
Line 2: Line 2:


{{CharacterInfo
{{CharacterInfo
|name=Kefka Palazzo (ケフカ・パラッツォ)
|name=Laguna Loire (ラグナ・レウァール)
|origin=Final Fantasy VI
|origin=Final Fantasy VIII
|weapon=Instruments, Poles, Rods, Staves
|weapon=Swords, Daggers, Greatswords, Guns
|armor=Bangles, Clothing, Hats, Hairpins, Headbands, Ribbons, Robes
|armor=Shields, Bangles, Hats, Helms, Clothing, Light Armor, Chestplates
|atk=111 (High)
|atk=111 (High)
|def=110 (Low)
|def=110 (Low)
|runspeed=11.5 (Very Slow)
|runspeed=9 (Slow)
|dash=81 (Below Average)
|dash=81 (Below Average)
|fall=67 (Fast)
|fall=75 (Above Average)
|fallr=13 (Fastest)
|fallr=35 (Above Average)
|exclusives=Lamia's Flute, Nephilim Flute, Dancing Mad
|exclusives=Machine Gun, High-Power Machine Gun, Ragnarok Pistol
}}
}}


{{ProConTable
[[Laguna Loire (Dissidia 012)/Combos|'''Combos page''']]
|pros=*'''Damage''' - High attack stat, synergy with [[Assist_(Dissidia_012)#Side_by_Side|'''Side by Side''']] {{accsp}}, good damage multipliers on his staple braveries and combos ensure Kefka's damage output shines regardless of build.
 
*'''Range''' - If left unattended, Kefka can create presence anywhere in a stage, whether it's the gradually homing Waggly-Wobbly Firaga or Trine with infinite range.
[[Lagune Loire (Dissidia 012)/Strategy|'''Strategy page''']]
*'''Mobility''' - One of the strongest Precision Jump users with it's speed and height. Fast fall speed makes air dodges significantly harder to punish. While dash speed is below average, it's more than enough to keep aggressive opponents occupied.
*'''Defensive play''' - Having ways to quickly create distance that is in service of his braveries, Kefka can dictate the pace of a match with reverse ground / air dashes.
*'''Momentum''' - In addition to damage, Kefka is in a great position to take advantage of any hits he gets by casting another Waggly-Wobbly Firaga, making it more difficult to challenge his defense. With Side by Side and LV2 Assist Change, Kefka can also retaliate with Havoc Wing, further cementing his advantage in meter economy.
*'''EX Mode''' - Casting two spells at once greatly amplifies his space control and damage output. Ultima comes out instantly.
|cons=*'''Vulnerable to whiff punishment''' - Many of Kefka's bravery attacks have a long startup that can be punished with assist on reaction, or contested with a Free Air Dash. Despite having a great close range threat with the Scatter-Spray Blizzaga bravery, Kefka is still susceptible to counter attacks if it's dodged.
*'''Assist meter generation on whiff''' - Because Kefka does not have quick low commitment pokes, generating assist meter safely can be very difficult.
*'''EX generation on hit''' - Two of his staple braveries do not produce EX Force, often limiting his EX intake to EX cores, Extra-Crispy Firaga enders and occasional whiff punishes with Lickety-Split Thundagas.
*'''Reversing momentum''' - If the opponent is consistently intercepting Kefka's braveries with assist or offensive approaches, Kefka has to take big risks to stay alive.
*'''Small stages''' - By the same token, smaller stages like M.S. Prima Vista leave less room for Kefka to create space and cast spells safely.
}}


== Overview ==
== Overview ==
Kefka is a defensive spellcaster who primarily operates at mid and long range to create opportunities to deal damage and stay safe.  
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 ===
<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.''
 
 
Run'n'Gun, literally. After startup Laguna can move while firing but won't track the opponent while its 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, although difficult and needs some practice since the low hitstun can break your assists hitstun. Use wisely.
 
|-|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.''
 
 
Your grounded main tool for alot of things. Whiff Punish, Poking, Converting into HPs, and some finnicky counterplay tech.
 
* 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 split bullet which does 35 base damage will always track the opponents current location after ricocheting off something, making it excellent for dodge punishes and trick shots.
 
* Potentially the hardest hitting move in his bravery kit if both the main bullet and smaller bullets hit. Mostly only at super close range or with godlike aim right at their feet.
 
* Bounce bullets are Low priority, the main shot Mid. Blocking the main shot staggers them but can send the split bullet after you, giving you an opportunity to punish with assist right after if they get staggered.
 
* The chase effect will cancel out if hitting someone with a full charge and only a single split bullet, causing normal hitstun.
 
* You can hitconfirm into assists by dodge cancelling and calling assist right away on a ricochet hit. The timing is very lenient, with the fastest assists, and anyone faster than 20F can convert off of it point blank even. Practice and get a feel for it.
 
Solid move, a staple of grounded zoning, keepaway and mixups to pressure the opponent. Paired with Electroshield can be hard to contest and punish for the opponent. Don't overuse it, but do use it as much as you can.
|-|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.''
 
 
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) || 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.
 
|-|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.''
 


By utilising reverse dashes, air dodges with great fall speed and Precision Jumps, Kefka can quickly create space to begin casting his signature Waggly-Wobbly Firaga bravery that pursues the opponent with fluctuating priorities. This creates an incentive for the opponent to engage with Kefka which sets up his bigger plays. In close range he can threaten with a mid priority Scatter-Spray Blizzaga, or harass distant opponents with Extra-Crispy Firaga, Lickety-Split Thundaga, Hyperdrive or Trine. All of these attacks can lead to assist combos, representing a threat regardless of Kefka's position.
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.


Kefka's strengths are characterised by his eccentric projectile behavior, good defensive mobility and great damage potential.
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.
He possesses a high base attack stat and his staple braveries can inflict a lot of damage in a single assist combo. Dodge punishment is serviceable, but he doesn't rely on it to the extent that characters like {{012clo}}, {{012zid}} and {{012tid}} do. While his base defense stat and grounded movement speed are well below average, his Precision Jumps are top class, his fall speed creates one of the safest air dodges in the game and his dash speed is sufficient for general purpose defensive maneuvers.


Kefka's strenghts are well pronounced, but so are his weaknesses. Low EX Force generation on many of his attacks means he is more reliant on EX Cores and equipment to reach his devastating EX mode. One of his greatest weaknesses however, is being susceptible to whiff punishment. Majority of Kefka's attacks have a lengthy startup or low priority which makes them vulnerable to being countered by assists or Free Air Dash. This can create issues against aggressive opponents who can quickly close gaps and contest with fast braveries or assist meter such as {{012lig}} or {{012ok}}. {{012seph}}'s Shadow Flare is also notorious for applying pressure against Kefka's spellcasting.
|-|Electro Shield (ground)=
{| class="wikitable"
|-
! 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.''


Not having a quick low commitment bravery also creates another problem for Kefka - Assist meter economy. Despite having stellar defensive traits, he cannot quickly generate one of the game's most important resources with relatively little risk. Side by Side {{accsp}} helps, but forgoes EX entirely. Even then, it limits Kefka's options for creating momentum when he's at a disadvantage. Turning these situations around often involves notable risk for Kefka.


Kefka has been rated as a high tier and a mid tier character in the game's competitive history. He thrives with momentum, but can also struggle a lot when it's not in his favor. Despite that, his defensive playstyle stands out in the roster and can reward dedicated players greatly.
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.


== Bravery Attacks ==
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.


All of Kefka's bravery attacks have a ground and a midair version. Attack data is shared between both versions.
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.


Scatter-Spray Blizzaga and Lickity-Split Thundaga have different damage multipliers when used during EX mode. These values are listed after the regular values and are highlighted in bold.


<tabber>
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
|-|Twisty-Turny Blizzaga=
{{AbilityInfo
|damage=5 x N, 25 (30+)
|startup=21F
|type=Magical
|priority=Ranged Low
|ex=each 15 > 0
|effect=Wall Rush
|cp=30 (15)
}}
''[Long] Drop ground-hugging ice. Ice quickly spins while homing.''


|-|Scatter-Spray Blizzaga=
</tabber>
{{AbilityInfo
|damage=5, 6 x 6 (41) / '''5, 6 x 6, 6 x 6 (77)
|startup=13F (1st) > 71F (spray)
|type=Magical
|priority=Ranged Mid (1st), Ranged Low (spray)
|ex=0
|effect=-
|cp=30 (15)
}}
''[Long] Fire large ice chunks that stop in midair and break into smaller pieces.''


One of Kefka's strongest bravery attacks that is commonly used in close range to fend off nearby opponents and convert into an assist combo (from Waggle-Wobbly Firaga). A Ranged Mid projectile at lightning speed that persists for over a second until it sends out several shards of ice at the opponent. Scatter-Spray Blizzaga will remain active with the mid priority until the ice shards come out, but blocking it can cause this projectile to send ice shards towards Kefka instead. Despite this Scatter-Spray Blizzaga represents a threat, as being staggered from blocking it can lead to an assist follow-up.
=== Aerial ===


Both parts of Scatter-Spray Blizzaga inflict a fixed amount of hit stun. This can influence how the following low priority ice shards connect on the opponent. Hitting with Scatter-Spray from it's mid / max range combos lets the shards connect more consistently, while hitting with this in point blank range can result in multiple shards whiffing more frequently.
<tabber>
|-|Shotgun=
{| class="wikitable"
|-
! 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.''


Due to it's higher priority and unreactable startup time, this is Kefka's primary attack when defending against aggressive opponents. However, if the opponent makes a good read on Kefka's timing when using this, he is left wide open for attacks. Assist can be used to intercept these punish attempts, though the mileage will vary depending on match-up and the situation at hand.
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.


When used during EX Mode, the broken ice shards will pursue the opponent a second time. The later the shards connect at first, the easier it becomes for them to combo into itself again.
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.


|-|Extra-Crispy Firaga=
|-|Homing Bazooka=
{{AbilityInfo
{{AbilityInfo
|damage=each 15, up to 45
|damage=36
|startup=49F
|startup=41F
|type=Magical
|type=Physical
|priority=Ranged Low
|priority=Ranged Mid
|ex=each 30
|ex=0
|effect=Chase
|effect=Wall Rush
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Mid] Shoot speedy fireball. Splits into 3 parts after firing.''
''[Long] Blast foe with bazooka. Press button to change strength.''
 
[Long] Blast foe with bazooka. Press button to change strength.


One of Kefka's primary bravery attacks. The long startup and low priority makes it poor for long range combat, but it has decent reward on hit and synergises well with Scatter-Spray Blizzaga and Waggle-Wobbly Firaga after either bravery attack hits. Extra-Crispy Firaga is often used during assist combos to add damage and create [[Chase_(Dissidia_012)|'''chase''']] loop scenarios to enforce HP damage.


Having faster startup compared to Waggle-Wobbly Firaga, Extra-Crispy Firaga can protect Kefka against assist whiff punish attempts with [[Abilities_(Dissidia_012)#Support_Abilities-0|'''Auto Assist Lock On''']]. This is one of the attack's key applications in [https://glossary.infil.net/?t=Neutral '''the neutral'''] and should be used sparingly to keep the opponent's on their toes.
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


The timing for whiff punishing this attack with an assist differs from Waggle-Wobbly - While both Firagas can be punished early, Extra-Crispy Firaga has a later cancel window after the initial projectile comes out. Calling the assist ''as'' the projectile comes out avoids getting the assist locked, but the timing is not very lenient.
* 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.


Extra-Crispy Firaga inflicts two different hit stuns depending on which part of the projectile hits. If the initial projectile connects, it only causes brief hit stun that sends the opponent back. Once the projectiles have split into the three homing projectiles, each projectile can send the opponent upwards and it has enough hit stun to dodge cancel and follow up with an assist. After calling the assist, Kefka has enough time to cast another Waggle-Wobbly Firaga for a chase loop.
* 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.


When done at a corner in point blank range or right above the opponent, the damage output of Extra-Crispy Firaga can double due to all three projectiles hitting twice instead of once. <ref>https://www.youtube.com/watch?v=1zOrrOI4WvE&t=236s Example of double hitting ECF </ref> This is a great asset for Kefka in small stages with low ceiling such as Pandaemonium and Kefka's Tower and scales very well with damage builds.
* 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


|-|Waggle-Wobbly Firaga=
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.
Starts as ranged low priority, then transforms into a ranged mid priority projectile. After that, Waggle-Wobbly Firaga will repeat the low priority into mid priority once more before vanishing.


|-|Sticky Bomb=
{{AbilityInfo
{{AbilityInfo
|damage=3 x 7 (21)
|damage=20 (hits twice if explodes at max range without latching)
|startup=59F
|startup=29F / 42F / 62F (charge), 9F (release)
|type=Magical
|type=Physical
|priority=Ranged Low (small) > Ranged Mid (big)
|priority=Ranged Low (bomb), Unblockable (explosion)
|ex=0
|ex=0
|effect=-
|effect=-
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Long] Shoot slow fireball. Tenacious homing.''
''[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 cornerstone of Kefka's pressure. In most match-ups against close-range characters, this is what players should seek to cast or set up after attacks to make engaging with Kefka more difficult. Because of it's Ranged Mid priority and the ability to blindside opponents with it's zig-zag style travelling arc, this projectile can greatly interfere with their approach.
|-|Pummel (midair)=
{| 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.''


Two Waggle-Wobbly Firagas can pursue the opponent on the stage simultaneously. If a third one is cast, the first one usually vanishes due to reaching it's maximum duration. However, if one Waggle-Wobbly Firaga hits the opponent, a third Firaga can be casted, and the first one that hit the opponent will operate without interference.


When Waggle-Wobbly Firaga hits, it will hold the opponent in place for a good second before it stops inflicting damage. During this time following up with assist, braveries or HPs is very practical and is one of Kefka's primary ways to land HP attacks without assist. No knockback occurs at the end, providing only a brief window for follow-ups in the air and more notably, landing lag abuse on the ground.
|-|Missile Barrage (midair)=
{| class="wikitable"
|-
! 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.''


As it takes over a second for the mid priority to become active, it is important to ensure Kefka can perform this attack without being interrupted. Use multiple air jumps in conjunction with [[Abilities_(Dissidia_012)#Extra_Abilities-0|'''Precision Jumps''']] to ascend to a large stage's ceiling within a couple seconds. Reverse Free Air Dash is a great general purpose movement option against any character who has to approach Kefka such as {{012vaan}}, {{012clo}} and {{012pri}}. The safest moments to use Waggle-Wobbly Firaga are usually after an assist or an HP attack, when the opponent has whiffed an attack that must be dodge cancelled and when the opponent cannot reach Kefka with their own attack.
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.


Because the defensive movement (jumps moreso) usually puts Kefka well above the opponent and out of their line of sight for in-game camera, it is possible to take advantage of it. Waggle-Wobbly Firaga doesn't have a strong audio cue to signal it's start-up, but it is possible to mask it a little by performing a dash first and then quickly inputting the attack while Kefka's yell from dash's startup still plays.
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.


During EX Mode, one Waggle-Wobbly Firaga will cast two projectiles instead. The attack data remains the same, but naturally the existence of another projectile creates stronger screen presence and reward on hit.
|-|Electro Shield (midair)=
{| class="wikitable"
|-
! 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.''


|-|Lickety-Split Thundaga=
Your Bread and Butter for keepaway, controlling neutral and slowing down approaches to build meter
{{AbilityInfo
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.
|damage=each (15) / '''(10, EX mode)'''
 
|startup=35F
Notes about Reflect properties:
|type=Magical
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.
|priority=Ranged Low
|ex=each 30 / 21 (EX mode)
|effect=Chase
|cp=30 (15)
}}
''[Mid] Call down lightning bolts. Farther away, the larger the bolt.''


A series of lightning bolts quickly advancing towards the opponent in a mostly straight line. A relatively fast long range punish move, useful for whiff punishment. The vertical tracking is very lackluster, but it is good on the ground and it has enough hit stun to combo into an assist after a dodge cancel or an instant [[Chase_(Dissidia_012)#Empty_Chase|'''empty chase.''']] This requires a bit of practice and anticipation, but it is a serviceable bravery regardless.
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.


During EX Mode, Kefka will fire another series of bolts after the first one that goes even further. Dodge cancel is possible after the first set of projectiles, making potential assist conversions a bit easier to visually confirm.
</tabber>


|-|Zap-Trap Thundaga=
== HP Attacks ==
{{AbilityInfo
|damage=each (10)
|startup=65F
|type=Magical
|priority=Ranged Low
|ex=each 15
|effect=Chase
|cp=30 (15)
}}
''[Long] Surround foe w/lightning. Press button to call more bolts.''


Gradually spawning lightning bolts that can combo into assist with an instant empty chase. While this is good, Zap-Trap Thundaga's minimal bravery damage output, low priority and slow startup make it difficult to justify over other braveries.
=== Ground ===


Kefka can dodge cancel after the first bolts have been summoned.
<tabber>


|-|Meteor=
|-|Ragnarok Buster=
{{AbilityInfo
{{AbilityInfo
|damage=each 15, up to 75
|damage=1 x 7 (7)
|startup=35F (first appearence)
|startup=53F~172F (charge), 3F (release)
|type=Magical
|type=Physical
|priority=Ranged Low
|priority=Melee High
|ex=each 30
|ex=21
|effect=Chase
|effect=Wall Rush
|cp=30 (15)
|cp=40 (20)
}}
}}
''[Long] Rain fire from the skies that ricochets and flies at foe.''
''Mid] Bombard with lasers. Charge to adjust timing.''


Five fireballs descend, surrounding the opponent before homing in at them. Due to it's long startup, low priority, lackluster area of effect midair and low reward on hit without assist, Meteor is often outclassed by his other braveries. While it occupies a decent amount of space, it does not represent a consistent threat against dashes or dodges, nor does it protect Kefka if he casts it from afar.


If performed in the air, the fireballs will descend for a long time until they reach the ground. This further limits Meteor's viability and is often better used in small stages or near the ground.
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.


Each homing projectile sends the opponent upwards and they can combo into assist and other attacks on hit. This is easier said than done however, as the slow startup and low priority make it difficult to connect with Meteor against moving opponents. Visually confirming Meteor on hit can be difficult in neutral situations, but assist combos provide much needed leeway for additional follow-ups. Both Waggle-Wobbly Firaga and being positioned above the opponent are a big help
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.


During EX Mode, Meteor can be used midair with no reliance on ground at all as the projectiles will halt their descent after a moment before pursuing the opponent. In a way, it functions as if it is performed in the ground.
Less niche than Satellite Laser, but still not strong enough to be thrown out at all times.


|-|Ultima=
|-|Satellite Laser=
{{AbilityInfo
{{AbilityInfo
|damage=15, 25
|damage=2 x 6 (12)
|startup=33F > 89F / 1F > 33F (EX mode)
|startup=83F
|type=Magical
|type=Physical
|priority=Ranged Mid
|priority=Ranged High
|ex=30 > 0
|ex=36
|effect=Wall Rush
|effect=Wall Rush
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Mid] Cast the ultimate(?) spell. Causes huge blast...eventually.''
''[Long] Fire laser from orbiting satellite. Stopped by terrain.''


Covers space in front of Kefka with a small projectile and then a wide aoe blast that wall rushes. Ultima is not often used due to it's low reward on hit without walls compared to his other braveries that perform similiar roles with almost equally long casting times. It can perform better in small stages such as in M.S. Prima Vista and Phantom Train, where it can occupy more space with an increased likelyhood for wall rush.
One of the longest startup HPs, and a clutch tool for Laguna's matchups. BOMBS AWAY!


When used during EX Mode, Ultima becomes active on frame 1, making this the fastest bravery attack in the game. It is therefore on par with block's startup, and because of it's Ranged Mid priority, it quickly stagger opponents trying to guard against it.
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>
</tabber>


== HP Attacks ==
=== Aerial ===
 
All of Kefka's HP attacks have a ground and a midair version, except Hyperdrive. Attack data is shared between both versions. Hyperdrive is only available on the ground.


<tabber>
<tabber>
|-|Havoc Wing=
|-|Ragnarok Blade=
{{AbilityInfo
{{AbilityInfo
|damage=-
|damage=-
|startup=51F
|startup=43F
|type=-
|type=-
|priority=Melee High
|priority=Melee High
Line 215: Line 310:
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Close] Attack with wings. Quick approach, useful vs. any height.''
''[Long] Chop with energy blade. Effective against any height.''


|-|Hyperdrive=
Laguna lifts up the Ragnarok and cuts down vertically with a long energy sword. An absolute staple of his punish game. GET EM!
{{AbilityInfo
 
|damage=-
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.
|startup=63F, 91F, 143F (hitbox 3F after button release)
 
|type=-
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.
|priority=Unblockable
|ex=60
|effect=-
|cp=30 (15)
}}
''[Long] Launch a column of flame along ground. Range depends on length of button hold.''


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


|-|Trine=
|-|Split Laser=
{{AbilityInfo
{{AbilityInfo
|damage=-
|damage=-
|startup=73F
|startup=35F~117F (charge), 3F (release)
|type=-
|type=-
|priority=Ranged High
|priority=Ranged High
|ex=each 21
|ex=60 per hit
|effect=-
|effect=-
|cp=30 (15)
|cp=40 (20)
}}
}}
''[Long] Triangular spell appears in the air and attacks from 3 directions.''
''[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.


|-|Forsaken Null=
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.
{{AbilityInfo
|damage=-
|startup=89F
|type=-
|priority=Ranged High
|ex=0
|effect=-
|cp=30 (15)
}}
''[Long] Triangular spell appears in the air and attacks from 3 directions.''


</tabber>
</tabber>


== EX Mode: Power of Destruction! ==
== EX Mode: Look, the faeries are here! ==
Effects:
Effects:
* Regen
* Regen
* Critical Boost
* Critical Boost
* Glide
* A Faerie's Miracle
* Exhilarating Magic


=== Glide ===
=== A Faerie's Miracle ===
''[Activate by holding x in midair]
''[Always active while in EX Mode] The recovery time after bravery attacks can be cancelled by performing any attack.''
Increases the magus power within to move freely through the air.''


=== Exhilarating Magic ===
=== EX Burst: Desperado ===
''[Always active while in EX Mode]
''A furious bombardment of bullets. Take aim and press R to shoot or hold down the button for rapid fire.''
All spells become more chaotic - multiple projectiles, magic rebounds, and other unpredictable effects.''
 
=== EX Burst: Light of Judgment ===
''A light comes from the heavens, cleansiing all in its wake. Memorize the commands that display then enter them in order.''


{{burst
{{burst
|damage1=8, 4, 4, 4 (20)
|damage1=7 x 3, 11 (32)
|damage2=10 x 8 (80) (100 total)
|damage2=1 x 40, 2 x 14 (68) (100 total)
|type=Magical
|type=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 ==
Kefka usually runs with Waggly-Wobbly Firaga, Scatter-Spray Blizzaga and Extra-Crispy Firaga braveries in the air.
Builds here.


<tabber>
<tabber>
|-|Build #1=
|-|Build #1=
{{Build
{{Build
|hp=10299
|hp=
|cp=450
|cp=
|brv=917
|brv=
|atk=180
|atk=
|def=183
|def=
|luk=60
|luk=
|booster=x7.4
|booster=
|setbonus=Seal of Lufenia
|setbonus=
|ast=Kuja
|ast=
|wpn=Dancing Mad
|wpn=
|hand=Lufenian Dirk
|hand=
|head=Lufenian Headband
|head=
|armor=Lufenian Vest
|armor=
|acc1={{accbas}} Hyper Ring
|acc1=
|acc2={{accbas}} Earring
|acc2=
|acc3={{accbas}} Battle Hammer
|acc3=
|acc4={{accboo}} Large Gap in HP
|acc4=
|acc5={{accboo}} BRV > Base Value
|acc5=
|acc6={{accboo}} Pre-EX Mode
|acc6=
|acc7={{accboo}} Pre-EX Revenge
|acc7=
|acc8={{accboo}} Aerial
|acc8=
|acc9={{accboo}} Opponent HP < 50 %
|acc9=
|acc10={{accsp}} Tenacious Attacker
|acc10=
|summon=Rubicante
|summon=
}}
}}
Use CP glitch for Lufenian Dirk and Lufenian Vest.


|-|Build #2=
|-|Build #2=
Line 346: Line 425:


== Assist ==
== Assist ==
Kefka's assist data.


{{012Assist
{{012Assist
|type1=BRV
|type1=BRV
|attack1=Meteor
|attack1=Machine Gun
|startup1=35F
|startup1=31F
|position1=Ground
|position1=Ground
|spawn1=Player
|spawn1=Opponent
|damage1=15 each (up to 75)
|damage1=1 x 31 (31)
|effect1=Chase
|effect1=-
|type2=BRV
|type2=BRV
|attack2=Extra-Crispy Firaga
|attack2=Shotgun
|startup2=49F
|startup2=55F
|position2=Air
|position2=Air
|spawn2=Opponent
|spawn2=Opponent
|damage2=15 each (up to 45)
|damage2=1 x 6, 1 x 6, 3 x 6 (30)
|effect2=Chase
|effect2=Wall Rush
|type3=HP
|type3=HP
|attack3=Hyperdrive
|attack3=Satellite Laser
|startup3=143F
|startup3=83F
|position3=Ground
|position3=Ground
|spawn3=Opponent
|spawn3=Player
|damage3=-
|damage3=2 x 8 (16)
|effect3=Chase
|effect3=Wall Rush
|type4=HP
|type4=HP
|attack4=Havoc Wing
|attack4=Ragnarok Blade
|startup4=51F
|startup4=43F
|position4=Air
|position4=Air
|spawn4=Opponent
|spawn4=Opponent

Revision as of 01:53, 21 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

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 won't track the opponent while its 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, although difficult and needs some practice since the low hitstun can break your assists hitstun. Use wisely.
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 grounded main tool for alot of things. Whiff Punish, Poking, Converting into HPs, and some finnicky counterplay tech.

  • 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 split bullet which does 35 base damage will always track the opponents current location after ricocheting off something, making it excellent for dodge punishes and trick shots.
  • Potentially the hardest hitting move in his bravery kit if both the main bullet and smaller bullets hit. Mostly only at super close range or with godlike aim right at their feet.
  • Bounce bullets are Low priority, the main shot Mid. Blocking the main shot staggers them but can send the split bullet after you, giving you an opportunity to punish with assist right after if they get staggered.
  • The chase effect will cancel out if hitting someone with a full charge and only a single split bullet, causing normal hitstun.
  • You can hitconfirm into assists by dodge cancelling and calling assist right away on a ricochet hit. The timing is very lenient, with the fastest assists, and anyone faster than 20F can convert off of it point blank even. Practice and get a feel for it.
Solid move, a staple of grounded zoning, keepaway and mixups to pressure the opponent. Paired with Electroshield can be hard to contest and punish for the opponent. Don't overuse it, but do use it as much as you can.
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