Laguna (Dissidia 012 Final Fantasy)
Info | |
---|---|
Name | Laguna Loire |
Original game | Final Fantasy VIII |
Weapon | Sword, Dagger, Greatsword, Gun |
Armor | Shield, Bangle, Hat, Helm, Clothing, Light Armor, Chestplate |
Run Speed tier | 9 |
Dash Speed | 81F |
Fall Speed | 75F |
Fall Speed Ratio After Dodge | 35 |
Exclusive weapons | Machine Gun, High-Power Machine Gun, Ragnarok |
Overview
Laguna Loire is the deuteragonist of Final Fantasy VIII. Representing the Gunner class, Laguna comes armed with a variety of projectiles for fairly unconventional zoning. Unlike a true keepaway, all his tools come together when in midrange, where he can harass and rack up damage with pokes
Strengths | Weaknesses |
---|---|
|
|
Moveset Data
Bravery Moves
Ground
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
---|---|---|---|---|---|---|
1x32 (32) | 31 | Physical | Ranged Low | 3x32 (96) | None | 30 (15) |
[Mid] Fire machine gun. Move with analog stick while holding button
Run'n'Gun, literally. Laguna can't move during startup, but move while firing with his usual walk speed. Limited vertical aim and can't turn while firing, due to it's low hitstun has to close-in to keep the opponent locked..
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
---|---|---|---|---|---|---|
Main Bullet 35 (35) | 37, 1 after release 54 Half/70 Full Charge | Physical | Ranged Mid | 60 | None | 30 (15) |
Split bullets 5 each | Physical | Ranged Low | 3 | Chase | 30 (15) |
[Long] Fire shots that break into smaller pieces after hitting stage.
Your main firearm for ground zoning, who shall keep the bad guys away, There's alot to unpack here
- Laguna can charge it for more split bullets when it collides with the ground/walls. Half Charge gives 3 split shots, Full Charge 5. All Split Bullets can still bounce by themselves
- Split bullets will track the opponents current location when bouncing, making for very good dodge punishes. Due to it's free, although limited, aiming property you can bounce bullets for creative punishes. Hitting behind them hits blocks like Shield of Light or Jecht block
- Potentially the hardest hitting move in his bravery kit if both the main bullet and smaller bullets hit. Mostly only at super close range or with godlike aim at their feet.
- Bounce bullets are Low priority, the main shot Mid. Make good use of that.
- The chase effect will cancel out if hitting someone with a full charge and only a single split bullet, causing normal hitstun
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
---|---|---|---|---|---|---|
15 (15) | 81/91/99 | Physical | Ranged Low | 0 | None | 30 (15) |
[Long] Throw grenade at foe. Change distance with button presses.
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.
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
---|---|---|---|---|---|---|
6.14 (20) | 13 | Physical | Melee Low | 90 | Chase | 30 (15) |
[Close] Strike with machine gun hilt. Low power, quick strike.
Laguna the first guy in video game history smart enough to use his gun as a melee weapon.
This move makes the staple of Laguna's mixup, defensive, and EX game. A 2-hit Melee Low that is easy to hitconfirm with into Chase Setups and has top tier EX Gain. Decently low recovery which makes it decently safe and spammable, low range and vertical homing but 13F meaning it will trade with most moves of it's kind in the game. Ground version will put Laguna in the air, giving access to air dodges/air attacks, similar to Electro Shield.
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
---|---|---|---|---|---|---|
1x6, 1x6, 3x6 (30) | 21 | Physical | Ranged Low | 2 (36) | Wall Rush | 30 (15) |
Charged Version | 55 | Physical | Ranged Mid | 2 (36) | Wall Rush | 30 (15) |
[Close] Fire shotgun. Charge to change its strength.
It's a shotgun! It fires like one! (except when charged)
Takes 55F to be charged and turned into a mid. Although slow and ranged low, it has good range and can be dodge cancelled fairly early. Unfortunately it can't be dodge-cancelled mid charge, making charging it very commital and easily punished by alot of the cast.
It can be shot up to 3 times each delayable, making this very easy to convert into assists and combos. The last shot will wallrush close by, adding to this.
It's tracking is limited as it only follows the opponent around you with limited vertical tracking. After the first shot it will also not track anymore.
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.
Air
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
---|---|---|---|---|---|---|
36 (36) | 41 | Physical | Ranged Mid | 0 | Wall rush | 30 (15) |
[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
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
---|---|---|---|---|---|---|
20 (20) | 29, 9 after Release | Physical | Ranged Low | 0 | None | 30 (15) |
20 (20) | 186 sticky time | Physical | Unblockable | 0 | None | 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.
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
---|---|---|---|---|---|---|
10 (10) | 37 | Physical | Ranged Mid | 0 | Wall rush | 30 (15) |
[Close] Deploy electromagnetic shield. Can deflect weak attacks.
Your Bread and Butter for keepaway, controlling neutral and slowing down approaches to build meter
It's a straightforward move. Laguna deploys a shield infront of him which launches the opponent away on contact and wallrushes, leading to potential assist conversions. Due to it's Ranged Mid priority will win over Ranged Low and Melee Low moves. Laguna can't fully cover himself while standing inside it, be aware of moves with large hitboxes and space yourself accordingly.
Notes about Reflect properties: If a Mid Projectile clashes with it, it does not reflect, and the shield can't reflect the same projectile twice. If this move is blocked, the opponent can dash through it.Melee High moves/blocks will destroy the shield, Ranged High will go through.
Laguna goes airborne during the ground version, giving him access to air dodges/air moves when done out of its recovery. Good for potential mixups or set up low to the ground Bazooka shots.
A staple in Laguna's kit that can only be neglected in select few matchups. Acting as both a tool to slow down the neutral, potential mixup on heavy blocking, and to build meter safely. The ground version can be switched out for niche tools, as Laguna can set up a very low to the ground shield to still fulfill the same purpose. Can be handy in some matchups to have a ground shield set up without additional inputs though
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
---|---|---|---|---|---|---|
6.14 (20) | 13 | Physical | Melee Low | 90 | Chase | 30 (15) |
[Close] Strike with machine gun hilt. Low power, quick strike.
Laguna the first guy in video game history smart enough to use his gun as a melee weapon.
This move makes the staple of Laguna's mixup, defensive, and EX game. A 2-hit Melee Low that is easy to hitconfirm with into Chase Setups and has top tier EX Gain. Decently low recovery which makes it decently safe and spammable, low range and vertical homing but 13F meaning it will trade with most moves of it's kind in the game. Ground version will put Laguna in the air, giving access to air dodges/air attacks, similar to Electro Shield.
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
---|---|---|---|---|---|---|
1x6, 1x6, 3x6 (30) | 21 | Physical | Ranged Low | 2 (36) | Wall Rush | 30 (15) |
Charged Version | 55 | Physical | Ranged Mid | 2 (36) | Wall Rush | 30 (15) |
[Close] Fire shotgun. Charge to change its strength.
It's a shotgun! It fires like one! (except when charged)
Takes 55F to be charged and turned into a mid. Although slow and ranged low, it has good range and can be dodge cancelled fairly early. Unfortunately it can't be dodge-cancelled mid charge, making charging it very commital and easily punished by alot of the cast.
It can be shot up to 3 times each delayable, making this very easy to convert into assists and combos. The last shot will wallrush close by, adding to this.
It's tracking is limited as it only follows the opponent around you with limited vertical tracking. After the first shot it will also not track anymore.
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.
HP Moves
Ground
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
---|---|---|---|---|---|---|
1x7(7) | 53 - 172, 3 after 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 go infinitely long. TIME TO UNLOAD!
Most of the time used to as combo ender and get a wallrush 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.
With 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 HP Blocks and against Maelstrom/Holy
Less niche in use than Satellite Laser, but still too niche to be thrown out at all times.
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
---|---|---|---|---|---|---|
2x6(12) | 83 | Physical | Ranged High | 36 | Wall Rush | 40 (20) |
[Long] Fire laser from orbiting satellite. Stopped by terrain.
One of the highest 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, however with some niche but amazing properties. It has 'infinite vertical' range with a big horizontal tracking range, making Laguna able to threaten the opponent from ground to infinitely high up. Useful for a few matchups and to prevent easy stalling. In the air. The move when it hits will drag them down, and at most heights cause ground rush and able to be converted off of with assists should it hit. 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.
Worst raw HP, extremely staple in the areas it shines. Experiment with it.Air
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
---|---|---|---|---|---|---|
- | 43 | - | Melee High | 0 | Wall Rush | 40 (20) |
[Long] Chop with energy blade. Effective against any height.
Laguna rises up and cuts down vertically with a long energy sword. An absolute staple of his punish game. GET EM!
One of Laguna's fastest immediate HPs Long range, starts instantly right above him, 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. Has a fairly big wallrush radius, the direction 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) |
---|---|---|---|---|---|---|
- | 35-117, 3 after release | - | Ranged High | 60 per hit | None | 40 (20) |
[Long] Fire high-pressure energy bullet. Hold button to continue fire, release to split laser.
Laguna fires out a particle infront of him, which splits into 3 energy orbs on release that home in on the opponent. 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 their current location with limited turn radius, making this a good dodge punish but not so much to chase an opponent with.
Laguna is strationary for the entire duration of the move, making it easily punished. Be careful about this and your opponents spacing before throwing it out randomly, you can still pop the laser early to try and catch the opponents assist before it punishes too.EX Mode
Effects:
- Regen
- Critical Boost
- A Faerie's Miracle
One of the coolest on paper, not as amazing in action. Laguna can cancel his braveries' recovery with any other move during. While it can set up for some tricky zoning and defensive mixups, it's difficult to get alot of mileage due to the short time it lasts. If you pop it, make it's best use out of it or.....
EX Burst: Desperado
Damage multiplier (initial) | Damage multiplier | Type |
---|---|---|
7x3, 11 (32) | 1x40, 2x14 (68) Total Damage = 100 | Physical |
A furious bombardment of bullets. Take aim and press R to shoot or hold down the button for rapid-fire
.....or pop it before an HP hit for Laguna's EX Burst, Desperado! A shooting exercise quick time action, hold down the R button to fire. Every hit you will drift off of them based on the center, effectively the best way is to stick to the edges and fire away. Land 40 hits to fill the gauge and unleash THE GREATEST ATTACK EVER
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 breaks off of EX Burst for huge damage.
Combos
WIP, adding and recording combos
RBuster=Ragnarock Buster | RBlade=Ragnarok Blade | SatL=Satellite Laser |
Example | Example | Example |
Example | Example | Example |
Starter | Followup | Base Damage | Notes | Video |
---|---|---|---|---|
Grenade | Ricochet | 15+35 (50) | Hard to hitconfirm, both normal and bounce work | Link |
Pummel | 15+20 (35) | Forward dodge required | Link | |
RBuster | 15+7 (22)/HP | Forward dodge required | Link |
Assists
WIP
WIP
WIP
Strengths | Weaknesses |
---|---|
|
|