Squall Leonhart (Dissidia 012) and Laguna Loire (Dissidia 012): Difference between pages

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


<img>https://resources.dissidia.wiki/ddff/chara-icon/ddff-icon-squall.png</img>
{{CharacterInfo
{{CharacterInfo
|name=Squall Leonhart (スコール・レオンハート)
|name=Laguna Loire (ラグナ・レウァール)
|origin=Final Fantasy VIII
|origin=Final Fantasy VIII
|weapon=Swords, Daggers, Katanas, Guns
|weapon=Swords, Daggers, Greatswords, Guns
|armor=Shields, Bangles, Hats, Helms, Clothing, Light Armor, Large Shields, and Chestplates
|armor=Shields, Bangles, Hats, Helms, Clothing, Light Armor, Chestplates
|atk=109 (Low)
|atk=111 (High)
|def=111 (Average)
|def=110 (Low)
|runspeed=5 (Above Average)
|runspeed=9 (Slow)
|dash=77 (Average / Good)
|dash=81 (Below Average)
|fall=81 (Average)
|fall=75 (Above Average)
|fallr=38 (Average)
|fallr=35 (Above Average)
|exclusives=Revolver, Twin Lance, Punishment, Lionheart
|exclusives=Machine Gun, High-Power Machine Gun, Ragnarok Pistol
}}
}}


{{ProConTable
[[Laguna Loire (Dissidia 012)/Combos|'''Combos page''']]
|pros=
 
|cons=
[[Lagune Loire (Dissidia 012)/Strategy|'''Strategy page''']]
}}


= Overview =
= Overview =
Squall is a flexible close range character who can engage from further away and approach from a variety of angles. Above average running speed, fast multi-part bravery attacks, strong anti-air, strong combo & meter drain potential and Ranged Low block properties, Squall has a lot going for him.
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.


On the ground, he can hit people outside of their effective range to lead into combos, easily anti-air and catch their dodges as well as play the conventional close range interactions. Air combat is handled with good usage of air movement, single hit HPs and the infamous Beat Fang. Building assist meter is consistent, with fast bravery whiffs and retaliatory HPs when using Side by Side. EX generation is weak in the air, but finishing ground attacks and investing into EX Core absorption with his exclusive weapon can make up the difference. Due to his holding potential, Squall can work with a variety of assists, though HP follow-ups may suffer depending on position and assist choice.
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.  


Squall is versatile and relatively easy to use, but he can struggle to punish air dodges effectively against fall fallers such as Kefka or Prishe. Similiarly, fast running speed can make most of his moves whiff effortlessly. On top of that, his primary way of protecting himself after a dodge is clashing with a bravery attack. Combined with his floaty air dodges, the reliance on dodge cancels can put Squall at great risk for any approach attempts.


Squall is a high tier character. Barring a few unfavorable match-ups, his consistency, flexibility and ease of use make him a good pick for new and experienced players alike.
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.


Build styles:
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.
*Adamant Chains
*Side by Side
*EX Core
*Hybrid
*Depletion


= Bravery Attacks =
= Bravery Attacks =
== Ground ==
== Ground ==
During EX Mode, damage multipliers inside brackets [ ] hit twice instead of once.
<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.''


<tabber>
|-|Upper Blues=
{{AbilityInfo
|damage=[3, 3, 5],9 (20) [31]
|startup=13F
|type=Physical
|priority=Melee Low
|ex=30
|effect=Wall Rush
|cp=30 (15)
}}
''[Close] Leap into the air. Quick launch, easy wall rush.''


|-|Solid Barrel=
Run'n'Gun, literally. After startup Laguna can move while firing but and slightly track opponent while firing.
{{AbilityInfo
 
|damage=[5, 6, 8, 10, 5, 5, 16] (55) (110)
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.
|startup=13F
 
|type=Physical
It's possible to assist convert from aswell, but its finnicky and has very little hitstun to work with.
|priority=Melee Low
|-|Ricochet Shot=
|ex=90
{| class="wikitable" style="width: 45%;"
|effect=Chase
|-
|cp=30 (15)
! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force !! Effects !! CP (Mastered)
}}
|-
''[Close] Repeated slashes. Short range; quick and powerful.''
|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.''
 
 
Fire a shot that ricochets off the ground and walls.
Your grounded main tool with alot of applications in neutral. A swiss army knife for his mid- to longrange pressure.
 
The main shot is Mid priority while the ricochet bullet is Low priority.
 
The move can be charged for more ricochet bullets while all hit seperately. Half Charge is 3 split shots, Full Charge 5. Only the main shot tracks the opponent after ricocheting, making it excellent for dodge punish, shooting past projectiles or behind them, and firing right above him.
 
Blocking this move can still reflect the ricochet, something to be mindful of. Same happens if it clashes and gets reflected by a move.
 
The chase effect will cancel out if hitting someone with a full charge and only a single split bullet
 
 
Solid move, a staple of grounded zoning, keepaway and mixups to pressure the opponent. Paired with Electroshield can be hard to contest and punish for the opponent. Don't overuse it, but do use it as much as you can.
 
|-|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. Slow to come out but can be cancelled into block/dodge very quickly after the throw for mixups. Low recovery also makes it less committal to build assist meter with.
 
It can intercept moves with long startup aswell to force them to engage you, and you can combo off of it if you assume its gonna hit, or hitconfirm with an assist if you don't want to commit to an HP/Ricochet prior.
 
Can also be used to add a nice little bit of damage at the end of an assist combo when available.
|-|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.''
 
 
Close range melee low to round out his all-range playstyle.
 
Makes for a fast poke, as defense after dodges, great EX Force gain and decently low recovery after. Can be cancelled into itself faster than into block or dodge.
 
Has some vertical tracking but mostly horizontal move. Ground version makes Laguna go airborne after.
 
 
A staple move in his moveset to have since it rounds out his close range game and helps out in a pinch. Few assist can combo off of it, but its still an important part of his moveset in many matchups. Learn to love this move.
 
|-|Missile Barrage (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.''
 
 
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.
 
|-|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.''
 
 
Throws out a shield infront of Laguna that stays out for a while as a lingering Mid priority projectile. On contact launches them away and wallrushes.
 
Laguna can be barely fully covered when staying right inside, very consistent on the ground. Some moves may still hit him due to hitboxes however. Space accordingly for the matchup.
 
Due to being a projectile, blocking it makes it act as if reflected, so they can walk through it after. Mid Projectiles also don't get reflected but redirected.


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


|-|Blizzard Barret=
{{AbilityInfo
|damage=10 (10)
|startup=33F
|type=Magical
|priority=Ranged Low
|ex=0
|effect=-
|cp=30 (15)
}}
''[Long] Fire one ice bullet. Long range, strong homing.''


|-|Thunder Barret=
Laguna goes airborne during the ground version which is convenient for positioning right after with backdodge.
{{AbilityInfo
Bread and Butter move for keepaway, slowing down approaches and as a mixup tool. Hard to assist punish too, good for assist meter building.
|damage=each (3)
|startup=33F (furthest bolt appears first)
|type=Magical
|priority=Ranged Low
|ex=each 9
|effect=
|cp=30 (15)
}}
''[Mid] Lightning that draws foes. Good start for combos''


|-|Fusillade=
{{AbilityInfo
|damage=6, 6, 6, 6 each 6 (24+)
|startup=33F
|type=Magical
|priority=Ranged Low, Mid (only thunder)
|ex=60~90
|effect=Chase
|cp=30 (15)
}}
''[Mid] Magic barrage. Can combo without hitting.''
</tabber>
</tabber>


== Aerial ==
== Aerial ==
<tabber>
<tabber>
|-|Heel Crush=
|-|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.''
 
 
It's a shotgun! It fires like one! (except when charged)
 
Takes 55F to be charged and turned into a ranged mid priority. Slow and ranged low otherwise, but it has good range and can be dodge cancelled fairly early. Can't be dodge cancelled while charging.
 
Can be shot up to 3 times, helping conversions into assists. The last shot also wallrushes.
It's tracking is limited as it only follows the opponent around you with limited vertical tracking. After the first shot it will also not track aswell anymore.
 
 
Not a very well-rounded tool, but it can have it's use in some matchups. It's very niche properties and slow startup are a crux without shield up though, make sure to use with care.
 
|-|Homing Bazooka=
{{AbilityInfo
{{AbilityInfo
|damage=20 (20)
|damage=36
|startup=41F
|startup=41F
|type=Physical
|type=Physical
|priority=Melee Mid
|priority=Ranged Mid
|ex=0
|ex=0
|effect=Block Low (Ranged), Wall Rush
|effect=Wall Rush
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Mid] Unleash heel drop. Slow start, fast movement.''
''[Long] Blast foe with bazooka. Press button to change strength.''
 
 
Big Missile.Tapping it up to 2 times makes the missile accelerate later and increases its range.
 
it has amazing tracking horizontally up until the initial shot and can be aimed slightly away from the opponent. The missile starts homing in with a huge turn radius once it accelerates.
 
Uniquely, the explosion on contact is the actual Mid Priority projectile, so it goes through other projectiles until it hits something or gets blocked.
The explosion hitbox still appears when it hits a wall and knocks away.


|-|Beat Fang=
The knockback is directly related to the angle its hitting from. If it hits them from behind, it will always send them straight towards you. Crucial to know for wallrush confirms.
{{AbilityInfo
 
|damage=[3, 5], 7, [2 x 6, 13] (40) [73]
 
|startup=15F
Great anti-zoning tool and to disrupt the opponents own neutral setups. However it is fairly easy to get a hang for an assist punish on it, so use carefully considered and with meter behind it. Despite its risk, it's effective at what it does and shouldn't be used for reckless zoning on a savvy opponent.
|type=Physical
|priority=Melee Low
|ex=30
|effect=Wall Rush
|cp=30 (15)
}}
''[Close] Float, then strike down foe. Short reach, but fast.''


|-|Mystic Flurry=
{{AbilityInfo
|damage=each 1 x 8, 7 (15)
|startup=33F
|type=Magical
|priority=Ranged Low
|ex=each 30
|effect=Wall Rush
|cp=30 (15)
}}
''[Mid] Magic barrage. Can combo without hitting.''


|-|Fire Barret=
|-|Sticky Bomb=
{{AbilityInfo
{{AbilityInfo
|damage=each (5)
|damage=20 (hits twice if explodes at max range without latching)
|startup=33F
|startup=29F / 42F / 62F (charge), 9F (release)
|type=Magical
|type=Physical
|priority=Ranged Low
|priority=Ranged Low (bomb), Unblockable (explosion)
|ex=0
|ex=0
|effect=-
|effect=-
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Long] Launch multiple fireballs. Normal speed, strong homing.''
''[Long] Throw a sticking time bomb at foe. Charge to increase distance.''
 
 
A bomb that sticks to the opponent on hit and explodes after 186F (roughly 3 seconds).
Fully charged it will blink and can be held a little while after. Charge time affects both the speed and range thrown.
 
The thrown bomb is a ranged low, but the explosion triggered after max distance and after sticking time is unblockable and can be converted off of with a variety of assists.
 
If the explosion hits at max distance without sticking to something it will also hit twice for double damage.
 
 
The sticking time can be used effectively for mindgames and it also makes for a somewhat fast and safe horizontal midrange check against neutral setups. Overall a fantastic tool to round out midrange presence in the air.
 
|-|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.''
 
 
Close range melee low to round out his all-range playstyle.
 
Makes for a fast poke, as defense after dodges, great EX Force gain and decently low recovery after. Can be cancelled into itself faster than into block or dodge.
 
Has some vertical tracking but mostly horizontal move. Ground version makes Laguna go airborne after.
 
 
A staple move in his moveset to have since it rounds out his close range game and helps out in a pinch. Few assist can combo off of it, but its still an important part of his moveset in many matchups. Learn to love this move.
 
|-|Missile Barrage (midair)=
{| 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.''
 
 
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.
 
|-|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.''
 
 
Throws out a shield infront of Laguna that stays out for a while as a lingering Mid priority projectile. On contact launches them away and wallrushes.
 
Laguna can be barely fully covered when staying right inside, very consistent on the ground. Some moves may still hit him due to hitboxes however. Space accordingly for the matchup.
 
Due to being a projectile, blocking it makes it act as if reflected, so they can walk through it after. Mid Projectiles also don't get reflected but redirected.
 
If hit by a High priority Melee the shield is destroyed.
 
 
Laguna goes airborne during the ground version which is convenient for positioning right after with backdodge.
Bread and Butter move for keepaway, slowing down approaches and as a mixup tool. Hard to assist punish too, good for assist meter building.


</tabber>
</tabber>


= HP Attacks =
= HP Attacks =
== Ground ==
== Ground ==


<tabber>
<tabber>
|-|Fated Circle=
{{AbilityInfo
|damage=-
|startup=43F
|type=-
|priority=Ranged High
|ex=0
|effect=Block Low (Ranged), wall rush, absorb
|cp=30 (15)
}}
''[Close] Surround self with explosions. Block foe's spells.''


|-|Revolver Drive=
|-|Ragnarok Buster=
{{AbilityInfo
{{AbilityInfo
|damage=1 x N (max 50)
|damage=1 x 7 (7)
|startup=43F
|startup=53F~172F (charge), 3F (release)
|type=Physical
|type=Physical
|priority=Melee High
|priority=Melee High
|ex=each 3
|ex=21
|effect=Wall rush
|effect=Wall Rush
|cp=30 (15)
|cp=40 (20)
}}
}}
''[Mid] Rage-filled charge. Can aim with the analog stick.''
''[Mid] Bombard with lasers. Charge to adjust timing.''


|-|Blasting Zone=
 
A huge laser cannon with big range.
 
A great HP to intercept committal moves in midrange. Can be delayed to throw off punish attempts aswell and mix up characters with fast fall speed.
 
Delaying it to intentionally clash with HPs and assist punish staggers can also be tricky to handle.
 
Notable one of the easiest ways to clash with Maelstrom/Holy to protect against them.
 
 
A great combo ender after assists too to keep distance and wallrush.
 
|-|Satellite Laser=
{{AbilityInfo
{{AbilityInfo
|damage=6, 1 x 4 (10)
|damage=2 x 6 (12)
|startup=41F
|startup=83F
|type=Magical
|type=Physical
|priority=Melee High
|priority=Ranged High
|ex=90
|ex=36
|effect=-
|effect=Wall Rush
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Mid] Chop with massive blade of light that flies forward.''
''[Long] Fire laser from orbiting satellite. Stopped by terrain.''


Very strong tracking during start-up, good anti-air and dodge punishment tool.


|-|Rough Divide=
Huge startup, infinite vertical range and huge tracking range.
{{AbilityInfo
 
|damage=-
As a raw HP can be thrown out as a read to directly punish slow startup moves in return. It has huge horizontal tracking and the infinite vertical range makes it able to catch them from any height.
|startup=59F
 
|type=-
Alot of characters can horizontally dash through it, something to be aware of when throwing it out.
|priority=Melee High
 
|ex=0
Be aware of assist punishes aswell, as calling an assist right before it hits is a guaranteed bravery break for them. A
|effect=Wall rush
 
|cp=30 (15)
 
}}
As a combo ender it does the most damage and will always ground rush them, making it the ideal choice whenever possible.
''[Long] Leap into a charge. Slow start, but very fast charge.''
 
A niche HP but with amazing properties to round out his long range pressure.


</tabber>
</tabber>


== Aerial ==
== Aerial ==
<tabber>
<tabber>
|-|Aerial Circle=
|-|Ragnarok Blade=
{{AbilityInfo
{{AbilityInfo
|damage=-
|damage=-
|startup=43F
|startup=43F
|type=-
|type=-
|priority=Ranged High
|priority=Melee High
|ex=0
|ex=0
|effect=Block Low (Ranged), wall rush, absorb
|effect=Wall Rush
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Close] Surround self with explosions. Blocks foe's spells.''
''[Long] Chop with energy blade. Effective against any height.''


|-|Rough Divide=
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
{{AbilityInfo
|damage=-
|damage=-
|startup=59F
|startup=35F~117F (charge), 3F (release)
|type=-
|type=-
|priority=Melee High
|priority=Ranged High
|ex=0
|ex=60 per hit
|effect=Wall rush
|effect=-
|cp=30 (15)
|cp=40 (20)
}}
}}
''[Long] Leap into a charge. Slow start, but very fast charge.''
''[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.


</tabber>
</tabber>


= EX Mode: Lionheart equipped! =
= EX Mode: Look, the faeries are here! =
Effects:
Effects:
* Regen
* Regen
* Critical Boost
* Critical Boost
* Lionheart (RANGE)
* A Faerie's Miracle
* Lionheart (HIT)


== Lionheart (RANGE) ==
== A Faerie's Miracle ==
''[Always active while in EX Mode] Transfers the heart of a lion to the weapon, increasing it's range.''
''[Always active while in EX Mode] The recovery time after bravery attacks can be cancelled by performing any attack.''


== Lionheart (HIT) ==
== EX Burst: Desperado ==
''[Always active while in EX Mode] Pushes the weapon's specs to the limit, increasing the force of each blast.''
''A furious bombardment of bullets. Take aim and press R to shoot or hold down the button for rapid fire.''
 
== EX Burst: Renzokuken ==
''A flurry of attacks ending in one shattering blow. Watch your timing and press R when the cursor is in the frame.''


{{burst
{{burst
|damage1=2,2 (4)
|damage1=7 x 3, 11 (32)
|damage2=9x7, 13, 20 (96) (100 total)
|damage2=1 x 40, 2 x 14 (68) (100 total)
|type=Physical
|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.


= Combos =
= Combos =


== Solo ==
== Solo ==
Squall has several solo combos on the ground and is one of the best characters at taking advantage of landing lag.
DC = Dodge cancel
<br>LL = Landing lag
{| class="wikitable sortable"
|-
! scope=col | Combo
! scope=col | Approximate damage (multipliers)
! scope=col | Approximate EX Force
! scope=col | Notes
! scope=col class=unsortable | Video
|-
|Solid Barrel (3 hits) > DC > LL > Upper Blues (2 hits, delay the 2nd hit) > DC > LL > Beat Fang || '''65 + WR''' (5, 6, 8, 3, 3, 40 + WR) || ?? || The notorious "golden combo". Highest assist gain. Solid Barrel DC into Upper Blues is particularly difficult to time, but if the opponent's dodge timing is off at any point, the combo becomes that much easier. || video
|-
|Beat Fang (1st hit) > DC > LL > Beat Fang (1st hit) > repeat || 6+ (3, 3, 3...) || ?? || Infinite combo. Reliant on landing lag and difficult to time, but it is inescapable if the opponent cannot use assist or EX. Can be easier during EX Mode due to the added hit. On average this is a very low damaging infinite, but even with one repetition the added assist generation on attack is a great asset to Squall. This can be used to the player's advantage in tournaments where infinites are banned. || video
|-
|Mystic Flurry > DC > Beat Fang / Aerial Circle || ?? || ?? || Very inconsistent due to Mystic Flurry's projectile positioning and reliance on connecting another attack during one of the projectiles. || video
|-
|Fire Barret > Beat Fang || '''45~55 +WR (5~15, 40 + WR) || ?? || A single Fire Barret projectile has enough hit stun to combo into Beat Fang or even Aerial Circle if it hit moments after firing it. Can be difficult to visually confirm in the heat of the moment. || video
|}
=== Thunder Barret ===
Squall's Thunder Barret inherently allows cancelling into another attack and causes enough hitstun to even chain into HP attacks with precise timing. In short, Thunder Barret can combo into any grounded attack except Rough Divide.
Each Thunder Barret bolt has a damage multiplier of 3 and further bolts can miss if performed close to the opponent. Therefore, the overall damage and meter generation depend largely on the initial distance and followup(s).
{| class="wikitable sortable"
|-
! scope=col | Combo
! scope=col | Approximate damage (multipliers)
! scope=col | Approximate EX Force
! scope=col | Notes
! scope=col class=unsortable | Video
|-
|Thunder Barret > Solid Barrel || '''58~67''' (3~12, 55) || 99~126 (9~36, 90) || Easy to do, high EX gain. || video
|-
|Thunder Barret > Upper Blues || '''23~32 + WR''' (3~12, 20 +  WR) || 39~66 (9~36, 30) || Wall rush and dodge cancel Beat Fang help facilitate ground assist followups. || video
|-
|Thunder Barret > Blizzard Barret || '''13~22''' (3~12, 10) || 9~36 (9~36, 0) || No known utility to prioritise this over other followups. || video
|-
|Thunder Barret > Fusillade || 33~42+ || 69~96+ || Not often prioritised due to other braveries, but this cannot be staggered by LV2 Assist Change. Can be used in conjunction with assists with downward knockback for added EX Force. || video
|-
|Thunder Barret > Fated Circle || '''3~12 + HP WR''' || 9~36 || Same timing requirement as Revolver Drive, does not inflict additional bravery damage or generate EX. Similiar to Fusillade, LV2 Assist Change cannot stagger Squall. Overall the weakest HP option of the three in terms of reward, but can still wall rush. || video
|-
|Thunder Barret > Blasting Zone || '''13~22''' (3~12, 10) || 99~126 (9~36, 90) || Easiest HP attack timing due to faster start-up. Good EX gain and can still combo into air assists. || video
|-
|Thunder Barret > Revolver Drive || '''4~86 + HP WR''' (3~12, 1xN, max 50) || 12~186 || Highest EX gain, great wall rush potential and stage position manipulation. One of Squall's strongest solo combos. Repeatedly pressing Revolver Drive will not register a held input once the HP attack begins, which can cause issues when practicing the timing. || video
|-
|Thunder Barret > Solid Barrel (3 hits) > DC > LL > Upper Blues (2 hits, delay the 2nd hit) > DC > LL > Beat Fang || '''68~77 + WR''' (3xN, 5, 6, 8, 3, 3, 40 + WR) || ?? || The most extensive solo ground combo. Comboing into Solid Barrel also enables the golden combo, increasing bravery damage and assist meter gain even further. || video
|}


== Assist ==
== Assist ==


= Builds =
= Builds =
Builds here.
<tabber>
<tabber>
|-|Hybrid=
|-|Side by Side=
{{Build
{{Build
|hp=10299
|hp=9377
|cp=450
|cp=450
|brv=996
|brv=956
|atk=177
|atk=180
|def=185
|def=184
|luk=--
|luk=60
|booster=x3.5
|booster=x6.9
|setbonus=Judgment of Lufenia
|setbonus=Judgment of Lufenia
|ast=Kuja
|ast={{012kuja}} / {{012jec}}
|wpn=Lionheart
|wpn=Lufenian Axe ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|hand=Lufenian Shield
|hand=Lufenian Shield
|head=Lufenian Helm
|head=Lufenian Helm
|armor=Lufenian Armor ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|armor=Auto Crossbow ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|acc1={{accbas}} Hyper Ring
|acc2={{accbas}} Zephyr Cloak
|acc3={{accbas}} Dismay Shock
|acc4={{accboo}} Large Gap in HP
|acc5={{accboo}} Summon Unused
|acc6={{accboo}} Pre-EX Mode
|acc7={{accboo}} Pre-EX Revenge
|acc8={{accsp}} Tenacious Attacker
|acc9={{accsp}} Glutton
|acc10={{accsp}} First to Victory
|summon=Rubicante
}}
 
 
A general all-rounder build.
 
|-|Adamant Chains=
{{Build
|hp=9972
|cp=450
|brv=877 (1052 with First to Victory)
|atk=178
|def=185
|luk=--
|booster=x3.5
|setbonus=Adamant Chains
|ast=Kuja
|wpn=Earthbreaker ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|hand=Adamant Shield
|head=Adamant Helm
|armor=Adamant Vest
|acc1={{accbas}} Muscle Belt
|acc1={{accbas}} Muscle Belt
|acc2={{accbas}} Dismay Shock
|acc2={{accbas}} Sniper Eye
|acc3={{accbas}} Battle Hammer
|acc4={{accboo}} Summon Unused
|acc5={{accboo}} Pre-EX Mode
|acc6={{accboo}}Pre-EX Revenge
|acc7={{accboo}} Aerial
|acc8={{accsp}} Tenacious Attacker
|acc9={{accsp}} First to Victory
|acc10={{accsp}} Back-Breaking Straw
|summon=Rubicante
}}
Weapon can be changed according to match-up or player preference.
 
This set primarily takes advantage of the added air dodge distance that the set bonus provides. Squall's air dodges leave him vulnerable with no strong options to cover them, so the additional dodge distance helps him stay safe and whiff punish.
 
Against Onion Knight, Jecht or Cloud, you may need to adjust the accessories to suit Side by Side special accessory for assist meter. Tenacious Attacker is not a necessity, but good to have. Hero's Essence for more CP, Winged Boots for banish traps, Glutton for characters with strong EX generation (e.g. Lightning, Shantotto).
 
|-|EX Core=
{{Build
|hp=10299
|cp=450
|brv=996
|atk=177
|def=185
|luk=--
|booster=x5.3
|setbonus=Soul of Yamato
|ast=Kuja
|wpn=Lionheart
|hand=Genji Shield
|head=Genji Helm
|armor=Genji Armor ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|acc1={{accbas}} Sniper Eye
|acc2={{accbas}} Dragonfly Orb
|acc3={{accbas}} Battle Hammer
|acc3={{accbas}} Battle Hammer
|acc4={{accboo}} EX Core Present
|acc4={{accboo}} Empty EX Gauge
|acc5={{accboo}} Summon Unused
|acc5={{accboo}} Summon Unused
|acc6={{accboo}} Pre-EX Mode
|acc6={{accboo}} Pre-EX Mode
|acc7={{accboo}} Pre-EX Revenge
|acc7={{accboo}} Pre-EX Revenge
|acc8={{accboo}} Aerial
|acc8={{accboo}} Grounded
|acc9={{accsp}} Tenacious Attacker
|acc9={{accboo}} Opponent Summon Unused
|acc10={{accsp}} First to Victory
|acc10={{accsp}} Side By Side
|summon=Rubicante
}}
 
Enhanced EX intake through EX cores.
 
Substitutes: Sniper Eye, Dragonfly Orb, Aerial and special accessories can be substituted according to player preference. First to Victory can be replaced with Dismay Shock. Previously mentioned substitutes are decent picks, such as Muscle Belt. With EX cores being your primary source for the meter, Together as One and Platinum Hourglass are not completely unviable.
 
|-|Side by Side=
{{Build
|hp=9971
|cp=450
|brv=1453 (2179 with Hero's Seal)
|atk=176
|def=182
|luk=--
|booster=x3.8
|setbonus=None
|ast=Kuja
|wpn=Piggy's Stick
|hand=Hero's Shield
|head=Royal Crown ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|armor=Maximillian ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|acc1={{accbas}} Sniper Eye
|acc2={{accbas}} Dismay Shock
|acc3={{accbas}} Battle Hammer
|acc4={{accboo}} BRV = 0
|acc5={{accboo}} Empty EX Gauge
|acc6={{accboo}} Pre-EX Mode
|acc7={{accboo}} Pre-EX Revenge
|acc8={{accsp}} Hero's Seal
|acc9={{accsp}} Together as One
|acc10={{accsp}} Side by Side
|summon=Rubicante
|summon=Rubicante
}}
}}


Recommended for small stages or even / favorable match-ups. With Together as One, Squall can whiff twice and already have one assist bar ready. Every time you stagger the opponent with LV2 Assist Change and hit them with Aerial Circle, you are also couple whiffs away from an assist bar. Meter lead can be easy to maintain to an extent.
|-|Build #2=
 
Substitutes:
* Basic - Hyper Ring, Muscle Belt, Bravery Orb
* Booster - Large Gap in HP, Summon Unused, Grounded, Aerial, Assist
* Special - Blue Gem, Growth Egg, Great Gospel, Winged Boots, Hero's Essence, Badge of Trust.
 
|-|Meter Depletion=
{{Build
{{Build
|hp=10298
|hp=
|cp=450
|cp=
|brv=996
|brv=
|atk=179
|atk=
|def=182
|def=
|luk=--
|luk=
|booster=x6.9
|booster=
|setbonus=Seal of Lufenia
|setbonus=
|ast=Yuna
|ast=
|wpn=Lufenian Lance ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|wpn=
|hand=Lufenian Dirk ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|hand=
|head=Lufenian Headband ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|head=
|armor=Maximillian ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|armor=
|acc1={{accbas}} Dismay Shock
|acc1=
|acc2={{accbas}} Battle Hammer
|acc2=
|acc3={{accboo}} BRV = 0
|acc3=
|acc4={{accboo}} Assist
|acc4=
|acc5={{accboo}} Summon Unused
|acc5=
|acc6={{accboo}} Pre-EX Mode
|acc6=
|acc7={{accboo}} Pre-EX Revenge
|acc7=
|acc8={{accboo}} Aerial
|acc8=
|acc9=Free choice
|acc9=
|acc10=Free choice
|acc10=
|summon=
|summon=
}}
}}
Yuna's air bravery assist with Aerial Circle for maximum effect. Press Aerial Circle as the second brv hit lands to ensure a maximum amount of hits from Aerial Circle. Even though no additional damage occurs (aside from wall rush), each HP hit depletes meter.


</tabber>
</tabber>


= Assists =
= Assist =
 
== Squall's assist data ==


== Laguna's assist data ==
{{012Assist
{{012Assist
|type1=BRV
|type1=BRV
|attack1=Solid Barrel
|attack1=Machine Gun
|startup1=13F
|startup1=31F
|position1=Ground
|position1=Ground
|spawn1=Opponent
|spawn1=Opponent
|damage1=5, 6, 8, 10, 5, 5, 16 (55)
|damage1=1 x 31 (31)
|effect1=Chase
|effect1=-
|type2=BRV
|type2=BRV
|attack2=Heel Crush
|attack2=Shotgun
|startup2=41F
|startup2=55F
|position2=Air
|position2=Air
|spawn2=Opponent
|spawn2=Opponent
|damage2=20
|damage2=1 x 6, 1 x 6, 3 x 6 (30)
|effect2=Wall Rush, Block (Ranged Low)
|effect2=Wall Rush
|type3=HP
|type3=HP
|attack3=Blasting Zone
|attack3=Satellite Laser
|startup3=41F
|startup3=83F
|position3=Ground
|position3=Ground
|spawn3=Opponent
|spawn3=Player
|damage3=6, 1 x 4, (10)
|damage3=2 x 8 (16)
|effect3=Chase
|effect3=Wall Rush
|type4=HP
|type4=HP
|attack4=Aerial Circle
|attack4=Ragnarok Blade
|startup4=43F
|startup4=43F
|position4=Air
|position4=Air
|spawn4=Opponent
|spawn4=Opponent
|damage4=-
|damage4=-
|effect4=Wall Rush, Absorb, Block (Ranged Low)
|effect4=Wall Rush
}}
}}


== Assists ==
== Assists ==


All meta assists can work, with Kuja being the strongest. Because of Squall's holding potential, conversion ability during a combo and wall rush potential on Upper Blues and Beat Fang, he synergises with a myriad of assists.
Yuna, Jecht, Aerith.
 
<tabber>
|-|Kuja=
High damage and reliable conversions, but also quite vulnerable if the opponent escapes with Assist Change. Converts off of wall rushes and bravery attacks with ease. When using air BRV assist, delaying the teleport for a moment before using Aerial Circle will make it much more reliable.
 
This assist also has safety against LV2 Change thanks to the Flare Star HP's Ranged High priority, which works well off of Beat Fang and Upper Blues.
 
|-|Yuna=
Strongest meter depletion anywhere on the stage with air BRV assist. By timing Aerial Circle to hit simultaneously with Yuna air BRV's third hit, the knockback will be cancelled briefly by the assist and enable the HP to hit multiple times, applying depletion each time.
 
Other assist moves have far more limited application and diminishing returns on investment. Ranged Low priority on air BRV assist means LV2 Assist Change will not stagger Yuna, making this very applicable.
 
Be careful however - If the opponent Assist Changes after Yuna has connected the second hit, you will not be able to protect her during Aerial Circle...
 
|-|Jecht=
A good all-rounder assist. Fast start-up can convert off of any (traded) hit with relative ease and holding potential ensures an HP at varying positions.
 
Both bravery assists allow Thunder Barret follow-ups as long as ground is available. This means an abundance of Revolver Drive enders for a lot of EX, but it also means you may have to protect Jecht sometimes to avoid being locked out of using him.
 
|-|Tidus=
Fast air bravery assist for whiff punishes and low damage output, slower ground bravery assist for trades and higher damage via Thunder Barret.
 
A serviceable assist, but he doesn't provide Squall any distinct advantages beyond air assist start-up and it's relative safety.
 
|-|Sephiroth=
Faster ground BRV assist than Kuja with similiar holding potential for Aerial Circle or Thunder Barret. However, the knockback on both BRV assists restricts combo structure. Not a terrible assist, but practical follow-ups often commit to all BRV or an early HP.
 
Sephiroth also stays on the field for a fairly long time, so protecting him can result in diminishing returns.
 
|-|Aerith=
Squall's holding potential lets him convert to the relatively slow Seal Evil attack even without ground. With wall rush on the ground however, Squall can generate some of the spent assist meter back thanks to Ground Dash + Assist Gauge Up Dash abilities while the opponent is stuck in Seal Evil.
 
All ground conversions are compromised due to Aerith's Cure not having any hitstun. Coupled with the weakest meter depletion overall, Aerith assist can be difficult to justify for Squall specifically.
 
A viable assist, but arguably one of the weaker meta options for Squall.
 
|-|The Emperor=
Niche, empowered ground play and very damaging mines through Beat Fang wall rushes. With Squall's liberal combo sequences on the ground, he can also combo into the Thunder Crest assist with ease.
 
LV2 Assist Change does not stagger The Emperor and the opponent's assist will be locked upon use thanks to the trap's Unblockable priority. Thunder Crest's holding potential allows an HP of your choice and of course, you can cover yourself by being inside the trap itself.
 
In addition, if The Emperor is called just as the Beat Fang wall rushes, the Ranged Low air BRV assist Mine can connect for a lot of bravery damage.
 
Other wall rush conversions and whiff punishment are weakened or compromised, but this assist is definitely not without merit!
 
 
|-|Onion Knight=
A serviceable assist. Similiar to The Emperor, grounded wall rushes provide utility in the form of Blizzard's Ranged Low priority and holding potential. Turbo-Hit does not require a wall for an HP, but converting off of an opponent's whiffed attack can be difficult if you're far away. Blizzard can also intercept attacks from further away, which may prove to be helpful during grounded interactions.
 
|-|Gilgamesh=
Functionally similiar to Yuna assist. Longer range compared to Yuna, but no Ranged Low priority, meaning he will lose to LV2 Assist Change. Does exhibit highest raw bravery damage with Excalibur however, worth considering if you're going for extended combos.
 
|-|Cecil=
Cecil assist can be likened to a slower version of Yuna / Gilgamesh assist with middle-of-the-pack damage and longer holding potential. If you have ground available, Cecil works off of most combo starters just fine.
 
Outside of this combo-centric appeal, Cecil does not provide any distinct advantages over other assists.
 
|-|Terra=
Limited air conversions and punish opportunities, but more extravagant ground combos with Graviga assist and Fusillade. As Fusillade is not an essential move for Squall, this is something of a flamboyant combination. With two assist bars, it's possible to combo into Fusillade twice in a row for a minimum of 60 base damage multiplier and 120 ex!
 
Graviga could act as an instigator due to it's tracking, but do note it can still be dodged and that Terra is vulnerable while casting.
 
</tabber>

Revision as of 06:48, 20 April 2024


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


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 and slightly track opponent while firing.

It has relatively low range but good EX Force gain, and alot of characters can't swing right through it if they come at you headfirst. Combined with Electroshield you can punish ground dash attempts or force the opponent away into a more favorable position for you to Ricochet Shot from.

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

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


Fire a shot that ricochets off the ground and walls. Your grounded main tool with alot of applications in neutral. A swiss army knife for his mid- to longrange pressure.

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

The move can be charged for more ricochet bullets while all hit seperately. Half Charge is 3 split shots, Full Charge 5. Only the main shot tracks the opponent after ricocheting, making it excellent for dodge punish, shooting past projectiles or behind them, and firing right above him.

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

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


Solid move, a staple of grounded zoning, keepaway and mixups to pressure the opponent. Paired with Electroshield can be hard to contest and punish for the opponent. Don't overuse it, but do use it as much as you can.
Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
15 (15) 81F / 91F / 99F Physical Ranged Low 0 None 30 (15)

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


Probably the lowest recovery move he has. Slow to come out but can be cancelled into block/dodge very quickly after the throw for mixups. Low recovery also makes it less committal to build assist meter with.

It can intercept moves with long startup aswell to force them to engage you, and you can combo off of it if you assume its gonna hit, or hitconfirm with an assist if you don't want to commit to an HP/Ricochet prior.

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

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


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

Makes for a fast poke, as defense after dodges, great EX Force gain and decently low recovery after. Can be cancelled into itself faster than into block or dodge.

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


A staple move in his moveset to have since it rounds out his close range game and helps out in a pinch. Few assist can combo off of it, but its still an important part of his moveset in many matchups. Learn to love this move.
Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
4 each, max 6 23F Physical Ranged Low 2 (36) None 30 (15)

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


Laguna pulls out a rocket launcher and fires up to 6 missiles, hold down to fire more. The missiles themselves are very small, fire one after another and have terrible tracking. While they do home in on the opponent, they first stray off in different directions and have an awkward turn radius.

Can be dashed through and blocked aswell, making them not very useful to stop setups or threaten dashes. Although they do halt and limit movement due to the scattered tracking. Low hitstun with low damage however makes it hard to convert into more.


Likely his worst move and far too niche for how good some of the rest of his moves are. There might be some scenarios worth trying it out, but a ranged low property and horrible homing make it hard to consistently capitalize on.
Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
10 (10) 37F Physical Ranged Mid 0 Wall rush 30 (15)

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


Throws out a shield infront of Laguna that stays out for a while as a lingering Mid priority projectile. On contact launches them away and wallrushes.

Laguna can be barely fully covered when staying right inside, very consistent on the ground. Some moves may still hit him due to hitboxes however. Space accordingly for the matchup.

Due to being a projectile, blocking it makes it act as if reflected, so they can walk through it after. Mid Projectiles also don't get reflected but redirected.

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


Laguna goes airborne during the ground version which is convenient for positioning right after with backdodge.

Bread and Butter move for keepaway, slowing down approaches and as a mixup tool. Hard to assist punish too, good for assist meter building.

Aerial

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

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


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

Takes 55F to be charged and turned into a ranged mid priority. Slow and ranged low otherwise, but it has good range and can be dodge cancelled fairly early. Can't be dodge cancelled while charging.

Can be shot up to 3 times, helping conversions into assists. The last shot also wallrushes. It's tracking is limited as it only follows the opponent around you with limited vertical tracking. After the first shot it will also not track aswell anymore.


Not a very well-rounded tool, but it can have it's use in some matchups. It's very niche properties and slow startup are a crux without shield up though, make sure to use with care.

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


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


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

it has amazing tracking horizontally up until the initial shot and can be aimed slightly away from the opponent. The missile starts homing in with a huge turn radius once it accelerates.

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

The knockback is directly related to the angle its hitting from. If it hits them from behind, it will always send them straight towards you. Crucial to know for wallrush confirms.


Great anti-zoning tool and to disrupt the opponents own neutral setups. However it is fairly easy to get a hang for an assist punish on it, so use carefully considered and with meter behind it. Despite its risk, it's effective at what it does and shouldn't be used for reckless zoning on a savvy opponent.

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


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


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

The thrown bomb is a ranged low, but the explosion triggered after max distance and after sticking time is unblockable and can be converted off of with a variety of assists.

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


The sticking time can be used effectively for mindgames and it also makes for a somewhat fast and safe horizontal midrange check against neutral setups. Overall a fantastic tool to round out midrange presence in the air.

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

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


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

Makes for a fast poke, as defense after dodges, great EX Force gain and decently low recovery after. Can be cancelled into itself faster than into block or dodge.

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


A staple move in his moveset to have since it rounds out his close range game and helps out in a pinch. Few assist can combo off of it, but its still an important part of his moveset in many matchups. Learn to love this move.
Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
4 each, max 6 23 Physical Ranged Low 2 (36) None 30 (15)

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


Laguna pulls out a rocket launcher and fires up to 6 missiles, hold down to fire more. The missiles themselves are very small, fire one after another and have terrible tracking. While they do home in on the opponent, they first stray off in different directions and have an awkward turn radius.

Can be dashed through and blocked aswell, making them not very useful to stop setups or threaten dashes. Although they do halt and limit movement due to the scattered tracking. Low hitstun with low damage however makes it hard to convert into more.


Likely his worst move and far too niche for how good some of the rest of his moves are. There might be some scenarios worth trying it out, but a ranged low property and horrible homing make it hard to consistently capitalize on.
Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
10 (10) 37 Physical Ranged Mid 0 Wall rush 30 (15)

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


Throws out a shield infront of Laguna that stays out for a while as a lingering Mid priority projectile. On contact launches them away and wallrushes.

Laguna can be barely fully covered when staying right inside, very consistent on the ground. Some moves may still hit him due to hitboxes however. Space accordingly for the matchup.

Due to being a projectile, blocking it makes it act as if reflected, so they can walk through it after. Mid Projectiles also don't get reflected but redirected.

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


Laguna goes airborne during the ground version which is convenient for positioning right after with backdodge.

Bread and Butter move for keepaway, slowing down approaches and as a mixup tool. Hard to assist punish too, good for assist meter building.

HP Attacks

Ground

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


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


A huge laser cannon with big range.

A great HP to intercept committal moves in midrange. Can be delayed to throw off punish attempts aswell and mix up characters with fast fall speed.

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

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


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

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


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


Huge startup, infinite vertical range and huge tracking range.

As a raw HP can be thrown out as a read to directly punish slow startup moves in return. It has huge horizontal tracking and the infinite vertical range makes it able to catch them from any height.

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

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


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

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

Aerial

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


[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.

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


[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.

Combos

Solo

Assist

Builds

Builds here.

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

ddff-icon-equip%20ability.pngindicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.

Stats
HP
CP
BRV
ATK
DEF
LUK
Max Booster
Special Effect:
Equipment
Assist
Weapon ddff-icon-equip-weapon.png
Hand ddff-icon-equip-hand.png
Head ddff-icon-equip-head.png
Body ddff-icon-equip-body.png
Accessory 1
Accessory 2
Accessory 3
Accessory 4
Accessory 5
Accessory 6
Accessory 7
Accessory 8
Accessory 9
Accessory 10
Summon ddff-icon-summonstone.png
{{{dataBRV}}} {{{dataHP}}}
Bravery attacks
Ground Aerial
HP attacks
Ground Aerial

ddff-icon-equip%20ability.pngindicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.

Assist

Laguna's assist data

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


Assists

Yuna, Jecht, Aerith.