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| [[Category:Dissidia 012 Final Fantasy]] | | [[Category:Dissidia 012 Final Fantasy]] |
| | {{012CharNavLag}} |
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| {{CharacterInfo | | {{CharacterInfo |
| | |portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-laguna.png |
| |name=Laguna Loire (ラグナ・レウァール) | | |name=Laguna Loire (ラグナ・レウァール) |
| |origin=Final Fantasy VIII | | |origin=Final Fantasy VIII |
| |weapon=Swords, Daggers, Greatswords, Guns
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| |armor=Shields, Bangles, Hats, Helms, Clothing, Light Armor, Chestplates
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| |atk=111 (High) | | |atk=111 (High) |
| |def=110 (Low) | | |def=110 (Low) |
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| |fall=75 (Above Average) | | |fall=75 (Above Average) |
| |fallr=35 (Above Average) | | |fallr=35 (Above Average) |
| |exclusives=Machine Gun, High-Power Machine Gun, Ragnarok Pistol | | |fastestbrv=13F (Pummel) |
| | |fastesthp=~38F (Split Laser) |
| | |1hithp=Yes (Ragnarok Blade, Split Laser) |
| | |hplinks=Yes (Combos only) |
| | |cmdblock=No |
| | |weapon=Daggers <br>Greatswords <br>Guns <br>Swords |
| | |armor=Bangles <br>Chestplates <br>Clothing <br> Hats <br>Helms <br>Light Armor <br>Shields |
| | |exclusives=Machine Gun, High-Power Machine Gun,<br>Ragnarok Pistol |
| | |unlock=Default |
| | |alignment=Cosmos |
| | |vajp=[https://en.wikipedia.org/wiki/Hiroaki_Hirata Hiroaki Hirata] |
| | |vaeng=Armando Valdes-Kennedy |
| }} | | }} |
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| [[Laguna Loire (Dissidia 012)/Combos|'''Combos page''']]
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| [[Lagune Loire (Dissidia 012)/Strategy|'''Strategy page''']]
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| = Overview = | | = Overview = |
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| |} | | |} |
| ''[Mid] Fire machine gun. Move with analog stick while holding button.'' | | ''[Mid] Fire machine gun. Move with analog stick while holding button.'' |
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| Run'n'Gun, literally. After startup Laguna can move while firing but and slightly track opponent while firing. | | Run'n'Gun, literally. After startup Laguna can move while firing but and slightly track opponent while firing. |
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| It's possible to assist convert from aswell, but its finnicky and has very little hitstun to work with. | | It's possible to assist convert from aswell, but its finnicky and has very little hitstun to work with. |
| |-|Ricochet Shot= | | |-|Ricochet Shot= |
| {| class="wikitable" style="width: 45%;"
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| |-
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| ! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force !! Effects !! CP (Mastered)
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| |-
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| |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)
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| | Split bullets 5 each || Physical || Ranged Low || 3 || Chase || 30 (15)
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| |}
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| ''[Long] Fire shots that break into smaller pieces after hitting stage.''
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| | {{AbilityInfo2 |
| | |ver1=Main Bullet |
| | |damage1='''35''' |
| | |startup1=37F, 1F after release<br>54F Half / 70F (Full Charge) |
| | |type1=Physical |
| | |priority1=Ranged Mid |
| | |ex1=60 |
| | |effect1=- |
| | |cancels1=Dodge |
| | |asthit1= |
| | |gametext=[Long] Fire shots that break into <br>smaller pieces after hitting stage. |
| | |level=4 |
| | |ap=90 |
| | |cp=30 (15) |
| | |ver2=Split Bullet |
| | |damage2=5 each |
| | |startup2=?? |
| | |type2=Physical |
| | |priority2=Ranged Low |
| | |ex2=3? |
| | |effect2=Chase |
| | |cancels2=Dodge |
| | |asthit2= |
| | }} |
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| Fire a shot that ricochets off the ground and walls. | | Fire a shot that ricochets off the ground and walls. |
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| The chase effect will cancel out if hitting someone with a full charge and only a single split bullet | | The chase effect will cancel out if hitting someone with a full charge and only a single split bullet |
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| 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. | | 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. |
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| A staple move in his moveset to have since it rounds out his close range game and helps out in a pinch. Learn to love this move. | | 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. |
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| |-|Missile Barrage (ground)= | | |-|Missile Barrage (ground)= |
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| Laguna pulls out a rocket launcher and fires up to 6 missiles, hold down to fire more. | | 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. | | 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. |
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| 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. | | 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. |
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| 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. | | 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. |
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| Your Bread and Butter for keepaway, controlling neutral and slowing down approaches to build meter
| | 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. |
| 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.
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| Notes about Reflect properties:
| | 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. |
| 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.
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| 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.
| | 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. |
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| | If hit by a High priority Melee the shield is destroyed. |
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| A staple in Laguna's kit that can only be neglected in select few matchups. Acting as both a tool to slow down the neutral, potential mixup on heavy blocking, and to build meter safely. The ground version can be switched out for niche tools, as Laguna can set up a very low to the ground shield to still fulfill the same purpose. Can be handy in some matchups to have a ground shield set up without additional inputs though
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| | 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. |
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| </tabber> | | </tabber> |
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| <tabber> | | <tabber> |
| |-|Shotgun= | | |-|Shotgun= |
| {| class="wikitable"
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| ! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force !! Effects !! CP (Mastered)
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| | 1 x 6, 1 x 6, 3 x 6 (30) || 21 || Physical || Ranged Low || 2 (36) || Wall Rush || 30 (15)
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| | Charged Version || 55 || Physical || Ranged Mid || 2 (36) || Wall Rush || 30 (15)
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| |}
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| ''[Close] Fire shotgun. Charge to change its strength.''
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| | {{AbilityInfo2 |
| | |ver1=Normal |
| | |damage1='''30''' (1 x 6, 1 x 6, 3 x 6) |
| | |startup1=21F |
| | |type1=Physical |
| | |priority1=Ranged Low |
| | |ex1=Max 36 |
| | |effect1=Wall Rush |
| | |cancels1=Dodge |
| | |asthit1= |
| | |gametext=[Close] Fire shotgun. <br>Charge to change its strength. |
| | |level=1 |
| | |ap=90 |
| | |cp=30 (15) |
| | |ver2=Charged |
| | |damage2='''30''' (1 x 6, 1 x 6, 3 x 6) |
| | |startup2=55F |
| | |type2=Physical |
| | |priority2=Ranged Mid |
| | |ex2=Max 36 |
| | |effect2=Wall Rush |
| | |cancels2=Dodge |
| | |asthit2= |
| | }} |
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| It's a shotgun! It fires like one! (except when charged) | | It's a shotgun! It fires like one! (except when charged) |
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| Can be shot up to 3 times, helping conversions into assists. The last shot also wallrushes. | | 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. | | 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. |
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| 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. | | 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. |
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| }} | | }} |
| ''[Long] Blast foe with bazooka. Press button to change strength.'' | | ''[Long] Blast foe with bazooka. Press button to change strength.'' |
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| Big Missile.Tapping it up to 2 times makes the missile accelerate later and increases its range. | | Big Missile.Tapping it up to 2 times makes the missile accelerate later and increases its range. |
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| }} | | }} |
| ''[Long] Throw a sticking time bomb at foe. Charge to increase distance.'' | | ''[Long] Throw a sticking time bomb at foe. Charge to increase distance.'' |
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| A bomb that sticks to the opponent on hit and explodes after 186F (roughly 3 seconds). | | A bomb that sticks to the opponent on hit and explodes after 186F (roughly 3 seconds). |
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| If the explosion hits at max distance without sticking to something it will also hit twice for double damage. | | If the explosion hits at max distance without sticking to something it will also hit twice for double damage. |
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| 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. | | 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. |
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| ''[Close] Strike with machine gun hilt. Low power, quick strike.'' | | ''[Close] Strike with machine gun hilt. Low power, quick strike.'' |
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| | Close range melee low to round out his all-range playstyle. |
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| | 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. |
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| | Has some vertical tracking but mostly horizontal move. Ground version makes Laguna go airborne after. |
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| | 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. |
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| |-|Missile Barrage (midair)= | | |-|Missile Barrage (midair)= |
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| |} | | |} |
| ''[Long] Fire multiple missiles. Charge to fire six missiles.'' | | ''[Long] Fire multiple missiles. Charge to fire six missiles.'' |
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| Laguna pulls out a rocket launcher and fires up to 6 missiles, hold down to fire more. | | Laguna pulls out a rocket launcher and fires up to 6 missiles, hold down to fire more. |
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| 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. | | 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. |
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| 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. | | 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. |
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| |} | | |} |
| ''[Close] Deploy electromagnetic shield. Can deflect weak attacks.'' | | ''[Close] Deploy electromagnetic shield. Can deflect weak attacks.'' |
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| 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. | | 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. |
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| If hit by a High priority Melee the shield is destroyed. | | If hit by a High priority Melee the shield is destroyed. |
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| Laguna goes airborne during the ground version which is convenient for positioning right after with backdodge. | | Laguna goes airborne during the ground version which is convenient for positioning right after with backdodge. |
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| |cp=40 (20) | | |cp=40 (20) |
| }} | | }} |
| ''Mid] Bombard with lasers. Charge to adjust timing.'' | | ''[Mid] Bombard with lasers. Charge to adjust timing.'' |
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| | A huge laser cannon with big range. |
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| 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.
| | 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. |
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| 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.
| | Delaying it to intentionally clash with HPs and assist punish staggers can also be tricky to handle. |
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| Less niche than Satellite Laser, but still not strong enough to be thrown out at all times.
| | Notable one of the easiest ways to clash with Maelstrom/Holy to protect against them. |
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| | A great combo ender after assists too to keep distance and wallrush. |
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| |-|Satellite Laser= | | |-|Satellite Laser= |
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| ''[Long] Fire laser from orbiting satellite. Stopped by terrain.'' | | ''[Long] Fire laser from orbiting satellite. Stopped by terrain.'' |
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| One of the longest startup HPs, and a clutch tool for Laguna's matchups. BOMBS AWAY!
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| 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.
| | Huge startup, infinite vertical range and huge tracking range. |
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| | 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. |
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| | Alot of characters can horizontally dash through it, something to be aware of when throwing it out. |
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| | Be aware of assist punishes aswell, as calling an assist right before it hits is a guaranteed bravery break for them. A |
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| 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.
| | As a combo ender it does the most damage and will always ground rush them, making it the ideal choice whenever possible. |
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| His worst raw HP, but a staple in the areas it shines. Give it a try!
| | A niche HP but with amazing properties to round out his long range pressure. |
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| </tabber> | | </tabber> |
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| ''[Long] Chop with energy blade. Effective against any height.'' | | ''[Long] Chop with energy blade. Effective against any height.'' |
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| Laguna lifts up the Ragnarok and cuts down vertically with a long energy sword. An absolute staple of his punish game. GET EM!
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| 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.
| | An absolute staple of Laguna's midrange presence. Although on the riskier side, it is a rather fast HP, has huge range up and horizontally, fantastic tracking and huge wallrush range. |
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| 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.
| | Where the move really shines is in his assist change and punish game, allowing Laguna to punish alot of slower moves on reaction with it and really put down neutral pressure in midrange. |
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| No matter where Laguna will always rise a little, making it something to be considered when used in tight spacing or with shield up.
| | The knockback angle is decided based directly on where Laguna hits from, which can be amazing to control wallrush angle whenever possible and hitconfirm with assists. |
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| | One of the drawbacks however is that its one of the easier assist punishes, and timing an assist punish while getting hit for a guaranteed break is very easy to land. Making note of the opponents resources before considering recommended. |
| |-|Split Laser= | | |-|Split Laser= |
| {{AbilityInfo | | {{AbilityInfo |
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| ''[Long] Fire high-pressure energy bullet. Hold button to continue fire, release to split laser.'' | | ''[Long] Fire high-pressure energy bullet. Hold button to continue fire, release to split laser.'' |
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| 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.
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| 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 shoots an energy ball that splits into projectiles after detonating. |
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| | It's his fastest HP at 35F, suprisingly fast for an HP. Although it is easily assist punished on reaction, it should not be dismissed in neutral as it covers an angle right below Laguna and gives him ways to punish slower setup moves. He can also assist confirm off of this move, making it a fantastic HP poke to throw out in moderation. |
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| 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. | | The move also has fantastic use in assist change punishes, allowing Laguna to punish alot of long HPs like Quick Hit with assist change. |
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| | Notable the move also has top tier EX Force generation and multihit, and with the right spacing setup is able to hit 2-3 times for massive depletion or EX Force generation |
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| </tabber> | | </tabber> |
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| Yuna, Jecht, Aerith. | | Yuna, Jecht, Aerith. |
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| | = References = |
| | <references /> |
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| | {{navbox012}} |
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| | {{roadmap012lag}} |