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

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(Difference between pages)
 
(→‎EX Revenge: Reworded wall rush combo potential.)
 
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[[Category:Dissidia 012 Final Fantasy]]
[[Category:Dissidia 012 Final Fantasy]]


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


{{ProConTable
= Overview =
|pros=
* '''Good long and mid range braveries''': Excels at Long-to-Mid range zoning with Bazooka, Ricochet Shot and other tools to poke and pressure far away


* '''Long range HPs: Satellite Laser, Split Laser and Ragnarok Blade together give him a wide range of space he can land and threaten HPs from
When a bravery or an HP attack connects, it can generate small, bright spheres that float on the field. These are known as EX Force. Being in the vicinity of these spheres draws them to the player character and will accumulate the titular EX resource that is indicated with a vertical purple bar at the bottom corners of the screen.


* '''Electroshield''': Electroshield alone limits alot of options, auto-reflects infront of you and synergizes well with the rest of his kit
A full EX meter requires 1000 EX Force. Each sphere has a miniscule value of three (3), but many attacks generate anywhere from 15 to 90 EX on hit.


* '''Niche, but interesting properties''': Satellite Laser's vertical range, Bazooka's "fake" mid priority, Sticky Bomb Unblockable etc. allow for unconventional gameplay.
Once the EX meter has been filled, it will change to a bright orange color and the player will have access to either EX mode or EX Revenge depending on when R + Square is pressed. Much like [[Assist_(Dissidia_012)|'''the assist mechanic''']], this is a context sensitive input. When the player character is in a damaged state after an attack, the input will activate EX Revenge. Every other instance activates EX mode instead, such as attacking, being staggered or just moving the character freely.


* '''Damaging pokes''': Decent damage on his most common pokes and 111 ATK Stat put him above average in damage potential
A full EX meter is a powerful asset in competitive play, as it can secure victories, impose checkmate situations on the opponent and prevent an otherwise unavoidable loss. But it is often a resource that is built over the course of a match. As such, it is a long-term investment that not every character can always to make due to unfavorable risk / reward ratio. [[Gabranth_(Dissidia_012)|'''Gabranth''']] revolves entirely around the EX mechanic, while characters such as [[Cloud_Strife_(Dissidia_012)|'''Cloud''']], [[Lightning_(Dissidia_012)|'''Lightning''']] and [[Garland_(Dissidia_012)|'''Garland''']] are known to work well with the EX meter economy.


* '''Fairly damaging EX Revenge''': EX Revenge combos can hurt quite alot, giving him a good chance to turn the match off of it
In ''Dissidia 012'', EX is designed to be antithesis to the game's Assist mechanic. Equipment that enhances EX often compromises Assist, activating EX mode depletes the opponent's Assist meter and more.
|cons=
* '''Committal Neutral''': Long recovery on his best tools, easy assist punishable HPs and a lack of safe poke to throw out locks Laguna into his decisions, and a mistake can leave him open to punishes quickly


* '''Limited combos and poke conversions''': Lacks conversions off of alot of key pokes, and the ones he has are limited to specific assists / situations. On top of it, he struggles putting together extended combos without very specific scenarios or Sticky Bomb.
== Situations where EX can be gained ==
* Connecting any attack that generates EX Force on hit (refer to the character's attack info tables)
* Initiating [[Chase_(Dissidia_012)|'''Chase''']] or continuing the sequence with another chase (draws all EX Force on field)
* Connecting a bravery attack or HP attack during chase (60 EX for BRV, 75 for HP)
* Dodging an attack during Chase (generates EX Force)
* Being near EX Force the opponent generated with their previous attack(s)
* Being near EX Force while attacking or taking damage (special accessories only)
* Touching an EX core
* Use [[Gabranth_(Dissidia_012)|'''Gabranth''']]'s EX Charge attack
* Getting hit by Gilgamesh assist who uses Excalipoor swords
* Equipping gear and accessories that provide a set amount of EX at the beginning of a fight, such as Zwill Crossblade and First to Victory.
* Activating the [https://dissidia.wiki/Abilities_(Dissidia_012)#Extra_Abilities-0 '''EXP to EX extra ability''']


* '''Relies on Electroshield for keepaway''': With how good it is, it's the crux of his keepaway as it covers the blind spots of his other moves
== Situations where EX will not be gained ==
* Player character is too far from the EX spheres for the EX intake range to function
* Player character is in an attack animation or taking damage (circumvented with special accessories)
* Player character has Force to Courage or [https://dissidia.wiki/Assist_(Dissidia_012)#Side_by_Side|'''Side by Side'''] special accessory currently equipped
* Suffering from the EX depletion effect for getting hit by a bravery attack or an HP attack (equipent dependent)
* Connecting an attack during EX Revenge; EX is not generated aside from Gabranth's EX Charge


* '''Bad EX Mode''': Cool idea, but hard for him to capitalize on'
= Mechanics =
}}


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


[[Gabranth_(Dissidia_012)|'''Gabranth''']] has an exclusive ability in EX mode known as [https://dissidia.wiki/Gabranth_(Dissidia_012)#Jamming '''Jamming'''] that nullifies this mechanic.


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


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


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


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..  
EX Bursts are commonly used to end matches or tack on additional damage through bravery breaks or otherwise. As health cannot go below 1 with excess wall rush HP damage, following up with an EX Burst is a consistent way to secure the victory for characters who have access to such attacks.


Not the best move due to it's terrible range for a machine gun, but generates a lot of EX and allows for assist conversions although hard ones due to very low hitstun. Low Priority means they can dash through, but not contestable by alot of the cast while in its path. If used at all, don't get reckless, have a shield up for secondary cover.
Booster accessories will not be in effect during EX Burst. However, the % damage increase from accessories still affect EX Burst damage.
|-|Ricochet Shot=
{| class="wikitable" style="width: 45%;"
|-
! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force !! Effects !! CP (Mastered)
|-
|style="width: 20%;"| Main Bullet 35 (35)||rowspan="2"| 37F, 1F after release 54F Half / 70F Full Charge || Physical || Ranged Mid || 60 || None || 30 (15)
|-
| Split bullets 5 each || Physical || Ranged Low || 3 || Chase || 30 (15)
|}
''[Long] Fire shots that break into smaller pieces after hitting stage.''


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


Your main firearm for ground zoning, who shall keep the bad guys away, There's alot to unpack here
This is an object separate from the opponent's character that adheres to the Lock On mechanic. As such, in order to move directly towards it with a dash, players must have the support ability "EX Core Lock On" equipped and press L when an EX core has appeared.


* Laguna can charge it for more split bullets when it collides with the ground/walls. Half Charge gives 3 split shots, Full Charge 5. All Split Bullets can still bounce by themselves
The appearence of an EX core is not dictated by the LUK stat in Dissidia 012. Instead, it has a 25 % chance to spawn close to either player and a 75 % chance to spawn far from both players.


* 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
If no-one touches the EX core, it will remain on the field indefinitely. No additional EX cores will spawn during this time. Instead, the existing core will continue to gather all EX Force that is generated through attacks. This will eventually enhance the EX core itself, transforming it's appearence up to two (?) times. During this brief transitional state, the EX core is intangible and cannot be collected.


* Potentially the hardest hitting move in his bravery kit if both the main bullet and smaller bullets hit. Mostly only at super close range or with godlike aim at their feet.
EX cores are an important aspect of EX generation and thus competitive play in general. Since it is one of the few ways EX can be accumulated without attacking the opponent, it can be a vital tool to establish counterplay or comebacks. For example, grounded characters such as [[Firion_(Dissidia_012)|'''Firion''']] and [[Golbez_(Dissidia_012)|'''Golbez''']] are more likely to be in a favorable position to touch the EX core first against aerial characters who are playing passively outside of their reach. This means that EX cores can facilitate situations that break a common dynamic in an overly defensive or otherwise challenging match-up.


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


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


Overall very solid for his zoning game. Paired with Electro shield can be hard to contest by some characters, with the charge time acting for extra mixup potential. Watch your opponents jumps as the bounce bullets are very easy to miss on loose air movement.
== EX Intake Range ==
|-|Grenade Bomb=
{| class="wikitable"
|-
! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force !! Effects !! CP (Mastered)
|-
| 15 (15) || 81F / 91F / 99F || Physical || Ranged Low || 0 || None || 30 (15)
|}
''[Long] Throw grenade at foe. Change distance with button presses.''




Probably the lowest recovery move he has, this move is slow but very spammable and quick to block and dodge cancel, allowing for good defensive mixups after. It has a floaty hitstun to it, allowing for combos with assists or a preemptively loaded Ricochet Shot right after. Best used to add pressure alongside shield in grounded footsies, as it can be dashed throughed, or prevent opponents from setting up their own tools.
== EX Mode ==
When the EX gauge is full, it can be spent to activate the character's unique powered up state.


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


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


Laguna the first guy in video game history smart enough to use his gun as a melee weapon.
In addition, each character has traits exclusive to their EX mode, such as higher movement speed or increased priority on [[Cloud_Strife_(Dissidia_012)|'''Cloud's''']] bravery attacks. These can be viewed in the customization menu or in the character pages on this site.
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.


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


The only other move you can't miss in your kit in one way or another. Definitely a staple in the air to round up his all-ranges kit, and allows for consistent EX Gain outside of EX Cores. Be aware of blocking habits, don't get predictable with it. The ground version can be substituted for other tools, but it's handy to have on the ground either way.
Input R + Square while getting hit to use EX Revenge. Upon using it, time is slowed down significantly and the opponent will be in a staggered state. The default duration is '''5 seconds''' before any modifications are made by equipment or in-game rulesets. Inflicting HP damage will end EX Revenge regardless of the remaining length. Once this state has concluded, interactions will play out at regular speed such as remaining stagger time, hit stun and knockback from an attack.


|-|Missile Barrage (ground)=
Several interactions are altered during this time.
{| 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.''


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


Laguna pulls out a rocket launcher and fires up to 6 missiles, hold down to fire more.
* EX Force cannot be generated by any attacks.
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.
* Countdowns involving summons is temporarily halted


|-|Electro Shield (ground)=
* EX cores remain on the field and can appear during this time when no EX cores are present. Their appearence speed is affected by the slowdown, however.
{| 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.''


* Absorption of EX Force spheres is also affected by the slowdown.


Your Bread and Butter for keepaway, controlling neutral and slowing down approaches to build meter
* The recovery of a finished attack can be cancelled into another attack or a dash.
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:
* The opponent gains no invulnerability from being wall rushed while the slowdown is in effect, enabling more solo combos.
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.
=== What does this mean for the opponent ===
Because the opponent is considered staggered at the beginning of EX Revenge, their EX and assist related usage will cause interactions tied to those states. EX will activate EX mode and assist will use Assist Change. These are the only ways to escape EX revenge and will end it regardless of the remaining length.


If an opponent is already in EX Mode by the time EX Revenge is activated, their EX gauge consumption is temporarily halted and they are susceptible to EX Break. Similiarly, no Assist gauge decay will occur, but it will not reset like using attacks normally would either.


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


</tabber>
=== Other traits ===


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


<tabber>
When EX Revenge is activated, any assists and opponent projectiles (e.g. [[The_Emperor_(Dissidia_012)|'''The Emperor's''']] Flare) out on the battlefield disappear and will not come back when EX Revenge ends. The initiator's projectiles will remain if they existed prior and will move at normal speed. The projectile does not have to be created by the initiator either - By reflecting a projectile such as [[Lightning_(Dissidia_012)|'''Lightning's''']] Watera and using EX Revenge, the projectile will continue to exist.
|-|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)
The player who initiated EX Revenge will also remove any negative effects they had on them such as [[Laguna_Loire_(Dissidia_012)|'''Laguna's''']] Sticky Bomb or [[Shantotto_(Dissidia_012)|'''Shantotto's''']] Bio. If the opponent was affected prior to EXR, these effects will continue to persist on the opponent and apply countdown or inflict damage.
Takes 55F to be charged and turned into a mid. Although slow and ranged low, it has good range and can be dodge cancelled fairly early. Unfortunately it can't be dodge-cancelled mid charge, making charging it very commital and easily punished by alot of the cast.
It can be shot up to 3 times each delayable, making this very easy to convert into assists and combos. The last shot will wallrush close by, adding to this.
It's tracking is limited as it only follows the opponent around you with limited vertical tracking. After the first shot it will also not track anymore.


Not a very well-rounded tool, but it can have it's use in some matchups. It's very niche properties and slow startup are a crux without shield up and easily punished on reaction/early shot.
Stage elements may still be destroyed.


|-|Homing Bazooka=
The stage bravery will not be reset. This is generally only important when using the Calcabrina summon. The only way to raise stage bravery is via banish traps, Brynhildr or the omega stage effects listed below.
{{AbilityInfo
|damage=36
|startup=41F
|type=Physical
|priority=Ranged Mid
|ex=0
|effect=Wall Rush
|cp=30 (15)
}}
''[Long] Blast foe with bazooka. Press button to change strength.''


[Long] Blast foe with bazooka. Press button to change strength.
=== Omega stage effects ===


{|class="wikitable"
!Stage !! Effect
|-
|Old Chaos Shrine || Stage does not take bravery from players.
|-
|Pandaemonium || Spikes will no longer pop up, but any that are out will finish their animation very slowly.
Touching these spikes will end EX Revenge.
|-
|World of Darkness || Stage will not change regardless of timing. The stage will wait until EX Revenge concludes.
Stage bravery rises very slowly during second and third stage forms.
|-
|Lunar Subterrane || Stage bravery still accumulates after destroying stage elements, but at a much slower rate.
|-
|The Rift || The entire stage freezes and no stage elements will change until after EX Revenge ends.
If activated while a part of the stage is moving,
that part will remain textureless, <br> but solid until EX Revenge ends. Stage bravery will not rise.
|-
|Kefka's Tower || Stage bravery still accumulates after destroying stage elements.
Wall rushing the opponent at the lower sections will still take bravery and <br> bounce them away, but reduced knockback still applies.
|-
|Planet's Core || Stage will not change and stage bravery rises at normal speed.
|-
|Ultimecia's Castle || During time compression, stage bravery acts normally, but broken stage elements
will not repair themselves. Touching a gear will end EX Revenge. <br>It is unclear if time compression can begin or end during EX Revenge.
|-
|Crystal World || No crystals will appear and as such, stage bravery will not rise.
|-
|Dream's End || No changes.
|-
|Order's Sanctuary || No changes.
|-
|Edge of Madness || Stage bravery's fluctuation speed is reduced, but can still be quite fast.
|-
|Empyreal Paradox || Bravery is drained much slower.
|-
|Sky Fortress Bahamut || Stage bravery rises much slower when standing on the ground.
|-
|Orphan's Cradle || Platforms can still move, but very slowly.
|}


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
= EX related customization =


* 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.
== Abilities ==


* 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
{|class="wikitable"
* If this move explodes without hitting a player, the resulting explosion will still be a small active hitbox for a short period of time.
|+ Support Abilities
|-
! Ability !! CP (Mastered) !! AP || Description !! Notes
|-
|EX Core Lock On || 5 (0) || 50 || When EX Core is present, push L while locked on to lock onto the EX Core. ||
|-
|Auto EX Burst || 10 (5) || 50 || Automatically use EX Burst. ||
|-
|Auto EX Command || 30 (15) || 160 || Automatically input EX Burst commands. ||
|-
|Auto EX Command Ω || 40 (20) || 200 || Automatically input EX Burst commands perfectly. ||
|-
|Auto EX Defense || 30 (15) || 160 || Automatically defend against EX Bursts. ||
|-
|Auto EX Defense Ω || 40 (20) || 200 || Automatically defend against EX Bursts perfectly. ||
|}


* 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
{|class="wikitable"
|+ Extra Abilities
! Ability !! CP (Mastered) !! AP || Description !! Notes
|-
|Disable EX Gauge Lock || 100 (50) || 300 || EX Gauge fills steadily. || [[Feral_Chaos_(Dissidia_012)|'''Feral Chaos''']] only. EX absorption fills the EX meter.
|-
|Bravery Regen || 20 (10) || 170 || In EX Mode, gain bravery instead of regenerating HP. ||
|-
|EX Critical Boost || 60 (45) || 200 || Further boosts critical hit rate during EX Mode. || +25 % critical hit rate.
|-
|Anti-EX || 60 (45) || 200 || Boosts critical hit rate when opponent is in EX Mode. || +50 % critical hit rate.
|-
|Disable EX Critical Boost || 40 (20) || 100 || EX Critical Boost ability effect disabled. ||
|-
|Disable Anti-EX || 40 (20) || 100 || Anti-EX ability effect disabled. ||
|-
|EXP to EX Force || 60 (0) || 130 || Instead of obtaining EXP, the EX Gauge rises by an equivalent amount. || 0.1 % conversion.
|}


This is where the long-long range zoning starts in the air. Unsafe to throw out recklessly, but amazing tool for disrupting approaches, neutral and as a general threat. Very easy assist punishable by most assists, be careful of opponents meter and your own and think carefully. The huge recovery period also means a badly spaced shot can be easily punished by a decently timed dodge next to him. Despite it's lack of safety, if you need long range zoning that shoots through counterzoning aswell, you want this.
== Accessories ==


|-|Sticky Bomb=
{|class="wikitable"
{{AbilityInfo
|+ Basic Accessories {{accbas}}
|damage=20 (hits twice if explodes at max range without latching)
! Name !! Effect
|startup=29F / 42F / 62F (charge), 9F (release)
|-
|type=Physical
|Attractorb || EX Intake Range +1m, Assist Gauge Charge -20 %
|priority=Ranged Low (bomb), Unblockable (explosion)
|-
|ex=0
|Pearl Necklace || EX Force Absorption +10 %, Assist Gauge Charge -20 %
|effect=-
|-
|cp=30 (15)
|Dragonfly Orb || EX Core Absorption +10 %, Assist Gauge Duration -30 %
}}
|-
''[Long] Throw a sticking time bomb at foe. Charge to increase distance.''
|Silver Hourglass || EX Mode Duration +5 %, Assist Gauge Duration -10 %
 
|-
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.
|Pendant || EX Core Appearence Boost, EX Force Absorption -10 %
 
|-
Once attached, the bomb will explode in ~3 seconds (186F). This can be dodged with good timing but it can also be used by Laguna for well timed dodge punishes or mindgames. With relatively good recovery, it also makes for a safe midrange check against other characters' setups. Have a shield up to prevent it just being punished by dash up.
|Battle Gem || Assist Gauge Duration +10 %, EX Force Absorption -20 %
 
|-
|-|Pummel (midair)=
|Angel's Bell || Regen +5 % (EX mode)
{| class="wikitable"
|-
|Dismay Shock || EX Gauge Depletion +1 %
|-
|-
! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force !! Effects !! CP (Mastered)
|EX Breaker || EX Iai Strike +2 %, Defense -10 %
|-
|-
| 6, 14 (20) || 13 || Physical || Melee Low || 90 || Chase || 30 (15)
|A Comrade's Vow || AST Charge on damage +15 %, EX Intake Range -1m
|}
|}
''[Close] Strike with machine gun hilt. Low power, quick strike.''


 
{|class="wikitable"  
|-|Missile Barrage (midair)=
|+ Booster Accessories {{accboo}}
{| class="wikitable"
! Name !! Effect !! Condition
|-
|Full EX Gauge || 1.3 || When your EX Gauge is full
|-
|Empty EX Gauge || 1.5 || When your EX Gauge is empty
|-
|EX Core Present || 1.5 || When EX Core is present
|-
|EX Mode || 1.3 || While you are in EX Mode
|-
|EX Revenge || 1.4 || While you are in EX Revenge
|-
|Maintain EX Mode || 1.4 || When in EX Mode for more than 15 seconds
|-
|Full EX & Assist Gauge || 1.5 || When your EX & Assist Gauges are full
|-
|Pre-EX Mode || 1.4 || When you haven't yet entered EX Mode
|-
|Pre-EX Revenge || 1.3 || When you haven't yet used EX Revenge
|-
|EX Gauge Full || 1.3 || When opponent's EX Gauge is full
|-
|Empty EX Gauge || 1.3 || When opponent's EX Gauge is empty
|-
|-
! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force !! Effects !! CP (Mastered)
|EX Mode || 1.3 || While opponent is in EX Mode
|-
|-
| 4 each, max 6 || 23 || Physical || Ranged Low || 2 (36) || None || 30 (15)
|EX Revenge || 1.5 || While opponent is in EX Revenge
|}
|}
''[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.
{|class="wikitable"
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.
|+ Special Accessories {{accsp}}
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.
! Name !! Effect
 
|-
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.
|White Drop || EX Force Absorption +5 %, Assist Gauge Duration -5 %
 
|-
|-|Electro Shield (midair)=
|Cyan Drop || Initial EX Force +10 %, Assist Gauge Duration -10 %
{| class="wikitable"
|-
|Cyan Gem || Initial EX Force +20 %, Assist Gauge Duration -20 %
|-
|White Gem || EX Force Absorption +10 %, Assist Gauge Duration -10 %
|-
|Tenacious Attacker || Absorb EX Force during attacks
|-
|Blazing Totema || Absorb EX Force on Summon, Summon Recharge +2
|-
|Force to Courage || EX Core & EX Force to BRV
|-
|Glutton || Absorb EX Force when taking damage
|-
|Platinum Hourglass || EX Mode Duration +15 %, EX Force Absorption -20 %
|-
|Spider Web || EX Revenge Duration +10 %
|-
|Ruby Hourglass || EX Mode Duration +10 %, EX Mode Damage -10 %
|-
|Spider's Bane || EX Revenge Duration +15 %
|-
|Aggressor || EX Mode Damage +20 %, EX Mode Duration -30 %
|-
|Avenger || EX Revenge Damage +30 %, EX Core Absorption -30 %
|-
|Glimmering Crystal || EX Core Absorption +15 %, Assist Gauge Charge -15 %
|-
|Badge of Trust || Initial Assist Charge +40 %, EX Force Absorption -30 %
|-
|Great Gospel || Regen +10 %, BRV Recovery +50 %
|-
|First to Victory || Initial EX Force +20 %, Initial Assist Charge +20 %, Initial Bravery +20 %
|-
|Fake Mustache || LUK +10, EX Core Appearence Boost
|-
|Mystic Guard || EX Break Chance (Endure one EX Break)
|-
|Spider Silk || EX Revenge Duration +5 %
|-
|Close to You || Always Absorb EX Force, Assist Gauge Charge -30 %
|-
|Center of the World || EX Intake Range +3m, EX Force & Core Absorption +25 %, Assist Gauge Freeze
|-
|Together as One || Initial Assist Charge +40 %, Assist Gauge Duration +50 %, EX Force Absorption -40 %
|-
|Side by Side || AST Gauge Charge on HP attack, EX Force Absorption Disabled, EX Gauge Freeze
|-
|Arcane Incense || Initial EX Force +25 %, Accessory breakability: 100 %
|-
|Arcane Incense || Initial EX Force +100 %, Accessory breakability: 100 %
|-
|Spirit of Qu'Bia || Initial EX & AST Charge +100 %, Initial Bravery +300 %, Accessory Breakability: 100 %
|-
|-
! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force !! Effects !! CP (Mastered)
|Shock of Qu'Bia || EX & Assist Chance, EX & AST Gauge Depletion +100 %, Accessory Breakability: 100 %
|-
|-
| 10 (10) || 37 || Physical || Ranged Mid || 0 || Wall rush || 30 (15)
|Qu'Bia Crystal || EX Force Absorption +100 %, EX Core Absorption +100 %, Accessory Breakability: 100 %
|}
|}
''[Close] Deploy electromagnetic shield. Can deflect weak attacks.''


Your Bread and Butter for keepaway, controlling neutral and slowing down approaches to build meter
== Equipment set bonuses (LV100) ==
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:
=== King of Tragedy ===
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.
'''Effect:''' EX Revenge Duration +40%, EX Revenge Damage +50%


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.
Must equip all four equipment for set bonus.


</tabber>
{|class="wikitable"
! Type !! Name !! Stats !! Effect !! Category
|-
|Weapon || Rhongomiant || HP -328, ATK +69, DEF -1 || - || Spear
|-
|Hand || Prytwen || DEF +73 || - || Shield
|-
|Head || Dragon Sallet || BRV +290, DEF +1 || - || Helm
|-
|Body || Wygar || HP +2973 || - || Light Armor
|}


== HP Attacks ==
=== Rise of Discord ===
'''Effect:''' EX Mode Duration +40 %, EX Revenge Duration +40 %.


=== Ground ===
Exclusive to Feral Chaos.
Must equip all four equipment for set bonus.


<tabber>
{|class="wikitable"
|-
! Type !! Name !! Stats !! Effect !! Category
|-
|Weapon || Endless Oblivion || ATK +67 || - || Exclusive
|-
|Hand || Eternal Despair || DEF +73 || - || Exclusive
|-
|Head || Phantasmal Abyss || BRV +290, DEF +1 || - || Exclusive
|-
|Body || Cycle's End || HP +2973 || - || Exclusive
|}


|-|Ragnarok Buster=
=== Seal of Lufenia ===
{{AbilityInfo
'''Effect:''' EX Gauge Depletion +5 %.
|damage=1 x 7 (7)
Must equip three equipment for set bonus.
|startup=53F~172F (charge), 3F (release)
|type=Physical
|priority=Melee High
|ex=21
|effect=Wall Rush
|cp=40 (20)
}}
''Mid] Bombard with lasers. Charge to adjust timing.''


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


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


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.
=== Soul of Yamato ===
'''Effect:''' LUK +3 / Regen +20 % / HP to BRV, EX Core Appearence Boost
Must equip three equipment for set bonus.


Less niche than Satellite Laser, but still not strong enough to be thrown out at all times.
{|class="wikitable"
! Type !! Name !! Stats !! Effect !! Category
|-
|Weapon || Genji Blade || BRV +39, ATK +67, DEF -1 || - || Katana
|-
|Hand || Genji Shield || DEF +73 || - || Shield
|-
|Head || Genji Helm || BRV +290 DEF +1 || - || Helm
|-
|Body || Heavy Armor || HP +3300 BRV +39 || - || Heavy Armor
|}


|-|Satellite Laser=
{{AbilityInfo
|damage=2 x 6 (12)
|startup=83F
|type=Physical
|priority=Ranged High
|ex=36
|effect=Wall Rush
|cp=30 (15)
}}
''[Long] Fire laser from orbiting satellite. Stopped by terrain.''


One of the longest startup HPs, and a clutch tool for Laguna's matchups. BOMBS AWAY!
== Equipment (LV100) ==


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.
{|class="wikitable sortable"
 
! scope=col | Type
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.
! scope=col | Name
 
! scope=col | Stats
His worst raw HP, but a staple in the areas it shines. Give it a try!
! scope=col | Effect
 
! scope=col | Category
</tabber>
|-
 
|Weapon || Zwill Crossblade || ATK +66, DEF +1 || Initial EX Force +20 % || Dagger
=== Aerial ===
|-
 
|Weapon || Heaven's Cloud || BRV +39, ATK +67, DEF -1 || EX Intake Range +3m || Katana
<tabber>
|-
|-|Ragnarok Blade=
|Weapon || Nirvana || BRV +39, ATK +66 || EX Mode Duration +20 % || Staff
{{AbilityInfo
|-
|damage=-
|Weapon || Fire Book || BRV +39, ATK +66 || Regen +15 % || Staff
|startup=43F
|-
|type=-
|Weapon || Cleaver || BRV -40, ATK +69, DEF -1 || EX Force Absorption +10 % || Thrown
|priority=Melee High
|-
|ex=0
|Weapon || Loki's Lute || BRV -40, ATk +67, DEF -1 || EX Core Absorption +20 % || Instrument
|effect=Wall Rush
|-
|cp=30 (15)
|Weapon || Gigant Axe || BRV -80, ATK +70 || EX Force Absorption +10 %, slight Anti-EX effect || Exclusive ([[Garland_(Dissidia_012)|'''Garland''']])
}}
|-
''[Long] Chop with energy blade. Effective against any height.''
|Weapon || Mateus' Malice || HP +327, BRV -80, ATK +68, DEF +1 || EX Intake Range +3m, slight Anti-EX effect || Exclusive ([[The_Emperor_(Dissidia_012)|'''The Emperor''']])
 
|-
Laguna lifts up the Ragnarok and cuts down vertically with a long energy sword. An absolute staple of his punish game. GET EM!
|Weapon || Everdark || BRV +39, ATK +67 || BRV Recovery +100 %, slight Anti-EX effect || Exclusive ([[Cloud_of_Darkness_(Dissidia_012)|'''Cloud of Darkness''']])
 
|-
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.
|Weapon || Dorgann's Blade || ATK +68 || Regen +20 %, Cat Nip effect || Exclusive ([[Bartz_Klauser_(Dissidia_012)|'''Bartz''']])
 
|-
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.
|Weapon || Yoshiyuki || BRV +39, ATK +68, DEF -1 || EX Force Absorption +10 %, Riposte effect || Exclusive ([[Gilgamesh_(Dissidia_012)|'''Gilgamesh''']])
 
|-
No matter where Laguna will always rise a little, making it something to be considered when used in tight spacing or with shield up.
|Weapon || Dancing Mad || BRV -40, ATK +68, DEF +1 || Initial EX Force +20 %, Back to the Wall effect || Exclusive ([[Kefka_Palazzo_(Dissidia_012)|'''Kefka''']])
 
|-
|-|Split Laser=
|Weapon || One-Winged Angel || BRV +39, ATK +68, DEF -1 || Damage +10 %, slight Anti-EX effect || Exclusive ([[Sephiroth_(Dissidia_012)|'''Sephiroth''']])
{{AbilityInfo
|-
|damage=-
|Weapon || Lionheart || ATK +68 || EX Core Absorption +30 %, slight Sneak Attack effect || Exclusive ([[Squall_Leonhart_(Dissidia_012)|'''Squall''']])
|startup=35F~117F (charge), 3F (release)
|-
|type=-
|Weapon || Shooting Star || HP +327, BRV -80, ATK +68 DEF +1 || EX Force Absorption +10 %, Back to the Wall effect || Exclusive ([[Ultimecia_(Dissidia_012)|'''Ultimecia''']])
|priority=Ranged High
|-
|ex=60 per hit
|Weapon || Terra's Legacy || HP +327, BRV -80, ATK +68, DEF +1 || EX Force Absorption +10 %, Back to the Wall effect || Exclusive ([[Kuja_(Dissidia_012)|'''Kuja''']])
|effect=-
|-
|cp=40 (20)
|Weapon || Spira's Hope || BRV +39, ATK +67 || EX Intake Range +3m, Cat Nip effect || Exclusive ([[Yuna_(Dissidia_012)|'''Yuna''']])
}}
|-
''[Long] Fire high-pressure energy bullet. Hold button to continue fire, release to split laser.''
|Weapon || Chaos Blade || ATK +68 || EX Mode Duration +20 %, slight Counterattack effect || Exclusive ([[Gabranth_(Dissidia_012)|'''Gabranth''']])
 
|-
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.
|Weapon || Zodiac Blade || ATK +68 || EX Core Absorption +30 %, Riposte effect || Exclusive ([[Vaan_(Dissidia_012)|'''Vaan''']])
 
|-
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.
|Hand || Seydlitz || HP +327, DEF +72 || Regen +20 % || Bangle
 
|-
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.
|Hand || Highway Star || ATK +1, DEF +72 || EX Force Absorption +10 % || Exclusive ([[Gabranth_(Dissidia_012)|'''Gabranth''']])
 
|-
</tabber>
|Body || Bone Mail || HP +3300, BRV +39 || EX Core Absorption Disabled, EX Force Absorption Disabled || Heavy Armor
 
|}
== 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.''
 
{{burst
|damage1=7 x 3, 11 (32)
|damage2=1 x 40, 2 x 14 (68) (100 total)
|type=Physical
}}
 
== Builds ==
Builds here.
 
<tabber>
|-|Build #1=
{{Build
|hp=
|cp=
|brv=
|atk=
|def=
|luk=
|booster=
|setbonus=
|ast=
|wpn=
|hand=
|head=
|armor=
|acc1=
|acc2=
|acc3=
|acc4=
|acc5=
|acc6=
|acc7=
|acc8=
|acc9=
|acc10=
|summon=
}}
 
|-|Build #2=
{{Build
|hp=
|cp=
|brv=
|atk=
|def=
|luk=
|booster=
|setbonus=
|ast=
|wpn=
|hand=
|head=
|armor=
|acc1=
|acc2=
|acc3=
|acc4=
|acc5=
|acc6=
|acc7=
|acc8=
|acc9=
|acc10=
|summon=
}}
 
</tabber>
 
== Assist ==
 
{{012Assist
|type1=BRV
|attack1=Machine Gun
|startup1=31F
|position1=Ground
|spawn1=Opponent
|damage1=1 x 31 (31)
|effect1=-
|type2=BRV
|attack2=Shotgun
|startup2=55F
|position2=Air
|spawn2=Opponent
|damage2=1 x 6, 1 x 6, 3 x 6 (30)
|effect2=Wall Rush
|type3=HP
|attack3=Satellite Laser
|startup3=83F
|position3=Ground
|spawn3=Player
|damage3=2 x 8 (16)
|effect3=Wall Rush
|type4=HP
|attack4=Ragnarok Blade
|startup4=43F
|position4=Air
|spawn4=Opponent
|damage4=-
|effect4=Wall Rush
}}

Revision as of 02:15, 12 January 2024


EX is a gameplay mechanic that was introduced in Dissidia Final Fantasy (PSP) and retained in Dissidia 012. It is a resource that enables mechanics exclusive to it, EX mode and EX Revenge (012 only).

Overview

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

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

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

A full EX meter is a powerful asset in competitive play, as it can secure victories, impose checkmate situations on the opponent and prevent an otherwise unavoidable loss. But it is often a resource that is built over the course of a match. As such, it is a long-term investment that not every character can always to make due to unfavorable risk / reward ratio. Gabranth revolves entirely around the EX mechanic, while characters such as Cloud, Lightning and Garland are known to work well with the EX meter economy.

In Dissidia 012, EX is designed to be antithesis to the game's Assist mechanic. Equipment that enhances EX often compromises Assist, activating EX mode depletes the opponent's Assist meter and more.

Situations where EX can be gained

  • Connecting any attack that generates EX Force on hit (refer to the character's attack info tables)
  • Initiating Chase or continuing the sequence with another chase (draws all EX Force on field)
  • Connecting a bravery attack or HP attack during chase (60 EX for BRV, 75 for HP)
  • Dodging an attack during Chase (generates EX Force)
  • Being near EX Force the opponent generated with their previous attack(s)
  • Being near EX Force while attacking or taking damage (special accessories only)
  • Touching an EX core
  • Use Gabranth's EX Charge attack
  • Getting hit by Gilgamesh assist who uses Excalipoor swords
  • Equipping gear and accessories that provide a set amount of EX at the beginning of a fight, such as Zwill Crossblade and First to Victory.
  • Activating the EXP to EX extra ability

Situations where EX will not be gained

  • Player character is too far from the EX spheres for the EX intake range to function
  • Player character is in an attack animation or taking damage (circumvented with special accessories)
  • Player character has Force to Courage or Side by Side special accessory currently equipped
  • Suffering from the EX depletion effect for getting hit by a bravery attack or an HP attack (equipent dependent)
  • Connecting an attack during EX Revenge; EX is not generated aside from Gabranth's EX Charge

Mechanics

EX Break

Hitting the opponent's assist character during EX mode not only locks the assist meter, but also rewards the player with the stage bravery. This can occur both when the assist character is whiff punished or when the character in EX mode connects an attack during the opponent's Assist Change.

Gabranth has an exclusive ability in EX mode known as Jamming that nullifies this mechanic.

EX Burst

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

The opponent can mitigate bravery damage by repeatedly pressing Circle to raise the base defense. This is indicated with a small arrow that moves vertically alongside the graphic indicating base defense values. Overdoing it will result in decreased defense however, so players must input diligently. The support abilities Auto EX Defense or Auto EX Defense Ω can be equipped to eliminate the need for player input at the cost of CP.

Similiarly, the support abilities Auto EX Command or Auto EX Command Ω can be equipped to forgo manual player input altogether. Useful for EX Bursts that require precise timing (in high latency connections), such as Tidus or Jecht.

EX Bursts are commonly used to end matches or tack on additional damage through bravery breaks or otherwise. As health cannot go below 1 with excess wall rush HP damage, following up with an EX Burst is a consistent way to secure the victory for characters who have access to such attacks.

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

EX Core

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

This is an object separate from the opponent's character that adheres to the Lock On mechanic. As such, in order to move directly towards it with a dash, players must have the support ability "EX Core Lock On" equipped and press L when an EX core has appeared.

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

If no-one touches the EX core, it will remain on the field indefinitely. No additional EX cores will spawn during this time. Instead, the existing core will continue to gather all EX Force that is generated through attacks. This will eventually enhance the EX core itself, transforming it's appearence up to two (?) times. During this brief transitional state, the EX core is intangible and cannot be collected.

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

Characters who cannot absorb EX Force due to Side by Side or other equipment related factors are still encouraged to collect EX cores if their opponent can absorb EX. Any EX Force generated by the EX-less player will compound for the opponent if they get the EX core first.

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

EX Intake Range

EX Mode

When the EX gauge is full, it can be spent to activate the character's unique powered up state.

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

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

In addition, each character has traits exclusive to their EX mode, such as higher movement speed or increased priority on Cloud's bravery attacks. These can be viewed in the customization menu or in the character pages on this site.

EX Revenge

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

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

Several interactions are altered during this time.

  • Knockback is greatly reduced, likely due to the slow-motion effect
  • EX Force cannot be generated by any attacks.
  • Countdowns involving summons is temporarily halted
  • EX cores remain on the field and can appear during this time when no EX cores are present. Their appearence speed is affected by the slowdown, however.
  • Absorption of EX Force spheres is also affected by the slowdown.
  • The recovery of a finished attack can be cancelled into another attack or a dash.
  • The opponent gains no invulnerability from being wall rushed while the slowdown is in effect, enabling more solo combos.

What does this mean for the opponent

Because the opponent is considered staggered at the beginning of EX Revenge, their EX and assist related usage will cause interactions tied to those states. EX will activate EX mode and assist will use Assist Change. These are the only ways to escape EX revenge and will end it regardless of the remaining length.

If an opponent is already in EX Mode by the time EX Revenge is activated, their EX gauge consumption is temporarily halted and they are susceptible to EX Break. Similiarly, no Assist gauge decay will occur, but it will not reset like using attacks normally would either.

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

Other traits

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

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

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

Stage elements may still be destroyed.

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

Omega stage effects

Stage Effect
Old Chaos Shrine Stage does not take bravery from players.
Pandaemonium Spikes will no longer pop up, but any that are out will finish their animation very slowly.

Touching these spikes will end EX Revenge.

World of Darkness Stage will not change regardless of timing. The stage will wait until EX Revenge concludes.

Stage bravery rises very slowly during second and third stage forms.

Lunar Subterrane Stage bravery still accumulates after destroying stage elements, but at a much slower rate.
The Rift The entire stage freezes and no stage elements will change until after EX Revenge ends.

If activated while a part of the stage is moving, that part will remain textureless,
but solid until EX Revenge ends. Stage bravery will not rise.

Kefka's Tower Stage bravery still accumulates after destroying stage elements.

Wall rushing the opponent at the lower sections will still take bravery and
bounce them away, but reduced knockback still applies.

Planet's Core Stage will not change and stage bravery rises at normal speed.
Ultimecia's Castle During time compression, stage bravery acts normally, but broken stage elements

will not repair themselves. Touching a gear will end EX Revenge.
It is unclear if time compression can begin or end during EX Revenge.

Crystal World No crystals will appear and as such, stage bravery will not rise.
Dream's End No changes.
Order's Sanctuary No changes.
Edge of Madness Stage bravery's fluctuation speed is reduced, but can still be quite fast.
Empyreal Paradox Bravery is drained much slower.
Sky Fortress Bahamut Stage bravery rises much slower when standing on the ground.
Orphan's Cradle Platforms can still move, but very slowly.

EX related customization

Abilities

Support Abilities
Ability CP (Mastered) AP Description Notes
EX Core Lock On 5 (0) 50 When EX Core is present, push L while locked on to lock onto the EX Core.
Auto EX Burst 10 (5) 50 Automatically use EX Burst.
Auto EX Command 30 (15) 160 Automatically input EX Burst commands.
Auto EX Command Ω 40 (20) 200 Automatically input EX Burst commands perfectly.
Auto EX Defense 30 (15) 160 Automatically defend against EX Bursts.
Auto EX Defense Ω 40 (20) 200 Automatically defend against EX Bursts perfectly.
Extra Abilities
Ability CP (Mastered) AP Description Notes
Disable EX Gauge Lock 100 (50) 300 EX Gauge fills steadily. Feral Chaos only. EX absorption fills the EX meter.
Bravery Regen 20 (10) 170 In EX Mode, gain bravery instead of regenerating HP.
EX Critical Boost 60 (45) 200 Further boosts critical hit rate during EX Mode. +25 % critical hit rate.
Anti-EX 60 (45) 200 Boosts critical hit rate when opponent is in EX Mode. +50 % critical hit rate.
Disable EX Critical Boost 40 (20) 100 EX Critical Boost ability effect disabled.
Disable Anti-EX 40 (20) 100 Anti-EX ability effect disabled.
EXP to EX Force 60 (0) 130 Instead of obtaining EXP, the EX Gauge rises by an equivalent amount. 0.1 % conversion.

Accessories

Basic Accessories accessory_basic.png
Name Effect
Attractorb EX Intake Range +1m, Assist Gauge Charge -20 %
Pearl Necklace EX Force Absorption +10 %, Assist Gauge Charge -20 %
Dragonfly Orb EX Core Absorption +10 %, Assist Gauge Duration -30 %
Silver Hourglass EX Mode Duration +5 %, Assist Gauge Duration -10 %
Pendant EX Core Appearence Boost, EX Force Absorption -10 %
Battle Gem Assist Gauge Duration +10 %, EX Force Absorption -20 %
Angel's Bell Regen +5 % (EX mode)
Dismay Shock EX Gauge Depletion +1 %
EX Breaker EX Iai Strike +2 %, Defense -10 %
A Comrade's Vow AST Charge on damage +15 %, EX Intake Range -1m
Booster Accessories accessory_booster.png
Name Effect Condition
Full EX Gauge 1.3 When your EX Gauge is full
Empty EX Gauge 1.5 When your EX Gauge is empty
EX Core Present 1.5 When EX Core is present
EX Mode 1.3 While you are in EX Mode
EX Revenge 1.4 While you are in EX Revenge
Maintain EX Mode 1.4 When in EX Mode for more than 15 seconds
Full EX & Assist Gauge 1.5 When your EX & Assist Gauges are full
Pre-EX Mode 1.4 When you haven't yet entered EX Mode
Pre-EX Revenge 1.3 When you haven't yet used EX Revenge
EX Gauge Full 1.3 When opponent's EX Gauge is full
Empty EX Gauge 1.3 When opponent's EX Gauge is empty
EX Mode 1.3 While opponent is in EX Mode
EX Revenge 1.5 While opponent is in EX Revenge
Special Accessories accessory_special.png
Name Effect
White Drop EX Force Absorption +5 %, Assist Gauge Duration -5 %
Cyan Drop Initial EX Force +10 %, Assist Gauge Duration -10 %
Cyan Gem Initial EX Force +20 %, Assist Gauge Duration -20 %
White Gem EX Force Absorption +10 %, Assist Gauge Duration -10 %
Tenacious Attacker Absorb EX Force during attacks
Blazing Totema Absorb EX Force on Summon, Summon Recharge +2
Force to Courage EX Core & EX Force to BRV
Glutton Absorb EX Force when taking damage
Platinum Hourglass EX Mode Duration +15 %, EX Force Absorption -20 %
Spider Web EX Revenge Duration +10 %
Ruby Hourglass EX Mode Duration +10 %, EX Mode Damage -10 %
Spider's Bane EX Revenge Duration +15 %
Aggressor EX Mode Damage +20 %, EX Mode Duration -30 %
Avenger EX Revenge Damage +30 %, EX Core Absorption -30 %
Glimmering Crystal EX Core Absorption +15 %, Assist Gauge Charge -15 %
Badge of Trust Initial Assist Charge +40 %, EX Force Absorption -30 %
Great Gospel Regen +10 %, BRV Recovery +50 %
First to Victory Initial EX Force +20 %, Initial Assist Charge +20 %, Initial Bravery +20 %
Fake Mustache LUK +10, EX Core Appearence Boost
Mystic Guard EX Break Chance (Endure one EX Break)
Spider Silk EX Revenge Duration +5 %
Close to You Always Absorb EX Force, Assist Gauge Charge -30 %
Center of the World EX Intake Range +3m, EX Force & Core Absorption +25 %, Assist Gauge Freeze
Together as One Initial Assist Charge +40 %, Assist Gauge Duration +50 %, EX Force Absorption -40 %
Side by Side AST Gauge Charge on HP attack, EX Force Absorption Disabled, EX Gauge Freeze
Arcane Incense Initial EX Force +25 %, Accessory breakability: 100 %
Arcane Incense Initial EX Force +100 %, Accessory breakability: 100 %
Spirit of Qu'Bia Initial EX & AST Charge +100 %, Initial Bravery +300 %, Accessory Breakability: 100 %
Shock of Qu'Bia EX & Assist Chance, EX & AST Gauge Depletion +100 %, Accessory Breakability: 100 %
Qu'Bia Crystal EX Force Absorption +100 %, EX Core Absorption +100 %, Accessory Breakability: 100 %

Equipment set bonuses (LV100)

King of Tragedy

Effect: EX Revenge Duration +40%, EX Revenge Damage +50%

Must equip all four equipment for set bonus.

Type Name Stats Effect Category
Weapon Rhongomiant HP -328, ATK +69, DEF -1 - Spear
Hand Prytwen DEF +73 - Shield
Head Dragon Sallet BRV +290, DEF +1 - Helm
Body Wygar HP +2973 - Light Armor

Rise of Discord

Effect: EX Mode Duration +40 %, EX Revenge Duration +40 %.

Exclusive to Feral Chaos. Must equip all four equipment for set bonus.

Type Name Stats Effect Category
Weapon Endless Oblivion ATK +67 - Exclusive
Hand Eternal Despair DEF +73 - Exclusive
Head Phantasmal Abyss BRV +290, DEF +1 - Exclusive
Body Cycle's End HP +2973 - Exclusive

Seal of Lufenia

Effect: EX Gauge Depletion +5 %. Must equip three equipment for set bonus.

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

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

Soul of Yamato

Effect: LUK +3 / Regen +20 % / HP to BRV, EX Core Appearence Boost Must equip three equipment for set bonus.

Type Name Stats Effect Category
Weapon Genji Blade BRV +39, ATK +67, DEF -1 - Katana
Hand Genji Shield DEF +73 - Shield
Head Genji Helm BRV +290 DEF +1 - Helm
Body Heavy Armor HP +3300 BRV +39 - Heavy Armor


Equipment (LV100)

Type Name Stats Effect Category
Weapon Zwill Crossblade ATK +66, DEF +1 Initial EX Force +20 % Dagger
Weapon Heaven's Cloud BRV +39, ATK +67, DEF -1 EX Intake Range +3m Katana
Weapon Nirvana BRV +39, ATK +66 EX Mode Duration +20 % Staff
Weapon Fire Book BRV +39, ATK +66 Regen +15 % Staff
Weapon Cleaver BRV -40, ATK +69, DEF -1 EX Force Absorption +10 % Thrown
Weapon Loki's Lute BRV -40, ATk +67, DEF -1 EX Core Absorption +20 % Instrument
Weapon Gigant Axe BRV -80, ATK +70 EX Force Absorption +10 %, slight Anti-EX effect Exclusive (Garland)
Weapon Mateus' Malice HP +327, BRV -80, ATK +68, DEF +1 EX Intake Range +3m, slight Anti-EX effect Exclusive (The Emperor)
Weapon Everdark BRV +39, ATK +67 BRV Recovery +100 %, slight Anti-EX effect Exclusive (Cloud of Darkness)
Weapon Dorgann's Blade ATK +68 Regen +20 %, Cat Nip effect Exclusive (Bartz)
Weapon Yoshiyuki BRV +39, ATK +68, DEF -1 EX Force Absorption +10 %, Riposte effect Exclusive (Gilgamesh)
Weapon Dancing Mad BRV -40, ATK +68, DEF +1 Initial EX Force +20 %, Back to the Wall effect Exclusive (Kefka)
Weapon One-Winged Angel BRV +39, ATK +68, DEF -1 Damage +10 %, slight Anti-EX effect Exclusive (Sephiroth)
Weapon Lionheart ATK +68 EX Core Absorption +30 %, slight Sneak Attack effect Exclusive (Squall)
Weapon Shooting Star HP +327, BRV -80, ATK +68 DEF +1 EX Force Absorption +10 %, Back to the Wall effect Exclusive (Ultimecia)
Weapon Terra's Legacy HP +327, BRV -80, ATK +68, DEF +1 EX Force Absorption +10 %, Back to the Wall effect Exclusive (Kuja)
Weapon Spira's Hope BRV +39, ATK +67 EX Intake Range +3m, Cat Nip effect Exclusive (Yuna)
Weapon Chaos Blade ATK +68 EX Mode Duration +20 %, slight Counterattack effect Exclusive (Gabranth)
Weapon Zodiac Blade ATK +68 EX Core Absorption +30 %, Riposte effect Exclusive (Vaan)
Hand Seydlitz HP +327, DEF +72 Regen +20 % Bangle
Hand Highway Star ATK +1, DEF +72 EX Force Absorption +10 % Exclusive (Gabranth)
Body Bone Mail HP +3300, BRV +39 EX Core Absorption Disabled, EX Force Absorption Disabled Heavy Armor