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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) |
| 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. | | Takes 55F to be charged and turned into a ranged mid priority. Slow and ranged low otherwise, but it has good range and can be dodge cancelled fairly early. Can't be dodge cancelled while charging. |
| 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.
| | 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 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 and easily punished on reaction/early shot. | | 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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| |-|Homing Bazooka= | | |-|Homing Bazooka= |
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| 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 | | Big Missile.Tapping it up to 2 times makes the missile accelerate later and increases its range. |
| | it has amazing tracking horizontally up until the initial shot and can be aimed slightly away from the opponent. The missile starts homing in with a huge turn radius once it accelerates. |
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| * 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.
| | Uniquely, the explosion on contact is the actual Mid Priority projectile, so it goes through other projectiles until it hits something or gets blocked. |
| | The explosion hitbox still appears when it hits a wall and knocks away. |
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| * 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
| | The knockback is directly related to the angle its hitting from. If it hits them from behind, it will always send them straight towards you. Crucial to know for wallrush confirms. |
| * If this move explodes without hitting a player, the resulting explosion will still be a small active hitbox for a short period of time.
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| * 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
| | Great anti-zoning tool and to disrupt the opponents own neutral setups. However it is fairly easy to get a hang for an assist punish on it, so use carefully considered and with meter behind it. Despite its risk, it's effective at what it does and shouldn't be used for reckless zoning on a savvy opponent. |
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| 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.
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| |-|Sticky Bomb= | | |-|Sticky Bomb= |
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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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| 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.
| | A bomb that sticks to the opponent on hit and explodes after 186F (roughly 3 seconds). |
| | Fully charged it will blink and can be held a little while after. Charge time affects both the speed and range thrown. |
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| 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.
| | The thrown bomb is a ranged low, but the explosion triggered after max distance and after sticking time is unblockable and can be converted off of with a variety of assists. |
| | If the explosion hits at max distance without sticking to something it will also hit twice for double damage. |
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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. |
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| |-|Pummel (midair)= | | |-|Pummel (midair)= |
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| ''[Close] Deploy electromagnetic shield. Can deflect weak attacks.'' | | ''[Close] Deploy electromagnetic shield. Can deflect weak attacks.'' |
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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.
| | 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. |
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| Notes about Reflect properties:
| | Due to being a projectile, blocking it makes it act as if reflected, so they can walk through it after. Mid Projectiles also don't get reflected but redirected. |
| If 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.
| | If hit by a High priority Melee the shield is destroyed. |
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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. | | 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> |