Laguna Loire (Dissidia 012): Difference between revisions

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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.


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.


|-|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.


* 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.


* 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.


* 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.


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.


|-|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.''


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.  


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


|-|Pummel (midair)=
|-|Pummel (midair)=
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''[Close] Deploy electromagnetic shield. Can deflect weak attacks.''
''[Close] Deploy electromagnetic shield. Can deflect weak attacks.''


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.


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.


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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Revision as of 06:52, 20 April 2024


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


Combos page

Strategy page

Overview

Laguna is a midrange zoner with a balance between keepaway and rushdown tools. His strengths lie in his wide range of pokes to chip away at the opponents bravery and unique move properties, which allow him to have some unconventional strategies to play around his opponent.

His variety of ranges to work at gives Laguna the potential to always be able to threaten with something, wether its long range with Homing Bazooka, midrange with Ricochet Shot, or close range with Pummel and Electroshield.


However his biggest weakness lies in his long recovery on alot of key moves, making him easy to whiff punish on a mistake. Mixing up your options to throw off the opponent constantly is key to staying on defense with him, and watching the opponents resources to decide risk-reward accordingly.

If you like midrange play, poking away and cashing out huge with the right hit, and playing keepaway neutral, Laguna is your Man with the Machine Gun.

Bravery Attacks

Ground

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
1 x 32 (32) 31 Physical Ranged Low 3x32 (96) None 30 (15)

[Mid] Fire machine gun. Move with analog stick while holding button.


Run'n'Gun, literally. After startup Laguna can move while firing but won't track the opponent while its firing.

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

It's possible to assist convert from aswell, although difficult and needs some practice since the low hitstun can break your assists hitstun. Use wisely.

Aerial

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

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

It's a shotgun! It fires like one! (except when charged) Takes 55F to be charged and turned into a ranged mid priority. Slow and ranged low otherwise, but it has good range and can be dodge cancelled fairly early. Can't be dodge cancelled while charging. Can be shot up to 3 times, helping conversions into assists. The last shot also wallrushes. It's tracking is limited as it only follows the opponent around you with limited vertical tracking. After the first shot it will also not track aswell anymore.

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

HP Attacks

Ground

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


Mid] Bombard with lasers. Charge to adjust timing.


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.

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.

Less niche than Satellite Laser, but still not strong enough to be thrown out at all times.

Aerial

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


[Long] Chop with energy blade. Effective against any height.

Laguna lifts up the Ragnarok and cuts down vertically with a long energy sword. An absolute staple of his punish game. GET EM!

One of Laguna's fastest HPs. At a distance, the hitbox appears instantly right above him, and it has amazing horizontal tracking. Due to these properties it's fantastic for punishing other whiffed HPs and moves with high recovery / startup safely out of range.

Because it starts right above him, it can also be used to get matchup specific punishes where others can't, or without risking getting punished themselves. Ragnarok Blade has good knockback and thus a fairly big wall rush radius. The knockback angle is based on where Laguna hits from.

No matter where Laguna will always rise a little, making it something to be considered when used in tight spacing or with shield up.

EX Mode: Look, the faeries are here!

Effects:

  • Regen
  • Critical Boost
  • A Faerie's Miracle

A Faerie's Miracle

[Always active while in EX Mode] The recovery time after bravery attacks can be cancelled by performing any attack.

EX Burst: Desperado

A furious bombardment of bullets. Take aim and press R to shoot or hold down the button for rapid fire.

Damage multiplier (initial) Damage multiplier (rest) Type
7 x 3, 11 (32) 1 x 40, 2 x 14 (68) (100 total) Physical


A shooting exercise minigame, hold down the R button to fire. Every hit you will drift off of them based on the center. The best way to deal with it is to stick to the edges and fire away. Land 40 hits to fill the gauge and unleash THE GREATEST ATTACK EVER.

This is actually a notable EX Burst. While the max damage with 100 is average as usual, the 32 base at the start before defense multiplier is the second highest in the game, tied with Lightning. Extremely useful for bravery breaks and subsequently tacking on extra damage.

Combos

Solo

Assist

Builds

Builds here.

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

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

Assist

Laguna's assist data

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


Assists

Yuna, Jecht, Aerith.