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| Run'n'Gun, literally. After startup Laguna can move while firing but won't track the opponent while its firing. | | Run'n'Gun, literally. After startup Laguna can move while firing but and slightly track opponent while firing. |
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| 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 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. |
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| 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. | | It's possible to assist convert from aswell, but its finnicky and has very little hitstun to work with. |
| |-|Ricochet Shot= | | |-|Ricochet Shot= |
| {| class="wikitable" style="width: 45%;" | | {| class="wikitable" style="width: 45%;" |
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| Your grounded main tool for alot of things. Whiff Punish, Poking, Converting into HPs, and some finnicky counterplay tech. | | Fire a shot that ricochets off the ground and walls. |
| | Your grounded main tool with alot of applications in neutral. A swiss army knife for his mid- to longrange pressure. |
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| * 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 main shot is Mid priority while the ricochet bullet is Low priority. |
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| * the main split bullet which does 35 base damage will always track the opponents current location after ricocheting off something, making it excellent for dodge punishes and trick shots.
| | The move can be charged for more ricochet bullets while all hit seperately. Half Charge is 3 split shots, Full Charge 5. Only the main shot tracks the opponent after ricocheting, making it excellent for dodge punish, shooting past projectiles or behind them, and firing right above him. |
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| * 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 right at their feet.
| | Blocking this move can still reflect the ricochet, something to be mindful of. Same happens if it clashes and gets reflected by a move. |
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| * Bounce bullets are Low priority, the main shot Mid. Blocking the main shot staggers them but can send the split bullet after you, giving you an opportunity to punish with assist right after if they get staggered.
| | The chase effect will cancel out if hitting someone with a full charge and only a single split bullet |
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| * The chase effect will cancel out if hitting someone with a full charge and only a single split bullet, causing normal hitstun.
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| * You can hitconfirm into assists by dodge cancelling and calling assist right away on a ricochet hit. The timing is very lenient, with the fastest assists, and anyone faster than 20F can convert off of it point blank even. Practice and get a feel for it.
| | Solid move, a staple of grounded zoning, keepaway and mixups to pressure the opponent. Paired with Electroshield can be hard to contest and punish for the opponent. Don't overuse it, but do use it as much as you can. |
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| Solid move, a staple of grounded zoning, keepaway and mixups to pressure the opponent. Paired with Electroshield can be hard to contest and punish for the opponent. Don't overuse it, but do use it as much as you can.
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| |-|Grenade Bomb= | | |-|Grenade Bomb= |
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| Probably the lowest recovery move he has. Slow to come out but can be cancelled into block or dodge before it goes off, making you able to mix up your opponent should they rush at you to try and punish it. The low recovery also makes it nice to build assist with committing to Ricochet, but still keeping your grounded position. | | Probably the lowest recovery move he has. Slow to come out but can be cancelled into block/dodge very quickly after the throw for mixups. Low recovery also makes it less committal to build assist meter with. |
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| It can intercept moves with long startup aswell to force them to engage you, and you can combo off of it if you assume its gonna hit, or hitconfirm with an assist if you don't want to commit to an HP/Ricochet prior. | | It can intercept moves with long startup aswell to force them to engage you, and you can combo off of it if you assume its gonna hit, or hitconfirm with an assist if you don't want to commit to an HP/Ricochet prior. |
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| Laguna the first guy in video game history smart enough to use his gun as a melee weapon.
| | Close range melee low to round out his all-range playstyle. |
| 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.
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| | Makes for a fast poke, as defense after dodges, great EX Force gain and decently low recovery after. Can be cancelled into itself faster than into block or dodge. |
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| | Has some vertical tracking but mostly horizontal move. Ground version makes Laguna go airborne after. |
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| 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.
| | A staple move in his moveset to have since it rounds out his close range game and helps out in a pinch. Learn to love this move. |
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| |-|Missile Barrage (ground)= | | |-|Missile Barrage (ground)= |