Bartz Klauser (Dissidia 012) and Laguna Loire (Dissidia 012): Difference between pages

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[[Category:Dissidia 012 Final Fantasy]]
[[Category:Dissidia 012 Final Fantasy]]
https://resources.dissidia.wiki/ddff/chara-icon/ddff-icon-bartz.png
 
{{CharacterInfo
{{CharacterInfo
|name=Bartz Klauser
|name=Laguna Loire (ラグナ・レウァール)
|origin=Final Fantasy V
|origin=Final Fantasy VIII
|weapon=All
|weapon=Swords, Daggers, Greatswords, Guns
|armor=All
|armor=Shields, Bangles, Hats, Helms, Clothing, Light Armor, Chestplates
|atk=110 (Average)
|atk=111 (High)
|def=111 (Average)
|def=110 (Low)
|runspeed=6 (Average / Good)
|runspeed=9 (Slow)
|dash=77F (Average / Good)
|dash=81 (Below Average)
|fall=89F (Below Average)
|fall=75 (Above Average)
|fallr=39F (Average)
|fallr=35 (Above Average)
|exclusives=Chocoblade, Dayspring, Dorgann's Blade
|exclusives=Machine Gun, High-Power Machine Gun, Ragnarok Pistol
}}
}}


== Overview ==
[[Laguna Loire (Dissidia 012)/Combos|'''Combos page''']]
Bartz Klauser is the carefree protagonist of Final Fantasy V. In Dissidia 012, he is representing the Mime Class from his original game. This is evident in the fact that is moveset is borrowed from other Warriors of Cosmos.
 
[[Lagune Loire (Dissidia 012)/Strategy|'''Strategy page''']]


{{ProConTable
{{ProConTable
|pros=
|pros=
* '''Solid ground game''', with fast pokes and HPs that can cover good space above him
* '''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
* '''Can utilize the boosts''' gained from his copied moves to run creative builds
 
* '''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
 
* '''Electroshield''': Electroshield alone limits alot of options, auto-reflects infront of you and synergizes well with the rest of his kit
 
* '''Niche, but interesting properties''': Satellite Laser's vertical range, Bazooka's "fake" mid priority, Sticky Bomb Unblockable etc. allow for unconventional gameplay.
 
* '''Damaging pokes''': Decent damage on his most common pokes and 111 ATK Stat put him above average in damage potential
 
* '''Fairly damaging EX Revenge''': EX Revenge combos can hurt quite alot, giving him a good chance to turn the match off of it
|cons=
|cons=
* '''Aerial game''', while average on it's own, is often outclassed by many other characters
* '''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
* '''Lackluster pokes.''' Slow, punishable air pokes makes it more difficult to generate assist meter safely
 
* '''Weak zoning'''. Holy, while deals heavy damage alongside a great BRV to HP Link, can easily backfire due to it's Ranged Low priority
* '''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.
* '''Weak EX Force Generation'''
 
* '''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
 
* '''Bad EX Mode''': Cool idea, but hard for him to capitalize on'
}}
}}


== Moveset Data ==
== Overview ==
info here
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 ==
== Bravery Attacks ==
=== Ground ===
=== Ground ===
<tabber>
<tabber>
|-|Blade Crash=
|-|Machine Gun=
{{AbilityInfo
{| class="wikitable"
|damage=8, 7, 6, 1 x 4, 15 (40)
|-
|startup=23
! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force !! Effects !! CP (Mastered)
|type=Physical
|-
|priority=Melee Low
| 1 x 32 (32) || 31 || Physical || Ranged Low || 3x32 (96) || None || 30 (15)
|ex=90
|}
|effect=Chase, Minor Speed Boost
''[Mid] Fire machine gun. Move with analog stick while holding button.''
|cp=30 (15)
 
}}
 
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..
 
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.
|-|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.''
 
 
Your main firearm for ground zoning, who shall keep the bad guys away, There's alot to unpack here
 
* 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
 
* 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


''[Close] Slash with two swords. Minor Speed Boost effect.'' Speed Boost increases running speed by 8% with each equipped Blade Crash.
* 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.


Swing Blazefire Saber twice to knock them into the air, then dash through with katana to hit multiple times and slash them away. Copied from Lightning and Vaan.
* Bounce bullets are Low priority, the main shot Mid. Make good use of that.


One of Bartz's slower moves, the advantage that this move brings is that, just like Lightning's version, it moves Bartz slightly forward whenever he does it, making it good to catch opponents whiffing a move in range. However, this slowness also means that you need to think before throwing out this move, as it is easily blockable and punishable. The EX Force generation is good, but it is your choice to run either Blade Crash or Hazard Raid.
* The chase effect will cancel out if hitting someone with a full charge and only a single split bullet, causing normal hitstun


|-|Reel Impulse=
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.
{{AbilityInfo
|-|Grenade Bomb=
|damage=7, 7, 3 x 3, 4, 16 (43)
{| class="wikitable"
|startup=47
|-
|type=Physical
! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force !! Effects !! CP (Mastered)
|priority=Ranged High (Axe), Melee Low (Dagger)
|-
|ex=27
| 15 (15) || 81F / 91F / 99F || Physical || Ranged Low || 0 || None || 30 (15)
|effect=Wall Rush, EX Intake Range +1m
|}
|cp=35 (15)
''[Long] Throw grenade at foe. Change distance with button presses.''
}}


''[Long] Throw axe forwards. EX Intake range +1m.''


Throw an axe that rebounds to pull the opponent closer, then leap and slash with twin swords multiple times and knock them away. Copied from Firion and Zidane.
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.


Although very slow, the axe throw has the longest range of all of Bartz's grounded attacks, making it viable for punishes in long range. In addition to that, it has high priority, meaning it cannot be guarded with normal blocks and must be dodged, allowing Bartz to get an assist dodge punish if the opponent didn't perfect dodge the axe.
|-|Pummel (ground)=
{| 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.''


Another advantage this move offers is its additional effect, which increases the EX Intake Range by 1 meter. This additional effect is stackable, so that you can equip two Reel Impulses to get +2m EX Intake Range, which is almost equal to equipping a Heaven's Cloud. An EX build could forgo equipping both Blade Crash and Hazard Raid and just equip another Reel Impulse to strengthen Bartz's EX Game.


Despite these advantages, you rarely want to throw this move, as the recovery of this move is extremely long, making it easily punishable by a variety of ways. After throwing the axe, Bartz is vulnerable to assist punishes as well, so one should only throw this move out when Bartz has at least one bar of assist gauge.  
Laguna the first guy in video game history smart enough to use his gun as a melee weapon.
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.


The EX Intake Effect is useless on a Side by Side Build, but an SBS Bartz would still rather prefer running Reel Impulse due to the advantages stated above that none of his other grounded moves can offer.


With the help of landing lag, connecting Reel Impulse at point blank range lets Bartz dodge cancel into Blade Crash bravery for a solo combo.
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.


|-|Hazard Raid=
|-|Missile Barrage (ground)=
{{AbilityInfo
{| class="wikitable"
|damage=3 x 4, 5, 8, 10 (35)
|-
|startup=27
! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force !! Effects !! CP (Mastered)
|type=Physical
|-
|priority=Melee low
| 4 each, max 6 || 23F || Physical || Ranged Low || 2 (36) || None || 30 (15)
|ex=90
|}
|effect=Chase, Chase bravery damage +10 %
''[Long] Fire multiple missiles. Charge to fire six missiles.''
|cp=30 (15)
}}


''[Mid] Charge and pummel foe. Chase bravery damage +10 %.''


Charge forward impaling the opponent with Buster Sword, then punch them three times to launch them into the air. Copied from Cloud and Tifa.
Laguna pulls out a rocket launcher and fires up to 6 missiles, hold down to fire more.
The missiles themselves are very small, fire one after another and have terrible tracking. While they do home in on the opponent, they first stray off in different directions and have an awkward turn radius.
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.


A really good distance closer thanks to the first part of Cloud's Climhazzard. However, the same problems that Climhazzard has also applies to this move, with it arguabily being worse than it, since instead of the Wall Rush Climhazzard has, the second and the third part of this move is replaced by Tifa's Beat Rush, which leads into Chase. Due to this, it doesn't offer much advantage in SBS Builds that Reel Impluse cannot provide.  
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.


An EX Build can try to utilise this move to take advantage of it's EX Force Generation, but since it's a slow grounded BRV Attack, it will be rarely utilized, while the side effect of it doesn't provide much benefit to it. You can safely ignore this move in most EX Builds, or you can choose between Hazard Raid and Blade Crash in SBS Builds.
|-|Electro Shield (ground)=
{| 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.''




|-|Solid Ascension=
Your Bread and Butter for keepaway, controlling neutral and slowing down approaches to build meter
{{AbilityInfo
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.
|damage=4, 5, 6, 7, 5, 7, 16 (50)
|startup=13
|type=Physical
|priority=Melee Low
|ex=96
|effect=Chase, Wall Rush, Minor Physical Shield
|cp=30 (15)
}}


''[Close] Repeated slashes. Minor Physical Shield effect.'' The shield effect activates at near death for a 10 % boost with each equipped Solid Ascension.
Notes about Reflect properties:
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.


Slash the opponent four times from close-range with four quick slashes, then perform a sword combo to knock them into the air. Copied from Squall and the Warrior of Light.
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.


His best grounded BRV Move. The start up is extremely quick, and can punish slower moves in range quite easily. It also deals the best damage on the ground with generating almost 1/10th of a Full EX Bar. It's quick start up also allows Bartz to build up assist quickly on the ground, which means that he can reliably get at least one assist bar to keep him safe from assist punishes or use an assist himself.


One glaring disadvantage of this move is that it has very poor range. Bartz must be very close to standing next to his opponent to make the move connect. In addition to that, it also suffers from poor vertical range, making it a very poor choice to punish air approaches or any whiffed attack in the air.
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


Despite the disadvantages, it is a very good move that does all of the important things (Being fast, dealing great damage, generating great EX Force) at the cost of poor range, which can be mitigated by his great anti-air HP attacks.
</tabber>
</tabber>


=== Aerial ===
=== Aerial ===
<tabber>
<tabber>
|-|Holy=
|-|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)
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.
 
|-|Homing Bazooka=
{{AbilityInfo
{{AbilityInfo
|damage=each (8)
|damage=36
|startup=37
|startup=41F
|type=Magical
|type=Physical
|priority=Ranged Low
|priority=Ranged Mid
|ex=0
|ex=0
|effect=Chase, Minor Jump Booost
|effect=Wall Rush
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Long] Blast foe with bazooka. Press button to change strength.''


''[Long] Emit light projectiles. Minor Jump Boost effect.''
[Long] Blast foe with bazooka. Press button to change strength.


Conjure five balls of light that home in on the opponent. Copied from Terra.


Almost an iconic move for Bartz, his de facto zoning tool. If it doesn't work, it's the most useless tool Bartz can have. When it works however, it is one of the best moves he has. The orbs track down the opponent for some good distance, and is effective if the opponent is way below or way above you. Each orb also has solid base damage, so if all 5 orbs connect with the opponent it will deal solid damage. The range also allows for long distance punishes, although rare since the orbs don't travel fast enough for some punishes. It also punishes over dodging in the air, and poor dodges on the ground if the opponent forgoes blocking. Even while blocking, one must block each individual orb, allowing a misblock to be deadly. These advantages come in handy, as it can link into Flare, which is a good move in its own right.
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


One major positive of this move is that it is susceptible to the [[Link Glitch]]. What it means for Holy is that you can use Holy at a distance and then use another set of Holy before the first set hits the opponent. The first set of Holy won't disappear when you use Holy again, and if the first set hits the opponent, it will count as the second set of Holy hitting the opponent, allowing Bartz to link it into Flare. This glitch makes his confirms much easier and allows Bartz to deal much more damage than he is normally supposed to.
* 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.


Unfortunately, despite all of these advantages, the disadvantages this move provides almost equals out, making it just an average move. It is easily deflected by the opponent Free Air Dashing at Bartz. In the previous game, this wasn't that much of a problem, since everyone ran Omni Air Dash. However, Free Air Dashing shuts down Holy spamming without much effort. This wouldn't be as bad if for the fact that the orbs don't disappear on hitting the opponent, allowing them to hit you even if you have connected an attack. This messes up most of Bartz's attacks, since they don't cover his vertical hurtbox. In addition to that, the orbs also have longer hitstun than most projectiles, making it easy for an opponent to capitalize off of a reflected Holy. The start up of this move is also extremely long, allowing the opponent to punish the move easily even before it goes off. It is also susceptible to getting Assist punished, meaning that it shouldn't be spammed if the opponent has one bar of assist gauge filled up.
* 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
* If this move explodes without hitting a player, the resulting explosion will still be a small active hitbox for a short period of time.


With these advantages and disadvantages, Holy is in the middle of the road for how unreliable it is. If it works, it brings your damage, punishes and HP hits in quite easily. If it doesn't work, you will wonder why you even decided on using the move.
* 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


|-|Rush Impact=
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=
{{AbilityInfo
{{AbilityInfo
|damage=6, 8, 16 (30)
|damage=20 (hits twice if explodes at max range without latching)
|startup=19
|startup=29F / 42F / 62F (charge), 9F (release)
|type=Physical
|type=Physical
|priority=Melee Low
|priority=Ranged Low (bomb), Unblockable (explosion)
|ex=30
|ex=0
|effect=Wall Rush, Jump Times Boost
|effect=-
|cp=30 (15)
|cp=30 (15)
}}
}}
''[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.


''[Close] Wield spear and sword. Jump Times Boost effect.''
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.


Swing Kain's lance to hit the opponent twice, then swing Blazefire Saber to slam them down. Copied from Kain and Lightning.
|-|Pummel (midair)=
{| class="wikitable"
|-
! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force !! Effects !! CP (Mastered)
|-
| 6, 14 (20) || 13 || Physical || Melee Low || 90 || Chase || 30 (15)
|}
''[Close] Strike with machine gun hilt. Low power, quick strike.''


Unfortunately slower than most air pokes, it is almost as slow as Cloud's Slashing Blow, which is a big deal when considering Rush Impact is Bartz's fastest move in the air. It has some range and it is easily comboable to an assist, but it is also predictable and not that good at approaching or whiffing. Not much to say about this move, since you have to run this move, but not having a better faster option than this move makes Bartz's air game miserable, as a dodge cancel window is not available very early.


|-|Slide Shooter=
|-|Missile Barrage (midair)=
{{AbilityInfo
{| class="wikitable"
|damage=1 x 6, 5, 6, 3, 3, 5, 12 (40)
|-
|startup=25
! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force !! Effects !! CP (Mastered)
|type=Physical
|-
|priority=Melee Low
| 4 each, max 6 || 23 || Physical || Ranged Low || 2 (36) || None || 30 (15)
|ex=30
|}
|effect=Wall Rush, Wall Rush Bravery damage +30 %
''[Long] Fire multiple missiles. Charge to fire six missiles.''
|cp=30 (15)
 
}}
Laguna pulls out a rocket launcher and fires up to 6 missiles, hold down to fire more.
The missiles themselves are very small, fire one after another and have terrible tracking. While they do home in on the opponent, they first stray off in different directions and have an awkward turn radius.
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.


''[Mid] Charge repeatedly. Wall rush bravery damage +10 %.'' The 10 % damage boost is a ''typo'' in the North American version of the game.
|-|Electro Shield (midair)=
{| class="wikitable"
|-
! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force !! Effects !! CP (Mastered)
|-
| 10 (10) || 37 || Physical || Ranged Mid || 0 || Wall rush || 30 (15)
|}
''[Close] Deploy electromagnetic shield. Can deflect weak attacks.''


Slide through the opponent twice, then hit them multiple times with Kain's lance and knock them upwards. Copied from Tidus and Kain.
Your Bread and Butter for keepaway, controlling neutral and slowing down approaches to build meter
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.


A gap closer and a supplementary assist generation tool. The generous input windows and hit stun make it fairly easy to confirm an assist combo, even without a wall rush at the ceiling. If the player has set this move to a neutral+circle input, they can attempt to utilise [[Lock Off]] to generate assist meter safely for a bit longer.
Notes about Reflect properties:
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.


Much like Tidus' Full Slide, Bartz can take advantage of the slowdown that occurs during an assist call to greatly increase Slide Shooter's vertical tracking. This utility is primarily applied in punish situations or other confrontations where the Bartz player is confident in their approach.
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.


Unfortunately the assist synergy for this strategy is similiarly restricted as it is with Tidus. Kuja and Jecht are more commonly used with Bartz for their fast start-up (assist follow-ups) and damage potential (Holy -> Flare setups), but this particular strategy relies on [[Assist#Aerith_Gainsborough|Aerith]] assist. Losing out on early conversions from Bartz's other aerial moves can hurt and ground-oriented playstyles may suffer even more. Please take that into consideration before relying on this.
</tabber>
</tabber>


== HP Attacks ==
== HP Attacks ==
=== Ground ===
=== Ground ===
<tabber>
<tabber>
|-|Hellfire=
 
|-|Ragnarok Buster=
{{AbilityInfo
{{AbilityInfo
|damage=10 (10)
|damage=1 x 7 (7)
|startup=39
|startup=53F~172F (charge), 3F (release)
|type=Physical
|type=Physical
|priority=Melee (Claw) / Ranged High (Pillars)
|priority=Melee High
|ex=60~150
|ex=21
|effect=Wall
|effect=Wall Rush
|cp=30 (15)
|cp=40 (20)
}}
}}
''Mid] Bombard with lasers. Charge to adjust timing.''


''[Close] Summon Ifrit. Assist Gauge time +10 %.''


Summon Ifrit to attack with pillars of fire. EX generation increases if more flame pillars hit.
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.


|-|Dark Flame=
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.
 
|-|Satellite Laser=
{{AbilityInfo
{{AbilityInfo
|damage=-
|damage=2 x 6 (12)
|startup=53
|startup=83F
|type=-
|type=Physical
|priority=Ranged High
|priority=Ranged High
|ex=0
|ex=36
|effect=Wall Rush, Minor Ground Evasion Boost
|effect=Wall Rush
|cp=30 (15)
|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!
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.
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.


''[Long] Summon dark fire. Minor Ground Evasion Boost.''
His worst raw HP, but a staple in the areas it shines. Give it a try!


Stab the ground to summon bursts of black fire. Tracks the opponent into the air and through walls.
</tabber>
</tabber>


=== Aerial ===
=== Aerial ===
<tabber>
<tabber>
|-|Ragnarok Blade=
|-|Ragnarok Blade=
{{AbilityInfo
{{AbilityInfo
|damage=-
|damage=-
|startup=45
|startup=43F
|type=-
|type=-
|priority=Melee High
|priority=Melee High
|ex=0
|ex=0
|effect=Wall Rush, Wall Rush HP damage +5%
|effect=Wall Rush
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Long] Chop with energy blade. Effective against any height.''


''[Mid] Choop with energy blade. Wall rushh HP damage +5%.
Laguna lifts up the Ragnarok and cuts down vertically with a long energy sword. An absolute staple of his punish game. GET EM!


Create a long-range beam of energy and slice it like a sword.
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.


|-|Luminous Shard=
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.
 
|-|Split Laser=
{{AbilityInfo
{{AbilityInfo
|damage=-
|damage=-
|startup=61
|startup=35F~117F (charge), 3F (release)
|type=-
|type=-
|priority=Ranged High
|priority=Ranged High
|ex=60
|ex=60 per hit
|effect=Minor Midair Evasion Boost
|effect=-
|cp=30 (15)
|cp=40 (20)
}}
}}
''[Long] Fire high-pressure energy bullet. Hold button to continue fire, release to split laser.''


''[Long] Shoot light projectiles. Minor Midair Evasion Boost.''
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.
 
Quickly swing sword to send a blade of light energy towards the opponent.
 


|-|Flare=
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.
{{AbilityInfo
|damage=1 x 12 (12)
|startup=?
|type=Magical
|priority=Unblockable (?)
|ex=96
|effect=Minor Magic Shield
|cp=30 (15)
}}


''Branching from Holy. Minor Magic Shield effect.''
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.


An HP link. Summon three beams of fire that converge to trap the opponent and then explode.
</tabber>
</tabber>


== EX Mode: Job Mastered! ==
== EX Mode: Look, the faeries are here! ==
Effects:
Effects:
* Regen
* Regen
* Critical Boost
* Critical Boost
* Goblin Punch
* A Faerie's Miracle


Bartz's EX mode is a generic EX Mode, with the added benefit of granting him the HP Move Goblin Punch.
=== A Faerie's Miracle ===
''[Always active while in EX Mode] The recovery time after bravery attacks can be cancelled by performing any attack.''


=== Goblin Punch ===
=== EX Burst: Desperado ===
{{AbilityInfo
''A furious bombardment of bullets. Take aim and press R to shoot or hold down the button for rapid fire.''
|damage=(same LV) 8 x 5 (40)
|startup=15
|type=Magical
|priority=Unblockable
|ex=75
|effect=Wall Rush
|cp=-
}}


''[Activate with R + Square] Attack bravery, then perform an HP attack. If you are the same level as the foe, your power massively increases.''
Goblin Punch is an incredible melee move that has a very quick start up, while dealing solid damage if the target is the same level as Bartz. However, this move also has poor range, so one should be careful before throwing it out, unless they want to get punished.
=== EX Burst: Master Mime ===
{{burst
{{burst
|damage1=3x4, 8 (20
|damage1=7 x 3, 11 (32)
|damage2=6, 8, 11, 4, 9, 10, 7, 5, 20
|damage2=1 x 40, 2 x 14 (68) (100 total)
|type=Physical
|type=Physical
}}
}}


''Adds the strength of his allies to his own job abilities for a series of masterful blows. Up, down, left, right - each directional button corresponds to 1 hit.''
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.


== Builds ==
== Builds ==
Line 361: Line 443:


== Assist ==
== Assist ==
Bartz's assist data.


{{012Assist
{{012Assist
|type1=BRV
|type1=BRV
|attack1=Blade Crash
|attack1=Machine Gun
|startup1=23F
|startup1=31F
|position1=Ground
|position1=Ground
|spawn1=Opponent
|spawn1=Opponent
|damage1=8, 7, 6, 1 x 4, 15 (40)
|damage1=1 x 31 (31)
|effect1=Chase
|effect1=-
|type2=BRV
|type2=BRV
|attack2=Slide Shooter
|attack2=Shotgun
|startup2=25F
|startup2=55F
|position2=Air
|position2=Air
|spawn2=Opponent
|spawn2=Opponent
|damage2=1x6, 5, 6, 3, 3, 5, 12 (40)
|damage2=1 x 6, 1 x 6, 3 x 6 (30)
|effect2=Wall Rush
|effect2=Wall Rush
|type3=HP
|type3=HP
|attack3=Dark Flame
|attack3=Satellite Laser
|startup3=53F
|startup3=83F
|position3=Ground
|position3=Ground
|spawn3=Player
|spawn3=Player
|damage3=-
|damage3=2 x 8 (16)
|effect3=Wall Rush
|effect3=Wall Rush
|type4=HP
|type4=HP
|attack4=Ragnarok Blade
|attack4=Ragnarok Blade
|startup4=45F
|startup4=43F
|position4=Air
|position4=Air
|spawn4=Opponent
|spawn4=Opponent
Line 394: Line 474:
|effect4=Wall Rush
|effect4=Wall Rush
}}
}}
Bartz works well with most tournament viable assists.

Revision as of 00:31, 21 February 2024


Info
Name Laguna Loire (ラグナ・レウァール)
Original game Final Fantasy VIII
Weapon Swords, Daggers, Greatswords, Guns
Armor Shields, Bangles, Hats, Helms, Clothing, Light Armor, Chestplates
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)
Exclusive weapons Machine Gun, High-Power Machine Gun, Ragnarok Pistol

Combos page

Strategy page

Strengths Weaknesses
  • 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
  • Electroshield: Electroshield alone limits alot of options, auto-reflects infront of you and synergizes well with the rest of his kit
  • Niche, but interesting properties: Satellite Laser's vertical range, Bazooka's "fake" mid priority, Sticky Bomb Unblockable etc. allow for unconventional gameplay.
  • Damaging pokes: Decent damage on his most common pokes and 111 ATK Stat put him above average in damage potential
  • Fairly damaging EX Revenge: EX Revenge combos can hurt quite alot, giving him a good chance to turn the match off of it
  • 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.
  • 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
  • Bad EX Mode: Cool idea, but hard for him to capitalize on'

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. 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..

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.
Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
Main Bullet 35 (35) 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.


Your main firearm for ground zoning, who shall keep the bad guys away, There's alot to unpack here

  • 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
  • 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
  • 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.
  • Bounce bullets are Low priority, the main shot Mid. Make good use of that.
  • The chase effect will cancel out if hitting someone with a full charge and only a single split bullet, causing normal hitstun
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.
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.
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.


Laguna the first guy in video game history smart enough to use his gun as a melee weapon. 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.


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.
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.


Laguna pulls out a rocket launcher and fires up to 6 missiles, hold down to fire more. The missiles themselves are very small, fire one after another and have terrible tracking. While they do home in on the opponent, they first stray off in different directions and have an awkward turn radius. 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.
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.


Your Bread and Butter for keepaway, controlling neutral and slowing down approaches to build meter 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: 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.


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

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 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.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
36 41F Physical Ranged Mid 0 Wall Rush 30 (15)

[Long] Blast foe with bazooka. Press button to change strength.

[Long] Blast foe with bazooka. Press button to change strength.


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

  • 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.
  • 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
  • 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
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.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
20 (hits twice if explodes at max range without latching) 29F / 42F / 62F (charge), 9F (release) Physical Ranged Low (bomb), Unblockable (explosion) 0 - 30 (15)

[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.

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.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
6, 14 (20) 13 Physical Melee Low 90 Chase 30 (15)
[Close] Strike with machine gun hilt. Low power, quick strike.
Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
4 each, max 6 23 Physical Ranged Low 2 (36) None 30 (15)

[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. 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.
Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
10 (10) 37 Physical Ranged Mid 0 Wall rush 30 (15)

[Close] Deploy electromagnetic shield. Can deflect weak attacks.

Your Bread and Butter for keepaway, controlling neutral and slowing down approaches to build meter 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: 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.

HP Attacks

Ground

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
1 x 7 (7) 53F~172F (charge), 3F (release) Physical Melee High 21 Wall Rush 40 (20)

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.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
2 x 6 (12) 83F Physical Ranged High 36 Wall Rush 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!

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.

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.

His worst raw HP, but a staple in the areas it shines. Give it a try!

Aerial

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
- 43F - Melee High 0 Wall Rush 30 (15)

[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.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
- 35F~117F (charge), 3F (release) - Ranged High 60 per hit - 40 (20)

[Long] Fire high-pressure energy bullet. Hold button to continue fire, release to split laser.

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.

The lasers all have a minimum travel time, making their initial turn based on distance between the initial shot and opponent. All 3 shots can be hit fairly consistently with assist setups. Homing is based on the opponent's current location with limited turn radius, making this a good dodge punish albeit not so good to chase them with.

Laguna 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.

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.

Builds

Builds here.

Stats
HP
CP
BRV
ATK
DEF
LUK
Max Booster
Special Effect:
Equipment
Assist
Weapon
Hand
Head
Armor
Accessory 1
Accessory 2
Accessory 3
Accessory 4
Accessory 5
Accessory 6
Accessory 7
Accessory 8
Accessory 9
Accessory 10
Summon

Stats
HP
CP
BRV
ATK
DEF
LUK
Max Booster
Special Effect:
Equipment
Assist
Weapon
Hand
Head
Armor
Accessory 1
Accessory 2
Accessory 3
Accessory 4
Accessory 5
Accessory 6
Accessory 7
Accessory 8
Accessory 9
Accessory 10
Summon

Assist

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