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| {{CharacterInfo | | {{CharacterInfo |
| |name=Laguna Loire (ラグナ・レウァール) | | |name=Garland (ガーランド) |
| |origin=Final Fantasy VIII | | |origin=Final Fantasy |
| |weapon=Swords, Daggers, Greatswords, Guns | | |weapon=Axes, Greatswords, Katanas, Spears |
| |armor=Shields, Bangles, Hats, Helms, Clothing, Light Armor, Chestplates | | |armor=Gauntlets, Heavy Armor, Helms, Light Armor, Shields |
| |atk=111 (High) | | |atk=111 (High) |
| |def=110 (Low) | | |def=112 (High) |
| |runspeed=9 (Slow) | | |runspeed=10.5 (Very Slow) |
| |dash=81 (Below Average) | | |dash=81 (Below Average) |
| |fall=75 (Above Average) | | |fall=77 (Above Average) |
| |fallr=35 (Above Average) | | |fallr=41 (Below Average) |
| |exclusives=Machine Gun, High-Power Machine Gun, Ragnarok Pistol | | |exclusives= |
| | |exclusives=Ogrekiller, Viking Axe, Gigant Axe |
| }} | | }} |
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| [[Laguna Loire (Dissidia 012)/Combos|'''Combos page''']]
| | {{ProConTable |
| | |pros= |
| | *'''Whiff punishment''' |
| | *'''Bravery damage''' |
| | *'''EX meter economy''' - Generates meter efficiently through combos and can kill earlier with EX Revenge than any other character |
| | *'''Disjoints''' great at poking through projectiles and walls |
| | * '''Good ground-to-ground presence''', except against area denial melee HPs |
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| [[Lagune Loire (Dissidia 012)/Strategy|'''Strategy page''']]
| | |cons= |
| | * '''Bad movement''' |
| | * '''Post-dodge vulnerability''' |
| | * '''Limited aerial dodge punish capability''' |
| | * '''EX meter gameplan hurt by poor neutral HPs and assist punish vulnerability''' |
| | * '''Fast + long range vulnerability''' |
| | * '''Difficulties creating offensive momentum consistently''' |
| | * '''Bad at making the opponent whiff without forcing a dodge''' |
| | * '''Flawed aerial mixups''', can struggle against block in the air |
| | * '''Bad against area denial melee HPs''' |
| | }} |
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| == Overview == | | == 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.
| | Garland is a defensive close / mid-range character who is defined by good whiff punish ability, combo game, EX meter economy and crushingly good bravery damage output. |
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| | On the ground, Garland can take advantage of higher priorities, gap closers and mixups. With the character-defining Deathblow bravery, Garland can reliably generate assist meter on whiff, anti-air opponents and combo into Twist Drill for a considerable amount of damage and EX meter. |
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| | In the air, Garland can utilise attacks with well defined tracking through a variety of braveries. Twist Drill anti-airs and pokes through projectiles, Chain Cast covers his air dodges and enables dodge cancel combos and the infamous Bardiche crushes anyone caught below the mighty axe. |
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| 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.
| | He boasts above average attack and defense stat, but his attributes are a bit lacking elsewhere. Movement speed is below average, air dodges are floaty, post-dodge defensive options are risky, he lacks independent HP links and air dodge punish attempts have considerable limitations. Not to mention, his braveries have well defined ranges that can hinder his approaches at times. |
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| | However, one aspect where Garland is a cut above the rest is in the usage of EX meter. Not only can Garland acquire a full EX meter efficiently through combos, his EX Burst is one of the more damaging bursts in the game. But what he is ''really'' infamous for, is his EX Revenge damage output. Being able to combo into a high damaging Bardiche five times is enough to secure a bravery break against any character at their base bravery. This creates a dangerous dynamic with Garland where he can end matches early with a full EX bar if the opponent is below half health. If the player was able to amass a couple bravery breaks before using EX Revenge, Garland can practically ''kill any character from full health''. |
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| 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. | | Historically Garland has been considered a low tier character. However, his representation in competitive play in recent years present a case for a '''mid tier''' or even '''high tier''' position. Garland is not without faults, nor is he the easiest character to succeed with. He is decent at exploiting the opponent's flaws with proper positioning, but if ''he'' is forced to try and create a mistake, he can fall apart completely against opponents with proper knowledge, positioning and reactions. Garland's long-term gameplan is strong, but it always requires landing hits with resources to later back him up. |
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| 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.
| | With consistent grounded defensive play, he can overpower many conventionally strong characters who have to engage with him first. |
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| == Bravery Attacks == | | == Bravery Attacks == |
| | === Ground === |
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| === Ground ===
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| <tabber> | | <tabber> |
| |-|Machine Gun= | | |-|Round Edge= |
| {| class="wikitable" | | {{AbilityInfo |
| |- | | |damage=7, 8, 30 (45, Short) / 7, 8, 9, 2, 2, 2, 15 (45, Long) |
| ! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force !! Effects !! CP (Mastered)
| | |startup=23F |
| |- | | |type=Physical |
| | 1 x 32 (32) || 31 || Physical || Ranged Low || 3x32 (96) || None || 30 (15) | | |priority=Melee Low, Melee Mid (2nd hit), Melee High (3rd hit, Long) |
| |}
| | |ex=30 (Short) / 90 (Long) |
| ''[Mid] Fire machine gun. Move with analog stick while holding button.'' | | |effect=Wall Rush (Short) / Chase (Long) |
| | |cp=30 (15) |
| | }} |
| | ''[Close] Broad sword sweep. Change combo with input timing.'' |
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| | Three sword swipes with a chase or a wall rush ender. Press circle before the third swipe for a wall rush ender or press circle after it for a chase ender. Garland's movement can be controlled freely during the first two swipes, but it does not make it particularly safe to use. While the start-up is somewhat fast, it takes well over a second to cancel it into a dodge. With Garland's limited post-dodge defensive options this is not an ideal situation to find yourself in. Confirming a combo with Deathblow into a Twist Drill is safer, inflicts more bravery damage and generates more EX meter on hit as well. Round Edge still has combo potential with assists though. |
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| 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..
| | The first two hits' vertical range is quite bad. They do hit behind Garland, so it's possible to manuever in a way at medium ranges that lets you hit the opponent from behind if they reacted early with a block. |
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| 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.
| | Round Edge might work occasionally as a surprise gimmick attack, especially if you fake out with movement during the first sword swipe. But the long animation and diminishing returns for disproportional risk compared to other ground moves make Round Edge difficult to justify for the third slot bravery. |
| |-|Ricochet Shot=
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| {| class="wikitable" style="width: 45%;"
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| |-
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| ! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force !! Effects !! CP (Mastered)
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| |-
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| |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)
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| | Split bullets 5 each || Physical || Ranged Low || 3 || Chase || 30 (15)
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| |}
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| ''[Long] Fire shots that break into smaller pieces after hitting stage.''
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| | The increased priorities apply to Round Edge when has not been cancelled into a wall rush ender. Since movement is halted by the third hit, it can be challenging to enforce it's high priority against moving opponents. |
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| Your main firearm for ground zoning, who shall keep the bad guys away, There's alot to unpack here
| | |-|Lance Charge= |
| | {{AbilityInfo |
| | |damage=2 x 5, 5, 15 (30) |
| | |startup=31F |
| | |type=Physical |
| | |priority=Melee Mid |
| | |ex=30 |
| | |effect=Wall Rush |
| | |cp=30 (15) |
| | }} |
| | ''[Mid] High-speed sword thrust. Vertically limited, good range.'' |
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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
| | A mid priority gap closer and a whiff punisher that goes in a straight line. Staggers block and can be followed up with a built-in high damaging Bardiche if it staggered. It works well as a deterrent for blocking his other ground braveries. |
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| * 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
| | With a Kuja / Sephiroth assist following up the wall rush, the damage output is consistently high with Bardiche fillers. Lance Charge travels quickly and the recovery is very short. Outside of top speed assists and higher priority attacks / blocks, it is very difficult if not impossible for a lot of the cast to effectively punish Garland for using this move. Sideways and aerial movement help avoid it with less risk, but the mileage varies between characters. |
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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 at their feet.
| | The range slightly extends past the visual. |
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| * Bounce bullets are Low priority, the main shot Mid. Make good use of that.
| | If you stagger an opponent with a [[Blodge|'''blodge''']], you can use Lance Charge to retaliate after blodging backwards or sideways. |
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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
| | Lance Charge is a staple in Garland's kit and is one of the best ground-to-ground bravery attacks in the game. |
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| 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.
| | |-|Deathblow= |
| |-|Grenade Bomb= | | {{AbilityInfo |
| {| class="wikitable" | | |damage=15 |
| |- | | |startup=13F |
| ! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force !! Effects !! CP (Mastered)
| | |type=Physical |
| |- | | |priority=Melee Low |
| | 15 (15) || 81F / 91F / 99F || Physical || Ranged Low || 0 || None || 30 (15) | | |ex=60 |
| |}
| | |effect= |
| ''[Long] Throw grenade at foe. Change distance with button presses.'' | | |cp=30 (15) |
| | }} |
| | ''[Mid] Swift upwards sword swipe. Low accuracy, quick strike.'' |
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| | One of Garland's strongest bravery attacks. Very fast start-up, low recovery, long active hitbox, combo starter, great tracking and anti-air capability within close range. The low non-cancelled recovery is Deathblow's highlight, it is one of the few bravery attacks in the game that do not have to be dodge cancelled for safety. This allows Garland to jump and combo into Twist Drill for more meter and a lot of bravery damage with assist. |
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| 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.
| | Due to it's speed and low non-cancelled recovery, it can be used to quickly generate assist meter. A must have for many close-range match-ups where Garland can fight on the ground. When used well, this is a move that ties Garland's defensive gameplay together. |
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| |-|Pummel (ground)= | | |-|Highbringer= |
| {| class="wikitable" | | {{AbilityInfo |
| |-
| | |damage=5, 19 (24, Low) / 5, 2, 2, 15 (24, High) |
| ! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force !! Effects !! CP (Mastered)
| | |startup=17F (Low) / 13F (High) |
| |- | | |type=Physical |
| | 6, 14 (20) || 13F || Physical || Melee Low || 90 || Chase || 30 (15)
| | |priority=Melee Low |
| |}
| | |ex=90 (Low) / 30 (High) |
| ''[Close] Strike with machine gun hilt. Low power, quick strike.'' | | |effect=Chase (Low) / Wall Rush (High) |
| | |cp=30 (15) |
| | }} |
| | ''[Mid] Swing sword upwards. Change combo with input timing.'' |
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| | Deathblow with two built-in follow-up attacks. Tap the button twice for a chase ender and 90 EX or hold the button to become airborne and then tap it for wall rush attack. |
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| Laguna the first guy in video game history smart enough to use his gun as a melee weapon.
| | Even though the speed, tracking and anti-air capability remain mostly intact, the recovery is longer. Both low and high versions' recovery are much shorter with a dodge cancel, but the first hit cannot be dodge cancelled early if it makes contact. |
| 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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| | As a result, any whiffs put Garland in greater danger compared to Deathblow, even if the High version's dodge cancel is pretty early. While all attacks have a fair amount of hit stun, converting off of them with assist compromises Garland's EX gain, damage or requires a wall. Assist combos are a bit easier to pull off compared to Deathblow though. |
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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.
| | It's not a terrible move, but Deathblow is the stronger move overall. |
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| |-|Missile Barrage (ground)= | | |-|Thundaga (ground)= |
| {| class="wikitable" | | {{AbilityInfo |
| |-
| | |damage=each (10) |
| ! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force !! Effects !! CP (Mastered)
| | |startup=51F |
| |- | | |type=Magical |
| | 4 each, max 6 || 23F || Physical || Ranged Low || 2 (36) || None || 30 (15) | | |priority=Ranged Low |
| |} | | |ex=0 |
| ''[Long] Fire multiple missiles. Charge to fire six missiles.''
| | |effect=- |
| | | |cp=30 (15) |
| | | }} |
| Laguna pulls out a rocket launcher and fires up to 6 missiles, hold down to fire more.
| | ''[Long] Call down lightning strikes that home in on opponent.'' |
| 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.
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| 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.
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| 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.
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| |-|Electro Shield (ground)=
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| {| class="wikitable"
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| ! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force !! Effects !! CP (Mastered)
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| |- | |
| | 10 (10) || 37F || Physical || Ranged Mid || 0 || Wall rush || 30 (15)
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| |}
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| ''[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
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| 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.
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| Notes about Reflect properties:
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| 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.
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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.
| | Venerable strength manifests in the form three lightning bolts. The bolts spawn on the opponent, bypassing obstacles or lingering projectiles in front of the opponent. It is commonly used for interrupting opponents. |
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| | It has enough hit stun for all three bolts to combo into most of Garland's attacks including Flare and air BRV assists, but the opponent must be against the wall for it to work. The upward knockback's direction is also based on the player's camera. |
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| 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
| | Garland is vulnerable during Thundaga, but it's recovery is quite low for an attack of it's kind, which can make it tricky to whiff punish with slower assists. It is not chosen often due to it's poor reward on hit with no EX generation, low damage and situational conversions. |
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| | Thundaga is good at interrupting opponents from a distance, but it does not represent a big threat frequently. |
| </tabber> | | </tabber> |
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| <tabber> | | <tabber> |
| |-|Shotgun= | | |-|Twin Swords= |
| {| class="wikitable"
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| |-
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| ! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force !! Effects !! CP (Mastered)
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| |-
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| | 1 x 6, 1 x 6, 3 x 6 (30) || 21 || Physical || Ranged Low || 2 (36) || Wall Rush || 30 (15)
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| |-
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| | Charged Version || 55 || Physical || Ranged Mid || 2 (36) || Wall Rush || 30 (15)
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| |}
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| ''[Close] Fire shotgun. Charge to change its strength.''
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| It's a shotgun! It fires like one! (except when charged)
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| 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.
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| 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.
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| 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.
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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.
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| |-|Homing Bazooka=
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| {{AbilityInfo | | {{AbilityInfo |
| |damage=36 | | |damage=7, 8, 15 (30) |
| |startup=41F | | |startup=21F |
| |type=Physical | | |type=Physical |
| |priority=Ranged Mid | | |priority=Melee Low |
| |ex=0 | | |ex=30 |
| |effect=Wall Rush | | |effect=Wall Rush |
| |cp=30 (15) | | |cp=30 (15) |
| }} | | }} |
| ''[Long] Blast foe with bazooka. Press button to change strength.'' | | ''[Mid] Swipe with twin blades. Approaches foe; limited height.'' |
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| | Garland's primary aerial bravery attack that advances forward. It's fast, but slow enough to be reactable, though the start-up is tricky to see. Given how Garland's other braveries are telegraphed by their effective range, Twin Swords can fall short in approaching the opponent. |
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| | Twin Swords' main strength lies in the move tracking in all directions. The range is average and the homing period is brief. |
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| [Long] Blast foe with bazooka. Press button to change strength.
| | The animation is rather long, however. This means that it can be dangerous to whiff Twin Swords and the reliance on wall rushes for HP damage skews the risk/reward ratio against Garland. In small stages with low ceilings, this move can represent a threat more reliably when fighting air-to-air. |
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| | Not a staple in Garland's aerial kit, but not entirely without merit either. |
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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
| | |-|Chain Cast= |
| | {{AbilityInfo |
| | |damage=7, 8 (15) |
| | |startup=45F |
| | |type=Physical |
| | |priority=Melee Low |
| | |ex=90 |
| | |effect=Chase |
| | |cp=30 (15) |
| | }} |
| | ''[Mid] Swing chain. Low accuracy, but effective against any height.'' |
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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.
| | Garland positions himself above in relation to the opponent for two vertical attacks. Air combo starter, air-to-ground whiff punisher and Garland's primary post-dodge defensive option in the air. It is not invincible, but the movement can help him evade slower dodge punish attempts. On hit, Garland can dodge cancel and combo into Twist Drill for a total of 180 EX (almost 20 % of an EX bar) or Bardiche / Twin Swords at the wall. |
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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
| | Chain Cast has enough hit stun to make empty chase attempts safer than on average, although it is not entirely safe to use in all instances. It can also hit behind the opponent's block, though exact conditions are unclear (being significantly below / above the opponent helps). |
| * 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
| | The consistency of Chain Cast's damage output, meter generation and applications in the neutral make it an appealing choice for a third bravery slot along with Bardiche and Twist Drill. |
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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.
| | The hitbox has some oddities. It has gaps and possibly slight deadzones between the chain itself and the tip. Before reaching proper down-forward hitbox there may be a gap just below level height. Could have a small deadzone right in front of Garland as well. Requires further research. |
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| |-|Sticky Bomb= | | |-|Bardiche= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=20 (hits twice if explodes at max range without latching) | | |damage=30 |
| |startup=29F / 42F / 62F (charge), 9F (release) | | |startup=23F |
| |type=Physical | | |type=Physical |
| |priority=Ranged Low (bomb), Unblockable (explosion) | | |priority=Melee Low |
| |ex=0 | | |ex=0 |
| |effect=- | | |effect=Wall Rush |
| |cp=30 (15) | | |cp=30 (15) |
| }} | | }} |
| ''[Long] Throw a sticking time bomb at foe. Charge to increase distance.'' | | ''[Dive] Mighty axe swing. Great for attacking from above.'' |
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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.
| | Garland's iconic crushing repertoire. A staple in Garland's kit due to it's speed, average whiff recovery and infamous damage output. It's applications in the neutral are weak due to it exclusively tracking downwards, having a small hitbox and having flawed mixup options to support it. It is a loud, telegraphed and relatively slow to start low priority attack on a character whose other downward attacks are all slower than 40 frames. The whiff recovery lets Garland build assist meter somewhat safely however. |
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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.
| | Bardiche is primarily run for it's reward on hit, namely with ground wall rush assist combos and EX Revenge. It's single hit 30 damage multiplier makes Garland one of the best users of wall rush bravery enhancements (primarily {{accbas}} Booster). Outside of combos, Bardiche's reward is lacking with no EX, short assist confirm window and no automatic Sneak Attack activations. |
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|
| |-|Pummel (midair)=
| | Despite these flaws, Bardiche is commonly used because the damage output high enough to outweigh the cons. |
| {| 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.''
| |
|
| |
|
| | |-|Twist Drill= |
| | {{AbilityInfo |
| | |damage=4 x 2, 8, 14 (30) |
| | |startup=21F |
| | |type=Physical |
| | |priority=Melee Low |
| | |ex=90 |
| | |effect=Chase |
| | |cp=30 (15) |
| | }} |
| | ''[Rise] Upwards lunge with sword. Great for attacking from below.'' |
|
| |
|
| |-|Missile Barrage (midair)=
| | Fast anti-air attack with good combo potential, damage and EX output. Primarily designed to home in on opponents above Garland, Twist Drill is often used as a combo move after Deathblow, as a whiff punisher or as an approach tool. |
| {| class="wikitable"
| |
| |-
| |
| ! 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.
| | It's hitstun is long enough to combo into an assist from a relatively late dodge cancel window or an empty chase. That also means Twist Drill is a bravery attack that is ''consistently safe on hit after initiating an empty chase'' for EX intake. |
| 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.
| | Twist Drill's whiff recovery is long enough for it to be punishable on reaction. Staying directly above Garland's head, dodging sideways and air BRV assists are consistent ways to neutralise this attack. |
|
| |
|
| |-|Electro Shield (midair)=
| | While it cannot effectively hit opponents directly in front of him or above his head, Twist Drill is still a staple in Garland's air combat. The extended hitbox allows him to poke through projectiles and traps, such as Ultimecia's charged Knight's Lance. The first part can be dodge cancelled early enough to contest The Emperor's Dreary Cell traps and the overall speed can be difficult to react to. |
| {| 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.'' | |
|
| |
|
| Your Bread and Butter for keepaway, controlling neutral and slowing down approaches to build meter
| | It can also hit behind the opponent's block at the right distance and angle below the opponent. |
| 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:
| | |-|Thundaga (midair)= |
| 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.
| | {{AbilityInfo |
| | |damage=each (10) |
| | |startup=51F |
| | |type=Magical |
| | |priority=Ranged Low |
| | |ex=0 |
| | |effect=- |
| | |cp=30 (15) |
| | }} |
| | ''[Long] Call down lightning strikes that home in on opponent.'' |
|
| |
|
| 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.
| | Same as the ground version, except it can be done anywhere in the air. A valid option against mages and characters with poor mobility, it is still used to interrupt opponents. |
|
| |
|
| </tabber> | | </tabber> |
Line 250: |
Line 258: |
|
| |
|
| <tabber> | | <tabber> |
| | | |-|Earthquake= |
| |-|Ragnarok Buster= | |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=1 x 7 (7) | | |damage=8, 2 x 5 (18) |
| |startup=53F~172F (charge), 3F (release) | | |startup=39F |
| |type=Physical | | |type=Physical (axe) / Magical (rocks) |
| |priority=Melee High | | |priority=Melee High (axe) / Unblockable (rocks) |
| |ex=21 | | |ex=36 |
| |effect=Wall Rush | | |effect=Wall Rush |
| |cp=40 (20) | | |cp=30 (15) |
| }} | | }} |
| ''Mid] Bombard with lasers. Charge to adjust timing.'' | | ''[Close] Split ground with axe. Steals bravery, then takes HP.'' |
|
| |
|
| | A decent mix-up against grounded opponents trying to crack Garland's defense. Tracks well, strong knockback and cannot be staggered by LV2 Assist Change after the first hit without having assist meter locked. The HP-inflicting rock that spawns at the end has minor anti-air potential. |
|
| |
|
| 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.
| | Earthquake is one of the many moves in Garland's arsenal where it can be used and not get cleanly punished for it, followed by a one of the worse disadvantage states in the game due to poor movement, risky defensive options and lack of safe follow ups on whiff. That's true for a lot of Garland's tools, but it's by far most evident on Earthquake. |
|
| |
|
| 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.
| | Because the rocks act independently after activating, Earthquake can be used to punish fairly safe approaching Melee High priority attacks, such as [[Tifa_Lockhart_(Dissidia_012)|'''Tifa''']]'s Rolling Blaze or [[Squall_Leonhart_(Dissidia_012)|'''Squall''']]'s Revolver Drive by clashing with them. |
|
| |
|
| Less niche than Satellite Laser, but still not strong enough to be thrown out at all times.
| | The active duration, tracking and dodge cancel window can make punishing this move on the ground difficult without mid range attacks or dodge punish tools. Earthquake is effective when used sparingly, but aerial attacks from above can still punish it. It is prone to trades, but they don't backfire on Garland as often as one might expect. |
|
| |
|
| |-|Satellite Laser= | | |-|Blaze (ground)= |
| | {{AbilityInfo |
| | |damage=- |
| | |startup=59F |
| | |type=- |
| | |priority=Ranged High |
| | |ex=each (9) |
| | |effect=- |
| | |cp=30 (15) |
| | }} |
| | ''[Long] Shoot multiple fireballs that chase opponent.'' |
| | |
| | Homing fireballs that can be dodged with well placed dodge. Not commonly used on the ground when Garland has other attacks with better properties and reward on hit. |
| | |
| | Blaze has a bad deadzone in front of Garland and each fireball can inflict meter depletion if they hit, traits that carry over to it's aerial version. |
| | |
| | |-|Tsunami= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=2 x 6 (12) | | |damage=2 x 6 (12) |
| |startup=83F | | |startup=45F |
| |type=Physical | | |type=Physical |
| |priority=Ranged High | | |priority=Melee High |
| |ex=36 | | |ex=96 |
| |effect=Wall Rush | | |effect=- |
| |cp=30 (15) | | |cp=30 (15) |
| }} | | }} |
| ''[Long] Fire laser from orbiting satellite. Stopped by terrain.'' | | ''[Mid] Hurl chain sword. Vertically limited, very accurate.'' |
|
| |
|
| One of the longest startup HPs, and a clutch tool for Laguna's matchups. BOMBS AWAY! | | One of Garland's post-dodge defensive options on the ground. Much like Chain Cast, the swift movement helps Garland evade rather than plain invincibility. However, it is dangerous to whiff this attack due to it's lenghty animation and late cancel window. |
|
| |
|
| 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.
| | Tsunami's strong tracking against grounded opponents works very well as a dodge punisher and as an instigator when assist meter is available. Against opponents without command defensive options, doing Tsunami and reacting with an assist can be effective, because it usually forces a dodge. It can also hit aerial opponents who are close to Garland at the time of impact. |
|
| |
|
| 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.
| | This attack also combos into assists on hit. A good mixup akin to Earthquake, with stronger tracking at the expense of wall rush and worse trade interactions without assist. |
|
| |
|
| His worst raw HP, but a staple in the areas it shines. Give it a try!
| | If you stagger an opponent with a [[Blodge|'''blodge''']], you can use Tsunami to retaliate after blodging backwards or sideways. |
|
| |
|
| </tabber> | | </tabber> |
|
| |
|
| === Aerial === | | === Aerial === |
|
| |
| <tabber> | | <tabber> |
| |-|Ragnarok Blade= | | |-|Blaze (midair)= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=- | | |damage=- |
| |startup=43F | | |startup=59F |
| |type=- | | |type=- |
| |priority=Melee High | | |priority=Ranged High |
| |ex=0 | | |ex=each (9) |
| |effect=Wall Rush | | |effect=- |
| |cp=30 (15) | | |cp=30 (15) |
| }} | | }} |
| ''[Long] Chop with energy blade. Effective against any height.'' | | ''[Long] Shoot multiple fireballs that chase opponent.'' |
|
| |
|
| Laguna lifts up the Ragnarok and cuts down vertically with a long energy sword. An absolute staple of his punish game. GET EM!
| | Commonly used as an occasional long range harassment tool along with Cyclone. While this cannot inflict wall rush, each fireball can deplete meter on hit. A decent choice in that regard when used with Aerith assist, but it's threat is otherwise somewhat limited. |
|
| |
|
| 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.
| | |-|Cyclone= |
| | {{AbilityInfo |
| | |damage=- |
| | |startup=51F |
| | |type=- |
| | |priority=Ranged High |
| | |ex=each (60) |
| | |effect=Absorb |
| | |cp=30 (15) |
| | }} |
| | ''[Close] Call forth tornado. Slow speed, homing ability.'' |
|
| |
|
| 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.
| | Two Ranged High projectiles that temporarily occupy space while gradually splintering off from their starting position. Often used as a passive defensive tool, a combo extender after an assist or a safer match ender during an assist combo. Good reward on hit thanks to ex generation and hit stun - It combos into assists on hit. Even Garland can combo into his own braveries afterwards if Cyclone connected after a delay. |
|
| |
|
| No matter where Laguna will always rise a little, making it something to be considered when used in tight spacing or with shield up.
| | It does not protect Garland effectively from all angles. Disjointed attacks and assists such as Aerith's Seal Evil can consistently punish Garland for using Cyclone. Because Garland cannot act again early and the projectiles duration is a bit less than desireable, it can also be difficult to turn a successful Cyclone into offensive momentum. |
|
| |
|
| |-|Split Laser= | | However, characters without projectiles, command blocks, disjointed hitbox or a relatively fast advancing Melee High attack will find Cyclone to be difficult to neutralise. |
| | |
| | |-|Flare= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage=- | | |damage=15 |
| |startup=35F~117F (charge), 3F (release) | | |startup=47F |
| |type=- | | |type=Physical |
| |priority=Ranged High | | |priority=Melee High |
| |ex=60 per hit | | |ex=30 |
| |effect=- | | |effect=Wall Rush |
| |cp=40 (20) | | |cp=30 (15) |
| }} | | }} |
| ''[Long] Fire high-pressure energy bullet. Hold button to continue fire, release to split laser.'' | | ''[Mid] Strike with greatsword, causing large explosion on hit.'' |
|
| |
|
| 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.
| | Garland's primary post-block HP retaliation and assist combo ender inflicting HP damage. Homes in on the opponent well, though it's bad at turning around from a bit before Garland starts moving. The knockback is very high with good wall rush potential. |
|
| |
|
| 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.
| | Flare's active frames are very brief and as such, it is not effective at punishing early blocks and catching aerial dodges, while leaving ample time for the opponent to dodge and punish Garland. |
|
| |
|
| 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.
| | If the opponent uses LV1 Assist Change as soon as Flare's first hit has made contact, Garland can be hit during the animation. Cyclone and Blaze HPs can make up for this weakness, but Flare remains a staple in Garland's arsenal regardless. It is the only aerial HP he can consistently connect after staggering an opponent with a block. Rack up the bravery and unleash the fury. |
|
| |
|
| </tabber> | | </tabber> |
|
| |
|
| == EX Mode: Look, the faeries are here! == | | == EX Mode: Class Change! == |
| Effects: | | Effects: |
| * Regen | | * Regen |
| * Critical Boost | | * Critical Boost |
| * A Faerie's Miracle | | * Indomitable Resolve |
|
| |
|
| === A Faerie's Miracle === | | === Indomitable Resolve === |
| ''[Always active while in EX Mode] The recovery time after bravery attacks can be cancelled by performing any attack.'' | | ''[Active while attacking] Even while taking damage, attacks can be performed without flinching.'' |
|
| |
|
| === EX Burst: Desperado === | | Rare instance of [https://glossary.infil.net/?t=Armor '''super armor'''] in Dissidia 012. During an attack animation, Garland will not flinch from any attack that does not inflict HP damage. Can work in a pinch against characters with HP links (Cyclone, anyone?), but remember that EX mode does not alter Garland's attack properties. |
| ''A furious bombardment of bullets. Take aim and press R to shoot or hold down the button for rapid fire.'' | | |
| | === EX Burst: Soul of Chaos === |
| | ''An attack terrible enough to shake the heavens. Repeatedly press circle to add strength to the attack.'' |
|
| |
|
| {{burst | | {{burst |
| |damage1=7 x 3, 11 (32) | | |damage1=12, 12 (24) |
| |damage2=1 x 40, 2 x 14 (68) (100 total) | | |damage2=4x3, 3x4, 16, 16, 5x4 (100 total) |
| |type=Physical | | |type=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.
| | == Combos == |
|
| |
|
| 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.
| | === Solo === |
| | |
| | {| class="wikitable sortable" |
| | |- |
| | ! scope=col | Combo |
| | ! scope=col | Approximate damage (multipliers) |
| | ! scope=col | Approximate EX |
| | ! scope=col | Notes |
| | ! scope=col class=unsortable | Video |
| | |- |
| | |Deathblow > move > jump > Twist Drill || '''45''' (15, 30) || 150 (60, 90) || Staple combo. Move and jump as quickly as possible. The later Deathblow hits, the more time you have to combo into Twist Drill. || [https://www.youtube.com/watch?v=4PtCaBHNrv4?=shared&t=5 '''Video'''] |
| | |- |
| | |Round Edge 3rd hit (Long) > Deathblow > move > jump > Twist Drill || '''69''' (7, 8, 9, 15, 30) || 150+ (??, 60, 90) || Guaranteed Deathblow, but timing is tricky. Try to time it later than earlier to avoid inputting Round Edge's finisher. || [https://www.youtube.com/watch?v=4PtCaBHNrv4?=shared&t=10 '''Video'''] |
| | |- |
| | |Chain Cast > DC > Twist Drill || '''45''' (15, 30) || 180 (90, 90) || Staple air combo, commonly used as a punish or an assist combo ender. 180 EX total. If opponent is far after Chain Cast, Twist Drill may not land all initial hits. || [https://www.youtube.com/watch?v=4PtCaBHNrv4?=shared&t=19 '''Video'''] |
| | |- |
| | |Chain Cast > DC > Twin Swords || '''45''' (15, 30) || 120 (90, 30) || Garland must be nearly at same height with opponent after Chain Cast for this to work. Less EX generation, but can wall rush. || [https://www.youtube.com/watch?v=4PtCaBHNrv4?=shared&t=25 '''Video'''] |
| | |- |
| | |Chain Cast > DC > Bardiche || '''45''' (15, 30) || 90 (90, 0) || Same as Twin Swords, but without additional EX gain. Harder to land than Twin Swords due to lack of forward tracking, but can be more practical if Chain Cast whiff punished something air-to-ground. || [https://www.youtube.com/watch?v=4PtCaBHNrv4?=shared&t=32 '''Video'''] |
| | |- |
| | |Thundaga (2 hits) > DC > Twin Swords || '''50 minimum + WR''' (10, 10, 30) || 30 || Near wall or corner to reduce Thundaga pushback. All Thundaga combos rely on this and are situational because of it. || [https://www.youtube.com/watch?v=4PtCaBHNrv4?=shared&t=38 '''Video'''] |
| | |- |
| | |Thundaga (3 hits) > Twist Drill || '''60''' (10, 10, 10, 30) || 90 || Near wall or corner to reduce Thundaga pushback. || [https://www.youtube.com/watch?v=4PtCaBHNrv4?=shared&t=44 '''Video'''] |
| | |- |
| | |Thundaga (3 hits) > Chain Cast > DC > Twist Drill || '''75''' (10, 10, 10, 15, 30) || 180 || Near wall or corner to reduce Thundaga pushback. || [https://www.youtube.com/watch?v=4PtCaBHNrv4?=shared&t=51 '''Video'''] |
| | |- |
| | |Thundaga (3 hits) > Flare || '''45 + HP WR''' (10, 10, 10, 15) || 30 || Near wall or corner to reduce Thundaga pushback. Garland must be close enough to opponent for Flare to connect, which is not the range Thundaga is often used at. || [https://www.youtube.com/watch?v=4PtCaBHNrv4?=shared&t=58 '''Video'''] |
| | |} |
| | |
| | === Assist === |
| | Garland's combo structure is mostly universal across his viable assists. After Assist Chase (AC), a few enders are common: |
| | * Twist Drill for more EX |
| | * Flare for HP (and wall rush) |
| | * Chain Cast dodge cancel into Twist Drill for EX and bravery damage (advanced, dependent on assist and often stage position) |
| | |
| | * WR = Wall Rush |
| | * DC = Dodge Cancel |
| | * AC = Assist Chase |
| | |
| | <tabber> |
| | |-|Kuja= |
| | Kuja braveries' vertical knockback allows more consistent Chain Cast > Twist Drill dodge cancel combos for a good total of extra 45 damage multipliers. This makes it the defacto ender for bravery damage and building EX meter, but it is often much more consistent when done near a wall, corner or ceiling. Many combos listed will default to this ender, but note that they are recommended for experienced players. |
| | |
| | So for easier, consistent followups, '''Twist Drill and Flare''' work after both Kuja assist braveries. |
| | |
| | {| class="wikitable sortable" |
| | |- |
| | ! scope=col | Combo |
| | ! scope=col | Approximate damage (multipliers) |
| | ! scope=col | Approximate EX Force |
| | ! scope=col | Notes |
| | ! scope=col class=unsortable | Video |
| | |- |
| | |Lance Charge > WR > '''Kuja''' > DC > Bardiche > DC > Bardiche > DC > AC > Flare || '''152 + BRV & HP WR''' (30 + WR, 47 AST, 30 + WR, 30 + WR, 15 + HP WR) || 45 (30, 0, 0, 15) || Staple high power assist combo, with a staple HP ender instead of another dodge cancel combo. || [https://www.youtube.com/watch?v=4PtCaBHNrv4?feature=shared&t=124 '''Video'''] |
| | |- |
| | |Lance Charge > WR > ''' Kuja''' > DC > Bardiche > DC > Bardiche > DC > AC > Twist Drill || '''167''' (30 + WR, 47 AST, 30 + WR, 30 + WR, 30) || 120 (30, 0, 0, 90) || Basic Twist Drill ender. || [https://www.youtube.com/watch?v=4PtCaBHNrv4?feature=shared&t=81 '''Video'''] |
| | |- |
| | |Lance Charge > WR > '''Kuja''' > DC > Bardiche > DC > Bardiche > DC > AC > Chain Cast > DC > Twist Drill || '''182 + WR''' (30 + WR, 47 AST, 30 + WR, 30 + WR, 15, 30) || 210 (30, 0, 0, 90, 90) || Staple high power assist combo. Since Lance Charge <br> can stagger blocks, this combo can inflict critical hits frequently. <br>Second Bardiche during assist may not wall rush depending on when it hits. || [https://www.youtube.com/watch?4PtCaBHNrv4?v=feature=shared&t=94 '''Video'''] |
| | |- |
| | |Highbringer 1st hit (high) > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''100''' (5, 50 AST, 15, 30) || 198 (18, 90, 90) || - || [https://www.youtube.com/watch?v=4PtCaBHNrv4?feature=shared&t=138 '''Video'''] |
| | |- |
| | |Highbringer 2nd hit (high) > WR > '''Kuja''' > DC > AC > Chain Cast > DC > Twist Drill || '''119 + WR''' (24 + WR, 50 AST, 15, 30) || 210 (30, 90, 90) || Wall. || [https://www.youtube.com/watch?v=4PtCaBHNrv4?feature=shared&t=149 '''Video'''] |
| | |- |
| | ||Highbringer 1st hit (low) > DC > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''100''' (5, 50 AST, 15, 30) || 198 (18, 90, 90) || - || [https://www.youtube.com/watch?v=4PtCaBHNrv4?feature=shared&t=169 '''Video'''] |
| | |- |
| | |Highbringer 2nd hit (low) > DC > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''119''' (24, 50 AST, 15, 30) || 270 (90, 90, 90) || Wall. || [https://www.youtube.com/watch?v=4PtCaBHNrv4?feature=shared&t=180 '''Video'''] |
| | |- |
| | |Round Edge 3rd hit (Long) > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''119''' (7, 8, 9, 50 AST, 15, 30) || 210 (30, 90, 90) || No wall rush. || [https://www.youtube.com/watch?v=4PtCaBHNrv4?feature=shared&t=193 '''Video'''] |
| | |- |
| | |Round Edge (Long) > '''Kuja''' > Empty Chase > AC > Chain Cast > DC > Twist Drill || '''140''' (45, 50 AST, 15, 30) || 270 (90, 90, 90) || More EX. Works when knocked towards wall or corner. || [https://www.youtube.com/watch?v=4PtCaBHNrv4?feature=shared&t=206 '''Video'''] |
| | |- |
| | |Round Edge 3rd hit (Short) > WR > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''140 + WR''' (45 + WR, 50 AST, 15, 30) || 210 (30, 90, 90) || Wall rush while grounded. || [https://www.youtube.com/watch?v=4PtCaBHNrv4?feature=shared&t=221 '''Video'''] |
| | |- |
| | |Deathblow > move > jump > Twist Drill 1st > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''126''' (15, 4x2, 8, 50 AST, 15, 30) || 270 (60, 30, 90, 90) || Easier, lower damage assist conversion <br>without dodge cancel or empty chase. || [https://www.youtube.com/watch?v=4PtCaBHNrv4?feature=shared&t=233 '''Video'''] |
| | |- |
| | |Deathblow > move > jump > Twist Drill 2nd > Empty Chase > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''140''' (15, 30, 50 AST, 15, 30) || 330 (60, 90, 90, 90) || Both empty chase and the assist call afterwards must be performed as soon as possible. Tricky to time, but will absorb all EX Force on the field. Can use Auto Chase support ability to help with timing. || [https://www.youtube.com/watch?v=4PtCaBHNrv4?feature=shared&t=247 '''Video'''] |
| | |- |
| | |Deathblow > move > jump > Twist Drill 2nd > DC > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''140''' (15, 30, 50 AST, 15, 30) || 330 (60, 90, 90, 90) || Dodge cancel version. Hold X and time the R button press late into the animation. Won't absorb all EX Force on the field, but safer if mistimed. Garland can still pursue and punish the opponent who tries to escape and lock Kuja. || [https://www.youtube.com/watch?v=4PtCaBHNrv4?feature=shared&t=260 '''Video'''] |
| | |- |
| | |Twin Swords > WR > '''Kuja''' > DC > Twist Drill 1st > DC > AC > Chain Cast > DC > Twist Drill || '''141 + WR''' (30 + WR, 50 AST, 4x2, 8, 15, 30) || 240 (30, 30, 90, 90) || [https://www.youtube.com/watch?v=4PtCaBHNrv4?feature=shared&t=274 '''Video'''] |
| | |- |
| | |Bardiche > WR > Kuja > DC > Bardiche > DC > Bardiche > DC > AC > Chain Cast > DC > Twist Drill || '''182 + WR''' (30 + WR, 47 AST, 30 + WR, 30 + WR, 15, 30) || 180 (0, 0, 0, 90, 90) || Garland's highest damaging, iconic <br>soul crushing assist combo. <br>Second Bardiche during assist may not <br>wall rush depending on when it hits. <br>If wall rushed from afar, Garland usually has <br>time for only one Bardiche instead of two. || [https://www.youtube.com/watch?v=4PtCaBHNrv4?feature=shared&t=289 '''Video'''] |
| | |- |
| | |Bardiche > WR > Kuja > DC > Bardiche > DC > Bardiche > DC > AC > Flare || 30 (0, 0, 0, 30) || HP conversion. || [https://www.youtube.com/watch?4PtCaBHNrv4?v=feature=shared&t=302 '''Video'''] |
| | |- |
| | |Twist Drill 1st hit > '''Kuja''' > AC > Twist Drill || '''96''' (4x2, 8, 50 AST, 30) || 120 (30, 90) || A basic, reliable assist combo that works intuitively for players not used to dodge cancel combos. Chain Cast into Twist Drill is still possible, adds another 15 dmg multiplier and 90 EX if the player can manage it. || [https://www.youtube.com/watch?v=4PtCaBHNrv4?feature=shared&t=107 '''Video'''] |
| | |- |
| | |Chain Cast > DC > '''Kuja''' > AC > Flare || '''80''' (15, 50 AST, 15) || 120 (90, 30) || Early assist conversion. || [https://www.youtube.com/watch?v=4PtCaBHNrv4?feature=shared&t=314 '''Video'''] |
| | |- |
| | |Earthquake > WR > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''113 + WR''' (18 + WR, 50 AST, 15, 30) || 216 (36, 90, 90) || Grounded HP wall rush conversion. Nothing fancy, <br>but good reward when mixed up appropriately regardless. || [https://www.youtube.com/watch?v=4PtCaBHNrv4?feature=shared&t=343 '''Video'''] |
| | |- |
| | |Tsunami > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''107''' (12, 50 AST, 15, 30) || 276 (96, 90, 90) || Another grounded HP conversion. Less damage than Earthquake, <br>but works better as a dodge punisher and still functional as a mixup. || [https://www.youtube.com/watch?v=4PtCaBHNrv4?feature=shared&t=355 '''Video'''] |
| | |- |
| | |Flare > WR > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''110 + HP WR''' (15+ HP WR, 50 AST, 15, 30) || 210 (30, 90, 90) || Basic. || [https://www.youtube.com/watch?v=4PtCaBHNrv4?feature=shared&t=368 '''Video'''] |
| | |- |
| | |Cyclone > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''95 + HP''' (50 AST, 15, 30) || 240 (60, 90, 90) || Good if the opponent fails to counterplay Cyclone. || video |
| | |} |
| | |
| | </tabber> |
|
| |
|
| == Builds == | | == Builds == |
| Builds here.
| |
|
| |
|
| <tabber> | | <tabber> |
| |-|Build #1= | | |-|Hybrid (Damage)= |
| | |
| {{Build | | {{Build |
| |hp= | | |hp=9644 |
| |cp= | | |cp=450 |
| |brv= | | |brv=956 (1147 initial) |
| |atk= | | |atk=182 |
| |def= | | |def=184 |
| |luk= | | |luk=60 |
| |booster= | | |booster=x3.5 |
| |setbonus= | | |setbonus=Seal of Lufenia |
| |ast= | | |ast=Kuja |
| |wpn= | | |wpn=Gigant Axe |
| |hand= | | |hand=Lufenian Dirk |
| |head= | | |head=Lufenian Hairpin |
| |armor= | | |armor=Lufenian Vest |
| |acc1= | | |acc1={{accbas}} Hyper Ring |
| |acc2= | | |acc2={{accbas}} Muscle Belt |
| |acc3= | | |acc3={{accbas}} Booster |
| |acc4= | | |acc4={{accboo}} Large Gap in HP |
| |acc5= | | |acc5={{accboo}} Summon Unused |
| |acc6= | | |acc6={{accboo}} Pre-EX Mode |
| |acc7= | | |acc7={{accboo}} Pre-EX Revenge |
| |acc8= | | |acc8={{accsp}} White Gem |
| |acc9= | | |acc9={{accsp}} Glutton |
| |acc10= | | |acc10={{accsp}} First to Victory |
| |summon= | | |summon=Rubicante |
| }} | | }} |
| | Use the [[CP Glitch (Dissidia 012)|'''CP Glitch''']] with Thief's Gear and Bard's Gear. |
|
| |
|
| |-|Build #2= | | Substitutes |
| | Basic: Booster for Battle Hammer (assist depletion) or Dismay Shock (EX depletion). |
| | |
| | A strong, versatile build. High bravery damage output, enhanced EX absorption and an initial boost for meter and bravery help Garland reach a full EX bar and a subsequent OHKO faster. Use this build as your default. |
| | |
| | Equip Master Guardsman for over 10,000 health. |
| | |
| | |-|EX Revenge= |
| {{Build | | {{Build |
| |hp= | | |hp=9644 |
| |cp= | | |cp=450 |
| |brv= | | |brv=957 (1148 initial) |
| |atk= | | |atk=180 |
| |def= | | |def=185 |
| |luk= | | |luk=60 |
| |booster= | | |booster=x2.7 |
| |setbonus= | | |setbonus=King of Tragedy |
| |ast= | | |ast=Kuja |
| |wpn= | | |wpn=Rhongomiant |
| |hand= | | |hand=Prytwen |
| |head= | | |head=Dragon Sallet |
| |armor= | | |armor=Wygar |
| |acc1= | | |acc1={{accbas}} Muscle Belt |
| |acc2= | | |acc2={{accbas}} Booster |
| |acc3= | | |acc3={{accbas}} Dismay Shock |
| |acc4= | | |acc4={{accboo}} Large Gap in BRV |
| |acc5= | | |acc5={{accboo}} EX Revenge |
| |acc6= | | |acc6={{accboo}} Summon Unused |
| |acc7= | | |acc7={{accsp}} Spider Web |
| |acc8= | | |acc8={{accsp}} Spider's Bane |
| |acc9= | | |acc9={{accsp}} Avenger |
| |acc10= | | |acc10={{accsp}} First to Victory |
| |summon= | | |summon=Rubicante |
| }} | | }} |
| | A dedicated EX Revenge build. |
| | |
| | Against a Tidus with 184 DEF, a critical hit Bardiche can inflict 600+ bravery damage. It is possible to accumulate 5000 bravery during EX Revenge ''alone''. Add two more Bardiches during a Kuja assist combo into a Flare and it amounts to about 7000 HP damage total. One way to mitigate damage from this combo is by equipping the extra ability Disable Sneak Attack. |
|
| |
|
| </tabber> | | </tabber> |
| | |
|
| |
|
| == Assist == | | == Assist == |
| | Garland's assist data. |
|
| |
|
| {{012Assist | | {{012Assist |
| |type1=BRV | | |type1=BRV |
| |attack1=Machine Gun | | |attack1=Round Edge |
| |startup1=31F | | |startup1=23F |
| |position1=Ground | | |position1=Ground |
| |spawn1=Opponent | | |spawn1=Opponent |
| |damage1=1 x 31 (31) | | |damage1=2 x 4, 6, 16 (30) |
| |effect1=- | | |effect1=Wall Rush |
| |type2=BRV | | |type2=BRV |
| |attack2=Shotgun | | |attack2=Bardiche |
| |startup2=55F | | |startup2=23F |
| |position2=Air | | |position2=Air |
| |spawn2=Opponent | | |spawn2=Opponent |
| |damage2=1 x 6, 1 x 6, 3 x 6 (30) | | |damage2=30 |
| |effect2=Wall Rush | | |effect2=Wall Rush |
| |type3=HP | | |type3=HP |
| |attack3=Satellite Laser | | |attack3=Tsunami |
| |startup3=83F | | |startup3=45F |
| |position3=Ground | | |position3=Ground |
| |spawn3=Player | | |spawn3=Opponent |
| |damage3=2 x 8 (16) | | |damage3=2 x 6 (12) |
| |effect3=Wall Rush | | |effect3=Chase |
| |type4=HP | | |type4=HP |
| |attack4=Ragnarok Blade | | |attack4=Cyclone |
| |startup4=43F | | |startup4=51F |
| |position4=Air | | |position4=Air |
| |spawn4=Opponent | | |spawn4=Opponent |
| |damage4=- | | |damage4=- |
| |effect4=Wall Rush | | |effect4=Chase |
| }} | | }} |
| | |
| | Garland works with most meta assists, but only Kuja (and to a lesser extent, Sephiroth) provides the signature damage output, consistent combo opportunities and whiff punish capabilities. Other assists have diminishing returns. |
| | |
| | <tabber> |
| | |-|Kuja= |
| | The strongest known assist for Garland. Solid whiff punisher, consistent combo conversions and BRV damage. Even though the slow ground BRV assist makes it harder to react in time to max distance ground wall rushes off of Bardiche, the damage output that follows with 2x Bardiche more than makes up for it. Both BRV assists allow Garland to combo into Chain Cast > DC > Twist Drill almost anywhere for added EX meter and bravery. |
| | |
| | Kuja also converts off of full Twist Drill consistently, with empty chase or dodge cancel alike. And if you need to play around LV2 Assist Change, Kuja's HP assists can come in handy with Bardiche > Flare Star or Chain Cast > Force Symphony. |
| | |
| | It's about as straightforward as it gets - Kuja synergises with Garland in places where it's needed the most. |
| | |
| | |-|Sephiroth= |
| | Sephiroth trades a bit of bravery damage, consistent Chain Cast follow-ups and Ranged High priority HP assists for faster speed on the ground and wider hitboxes. Double Bardiche is still possible during Reaper, but Sudden Cruelty's horizontal knockback makes it difficult to do much more than a Twist Drill or Flare. <br><br>If you need an assist to whiff punish grounded opponents more reliably, Sephiroth can substitute Kuja. |
| | |
| | |-|Aerith= |
| | Garland can already combo into assists with Kuja and Sephiroth, but Aerith lets Garland do that even if the opponent has two assist bars. This comes at the expense of fast whiff punishes, EX meter depletion (assist hit) and Earthquake follow-ups. <br><br>Garland rarely has to prioritise LV2 Assist Change stalemate counterstrategies over everything else that Kuja / Sephiroth can already achieve. |
| | </tabber> |