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| ''[Long] Blast foe with bazooka. Press button to change strength.'' | | ''[Long] Blast foe with bazooka. Press button to change strength.'' |
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| | [Long] Blast foe with bazooka. Press button to change strength. |
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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 |
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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. |
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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 |
| | * 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 |
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| | This is where the long-long range zoning starts in the air. Unsafe to throw out recklessly, but amazing tool for disrupting approaches, neutral and as a general threat. Very easy assist punishable by most assists, be careful of opponents meter and your own and think carefully. The huge recovery period also means a badly spaced shot can be easily punished by a decently timed dodge next to him. Despite it's lack of safety, if you need long range zoning that shoots through counterzoning aswell, you want this. |
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| |-|Sticky Bomb= | | |-|Sticky Bomb= |
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| ''[Long] Throw a sticking time bomb at foe. Charge to increase distance.'' | | ''[Long] Throw a sticking time bomb at foe. Charge to increase distance.'' |
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| Once attached, the bomb will explode in ~3 seconds (186F). | | 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. |
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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. |
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| |-|Pummel (midair)= | | |-|Pummel (midair)= |
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| Laguna goes airborne during the ground version, giving him access to air dodges/air moves when done out of its recovery. Good for potential mixups or set up low to the ground Bazooka shots. | | Laguna goes airborne during the ground version, 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. |
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| | </tabber> |
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| | == HP Attacks == |
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| | === Ground === |
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| | <tabber> |
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| | |-|Ragnarok Buster= |
| | {{AbilityInfo |
| | |damage=1 x 7 (7) |
| | |startup=53F~172F (charge), 3F (release) |
| | |type=Physical |
| | |priority=Melee High |
| | |ex=21 |
| | |effect=Wall Rush |
| | |cp=40 (20) |
| | }} |
| | ''Mid] Bombard with lasers. Charge to adjust timing.'' |
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| | 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. |
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| | 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. |
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| | Less niche than Satellite Laser, but still not strong enough to be thrown out at all times. |
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| | |-|Satellite Laser= |
| | {{AbilityInfo |
| | |damage=2 x 6 (12) |
| | |startup=83F |
| | |type=Physical |
| | |priority=Ranged High |
| | |ex=36 |
| | |effect=Wall Rush |
| | |cp=30 (15) |
| | }} |
| | ''[Long] Fire laser from orbiting satellite. Stopped by terrain.'' |
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| | One of the longest startup HPs, and a clutch tool for Laguna's matchups. BOMBS AWAY! |
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| | 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. |
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| | 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. |
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| | His worst raw HP, but a staple in the areas it shines. Give it a try! |
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| | </tabber> |
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| | === Aerial === |
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| | <tabber> |
| | |-|Ragnarok Blade= |
| | {{AbilityInfo |
| | |damage=- |
| | |startup=43F |
| | |type=- |
| | |priority=Melee High |
| | |ex=0 |
| | |effect=Wall Rush |
| | |cp=30 (15) |
| | }} |
| | ''[Long] Chop with energy blade. Effective against any height.'' |
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| | Laguna lifts up the Ragnarok and cuts down vertically with a long energy sword. An absolute staple of his punish game. GET EM! |
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| | 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. |
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| | 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. |
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| | No matter where Laguna will always rise a little, making it something to be considered when used in tight spacing or with shield up. |
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| | |-|Split Laser= |
| | {{AbilityInfo |
| | |damage=- |
| | |startup=35F~117F (charge), 3F (release) |
| | |type=- |
| | |priority=Ranged High |
| | |ex=60 per hit |
| | |effect=- |
| | |cp=40 (20) |
| | }} |
| | ''[Long] Fire high-pressure energy bullet. Hold button to continue fire, release to split laser.'' |
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| | 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. |
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| | 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. |
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| | 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. |
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| </tabber> | | </tabber> |