Laguna Loire (Dissidia 012) and Firion (Dissidia 012): Difference between pages

From Dissidia Wiki
(Difference between pages)
 
(Added strengths and weaknesses.)
 
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[[Category:Dissidia 012 Final Fantasy]]
[[Category:Dissidia 012 Final Fantasy]]
{{CharacterInfo
{{CharacterInfo
|name=Laguna Loire (ラグナ・レウァール)
|name=Firion (フリオニール)
|origin=Final Fantasy VIII
|origin=Final Fantasy II
|weapon=Swords, Daggers, Greatswords, Guns
|weapon=All normal weapons, Parrying Weapons, Guns, Poles
|armor=Shields, Bangles, Hats, Helms, Clothing, Light Armor, Chestplates
|armor=Bangles, Chestplates, Clothing, Hats, Headbands, Helms, Light Armor, Shields
|atk=111 (High)
|atk=111 (High)
|def=110 (Low)
|def=112 (High)
|runspeed=9 (Slow)
|runspeed=8 (Below Average)
|dash=81 (Below Average)
|dash=81 (Below Average)
|fall=75 (Above Average)
|fall=81 (Average)
|fallr=35 (Above Average)
|fallr=38 (Average)
|exclusives=Machine Gun, High-Power Machine Gun, Ragnarok Pistol
|exclusives=Rebellion Army, Longinus, Wild Rose
}}
}}


[[Laguna Loire (Dissidia 012)/Combos|'''Combos page''']]
{{ProConTable
 
|pros=*'''Defensive ground combat''' - Specialised in fighting on the ground, Firion can stand toe-to-toe in close-range combat with a variety of attacks, such as quick poke Swordslash BRV and Shield Bash HP for post-dodge defense.
[[Lagune Loire (Dissidia 012)/Strategy|'''Strategy page''']]
*'''Damage''' - High base ATK stat, good damage multipliers and consistent wall rushes off of HP links and other HP attacks ensure Firion can establish a good health lead.
*'''Ranged combat''' - Air braveries and more notably the Straightarrow HP can force opponents to disengage and move as well as punish mistimed dodges.
*'''Anti-[https://glossary.infil.net/?t=Zoning Zoning]''' - Shield Bash represents a threat to most characters who operate with low priority projectiles from a distance.
*[[Assist_(Dissidia_012)#Side_by_Side|'''Side by Side''']] {{accsp}} - Firion synergises very well with this, raising the threat of HP attacks and reward off of HP links.
*'''EX Mode's Blood Weapon''' - While not a top priority for Firion, regenerating health equal to HP damage dealt is amazing at creating comebacks.
|cons=*'''Air combat''' - While Firion has tools for point-blank and long range, his floaty air dodges, low combo conversion potential, lack of effective post-dodge defense and quick approaching close-range attacks can create a lot of risk for him midair.
*'''Enforcing defenders in his effective range''' - Firion's arsenal is not designed to easily enforce opponents hanging at a large stage's ceiling to engage with him. These situations often involve long-term strategies and build investment.
*'''Punishable HP links''' - As a frequent HP link user, Double Trouble's long HP attack animation leave him vulnerable to counter attacks after [[Assist_(Dissidia_012)#Assist_Change|'''Assist Change''']].
}}


== 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.
Firion is a playable character in Dissidia 012.
 
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 ==
Line 33: Line 33:
=== Ground ===
=== Ground ===
<tabber>
<tabber>
|-|Machine Gun=
|-|Lance Combo=
{| class="wikitable"
{{AbilityInfo
|-
|damage=8, 12 (20+)
! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force !! Effects !! CP (Mastered)
|startup=19F
|-
|type=Physical
| 1 x 32 (32) || 31 || Physical || Ranged Low || 3x32 (96) || None || 30 (15)
|priority=Melee Low
|}
|ex=15
''[Mid] Fire machine gun. Move with analog stick while holding button.''
|effect=Chase, Wall Rush, Absorb
|cp=30 (15)
}}
''[Close] Quick upward swing with lance. Slightly draws foe near.''


|-|Swordslash (ground)=
{{AbilityInfo
|damage=20
|startup=9F
|type=Physical
|priority=Melee Low
|ex=60
|effect=Chase
|cp=30 (15)
}}
''[Close] Quick sword slash. Short reach, but quick strike.''


Run'n'Gun, literally. After startup Laguna can move while firing but won't track the opponent while its firing.
|-|Rope Knife=
{{AbilityInfo
|damage=2 x 10 (20+)
|startup=23F
|type=Physical
|priority=Melee Low
|ex=30
|effect=Chase, Wall Rush, Absorb
|cp=30 (15)
}}
''[Mid] Throw lightning knife. Good versus any height, long duration.''


It has relatively low range but good EX Force gain, and alot of characters can't swing right through it if they come at you headfirst. Combined with Electroshield you can punish ground dash attempts or force the opponent away into a more favorable position for you to Ricochet Shot from.
|-|Reel Axe=
{{AbilityInfo
|damage=10, 10 (20+)
|startup=47F
|type=Physical
|priority=Ranged High
|ex=15
|effect=Chase, Wall Rush, Absorb
|cp=30 (15)
}}
''[Long] Throw axe straight ahead at high speed.''


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


==== Followups ====
Rope Knife, Lance Combo and Reel Axe can be followed up with one of the three followups. Since damage multipliers are identical with the bravery starters, the total damage multiplier in parenthesis reflects damage added by the followup itself.


Your grounded main tool for alot of things. Whiff Punish, Poking, Converting into HPs, and some finnicky counterplay tech.
<tabber>
|-|Neutral (Punch)=
{{AbilityInfo
|damage=+25 (45)
|startup=?
|type=Physical
|priority=Melee Low
|ex=0
|effect=Wall Rush
|cp=-
}}


* 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.
|-|Towards (Slash and arrow)=
{{AbilityInfo
|damage=+5, 5 (30)
|startup=?
|type=Physical
|priority=Melee Low (slash), Ranged Low (arrow)
|ex=75
|effect=Chase
|cp=-
}}


* the main split bullet which does 35 base damage will always track the opponents current location after ricocheting off something, making it excellent for dodge punishes and trick shots.
|-|Away (Lance)=
 
{{AbilityInfo
* Potentially the hardest hitting move in his bravery kit if both the main bullet and smaller bullets hit. Mostly only at super close range or with godlike aim right at their feet.
|damage=+ 1 x 5, 3 (28)
 
|startup=11F
* Bounce bullets are Low priority, the main shot Mid. Blocking the main shot staggers them but can send the split bullet after you, giving you an opportunity to punish with assist right after if they get staggered.
|type=Physical
 
|priority=Melee Mid
* The chase effect will cancel out if hitting someone with a full charge and only a single split bullet, causing normal hitstun.
|ex=15
 
|effect=Wall Rush
* You can hitconfirm into assists by dodge cancelling and calling assist right away on a ricochet hit. The timing is very lenient, with the fastest assists, and anyone faster than 20F can convert off of it point blank even. Practice and get a feel for it.
|cp=-
 
}}
Solid move, a staple of grounded zoning, keepaway and mixups to pressure the opponent. Paired with Electroshield can be hard to contest and punish for the opponent. Don't overuse it, but do use it as much as you can.
|-|Grenade Bomb=
{| class="wikitable"
|-
! 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. Slow to come out but can be cancelled into block or dodge before it goes off, making you able to mix up your opponent should they rush at you to try and punish it. The low recovery also makes it nice to build assist with committing to Ricochet, but still keeping your grounded position.
 
It can intercept moves with long startup aswell to force them to engage you, and you can combo off of it if you assume its gonna hit, or hitconfirm with an assist if you don't want to commit to an HP/Ricochet prior.
 
Can also be used to add a nice little bit of damage at the end of an assist combo when available.
|-|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.''
 
 
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.
 
|-|Missile Barrage (ground)=
{| class="wikitable"
|-
! 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.
 
|-|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.''
 
 
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


</tabber>
</tabber>


=== Aerial ===
=== Aerial ===
<tabber>
<tabber>
|-|Shotgun=
|-|Magic Arts: Flame=
{| class="wikitable"
{{AbilityInfo
|-
|damage=each (10)
! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force !! Effects !! CP (Mastered)
|startup=25F
|-
|type=Magical
| 1 x 6, 1 x 6, 3 x 6 (30) || 21 || Physical || Ranged Low || 2 (36) || Wall Rush || 30 (15)
|priority=Ranged Low
|-
|ex=0
| Charged Version || 55 || Physical || Ranged Mid || 2 (36) || Wall Rush || 30 (15)
|effect=--
|}
|cp=30 (15)
''[Close] Fire shotgun. Charge to change its strength.''
}}
''Magic combo starting with Fire. Can swap spell from second shot.''


It's a shotgun! It fires like one! (except when charged)
|-|Magic Arts: Frost=
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.
{{AbilityInfo
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.
|damage=each (12)
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.
|startup=25F
 
|type=Magical
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.
|priority=Ranged Low
|ex=0
|effect=Chase, Wall Rush
|cp=30 (15)
}}
''Magic combo starting w/Blizzard. Can swap spell from second shot.''


|-|Homing Bazooka=
|-|Magic Arts: Bolt=
{{AbilityInfo
{{AbilityInfo
|damage=36
|damage=each 4, 4, 7 (15)
|startup=41F
|startup=53F
|type=Physical
|type=Magical
|priority=Ranged Mid
|priority=Ranged Low
|ex=0
|ex=0
|effect=Wall Rush
|effect=Chase, Wall Rush
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Long] Blast foe with bazooka. Press button to change strength.''
''Magic combo starting w/Thunder. Can swap spell from second shot.''


[Long] Blast foe with bazooka. Press button to change strength.
|-|Swordslash (midair)=
 
 
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.
 
|-|Sticky Bomb=
{{AbilityInfo
{{AbilityInfo
|damage=20 (hits twice if explodes at max range without latching)
|damage=20
|startup=29F / 42F / 62F (charge), 9F (release)
|startup=9F
|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.''
''[Close] Slash in midair. Short reach, but quick strike.''
 
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.
 
|-|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.''
 
 
|-|Missile Barrage (midair)=
{| 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.
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.
 
|-|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.''
 
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.
Startup improved from 11F in the original to 9F in Duodecim.


</tabber>
</tabber>
Line 255: Line 179:


=== Ground ===
=== Ground ===
<tabber>
|-|Shield Bash=
{{AbilityInfo
|damage=Close: 4 x 4 (16) / Far: 3, 7 (10)
|startup=Block frame 1F~26F, end 49F
|type=Physical (close) / Magical (far)
|priority=Block Mid, Melee High (close) / Ranged High (far)
|ex=96 (close) / 60 (far)
|effect=Block
|cp=30 (15)
}}
''[Block] Create shield of light. HP attack on successful block.''


<tabber>
The far version's last projectile can hit multiple times, generating 60 EX and depleting meter as many times as it registers as a hit.
 
|-|Straightarrow (ground)=
{{AbilityInfo
|damage=-
|startup=61F
|type=-
|priority=Ranged High
|ex=30
|effect=Wall Rush
|cp=30 (15)
}}
''[Long] Fire arrow of light. Charge to adjust timiing.''


|-|Ragnarok Buster=
|-|Lord of Arms=
{{AbilityInfo
{{AbilityInfo
|damage=1 x 7 (7)
|damage=4 x 5 (20)
|startup=53F~172F (charge), 3F (release)
|startup=33F (above Firion), 49F (1st), 99F (2nd)
|type=Physical
|type=Physical
|priority=Melee High
|priority=Melee High
|ex=21
|ex=30
|effect=Wall Rush
|effect=Wall Rush
|cp=40 (20)
|cp=30 (15)
}}
}}
''Mid] Bombard with lasers. Charge to adjust timing.''
''[Mid] Use all weapons. Extremely accurate.''


|-|Double Trouble A=
{{AbilityInfo
|damage=2, 1 x 6, 2 (+ 10 = 30)
|startup=??
|type=Physical
|priority=Melee High
|ex=30
|effect=Wall Rush
|cp=30 (15)
}}
''Branching from Lance Combo. [Combo] Multi-weapon attack.''


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.
HP link.


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.
|-|Double Trouble B=
{{AbilityInfo
|damage=2, 1 x 6, 2 (+ 10 = 30)
|startup=?
|type=Physical
|priority=Melee High
|ex=30
|effect=Wall Rush
|cp=30 (15)
}}
''Branching from Rope Knife. [Combo] Multi-weapon attack.''


Less niche than Satellite Laser, but still not strong enough to be thrown out at all times.
Identical with Double Trouble A.


|-|Satellite Laser=
|-|Double Trouble C=
{{AbilityInfo
{{AbilityInfo
|damage=2 x 6 (12)
|damage=2, 1 x 6, 2 (+ 10 = 30)
|startup=83F
|startup=??
|type=Physical
|type=Physical
|priority=Ranged High
|priority=Melee High
|ex=36
|ex=30
|effect=Wall Rush
|effect=Wall Rush
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Long] Fire laser from orbiting satellite. Stopped by terrain.''
''Branching from Reel Axe. [Combo] Multi-weapon attack.''


One of the longest startup HPs, and a clutch tool for Laguna's matchups. BOMBS AWAY!
Identical with Double Trouble A.
 
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!


</tabber>
</tabber>
Line 302: Line 265:


<tabber>
<tabber>
|-|Ragnarok Blade=
|-|Straightarrow (midair)=
{{AbilityInfo
{{AbilityInfo
|damage=-
|damage=-
|startup=43F
|startup=61F
|type=-
|type=-
|priority=Melee High
|priority=Ranged High
|ex=0
|ex=30
|effect=Wall Rush
|effect=Wall Rush
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Long] Chop with energy blade. Effective against any height.''
''[Long] Fire arrow of light. Charge to adjust timing.''


Laguna lifts up the Ragnarok and cuts down vertically with a long energy sword. An absolute staple of his punish game. GET EM!
|-|Weaponsmaster=
 
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.
 
|-|Split Laser=
{{AbilityInfo
{{AbilityInfo
|damage=-
|damage=2 x 11 (22)
|startup=35F~117F (charge), 3F (release)
|startup=53F
|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] Use all weapons. Steals bravery, then HP attack.''
 
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.


</tabber>
</tabber>


== EX Mode: Look, the faeries are here! ==
== EX Mode: Blood Weapon equipped! ==
Effects:
Effects:
* Regen
* Regen
* Critical Boost
* Critical Boost
* A Faerie's Miracle
* Blood Weapon


=== A Faerie's Miracle ===
=== Blood Weapon ===
''[Always active while in EX Mode] The recovery time after bravery attacks can be cancelled by performing any attack.''
''[Activates when HP attack hits] Absorbs HP equivalent to damage dealt.''


=== EX Burst: Desperado ===
=== EX Burst: Fervid Blazer ===
''A furious bombardment of bullets. Take aim and press R to shoot or hold down the button for rapid fire.''
''A chain of attacks releasing the power of his weapons. Damage dealt adds to his own HP. Enter the commands that display before the attack.''


{{burst
{{burst
|damage1=7 x 3, 11 (32)
|damage1=3 x 3 (9)
|damage2=1 x 40, 2 x 14 (68) (100 total)
|damage2=4 x 3, 5 x 2, 13, 6 x 2, 12, 4 x 8 (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.
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 427: Line 372:


== Assist ==
== Assist ==
Firion's assist data.


{{012Assist
{{012Assist
|type1=BRV
|type1=BRV
|attack1=Machine Gun
|attack1=Rope Knife
|startup1=31F
|startup1=23F
|position1=Ground
|position1=Ground
|spawn1=Opponent
|spawn1=Opponent
|damage1=1 x 31 (31)
|damage1=2 x 10, 25 (45)
|effect1=-
|effect1=Wall Rush
|type2=BRV
|type2=BRV
|attack2=Shotgun
|attack2=Magic Arts: Flame
|startup2=55F
|startup2=25F
|position2=Air
|position2=Air
|spawn2=Opponent
|spawn2=Opponent
|damage2=1 x 6, 1 x 6, 3 x 6 (30)
|damage2=10 each (up to 30)
|effect2=Wall Rush
|effect2=-
|type3=HP
|type3=HP
|attack3=Satellite Laser
|attack3=Straightarrow
|startup3=83F
|startup3=61F
|position3=Ground
|position3=Ground
|spawn3=Player
|spawn3=Opponent
|damage3=2 x 8 (16)
|damage3=-
|effect3=Wall Rush
|effect3=Wall Rush
|type4=HP
|type4=HP
|attack4=Ragnarok Blade
|attack4=Weaponmaster
|startup4=43F
|startup4=52F
|position4=Air
|position4=Air
|spawn4=Opponent
|spawn4=Opponent
|damage4=-
|damage4=2 x 11 (22)
|effect4=Wall Rush
|effect4=Wall Rush
}}
}}
Firion works with a limited number of assists, but can also use The Emperor. Kuja

Revision as of 00:22, 2 March 2024

Info
Name Firion (フリオニール)
Original game Final Fantasy II
Weapon All normal weapons, Parrying Weapons, Guns, Poles
Armor Bangles, Chestplates, Clothing, Hats, Headbands, Helms, Light Armor, Shields
Base ATK (LV100) 111 (High)
Base DEF (LV100) 112 (High)
Run Speed 8 (Below Average)
Dash Speed 81 (Below Average)
Fall Speed 81 (Average)
Fall Speed Ratio After Dodge 38 (Average)
Exclusive weapons Rebellion Army, Longinus, Wild Rose
Strengths Weaknesses
  • Defensive ground combat - Specialised in fighting on the ground, Firion can stand toe-to-toe in close-range combat with a variety of attacks, such as quick poke Swordslash BRV and Shield Bash HP for post-dodge defense.
  • Damage - High base ATK stat, good damage multipliers and consistent wall rushes off of HP links and other HP attacks ensure Firion can establish a good health lead.
  • Ranged combat - Air braveries and more notably the Straightarrow HP can force opponents to disengage and move as well as punish mistimed dodges.
  • Anti-Zoning - Shield Bash represents a threat to most characters who operate with low priority projectiles from a distance.
  • Side by Side accessory_special.png - Firion synergises very well with this, raising the threat of HP attacks and reward off of HP links.
  • EX Mode's Blood Weapon - While not a top priority for Firion, regenerating health equal to HP damage dealt is amazing at creating comebacks.
  • Air combat - While Firion has tools for point-blank and long range, his floaty air dodges, low combo conversion potential, lack of effective post-dodge defense and quick approaching close-range attacks can create a lot of risk for him midair.
  • Enforcing defenders in his effective range - Firion's arsenal is not designed to easily enforce opponents hanging at a large stage's ceiling to engage with him. These situations often involve long-term strategies and build investment.
  • Punishable HP links - As a frequent HP link user, Double Trouble's long HP attack animation leave him vulnerable to counter attacks after Assist Change.

Overview

Firion is a playable character in Dissidia 012.

Bravery Attacks

Ground

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
8, 12 (20+) 19F Physical Melee Low 15 Chase, Wall Rush, Absorb 30 (15)
[Close] Quick upward swing with lance. Slightly draws foe near.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
20 9F Physical Melee Low 60 Chase 30 (15)
[Close] Quick sword slash. Short reach, but quick strike.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
2 x 10 (20+) 23F Physical Melee Low 30 Chase, Wall Rush, Absorb 30 (15)
[Mid] Throw lightning knife. Good versus any height, long duration.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
10, 10 (20+) 47F Physical Ranged High 15 Chase, Wall Rush, Absorb 30 (15)
[Long] Throw axe straight ahead at high speed.

Followups

Rope Knife, Lance Combo and Reel Axe can be followed up with one of the three followups. Since damage multipliers are identical with the bravery starters, the total damage multiplier in parenthesis reflects damage added by the followup itself.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
+25 (45) ? Physical Melee Low 0 Wall Rush -

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
+5, 5 (30) ? Physical Melee Low (slash), Ranged Low (arrow) 75 Chase -

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
+ 1 x 5, 3 (28) 11F Physical Melee Mid 15 Wall Rush -

Aerial

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
each (10) 25F Magical Ranged Low 0 -- 30 (15)
Magic combo starting with Fire. Can swap spell from second shot.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
each (12) 25F Magical Ranged Low 0 Chase, Wall Rush 30 (15)
Magic combo starting w/Blizzard. Can swap spell from second shot.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
each 4, 4, 7 (15) 53F Magical Ranged Low 0 Chase, Wall Rush 30 (15)
Magic combo starting w/Thunder. Can swap spell from second shot.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
20 9F Physical Melee Low 0 Wall Rush 30 (15)

[Close] Slash in midair. Short reach, but quick strike.

Startup improved from 11F in the original to 9F in Duodecim.

HP Attacks

Ground

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
Close: 4 x 4 (16) / Far: 3, 7 (10) Block frame 1F~26F, end 49F Physical (close) / Magical (far) Block Mid, Melee High (close) / Ranged High (far) 96 (close) / 60 (far) Block 30 (15)

[Block] Create shield of light. HP attack on successful block.

The far version's last projectile can hit multiple times, generating 60 EX and depleting meter as many times as it registers as a hit.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
- 61F - Ranged High 30 Wall Rush 30 (15)
[Long] Fire arrow of light. Charge to adjust timiing.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
4 x 5 (20) 33F (above Firion), 49F (1st), 99F (2nd) Physical Melee High 30 Wall Rush 30 (15)
[Mid] Use all weapons. Extremely accurate.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
2, 1 x 6, 2 (+ 10 = 30) ?? Physical Melee High 30 Wall Rush 30 (15)

Branching from Lance Combo. [Combo] Multi-weapon attack.

HP link.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
2, 1 x 6, 2 (+ 10 = 30) ? Physical Melee High 30 Wall Rush 30 (15)

Branching from Rope Knife. [Combo] Multi-weapon attack.

Identical with Double Trouble A.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
2, 1 x 6, 2 (+ 10 = 30) ?? Physical Melee High 30 Wall Rush 30 (15)

Branching from Reel Axe. [Combo] Multi-weapon attack.

Identical with Double Trouble A.

Aerial

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
- 61F - Ranged High 30 Wall Rush 30 (15)
[Long] Fire arrow of light. Charge to adjust timing.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
2 x 11 (22) 53F Physical Melee High ~30 Wall Rush 30 (15)
[Mid] Use all weapons. Steals bravery, then HP attack.

EX Mode: Blood Weapon equipped!

Effects:

  • Regen
  • Critical Boost
  • Blood Weapon

Blood Weapon

[Activates when HP attack hits] Absorbs HP equivalent to damage dealt.

EX Burst: Fervid Blazer

A chain of attacks releasing the power of his weapons. Damage dealt adds to his own HP. Enter the commands that display before the attack.

Damage multiplier (initial) Damage multiplier (rest) Type
3 x 3 (9) 4 x 3, 5 x 2, 13, 6 x 2, 12, 4 x 8 (100 total) Physical

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

Firion's assist data.

Type Attack Startup Position Spawn Damage multiplier Effects
BRV Rope Knife 23F Ground Opponent 2 x 10, 25 (45) Wall Rush
BRV Magic Arts: Flame 25F Air Opponent 10 each (up to 30) -
HP Straightarrow 61F Ground Opponent - Wall Rush
HP Weaponmaster 52F Air Opponent 2 x 11 (22) Wall Rush

Firion works with a limited number of assists, but can also use The Emperor. Kuja