BBTag/Aegis

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Overview[edit]
Overview

"You don't have to save the world to find meaning in life... Sometimes, all you need is something simple, like someone to take care of."
Lore:Aigis was a member of the Specialized Extracurricular Execution Squad (SEES), a group made up of unique high school students with the special ability to use "Personas" to combat shadows that arise from Tartarus during the midnight Dark Hour. She is an android built by the Kirijo Group originally designed solely as an Anti-Shadow weapon. After spending time with the members of SEES, she began to develop feelings of human emotion, and now understands what it means to find one's purpose in life. Now, no longer a mere machine, Aigis forges her own path while living a peaceful life with her friends.
Playstyle
Aigis is a projectile and combo heavy character, and excels in the mid-range, with fast and devastating projectiles to zone out the opponent, her Persona, Pallas Athena, and her weapons that elongate some of her normals, as well as Orgia booster for quick combos as well as closing space.
Pros Cons
Orgia Gauge

Aegis can perform a hover dash (called a Boost Dash) by pressing 66 at the cost of Orgia gauge. She can even cancel many of her attacks into a Boost dash for greater flexibility on offense since you can quickly cancel a Boost dash into air attacks for quick overheads. The Orgia Gauge will gradually regenerate over time even when Aegis is switched out.

Here's how it works:

  • There are 4 segments to the Orgia Gauge
  • You can Boost Dash from neutral for 1 segment of the bar.
  • You can Boost Dash Cancel from normals at the cost of 1 segment of the bar.
  • Once you start Boost Dashing, you'll continue to Boost Dash, which will drain the Orgia Gauge gradually.
  • While Boost Dashing, Hold 8 or 2 to go up or down respectively
  • To stop Boost Dashing, you can cancel it into an air normal, tap 4 or steer yourself downward to land
If you empty the entire Orgia Gauge, you'll enter a "Overheat" state that you can visually see by steam rising out of Aegis. During this time, Orgia Gauge won't gradually recover so be sure to do your best to avoid this state!

Normal Moves[edit]

4A[edit]

5A[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5A 1500 All 10 3 23 -9 -
5AA 1500 All 14 2 24 -9 -
5AAA 1700 All 9 16 29 -26 -
5AAAA 2000 All 24 6 Until L+6 - -

[edit]

5A is slow, stubby, and with annoyingly long recovery on whiff. This is outright a bad button in neutral. On the upside, it's useful for extending pressure, and it's usually your go-to punish; the ~7k damage kind of punish.


Aegis has access to a couple IAD combos off 5AA, which are good mostly because they're resourceless.


  • 5AAA is a Persona attack, so Athena will stay in place if you get pushblocked, and this third hit will punish pushblock > buttons.
  • Also has ungodly amounts of hitstun, even allowing you to follow up with 66 j.B at max range.

5AAAA tends to miss crouching characters. It only hits Waldstein, Gordeau, Jubei, Tager and Hakumen while they are crouching and whiffs on every other character.

  • Important points go here

An awkward ender in midscreen since you jump backwards after the hit, but you do get a proper safejump 66 j.A in the corner.

5B[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1000, 750*5 All 10 6,X[(2)X]*4 20 -6 ~ -23 -

[edit]

  • Frame Adv notes: -6 (standing Hakumen), -12 (standing Aigis), -23 (crouching Aigis)
  • Bullets whiff on standing short characters (eg: Linne, Platinum), all crouching chararacters, and characters with walk/run animations that low profile (eg: Yu, Gordeau) but will clip all other standing characters at fullscreen.
  • Bullets are now jump cancellable on hit

In theory her best combo starter is 5A > 5[B] > stuff, but her arm range is too stubby for anything other than DP punishes. Best used as either a strong combo extension or 3/4 to fullscreen anti-air zoning.

As of 2.0 has 100% p2 for bullet hits - which basically means free damage mid-combo if you can wedge them in, especially early on in combos, and is all-around more damage for all pre-patch routes that ever touch 5B.

5C[edit]

2A[edit]

2B[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1000, 750*5, 60*5 All 11 2,X[(2)X]*4 19 -6 ~ -14 9-12 H

[edit]

  • Head invul at frame 9-12
  • Block adv based on: -6 (standing Hakumen), -10 (standing Aegis), -14 (crouching Aegis)
  • Not as strong as P4A(there's no bullets at ground level!), but much like 5B it covers air approaches very well in neutral. Convert into 236C if you hit people with bullets in neutral.
  • Jump cancellable in the bullets hit.

As of 2.0 has 100% p2 for bullet hits - which basically means free damage mid-combo if you can wedge them in, especially early on in combos, and is all-around more damage for all pre-patch routes that ever touch 2B.

2C[edit]

j.A[edit]

j.B[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1500*2 All 8 4(8)6 Total: 35 - -

[edit]

  • Aegis's few air-to-air tools she has.
  • Has a hitbox in front of her persona, so it's range is more horizontal than you think, but not by much.
  • The first (Shield) hit mysteriously has no hitbox in the bottom ~1/3rd of the shield, so it's actively bad as a jump-in - but neutral 66j.B is one of her few decent approach options.
  • The second (Spear) hit has an insanely tall vertical hitbox for hitting opponents above you. However, the horizontal hitbox near Aegis is annoyingly stubby, so it tends to whiff at midrange even if the first hit connects.
  • Jump cancellable on both hit or block

j.C[edit]


Universal Mechanics[edit]

Ground Throw[edit]

5B+C

Heavenly Spear[edit]

5A+D


Skills[edit]

Megido Fire - Kai[edit]

236A (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground 1000, 100*5, 1000 All 13 9*4 12L -4 -
Air 1000, 100*8, 1000 All 13 9*N 24L - -

[edit]

  • Frame data is placeholder until someone crunches the numbers. NOTE - used PC improvement mod for startup, advantage, and landing recovery for air version.
  • Grounded version is safe on block, while air version is punishable.
  • Aigis cannot solo combo after either version, regardless of hit height, but can call an assist for combo extensions.
  • Always side swaps on hit.

Aigis's new ender for good oki (66j.A safejump) anywhere on the screen, despite the side swap and animation lockout.

The grounded version can be used as a situational neutral tool (236 P>A) if combined with the right assists - for example, she's + with Elizabeth and Izayoi 6Ps, and can combo when combined with Jin and Labrys 6Ps.

j.236A can also be used as a sandwich maker, and a close-up TK j.236A will pass through (er, over) all standing opponents.

7th Gen Blast Gatling[edit]

236B

7th Gen Radical Cannon[edit]

214A/B (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground A 1500*2 All 25 Until Hit,15 Total: 60 - -
Air A 1500*2 All 21 Until Hit,15 Total: 52+5L - -
Ground B 1500*2 All 37 Until Hit,15 Total: 57 -2 ~ +67 -
Air B 1500*2 All 21 Until Hit,15 Total: 52+5L - -

[edit]

Mostly used as a powerful combo extension. Also has ungodly hitstun that only ends when your opponent hits the ground, leading to combo extensions or strong oki.

Aerial versions improve her air combo damage, but are height dependent and only seem to combo after j.BB.

In 2.0, midscree mortar combo routes mostly improve Orgia efficiency and corner carry at the expense of some damage.

7th Gen Vulcan Cannon[edit]

j.236B

Orgia Boost[edit]

66 (air OK)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
- - 7* - - - -

[edit]

  • Aegis can orgia cancel from any of her normals on block or hit, and cancel out of Missile Launcher's recovery.
  • However, she cannot orgia cancel on whiff, nor neutral orgia while airborne.
  • Frame 8 earliest cancel (Frame 8 is the start of the next move, eg: Orgia dash > j.A is 7 + 9 = 16f startup)
  • All versions of Dash consume 1 bar of Orgia Gauge
  • Hold 6 to continue boosting, and you can change your flight angle by holding 9 or 3. Continuous boosting will consume up to one extra bar of orgia before being cut off.
  • The dash speed starts at average run speed, then accelerates slightly at the end before cutting off.

Starts pressure, extends pressure, creates conversions out of thin air, gives her neutral options, and is just a faster way to move than her regular run. Aegis wants to use Orgia for everything, but she only has so much of it, and you can chug orgia fuel in the blink of an eye if you're not careful.


Extra Skills[edit]

EX Megido Fire - Kai[edit]

236C (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground 1200, 200*8, 2000 All 13 9*4 12L -2 -
Air 1200, 200*8, 2000 All 13 9*N 12L -2 -

[edit]

  • Aegis's best conversion tool from turning any hit into damage and a possible safejump.
  • Opponents are forced to only ground tech options.
  • Unburstable until the move ends
  • Cannot be converted into 236BC (Persona is still active), even in Resonance
  • On hit, Aigis falls directly below the opponent and recovers almost immediately after she touches the ground. The opponent is ejected to the same spot.
  • Has a small ground bounce on hit.

Now that EX Megido has both the ground bounce AND drops the opponent straight down, you're given more than enough time to choose whether or not you want a side swap and get the confirm of your choice. That bounce even improves the window where you can hit 214BC.

Has a couple more hits than 236A on block for slightly better pressure if you're up for burning a bar to do it.

Pandora Missile Launcher[edit]

214C (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground 900*12 All 18 {X(4)}6,X Total: 94+0L -12 ~ +33 -
Air 900*12 All 18 {X(4)}11,X Total: Until L - -

[edit]

Mostly sees use as an air stall, or a way to raw Orgia dash while midair. It's surprisingly good for escaping corner pressure if you find an opening to superjump.

Useful approach tool in matchups where you opponent can't easily snipe you out of the top of the screen. It's also one of the few ways for Aegis to force an approach solo.

Weak active switch tool due to how long it takes for the missiles to come out. That same slowness makes it near-suicidal to use the raw grounded version in most matchups.


Partner Skills[edit]

5P[edit]

4AA

6P[edit]

7th Gen Radical Cannon

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1500*2 All (17)+31 X(3)X Total: (18)+51 - -

[edit]

  • 6P shoots both projectiles in the 2 directions showed in the image. The firing arc is also shallower than her 214A/B.

Basically the reason why everyone says Aegis has bad assists. Extremely slow projectile with awkward coverage, but it's still an ok option for covering your approach. Also gives plenty of time to convert on hit, and it juggles.

This suddenly becomes scary if you use Aegis for cross combo pressure in the corner. It basically covers every defensive option that isn't a happy birthday super, and you can spam this like she's a WW1 artillery squadron.

4P[edit]

P4A 2C


Distortion Skills[edit]

Goddess Shield[edit]

236B+C (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground 5200 [4800, 3700] All 4+(58 Flash)+8 21 35+18L -33 1-11 All
12-32 Guard All
Air 5200 [4800, 3700] All 4+(58 Flash)+8 21 Until L+18L - 1-11 All
12-32 Guard All

[edit]

  • 1-32f fully invulnerable. In distortion clashes, this does mean it tends to either phase through opponents or out-invul your opponent and hit them anyways.
  • Regular version will carry both Aegis and her target a fair distance, with Aegis landing just in front them.
  • Resonance/Cross version will instead lock Aegis in place, and puts her roughly at 5A range on landing. Also, it's a long animation with long untech time that gives your partner time to hop off screen for Distortion Duo.
  • Goddess Shield is disabled if your opponent is currently in the hitstun of Megido Fire (236C).

A solid reversal super that combos off damn near everything Aegis does. Seriously, all her routing can just swap this into the ender if you get a happy birthday.

Travel time is too slow to punish whiffed buttons the same way Burning Gold or Black Hawk Stinger do, but still situationally useful for punishing some things, like EX Grim Reaper or another Aegis' gatling.

Multi Mounted Machine Gun Orion[edit]

214B+C (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground 0, 1000, 310*41
[0, 1000, 300*41, 1000, 1800]
Throw 15+(65 Flash)+0~11 3 26+28L - 1-17~28 All
Air 0, 1000, 310*41
[0, 1000, 300*41, 1000, 1800]
Throw 15+(65 Flash)+0~11 3 Until L+28L - 1-17~28 All

[edit]

  • Ground version has 2 active frames before superflash ends
  • Air version has 1 active frame before superflash ends

Anti-air comboable command throw super that does more damage than Goddess Shield in all situations, and has very high minimum damage.

Both the ground and the air version of this move only hit airborne enemies. You need to use some sort of launcher (like 2B, 2C or throws) to be able to hit with the ground version. The hitbox only exists at and below Aegis' arms; cannot hit targets above her.

Gimmicky reversal option with slow startup that has corner carry, and the long animation can give you time to recharge Orgia. Note: you can do 66j.B after as a safejump, but it's never meaty, so your opponent can chicken guard or even 4P to punish it.

Enhanced version has hard knockdown on the final hit, giving you the time to do whatever you want for oki.


Distortion Skill Duo[edit]

Goddess Shield[edit]

P during Partner's Distortion Skill


Astral Heat[edit]

Heritage Liberator Palladion[edit]

222B+C (air OK)



External References[edit]

Navigation[edit]


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