BBTag/Aegis

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Aegis
BBTag Aegis Portrait.png

Health: 16,000

Jump Startup: 4F

Backdash Time 29F / Invul: 1-7F All


Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run, Flight (Orgia Boost)
Playstyle
Aggressive, Explosive
Team role
Point

Overview[edit]

"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."

Backstory[edit]

Aegis 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, Aegis forges her own path while living a peaceful life with her friends.

Playstyle[edit]

Aegis 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.

Strengths/Weaknesses[edit]

Orgia[edit]

In the original Persona 4 Arena, Aegis had the ability to enter Orgia Mode, which gave her access to a boost dash and additional skills. This feature makes its return in BlazBlue Cross Tag Battle.

Here's how it works:

  • There are now 4 segments to the Orgia Gauge
  • You do not have to switch in and out of Orgia Mode anymore.
  • To Boost Dash, input 66 on the ground either in neutral or from canceling a button
  • 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 don't empty the Orgia Gauge, it will gradually regenerate over time as soon as you stop Boost Dashing
  • The Orgia Gauge will gradually regenerate over time even when Aegis is switched out
  • 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]
4A
P4Arena Aigis 5A.png
P4AU Aigis 5AA.png
P4AU Aigis 5AAA.png
Sleek android legs~
P4Arena Aigis 5AAA.png
Metis would be proud
Version Damage Guard Startup Active Recovery Frame Adv.
4A 1000 All 6 3 16 -5
  • Her fastest button, if you really need to abare/mash, use this one.
  • Jump cancellable on block.
4AA 1500 All 10 6 3+13L -5
  • 4AA gatling canceled into 5A is a natural frametrap
4AAA 1500 All 8 2 19+9L -4
  • Can airdash forward/backward after air recovery, very useful with assists that can lockdown after you do 4AAA
4AAAA 2000 All 14 6 Until L+6 -18
  • Important points go here

Detailed description of the usefulness of the move go here


5A[edit]
5A
P4Arena Aigis 5B.png
Toby Maguire would be proud.
P4Arena Aigis 5C.png
P4Arena Aigis 5D.png
P4Arena Aigis 5AAA.png
Version Damage Guard Startup Active Recovery Frame Adv.
5A 1500 All 10 3 23 -9
  • Important points go here

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.

5AA 1500 All 14 2 24 -9
  • Important points go here
Aegis has access to a couple IAD combos off this move, which are good mostly because they're resourceless.
5AAA 1700 All 11 16 27 -24
  • 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 2000 All 24 - - -18, landing + 6

The fourth hit of this smart combo 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]
5B
Chargeable
BBTag Aegis 5Bcharged.png
Version Damage Guard Startup Active Recovery Frame Adv.
Uncharged 1500 All 10 6 21 -10
  • Covers air approaches from opponents very well, spend meter on 236C for a decent 5k+ confirm.
  • Can now jump cancel on both hit and block if the arm makes contact
  • Also, arm hits can reverse beat into 5A.
Charged 1500, 1000*5 All 10 6{X(1)}*4,X 20 -4
  • 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.


5C[edit]
5C
P4Arena Aigis AOA.png
Damage Guard Startup Active Recovery Frame Adv.
800 High 26 3 10+8L -4
  • Unlike most P4A 5Cs, this one moves forward a fair bit.
  • Her hop is still very close to the ground, to the point where even some 2As and 2Cs will hit her out of it.

Strictly worse than 66j.A in almost all situations - and when you're out of Orgia you're better off doing something else that doesn't end your turn in your opponent's face. Despite the animation, it's not really useful as a low crush/throw bait.


2A[edit]
2A
P4Arena Aigis 2A.png
Damage Guard Startup Active Recovery Frame Adv.
1000 Low 8 2 11 -1

Decent 2A for stagger/frametrap pressure

  • Small hitbox
  • Used for stagger pressure

This button is so stubby that it's effectively worthless as a counterpoke. Strong pressure and mixup option after 66 j.A or 66 j.B, but something like 2A > 4A > 2A requires you to be so close that it'll just whiff most of the time.


2B[edit]
2B
Chargeable
P4Arena Aigis 2B.png
Version Damage Guard Startup Active Recovery Frame Adv.
Uncharged 1500 All 11 2 22 -7
  • Head invul at frame 9-12
  • Jump cancellable if the arm hits or is blocked.
Charged 1500, 1000*5 All 11 2,{X(2)}*4,X 19 -
  • 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.


2C[edit]
2C
P4Arena Aigis Sweep.png
Damage Guard Startup Active Recovery Frame Adv.
1500 Low 12 5 16 -4
  • Moves forward a fair bit and can whiff punish a few buttons. Decent blockstring ender that has the option for going into Orgia dash jA if you want.
  • In pressure, you'll usually Orgia cancel it into j.A or j.B to continue mixing or combo off it - that can be used as conditioning to set up tick throws and stagger pressure, since 2C is only -4.


j.A[edit]
j.A
P4Arena Aigis jB.png
"Unreactable"
P4Arena Aigis jA.png
Version Damage Guard Startup Active Recovery Frame Adv.
j.A 1500 High 9 8 10 -
  • The go-to button from Orgia Dash cancels when you're making people block things
  • Surprisingly good hitbox from behind for crossups.
  • Seemingly no hitbox above, making it bad for air-to-air situations.
  • Jump cancellable on hit or block

Detailed description of the usefulness of the move go here

j.AA 1200 High 7 6 14 -
  • The second overhead, and also leaves you with enough blockstun that j.AA > 66j.AA > etc. is a true blockstring until you run out of Orgia.
  • The proration says never use it mid-combo, though.


j.B[edit]
j.B
P4Arena Aigis jC.png
Damage Guard Startup Active Recovery Frame Adv.
1500*2 All 8 4(8)6 Total: 35 -
  • 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]
j.C
P4Arena Aigis 2D.png
Damage Guard Startup Active Recovery Frame Adv.
1700 All 15 Until L Total: 54+5L -
  • Good combo ender that can lead to a safejump. Can airdash forward/backward after air recovery, or can orgia dash on block/hit.
  • Good tool for baiting out non-DP anti-air attempts and whiff punishing, but you're left in recovery if you whiff so it's not something that can be used often unless you have an assist available.
  • Probably her best button to use before an active switch thanks to the bounce effect, and actually ok first hit proration and blockstun.



Universal Mechanics[edit]

Ground Throw[edit]
Ground Throw
5B+C
P4Arena Aigis GroundThrow.png
Stick a bomb on em!
Damage Guard Startup Active Recovery Frame Adv.
0, 2000 Throw 7~30 3 23 -
  • Important points go here

A standard throw. Annoyingly, this has an extremely similar range to 4A and is only a frame slower, so in some matchups this can be your best mash option, especially against assist/cross combo pressure...


Heavenly Spear[edit]
Heavenly Spear
5A+D
P4Arena Aigis HolySpear.png
Damage Guard Startup Active Recovery Frame Adv.
2400 Air Unblockable 17 32 Total: 52+28L -30
  • Invul at frames 1-20
  • Slow reversal and very weak horizontal range, but very good vertical hitbox.
  • Has the dubious honour of being one of two reversals that can be Persona Broken.



Skills[edit]

7th Gen Blast Gatling[edit]
7th Gen Blast Gatling
236A/B
P4Arena Aigis 236A.png
SKRAAAAAA~ POP POP
Version Damage Guard Startup Active Recovery Frame Adv.
A 300*10 All 14 {X(2)}*9,X Total: 65 -17
  • Both versions of Gatling are able to destroy most projectiles, very strong tool in neutral however it is easy to jump over it and punish. Use an assist to cover air approaches if possible.
  • Not the greatest blockstring ender at point blank ranges. If you really need to use it, best to back it up with an assist.
B 300*15 All 26 {X(2)}*14,X Total: 87 -17
  • Chargeable
  • Mostly seen as an combo ender rather than a neutral tool due to it's longer startup and worse frame advantage.
  • This version of Gatling has the active frames and slight delay that makes it seem like a good active switch option...but it also has incredibly steep first-hit proration. No joke, meterless combo damage after first hit gatling stops at around 2.5k.
  • Does have the highest minimum damage in her kit, making it good for cross combo enders.


7th Gen Radical Cannon[edit]
7th Gen Radical Cannon
214A/B (Chargeable) (Air OK)
P4Arena Aigis 214A.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground A 1500*2 All 25 Until Hit,15 Total: 60 -
  • Earliest detonation neg-edge on f35 (active + 10), must be re-pressed, not held. Held detonation cancel is later.
Air A 1500*2 All 21 Until Hit,15 Total: 52+5L -
  • Earliest detonation neg-edge on f31 (active + 10), must be re-pressed, not held. Held detonation cancel is later.
Ground B 1500*2 All 37 Until Hit,15 Total: 57 -
  • Earliest detonation neg-edge on f47 (active + 10), must be re-pressed, not held. Held detonation cancel is later.
Air B 1500*2 All 21 Until Hit,15 Total: 52+5L -
  • Earliest detonation neg-edge on f31 (active + 10), must be re-pressed, not held. Held detonation cancel is later.

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.

Grounded versions make 236C/j.236C conversions consistent online. In general, targets at a ~45 degree angle from Aegis confirm with 214A, while targets at a steeper angle confirm with 214B. Air-to-air j.235C conversions don't give you enough time to land for cannon extensions, though.

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


7th Gen Vulcan Cannon[edit]
7th Gen Vulcan Cannon
j.236A/B
P4Arena Aigis j236A.png
Version Damage Guard Startup Active Recovery Frame Adv.
A 300*10 All 19 {X(2)}*9,X Total: Until L+5 -
  • Aegis fires a turret from the air. She remains stationary until all bullets are fired.

Detailed description of the usefulness of the move go here

B 300*N All 29 (X(2)}*N Until L+22 -
  • Aegis fires a turret from the air. She slowly descends downward at an angle as the bullets are fired.

Detailed description of the usefulness of the move go here


Boost Dash[edit]
Orgia Boost
66
BBTag Aegis BoostDash.png
Damage Guard Startup Active Recovery Frame Adv.
- - 7* - - -
  • 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]

Megido Fire - Kai[edit]
Megido Fire - Kai
236C (Air OK)
P4Arena Aigis 236C.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 1200, 200*8, 2000 All 13 9*N 12L -8
Air 1200, 200*8, 2000 All 13 9*N 12L -
  • 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

Detailed description of the usefulness of the move go here


Pandora Missile Launcher[edit]
Pandora Missile Launcher
214C (Air OK)
P4Arena Aigis 214C.png
Version Damage Guard Startup Active Recovery Frame Adv.
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 -

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]
5P
4AA
P4AU Aigis 5AA.png
P4Arena Aigis 5AAA.png
Damage Guard Startup Active Recovery Frame Adv.
1500*2 All (17)+13 8 [8(7)2] 2+34L
[34+9L]
-27
  • On hit, Aegis will follow up with 5AAA, which will launch the opponent

This is a passable Cross Combo starter, since she dashes in and 5P > CC > 5P is a frametrap. Unfortunately, it's pretty meh for extending pressure since it doesn't have too much blockstun.


6P[edit]
6P
7th Gen Radical Cannon
P4Arena Aigis 214A.png
THINK FAST
Damage Guard Startup Active Recovery Frame Adv.
1500*2 All (17)+31 X(3)X Total: (18)+51 -
  • 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]
4P
P4A 2C
P4Arena Aigis jC.png
Damage Guard Startup Active Recovery Frame Adv.
2000 All (17)+11 6 Total: (18)+51 -34
  • Good vertical range, weak horizontal range.

An ok anti-air assist that suffers from Persona hurtboxes losing to everything in this game. However, it has a VERY large active switch window and untech time on hit, which gives her plenty of options to active switch, finish the combo, and then go straight into her vortex.

Also, Athena serves as a wall that can tank a projectile for Aegis, and if only Athena gets hit you can still active switch or cross combo.



Distortion Skills[edit]

GoddessShield[edit]
Goddess Shield
236B+C (air OK)
P4Arena Aigis GreatShield.png
"I NEED UR HALP!"
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 5200 [4800, 3700] All 4+8 21 35+18L -33
Air 5200 [4800, 3700] All 4+8 21 Until L+18L -
  • 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]
Multi Mounted Machine Gun Orion
214B+C (air OK)
P4AU Aigis Orion2.png
I'm not sure where she keeps all these guns but I'm not gonna question it considering how cool they are.
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 0, 1000, 300*41
[0, 1000, 300*41, 1000, 1800]
Throw 15+0~11 3 26+28L -
  • 2 active frames before superflash ends
  • 1-16f fully invulnerable
Air 0, 1000, 300*41
[0, 1000, 300*41, 1000, 1800]
Throw 15+0~11 3 Until L+28L -
  • 1 active frame before superflash ends
  • 1-17f fully invulnerable

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
P during Main Character's Distortion Skill
P4Arena Aigis GreatShield.png
Damage Guard Startup Active Recovery Frame Adv.
2000 [] All 1+1 21 35+18L -33
  • Important points go here

A proper happy birthday Distortion Duo. The vertical hitbox is good enough that it'll convert off aerial beams and projectiles, like Ziodyne.


Astral Heat[edit]

Heritage Liberator Palladion[edit]
Heritage Liberator Palladion
222B+C (Air OK)
P4Arena Aigis Palladion.png
"Maximum Charge... Fire!"
Version Damage Guard Startup Active Recovery Frame Adv.
Ground - All 1+4 {X(2)}*16,X Total: 84+29L -57
Air - All 1+4 {X(2)}*16,X Total: Until L+29L -
  • Important points go here

A surprisingly useful Astral since it converts from most of her neutral options - for example, j.C > 63j.A > j.C > Astral. Aegis doesn't really use meter in neutral, so this comes up more often than you'd think.



Navigation[edit]


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