BBTag/Aegis: Difference between revisions

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{{BBTag_Construction_Card}}
|-
==Overview==
!Aegis
{{BBTag/CharacterLinks}}
|-
<div id="home-content" class="home-grid">
||
{{card|width=4
[[File:BBTag_Aegis_Portrait.png|350x500px|center]]
|header=Overview
|-
|content=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.
||
}}
{{#lsth:BBTag/Aegis/Data|SystemData}}
{{BBTag/Infobox
;Movement Options
| fastestAttack = [[#4A|4A]] (6F)
* Double Jump, 1 Airdash, Dash Type: Run, Flight (Orgia Boost)
| reversal = [[#Heavenly Spear|A+D]] (17F)<br/>[[#Goddess Shield|236B+C]] (12F)
 
}}
;Playstyle
{{ProsAndCons
:Aggressive, Explosive
|intro=
 
|pros=
;Team role
*Orgia is a unique multi-purpose tool: high/low mixups, stray hit conversions, faster aerial approach, faster safejump oki, corner carry, pushblock negation; it's all there.
:Point
*High damage output thanks to bullet proration.
|}
*Fantastic solo mix.
<div style="float:left; margin-right:25px;">
*Powerful active switch tools, including Megido Fire which locks the opponent out of bursting on hit.
{{TOC limit|2}}
*Great ground-to-air control with bullets.
|cons=
*Requires strict management of Orgia Gauge useage, especailly since it is required for some of her key combo routes.
*Poor assist kit, makes team synergy very one-sided or niche.
*Slow, stubby normals.
*DP is bad. Very bad.
}}
</div>
</div>
==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."''
===Backstory===
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===
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===
===Orgia===


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.  
{{card|width=4
|header=Unique Ability: Orgia Gauge
|content= 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:  
Here's how it works:  
* There are now 4 segments to the Orgia Gauge
* There are 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 from neutral for 1 segment of the bar.  
* You can Boost Dash Cancel from normals at the cost of 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.
* 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
* 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
* 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!
<br style="clear:both;"/>


{{#lst:BBTag/Aegis/Data|Links}}
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!
<br clear=all>
}}


==Normal Moves==
==Normal Moves==
===<big>{{clr|1|4A}}</big>===
{{BBTag Move Card|game=BBTag
|input=4A,4AA,4AAA,4AAAA
|versioned=input
|description=
* {{clr|1|4A}} is her fastest button, if you really need to abare/mash, use this one.
** Jump cancellable on block.
* {{clr|1|4AA}} gatling canceled into {{clr|1|5A}} is a natural frametrap
* {{clr|1|4AAA}} can airdash forward/backward after air recovery, very useful with assists that can lockdown after you do it


====== <font style="visibility:hidden" size="0">4A</font> ======
{{MoveData
|image=BBTag_Aegis_4A.png |caption=
|image2=BBTag_Aegis_4AA.png |caption2=
|image3=BBTag_Aegis_4AAA.png |caption3= Sleek android legs~
|image4=BBTag_Aegis_4AAAA.png |caption4=Metis would be proud
|name=4A
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=4A}}
{{#lsth:BBTag/Aegis/Data|4A}}
{{!}}-
{{Description|7|text=* Her fastest button, if you really need to abare/mash, use this one.
* Jump cancellable on block.
}}
{{!}}-
{{AttackVersion|name=4AA}}
{{#lsth:BBTag/Aegis/Data|4AA}}
{{!}}-
{{Description|7|text=* 4AA gatling canceled into 5A is a natural frametrap
}}
{{!}}-
{{AttackVersion|name=4AAA}}
{{#lsth:BBTag/Aegis/Data|4AAA}}
{{!}}-
{{Description|7|text=* Can airdash forward/backward after air recovery, very useful with assists that can lockdown after you do 4AAA
}}
{{!}}-
{{AttackVersion|name=4AAAA}}
{{#lsth:BBTag/Aegis/Data|4AAAA}}
{{!}}-
{{Description|7|text=* Important points go here
Detailed description of the usefulness of the move go here
}}
}}
}}


====== <font style="visibility:hidden" size="0">5A</font> ======
===<big>{{clr|1|5A}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Aegis_5A.png |caption= Toby Maguire would be proud.
|input=5A,5AA,5AAA,5AAAA
|image2=BBTag_Aegis_5AA.png |caption2=
|versioned=input
|image3=BBTag_Aegis_5AAA.png |caption3=
|description=
|image4=BBTag_Aegis_5AAAA.png |caption4=
{{clr|1|5A}} is slow, stubby, and with annoyingly long recovery on whiff. This is outright a bad button in neutral.
|name=5A
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=5A}}
{{#lsth:BBTag/Aegis/Data|5A}}
{{!}}-
{{Description|7|text=* 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.
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 {{clr|1|5AA}}, which are good mostly because they're resourceless.
{{AttackVersion|name=5AA}}
----
{{#lsth:BBTag/Aegis/Data|5AA}}
* {{clr|1|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 {{clr|2|j.B}} at max range.
{{Description|7|text=* Important points go here
----
 
{{clr|1|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.
Aegis has access to a couple IAD combos off this move, which are good mostly because they're resourceless.
}}
{{!}}-
{{AttackVersion|name=5AAA}}
{{#lsth:BBTag/Aegis/Data|5AAA}}
{{!}}-
{{Description|7|text=* 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.
}}
 
{{!}}-
{{AttackVersion|name=5AAAA}}
{{#lsth:BBTag/Aegis/Data|5AAAA}}
{{!}}-
{{Description|7|text=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
* 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.
An awkward ender in midscreen since you jump backwards after the hit, but you do get a proper safejump 66 {{clr|1|j.A}} in the corner.
}}
}}
}}


====== <font style="visibility:hidden" size="0">5B</font> ======
===<big>{{clr|2|5B}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Aegis_5Bcharged.png |caption=
|input=5B
|name=5B |input=Chargeable
|description=
|data=
* Frame Adv notes: -6 (standing Hakumen), -12 (standing Aigis), -23 (crouching Aigis)
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=Uncharged}}
{{#lsth:BBTag/Aegis/Data|5B}}
{{!}}-
{{Description|7|text=* 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.
}}
{{!}}-
{{AttackVersion|name=Charged}}
{{#lsth:BBTag/Aegis/Data|5[B]}}
{{!}}-
{{Description|7|text=* 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 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
* 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.
In theory her best combo starter is {{clr|1|5A}} > {{clr|2|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.
}}
 
Has 100% p2 for bullet hits - which basically means free damage mid-combo if you can wedge them in, especially early on in combos.
}}
}}


====== <font style="visibility:hidden" size="0">5C</font> ======
===<big>{{clr|3|5C}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Aegis_5C.png |caption=
|input=5C
|name=5C
|description=
|data=
* Unlike most P{{clr|1|4A}} 5Cs, this one moves forward a fair bit.
{{AttackDataHeader-BBTag}}
* Her hop is still very close to the ground, to the point where even some 2As and 2Cs will hit her out of it.
{{!}}-
 
{{#lsth:BBTag/Aegis/Data|5C}}
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.
{{!}}-
 
{{Description|6|text=* Unlike most P4A 5Cs, this one moves forward a fair bit.
* This move brings Aegis's hitbox far off the ground, making it a great option to beat most lows.
}}
}}
}}


====== <font style="visibility:hidden" size="0">2A</font> ======
===<big>{{clr|1|2A}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Aegis_2A.png |caption=
|input=2A
|name=2A
|description=
|data=
Decent {{clr|1|2A}} for stagger/frametrap pressure
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Aegis/Data|2A}}
{{!}}-
{{Description|6|text=Decent 2A for stagger/frametrap pressure
* Small hitbox
* Small hitbox
* Used for stagger pressure
* 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.
This button is so stubby that it's effectively worthless as a counterpoke. Strong pressure and mixup option after 66 {{clr|1|j.A}} or 66 {{clr|2|j.B}}, but something like {{clr|1|2A}} > {{clr|1|4A}} > {{clr|1|2A}} requires you to be so close that it'll just whiff most of the time.
}}
}}
}}


====== <font style="visibility:hidden" size="0">2B</font> ======
===<big>{{clr|2|2B}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Aegis_2B.png |caption=
|input=2B
|name=2B |input=Chargeable
|description=
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=Uncharged}}
{{#lsth:BBTag/Aegis/Data|2B}}
{{!}}-
{{Description|7|text=* Head invul at frame 9-12
* Jump cancellable if the arm hits or is blocked.
}}
{{!}}-
{{AttackVersion|name=Charged}}
{{#lsth:BBTag/Aegis/Data|2[B]}}
{{!}}-
{{Description|7|text=* Head invul at frame 9-12
* Block adv based on: -6 (standing Hakumen), -10 (standing Aegis), -14 (crouching Aegis)
* 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.
* There's no bullets at ground level, but much like {{clr|2|5B}} it covers air approaches very well in neutral. Convert into {{clr|3|236C}} if you hit people with bullets in neutral.
* Jump cancellable in the bullets hit.
* Jump cancellable in the bullets hit.
}}
 
Has 100% p2 for bullet hits - which basically means free damage mid-combo if you can wedge them in, especially early on in combos.
}}
}}


====== <font style="visibility:hidden" size="0">2C</font> ======
===<big>{{clr|3|2C}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Aegis_2C.png |caption=
|input=2C
|name=2C
|description=
|data=
* 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.
{{AttackDataHeader-BBTag}}
* In pressure, you'll usually Orgia cancel it into {{clr|1|j.A}} or {{clr|2|j.B}} to continue mixing or combo off it - that can be used as conditioning to set up tick throws and stagger pressure, since {{clr|3|2C}} is only -4.
{{!}}-
{{#lsth:BBTag/Aegis/Data|2C}}
{{!}}-
{{Description|6|text=* 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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.A</font> ======
===<big>{{clr|1|j.A}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Aegis_jA.png |caption= "Unreactable"
|input=j.A,j.AA
|image2=BBTag_Aegis_jAA.png |caption2=
|versioned=input
|name=j.A
|description=
|data=
* The go-to button from Orgia Dash cancels when you're making people block things
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=j.A}}
{{#lsth:BBTag/Aegis/Data|j.A}}
{{!}}-
{{Description|7|text=* The go-to button from Orgia Dash cancels when you're making people block things
* Surprisingly good hitbox from behind for crossups.
* Surprisingly good hitbox from behind for crossups.
* Seemingly no hitbox above, making it bad for air-to-air situations.
* Seemingly no hitbox above, making it bad for air-to-air situations.
* Jump cancellable on hit or block
* Jump cancellable on hit or block
 
----
Detailed description of the usefulness of the move go here
* The second overhead, and also leaves you with enough blockstun that {{clr|1|j.AA}} > 66j.AA > etc. is a true blockstring until you run out of Orgia.
}}
{{!}}-
{{AttackVersion|name=j.AA}}
{{#lsth:BBTag/Aegis/Data|j.AA}}
{{!}}-
{{Description|7|text=* 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.
* The proration says never use it mid-combo, though.
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.B</font> ======
===<big>{{clr|2|j.B}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Aegis_jB.png |caption=
|input=j.B
|name=j.B
|description=
|data=
* Aegis's few air-to-air tools she has.
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Aegis/Data|j.B}}
{{!}}-
{{Description|6|text=* 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.
* 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 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.
* 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
* Jump cancellable on both hit or block
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.C</font> ======
===<big>{{clr|3|j.C}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Aegis_jC.png |caption=
|input=j.C
|name=j.C
|description=
|data=
* Good combo ender that can lead to a safejump. Can airdash forward/backward after air recovery, or can orgia dash on block/hit.
{{AttackDataHeader-BBTag}}
* 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.
{{#lsth:BBTag/Aegis/Data|j.C}}
{{!}}-
{{Description|6|text=* 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, 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.
}}
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Universal Mechanics==
==Universal Mechanics==
 
===<big>Ground Throw</big>===
====== <font style="visibility:hidden" size="0">Ground Throw</font> ======
{{InputBadge|{{clr|2|5B}}+{{clr|3|C}}}}
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Aegis_GroundThrow.png |caption= Stick a bomb on em!
|input=BC
|name=Ground Throw
|description=
|input=5B+C
A standard throw. Annoyingly, this has an extremely similar range to {{clr|1|4A}} and is only a frame slower, so in some matchups this can be your best mash option, especially against assist/cross combo pressure...
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Aegis/Data|BC}}
{{!}}-
{{Description|6|text=* 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...
}}
}}
}}


====== <font style="visibility:hidden" size="0">Heavenly Spear</font> ======
===<big>Heavenly Spear</big>===
{{MoveData
{{InputBadge|{{clr|1|5A}}+{{clr|4|D}}}}
|image=BBTag_Aegis_HeavenlySpear.png |caption=
{{BBTag Move Card|game=BBTag
|name=Heavenly Spear
|input=AD
|input=5A+D
|description=
|data=
* Slow reversal and very weak horizontal range, but very good vertical hitbox.
{{AttackDataHeader-BBTag}}
* Has the dubious honour of being one of two reversals that can be Persona Broken.
{{!}}-
{{#lsth:BBTag/Aegis/Data|AD}}
{{!}}-
{{Description|6|text=* Invul at frames 1-20
* Slow DP and very weak horizontal range, but very good vertical hitbox.
* Surprisingly long blockstun makes some Assist/DP combos viable, although the lack of horizontal range still hurts.
}}
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Skills==
==Skills==
===<big>Megido Fire - Kai</big>===
{{InputBadge|{{clr|1|236A}} (Air OK)}}
{{BBTag Move Card|game=BBTag
|input=236A,j.236A
|versioned=input
|description=
*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.
{{clr|1|j.236A}} can also be used as a sandwich maker, and a close-up TK {{clr|1|j.236A}} will pass through (er, over) all standing opponents.
}}


====== <font style="visibility:hidden" size="0">7th Gen Blast Gatling</font> ======
===<big>7th Gen Blast Gatling</big>===
{{MoveData
{{InputBadge|{{clr|2|236B}}}}
|image=BBTag_Aegis_7thGenBlastGatling.png |caption= SKRAAAAAA~ POP POP
{{BBTag Move Card|game=BBTag
|input=236A/B
|input=236B,236[B]
|name=7th Gen Blast Gatling
|versioned=input
|data=
|description=
{{AttackDataHeader-BBTag|version=yes}}
* Chargeable
{{!}}-
{{AttackVersion|name=A}}
{{#lsth:BBTag/Aegis/Data|236A}}
{{!}}-
{{Description|7|text=* 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.
}}
{{!}}-
{{AttackVersion|name=B}}
{{#lsth:BBTag/Aegis/Data|236B}}
{{!}}-
{{Description|7|text=* Chargeable
* Mostly seen as an combo ender rather than a neutral tool due to it's longer startup and worse frame advantage.
* 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 cross combo option...but it also has incredibly steep first-hit proration. No joke, meterless combo damage after first hit gatling stops at around 2.5k.
* As of patch 2.0 has significantly better damage scaling, making it significantly better as an active switch tool. It's still up for debate if this will see use over the new {{clr|1|236A}} though.
}}
* Has the highest minimum damage in her kit, making it good for cross combo enders.
}}
}}


====== <font style="visibility:hidden" size="0">7th Gen Radical Cannon</font> ======
===<big>7th Gen Radical Cannon</big>===
{{MoveData
{{InputBadge|{{clr|1|214A}}/{{clr|2|B}} (Air OK)}}
|image=BBTag_Aegis_7thGenRadicalCannon.png |caption=
{{BBTag Move Card|game=BBTag
|input=214A/B (Chargeable) (Air OK)
|input=214A,214B,j.214A,j.214B
|name=7th Gen Radical Cannon
|versioned=input
|data=
|description=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=Ground A}}
{{#lsth:BBTag/Aegis/Data|214A}}
{{!}}-
{{Description|7|text=* Earliest detonation neg-edge on f35 (active + 10), must be re-pressed, not held. Held detonation cancel is later.
}}
{{!}}-
{{AttackVersion|name=Air A}}
{{#lsth:BBTag/Aegis/Data|j.214A}}
{{!}}-
{{Description|6|text=* Earliest detonation neg-edge on f31 (active + 10), must be re-pressed, not held. Held detonation cancel is later.
}}
{{!}}-
{{AttackVersion|name=Ground B}}
{{#lsth:BBTag/Aegis/Data|214B}}
{{!}}-
{{Description|7|text=* Earliest detonation neg-edge on f47 (active + 10), must be re-pressed, not held. Held detonation cancel is later.
}}
{{!}}-
{{AttackVersion|name=Air B}}
{{#lsth:BBTag/Aegis/Data|j.214B}}
{{!}}-
{{Description|7|text=* 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.
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 improve her air combo damage, but are height dependent and only seem to combo after {{clr|2|j.BB}}.


Aerial versions dramatically 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.


}}
}}
}}


====== <font style="visibility:hidden" size="0">7th Gen Vulcan Cannon</font> ======
===<big>7th Gen Vulcan Cannon</big>===
{{MoveData
{{InputBadge|{{clr|2|j.236B}}}}
|image=BBTag_Aegis_7thGenVulcanCannon.png |caption=
{{BBTag Move Card|game=BBTag
|input=j.236A/B
|input=j.236B
|name=7th Gen Vulcan Cannon
|description=
|data=
* Aegis fires a turret from the air. She slowly descends downward at an angle as the bullets are fired.
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=A}}
{{#lsth:BBTag/Aegis/Data|j.236A}}
{{!}}-
{{Description|7|text=* 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
Detailed description of the usefulness of the move go here
}}
{{AttackVersion|name=B}}
{{#lsth:BBTag/Aegis/Data|j.236B}}
{{!}}-
{{Description|7|text=* 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
}}
}}
}}


====== <font style="visibility:hidden" size="0">Boost Dash</font> ======
===<big>Orgia Boost</big>===
{{MoveData
{{InputBadge|66 (Air OK)}}
|image=BBTag_Aegis_BoostDash.png |caption=
{{BBTag Move Card|game=BBTag
|name=Orgia Boost
|input=Boost Dash
|input=66
|description=
|data=
* Aegis can orgia cancel from any of her normals on block or hit, and cancel out of Missile Launcher's recovery.
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Aegis/Data|Boost Dash}}
{{!}}-
{{Description|6|text=* 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.
* 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)
* Frame 8 earliest cancel (Frame 8 is the start of the next move, eg: Orgia dash > {{clr|1|j.A}} is 7 + 9 = 16f startup)
* All versions of Dash consume 1 bar of Orgia Gauge
* 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.
* 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.
Line 442: Line 250:


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.
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.
}}
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Extra Skills==
==Extra Skills==
 
===<big>EX Megido Fire - Kai</big>===
====== <font style="visibility:hidden" size="0">Megido Fire - Kai</font> ======
{{InputBadge|{{clr|3|236C}} (Air OK)}}
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Aegis_MegidoFireKai.png |caption=
|input=236C,j.236C
|input=236C (Air OK)
|versioned=input
|name=Megido Fire - Kai
|description=
|data=
* Aegis's best conversion tool from turning any hit into damage and a possible safejump.
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=Ground}}
{{#lsth:BBTag/Aegis/Data|236C}}
{{!}}-
{{AttackVersion|name=Air}}
{{#lsth:BBTag/Aegis/Data|j.236C}}
{{!}}-
{{Description|7|text=* Aegis's best conversion tool from turning any hit into damage and a possible safejump.
* Opponents are forced to only ground tech options.
* Opponents are forced to only ground tech options.
* Unburstable until the move ends
* Unburstable until the move ends
* Cannot be converted into 214BC (Persona is still active), even in Resonance
* 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.


Detailed description of the usefulness of the move go here
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 {{clr|1|236A}} on block for slightly better pressure if you're up for burning a bar to do it.
}}
}}


====== <font style="visibility:hidden" size="0">Pandora Missile Launcher</font> ======
 
{{MoveData
===<big>Pandora Missile Launcher</big>===
|image=BBTag_Aegis_PandoraMissileLauncher.png |caption=
{{InputBadge|{{clr|3|214C}} (Air OK)}}
|input=214C (Air OK)
{{BBTag Move Card|game=BBTag
|name=Pandora Missile Launcher
|input=214C,j.214C
|data=
|versioned=input
{{AttackDataHeader-BBTag|version=yes}}
|description=
{{!}}-
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.
{{AttackVersion|name=Ground}}
 
{{#lsth:BBTag/Aegis/Data|214C}}
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.
{{!}}-
 
{{AttackVersion|name=Air}}
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.
{{#lsth:BBTag/Aegis/Data|j.214C}}
{{!}}-
{{Description|7|text=* Strong lockdown tool in okizeme if the opponent is unable to interrupt it. Don't be surprised if someone Ziodyne's/Touga's you if you do this in neutral though.
* Can Orgia Dash cancel, meaning that you can move forward while missles are moving towards opponent.
* Thanks to the Active Switch mechanic, you can use this to get your partner in safely or force mixups in Cross Combo pressure situations.
}}
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Partner Skills==
==Partner Skills==
===<big>{{clr|5|5P}}</big>===
{{InputBadge|{{clr|1|4AA}}}}
{{BBTag Move Card|game=BBTag
|input=5P
|description=
* On hit, Aegis will follow up with {{clr|1|5AAA}}, which will launch the opponent


====== <font style="visibility:hidden" size="0">5P</font> ======
This is a passable Cross Combo starter, since she dashes in and {{clr|5|5P}} > CC > {{clr|5|5P}} is a frametrap. Unfortunately, it's pretty meh for extending pressure since it doesn't have too much blockstun.
{{MoveData
|image=BBTag_Aegis_4AA.png |caption=
|image2=BBTag_Aegis_4AAAA.png |caption2=
|input=4AA
|name=5P
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Aegis/Data|5P}}
{{!}}-
{{Description|6|text=* 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.


}}
}}
}}


====== <font style="visibility:hidden" size="0">6P</font> ======
===<big>{{clr|5|6P}}</big>===
{{MoveData
{{InputBadge|7th Gen Radical Cannon}}
|image=BBTag_Aegis_7thGenRadicalCannon.png |caption= THINK FAST
{{BBTag Move Card|game=BBTag
|input=7th Gen Radical Cannon
|input=6P
|name=6P
|description=
|data=
* {{clr|5|6P}} shoots both projectiles in the 2 directions showed in the image. The firing arc is also shallower than her {{clr|1|214A}}/{{clr|2|B}}.
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Aegis/Data|6P}}
{{!}}-
{{Description|6|text=* 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.
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.
Line 528: Line 312:
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.
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.


}}
}}
}}


====== <font style="visibility:hidden" size="0">4P</font> ======
===<big>{{clr|5|4P}}</big>===
{{MoveData
{{InputBadge|P4A {{clr|3|2C}}}}
|image=BBTag_Aegis_4P.png |caption=
{{BBTag Move Card|game=BBTag
|input=P4A 2C
|input=4P
|name=4P
|description=
|data=
* Good vertical range, weak horizontal range.
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Aegis/Data|4P}}
{{!}}-
{{Description|6|text=* 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.
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.
Line 547: Line 325:
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.
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.


}}
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Distortion Skills==
==Distortion Skills==
 
===<big>Goddess Shield</big>===
====== <font style="visibility:hidden" size="0">GoddessShield</font> ======
{{InputBadge|{{clr|2|236B}}+{{clr|3|C}} (Air OK)}}
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Aegis_GoddessShield.png |caption= "I NEED UR HALP!"
|input=236BC,j.236BC
|input=236B+C (air OK)
|versioned=input
|name=Goddess Shield
|description=
|data=
* 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.
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=Ground}}
{{#lsth:BBTag/Aegis/Data|236BC}}
{{!}}-
{{AttackVersion|name=Air}}
{{#lsth:BBTag/Aegis/Data|j.236BC}}
{{!}}-
{{Description|7|text=* 1-32f fully invulnerable
* Regular version will carry both Aegis and her target a fair distance, with Aegis landing just in front them.
* 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.
* Resonance/Cross version will instead lock Aegis in place, and puts her roughly at {{clr|1|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 ({{clr|3|236C}}).


A solid reversal super and her best super for ending combos. Combos after j.C at single jump and slightly below superjump heights, but not at double jump height.
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.
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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Multi Mounted Machine Gun Orion</font> ======
===<big>Multi Mounted Machine Gun Orion</big>===
{{MoveData
{{InputBadge|{{clr|2|214B}}+{{clr|3|C}} (Air OK)}}
|image=BBTag_Aegis_MultiMountedMachineGunOrion.png |caption= I'm not sure where she keeps all these guns but I'm not gonna question it considering how cool they are.
{{BBTag Move Card|game=BBTag
|input=214B+C (air OK)
|input=214BC,j.214BC
|name=Multi Mounted Machine Gun Orion
|versioned=input
|data=
|description=
{{AttackDataHeader-BBTag|version=yes}}
* Ground version has 2 active frames before superflash ends
{{!}}-
* Air version has 1 active frame before superflash ends
{{AttackVersion|name=Ground}}
{{#lsth:BBTag/Aegis/Data|214BC}}
{{!}}-
{{Description|7|text=* 2 active frames before superflash ends
* 1-16f fully invulnerable
}}
{{!}}-
{{AttackVersion|name=Air}}
{{#lsth:BBTag/Aegis/Data|j.214BC}}
{{!}}-
{{Description|7|text=* 1 active frame before superflash ends
* 1-17f fully invulnerable


Anti-air command throw super that does more raw damage than Goddess Shield, but scaling makes it worse than Goddess Shield in any combo.
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.
Both the ground and the air version of this move only hit airborne enemies. You need to use some sort of launcher (like {{clr|2|2B}}, {{clr|3|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, sets up a safejump 66 j.B, and the long animation can give you time to recharge Orgia.
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 {{clr|5|4P}} to punish it.


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


}}
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Distortion Skill Duo==
==Distortion Skill Duo==
{{MoveData
===<big>Goddess Shield</big>===
|image=BBTag_Aegis_GoddessShield.png |caption=
{{InputBadge|{{clr|5|P}} during Partner's Distortion Skill}}
|input=P during Main Character's Distortion Skill  
{{BBTag Move Card|game=BBTag
|name=Goddess Shield
|input=Distortion Skill Duo
|data=
|description=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Aegis/Data|Distortion Skill Duo}}
{{!}}-
{{Description|6|text=* 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.
A proper happy birthday Distortion Duo. The vertical hitbox is good enough that it'll convert off aerial beams and projectiles, like Ziodyne.


}}
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Astral Heat==
==Astral Heat==
===<big>Heritage Liberator Palladion</big>===
{{InputBadge|{{clr|2|222B}}+{{clr|3|C}} (Air OK) when [[BBTag/Mechanics#Astral Heat|Astral Conditions]] are met}}
{{BBTag Move Card|game=BBTag
|input=222BC,j.222BC
|versioned=input
|description=
A surprisingly useful Astral since it converts from most of her neutral options - for example, {{clr|3|j.C}} > 63j.A > {{clr|3|j.C}} > Astral. Aegis doesn't really use meter in neutral, so this comes up more often than you'd think.


====== <font style="visibility:hidden" size="0">Heritage Liberator Palladion</font> ======
}}
{{MoveData
<br style="clear:both;"/>
|image=BBTag_Aegis_HeritageLiberatorPalladion.png |caption= ''"Maximum Charge... '''Fire!'''"''
|input=222B+C (Air OK)
|name=Heritage Liberator Palladion
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=Ground}}
{{#lsth:BBTag/Aegis/Data|222BC}}
{{!}}-
{{AttackVersion|name=Air}}
{{#lsth:BBTag/Aegis/Data|j.222BC}}
{{!}}-
{{Description|7|text=* 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.
==Colors==
*[https://blazblue.wiki/wiki/Aegis#Palettes Color Palettes on https://blazblue.wiki]


}}
==Navigation==
}}
<center>{{Character Label|BBTag|Aegis|size=36px}}</center>
{{BBTag/CharacterLinks}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}


<br style="clear:both;"/>
{{BBTag/Navigation}}
==Navigation==
{{#lsth:BBTag/Aegis/Data|Links}}
{{notice|To edit frame data, edit values in [[BBTag/Aegis/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{Navbar-BBTag}}
[[Category:Aegis]]
[[Category:BlazBlue Cross Tag Battle]]

Latest revision as of 04:56, 13 December 2023


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Overview

Overview
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.
Aegis
BBTag Aegis Portrait.png
Health
17,000
Prejump
4F
Backdash
29F (1~7F Inv All)
Unique Movement Options
Boost Dash
Fastest Attack
4A (6F)
Reversals
A+D (17F)
236B+C (12F)

 Aegis

Pros
Cons
  • Orgia is a unique multi-purpose tool: high/low mixups, stray hit conversions, faster aerial approach, faster safejump oki, corner carry, pushblock negation; it's all there.
  • High damage output thanks to bullet proration.
  • Fantastic solo mix.
  • Powerful active switch tools, including Megido Fire which locks the opponent out of bursting on hit.
  • Great ground-to-air control with bullets.
  • Requires strict management of Orgia Gauge useage, especailly since it is required for some of her key combo routes.
  • Poor assist kit, makes team synergy very one-sided or niche.
  • Slow, stubby normals.
  • DP is bad. Very bad.


Unique Ability: 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

4A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
4A 1000 All 6 3 16 -5 B
4AA 1500 All 10 6 3+13L -5 B
4AAA 1500 All 8 2 19+9L -4 H
4AAAA 2000 All 14 6 Until L+8 -18 H
  • 4A is her fastest button, if you really need to abare/mash, use this one.
    • Jump cancellable on block.
  • 4AA gatling canceled into 5A is a natural frametrap
  • 4AAA can airdash forward/backward after air recovery, very useful with assists that can lockdown after you do it
Version Level P1 P2
4A 2 100 75
4AA 3 100 80
4AAA 3 100 70
4AAAA 5 100 90

4A:
4AA:
4AAA:

  • *-4 in the air, -27 if waiting until the floor to perform an action (includes 9f landing recovery)


4AAAA:

5A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A 1500 All 10 3 23 -9 B
5AA 1500 All 14 2 24 -9 B
5AAA 1700 All 9 16 29 -26 B
5AAAA 2000 All 24 6 Until L+6 H

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.

Version Level P1 P2
5A 3 100 80
5AA 3 90 80
5AAA 4 90 85
5AAAA 5 90 85

5A:
5AA:
5AAA:
5AAAA:

5B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000, 750×5 All 10 6,P[(2)P]×4 20 -6 ~ -23 B, P1×5
  • 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.

Has 100% p2 for bullet hits - which basically means free damage mid-combo if you can wedge them in, especially early on in combos.

Level P1 P2
3, 2×5 100, 60×5 70, 100×5
  • Each P in active frames represents a projectile spawned
  • *-6 on standing Hakumen, -12 on standing Aigis, -23 on crouching Aigis

5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 High 26 3 10+8L -4 H
  • 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.

Level P1 P2
3 100 100

2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 Low 8 2 11 -1 F

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.

Level P1 P2
1 90 70

2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000, 750×5, 60×5 All 11 2,P[(2)P]×4 19 -6 ~ -14 B, P×5 9~12 H
  • Block adv based on: -6 (standing Hakumen), -10 (standing Aegis), -14 (crouching Aegis)
  • 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.

Has 100% p2 for bullet hits - which basically means free damage mid-combo if you can wedge them in, especially early on in combos.

Level P1 P2
3, 2×5 90, 60×5 70, 100×5
  • Each P in active frames represents a projectile spawned
  • *14 is first active of bullets. -6 on standing Hakumen, -10 on standing Aigis, -14 on crouching Aigis

2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 Low 12 5 16 -4 F
  • 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.
Level P1 P2
3 90 80

j.A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.A 1500 High 9 8 10 H
j.AA 1200 High 7 6 14 H
  • 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

  • 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.
Version Level P1 P2
j.A 3 80 80
j.AA 3 80 80

j.A:
j.AA:

j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500×2 All 8 4(8)6 Total: 35 H
  • 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
Level P1 P2
3 80 80

j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 All 15 Until L Total: 54+5L H
  • 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.
Level P1 P2
4 80 85


Universal Mechanics

Ground Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0×2, 2000 Throw 7~30 3 23 T

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...

Level P1 P2
0×2, 5 100 50
  • Minimum Damage 2000
  • Crumple Duration 60F, Crumple Fall 57F

Heavenly Spear

5A+D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2400 Air Unblockable 17 32 Total: 52+28L -30 B 1~20 All
  • 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.
Level P1 P2
5 80 60
  • Persona is fully invincible 1~18F
  • Minimum Damage 120


Skills

Megido Fire - Kai

236A (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A 1000, 100×5, 1000 All 13 9×4 12L -4 H
j.236A 1000, 100×5, 1000 All 13 9×N 24L H
  • 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.

Version Level P1 P2
236A 3 80 70
j.236A 3 80 70

236A:

  • Minimum Damage 50, 5×5, 50 (125)


j.236A:

  • Minimum Damage 50, 5×5, 50 (125)

7th Gen Blast Gatling

236B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236B 300×15 All 24 {P(2)}×14,P Total: 87 -19 P1
236[B] 300×15~30 All 24 {P(2)}×N,P Total: 87~123 -19~-25 P1
  • Chargeable
  • Mostly seen as an combo ender rather than a neutral tool due to it's longer startup and worse frame advantage.
  • As of patch 2.0 has significantly better damage scaling, making it significantly better as an active switch tool. It's still up for debate if this will see use over the new 236A though.
  • Has the highest minimum damage in her kit, making it good for cross combo enders.
Version Level P1 P2
236B 3 80 90
236[B] 3 80 90

236B:

  • Each P in active frames represents a projectile spawned
  • Minimum Damage 15×15 (225)


236[B]:

  • Each P in active frames represents a projectile spawned
  • Minimum Damage 15×15~30 (225~450)

7th Gen Radical Cannon

214A/B (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A 1500×2 All 25 Until Hit,15 Total: 60 P1
214B 1500×2 All 37 Until Hit,15 Total: 57 -2 ~ +67 P1
j.214A 1500×2 All 21 Until Hit,15 Total: 52+5L P1
j.214B 1500×2 All 21 Until Hit,15 Total: 52+5L P1

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.

Version Level P1 P2
214A 3 80 70
214B 3 80 70
j.214A 3 80 70
j.214B 3 80 70

214A:

  • Minimum Damage 75×2 (150)


214B:

  • Minimum Damage 75×2 (150)


j.214A:

  • Minimum Damage 75×2 (150)


j.214B:

  • Minimum Damage 75×2 (150)

7th Gen Vulcan Cannon

j.236B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
250×N All 27 (P(2)}×N Until L+22 P1
  • 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

Level P1 P2
3 80 80
  • Each P in active frames represents a projectile spawned
  • Minimum Damage 12×N

Orgia Boost

66 (Air OK)

Damage Guard Startup Active Recovery On-Block Attribute Invuln
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.

Level P1 P2
  • Earliest frame a move can start is f8. eg: Orgia Dash > j.A is 7 + 9= 16f startup
  • Lasts for up to 60f


Extra Skills

EX Megido Fire - Kai

236C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236C 1200, 200×8, 2000 All 13 9×4 12L -2 H
j.236C 1200, 200×8, 2000 All 13 9×N 12L -2 H
  • 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.

Version Level P1 P2
236C 4 80 75
j.236C 4 80 75

236C:

  • Minimum Damage 120, 20×8, 200 (480)


j.236C:

  • Minimum Damage 120, 20×8, 200 (480)


Pandora Missile Launcher

214C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214C 900×12 All 18 {P(4)}6,P Total: 94+0L -12 ~ +33 P1
j.214C 900×12 All 18 {P(4)}11,P Total: Until L P

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.

Version Level P1 P2
214C 4 80 85×12
j.214C 4 80 85×12

214C:

  • Each P in active frames represents a projectile spawned
  • Getting 18f is rare, due to spacing and hitboxes
  • Minimum Damage 90×9 (810)


j.214C:

  • Each P in active frames represents a projectile spawned
  • Getting 18f is rare, due to spacing and hitboxes
  • Minimum Damage 90×9 (810)


Partner Skills

5P

4AA

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500×2 All (17)+13 8 [8(7)2] 2+34L
[34+9L]
-27 B, H
  • 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.

Level P1 P2
3 70 80
  • Only does followup attack (Values []) on hit
  • Minimum Damage 75×2 (150)

6P

7th Gen Radical Cannon

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500×2 All (17)+31 P(3)P Total: (18)+51 P1
  • 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.

Level P1 P2
3 70 80
  • Each P in active frames represents a projectile spawned
  • Minimum Damage 75×2 (150)

4P

P4A 2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 All (17)+11 6 Total: (18)+51 -34 B
  • 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.

Level P1 P2
5 70 90
  • Minimum Damage 100


Distortion Skills

Goddess Shield

236B+C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236BC 5200 [4800, 3700] All 4+(58 Flash)+8 21 35+18L -33 B 1~11 All
12~32 Guard All
j.236BC 5200 [4800, 3700] All 4+(58 Flash)+8 21 Until L+18L H 1~11 All
12~32 Guard All
  • 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.

Version Level P1 P2
236BC 5 80 [80, 48] 60
j.236BC 5 80 [80, 48] 60

236BC:

  • Values in [] are for Enhanced version
  • Minimum damage: 1664 [1104, 740 (1844)]
  • Aegis immediately enters recovery on hit/block (making it -33 at all ranges)
  • On Guard Point, hitstop for Aegis is 0F. Opponent hitstop is unchanged


j.236BC:

  • Values in [] are for Enhanced version
  • Minimum damage: 1664 [1104, 740 (1844)]
  • Aegis immediately enters recovery on hit/block
  • On Guard Point, hitstop for Aegis is 0F. Opponent hitstop is unchanged

Multi Mounted Machine Gun Orion

214B+C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214BC 0, 1000, 310×41
[0, 1000, 300×41, 1000, 1800]
Throw 15+(65 Flash)+0~11 3 26+28L T 1~(17~28) All
j.214BC 0, 1000, 310×41
[0, 1000, 300×41, 1000, 1800]
Throw 15+(65 Flash)+0~11 3 Until L+28L T 1~(17~28) All
  • 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.

Version Level P1 P2
214BC 0, 4×41 [0, 4×43] 80 60
j.214BC 0, 4×41 [0, 4×43] 80 60

214BC:

  • Values in [] are for Enhanced version
  • Minimum damage: 600, 37×41 (2117)
  • [Minimum damage: 600, 30×41, 100, 378 (2308)]
  • Startup varies depending on distance to opponent, at further ranges, Aegis does not attack at all
  • At closest range, 2 active frames before superflash ends


j.214BC:

  • Values in [] are for Enhanced version
  • Minimum damage: 600, 37×41 (2117)
  • [Minimum damage: 600, 30×41, 100, 378 (2308)]
  • Startup varies depending on distance to opponent, at further ranges, Aegis does not attack at all
  • At closest range, 1 active frame before superflash ends


Distortion Skill Duo

Goddess Shield

P during Partner's Distortion Skill

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 [2000, 500] All 1+(91 Flash)+1 21 35+18L -33 B 1~1 All
2~21 Guard All

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

Level P1 P2
5 100 100
  • Values in [] are for Enhanced version
  • Minimum Damage: 2000 [2500]


Astral Heat

Heritage Liberator Palladion

222B+C (Air OK) when Astral Conditions are met

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
222BC All 1+(60 Flash)+4 {P(2)}×16,P Total: 84+29L -57 P2 1~64 All
j.222BC All 1+(60 Flash)+4 {P(2)}×16,P Total: Until L+29L P2 1~64 All

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.

Version Level P1 P2
222BC 3
j.222BC 3

222BC:

  • Each P in active frames represents a projectile spawned


j.222BC:

  • Each P in active frames represents a projectile spawned


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