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|header=no | |header=no | ||
|version=4AA | |version=4AA | ||
|damage= | |damage=1500 |guard=All | ||
|startup=10 |active= |recovery= |frameAdv=-5 | |startup=10 |active= |recovery= |frameAdv=-5 | ||
|description= | |description= | ||
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|header=no | |header=no | ||
|version=4AAA | |version=4AAA | ||
|damage= | |damage=1500 |guard=All | ||
|startup=8 |active= |recovery= |frameAdv=-27 vs ground (-4 vs air) | |startup=8 |active= |recovery= |frameAdv=-27 vs ground (-4 vs air) | ||
|description= | |description= | ||
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|header=no | |header=no | ||
|version=4AAAA | |version=4AAAA | ||
|damage= | |damage=2000 |guard=All | ||
|startup=14 |active= |recovery= |frameAdv=-17 | |startup=14 |active= |recovery= |frameAdv=-17 | ||
|description= | |description= | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|version=5A | |version=5A | ||
|damage= |guard=All | |damage=1500 |guard=All | ||
|startup=10 |active= |recovery= |frameAdv=-9 | |startup=10 |active= |recovery= |frameAdv=-9 | ||
|description= | |description= | ||
* Important points go here | * 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. | |||
}} | }} | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|header=no | |header=no | ||
|version=5AA | |version=5AA | ||
|damage= |guard=All | |damage=1500 |guard=All | ||
|startup=14 |active= |recovery= |frameAdv=-9 | |startup=14 |active= |recovery= |frameAdv=-9 | ||
|description= | |description= | ||
* Important points go here | * Important points go here | ||
The good news is that this always connects if 5A hits, unlike some other characters. Aegis has access to a couple IAD combos off this move, which are good mostly because they're resourceless. | |||
}} | }} | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|header=no | |header=no | ||
|version=5AAA | |version=5AAA | ||
|damage= |guard=All | |damage=1700 |guard=All | ||
|startup=9 |active= |recovery= |frameAdv=-26 | |startup=9 |active= |recovery= |frameAdv=-26 | ||
|description= | |description= | ||
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|header=no | |header=no | ||
|version=5AAAA | |version=5AAAA | ||
|damage= |guard=All | |damage=2000 |guard=All | ||
|startup=24 |active= |recovery= |frameAdv=-18 | |startup=24 |active= |recovery= |frameAdv=-18 | ||
|description= 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. | |description= 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. | |||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
* Covers air approaches from opponents very well, spend meter on 236C for a decent 5k+ confirm. | * Covers air approaches from opponents very well, spend meter on 236C for a decent 5k+ confirm. | ||
* This move is only gatling or jump cancellable if her arm hits... | |||
* ...but bullet hits can be gatling cancelled into 2B. | |||
* Also, arm hits can reverse beat into 5A. | |||
}} | }} | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|header=no | |header=no | ||
|version=Charged | |version=Charged | ||
|damage= |guard=All | |damage=1500, 1000*5 |guard=All | ||
|startup=10 |active= |recovery= |frameAdv=-6 ~ -23 | |startup=10 |active= |recovery= |frameAdv=-6 ~ -23 | ||
|description= | |description= | ||
* Frame Adv notes: -6 (standing Hakumen), -12 (standing Aigis), -23 (crouching Aigis) | * 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. | ||
In theory this is her best combo starter, 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. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard=High | |damage=800+ |guard=High | ||
|startup=26 |active= |recovery= |frameAdv=-4 | |startup=26 |active= |recovery= |frameAdv=-4 | ||
|description= | |description= | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard=Low | |damage=1000 |guard=Low | ||
|startup=8 |active= |recovery= |frameAdv=-1 | |startup=8 |active= |recovery= |frameAdv=-1 | ||
|description= Decent 2A for stagger/frametrap pressure | |description= Decent 2A for stagger/frametrap pressure | ||
* Important points go here | * Important points go here | ||
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. | |||
}} | }} | ||
}} | }} | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|version=Uncharged | |version=Uncharged | ||
|damage= |guard=All | |damage=1500 |guard=All | ||
|startup=11 |active=2 |recovery=22 |frameAdv=-7 | |startup=11 |active=2 |recovery=22 |frameAdv=-7 | ||
|description= | |description= | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|version=Charged |header=no | |version=Charged |header=no | ||
|damage= |guard=All | |damage=1500, 1000*5 |guard=All | ||
|startup=11 (strike), 14 (bullets) |active= |recovery= |frameAdv=-6 ~ -14 | |startup=11 (strike), 14 (bullets) |active= |recovery= |frameAdv=-6 ~ -14 | ||
|description= | |description= | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard=Low | |damage=1500 |guard=Low | ||
|startup=12 |active= |recovery= |frameAdv=-4 | |startup=12 |active= |recovery= |frameAdv=-4 | ||
|description= | |description= | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|version=j.A | |version=j.A | ||
|damage= |guard= | |damage=1500 |guard=High | ||
|startup=9 |active= |recovery= |frameAdv= | |startup=9 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* The go-to button from Orgia Dash cancels when you're making people block things | * 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. | |||
Detailed description of the usefulness of the move go here | Detailed description of the usefulness of the move go here | ||
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|header=no | |header=no | ||
|version=j.AA | |version=j.AA | ||
|damage= |guard= | |damage=1200 |guard=High | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Important points go here | * Important points go here | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard= All | |damage=1000*2 |guard= All | ||
|startup=8 |active= |recovery= |frameAdv= | |startup=8 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard= | |damage=1700 |guard=All | ||
|startup=15 |active= |recovery=5+3 |frameAdv= | |startup=15 |active= |recovery=5+3 |frameAdv= | ||
|description= | |description= | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard=Throw | |damage=0, 2000 |guard=Throw | ||
|startup=7 |active= |recovery= |frameAdv= | |startup=7 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Important points go here | * 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... | |||
}} | }} | ||
}} | }} | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|version=A | |version=A | ||
|damage= | |damage=30*10 |guard= | ||
|startup=14 |active= |recovery= |frameAdv=-17 ~ -6 | |startup=14 |active= |recovery= |frameAdv=-17 ~ -6 | ||
|description= | |description= | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|version=B |header=no | |version=B |header=no | ||
|damage= | |damage=30*10~30 |guard= | ||
|startup=26 |active= |recovery= |frameAdv=-17 ~ -6 (-19 ~ -12) | |startup=26 |active= |recovery= |frameAdv=-17 ~ -6 (-19 ~ -12) | ||
|description= | |description= | ||
* Chargeable | * 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. | |||
}} | }} | ||
}} | }} | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|version=Ground A | |version=Ground A | ||
|damage= |guard= All | |damage=1500*2 |guard= All | ||
|startup=25 |active= |recovery= |frameAdv=-17 ~ +16 | |startup=25 |active= |recovery= |frameAdv=-17 ~ +16 | ||
|description= | |description= | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|version=Air A |header=no | |version=Air A |header=no | ||
|damage= |guard= All | |damage=1500*2 |guard= All | ||
|startup=21 |active= |recovery= |frameAdv= | |startup=21 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|version=Ground B |header=no | |version=Ground B |header=no | ||
|damage= |guard= All | |damage=1500*2 |guard= All | ||
|startup=37 |active= |recovery= |frameAdv= -2 ~ +67 | |startup=37 |active= |recovery= |frameAdv= -2 ~ +67 | ||
|description= | |description= | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|version=Air B |header=no | |version=Air B |header=no | ||
|damage= |guard= All | |damage=1500*2 |guard= All | ||
|startup=21 |active= |recovery= |frameAdv= | |startup=21 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|version=A | |version=A | ||
|damage= | |damage=300*10 |guard= All | ||
|startup= 19 |active= |recovery= |frameAdv= | |startup= 19 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|version=B |header=no | |version=B |header=no | ||
|damage= |guard= All | |damage=300*10 |guard= All | ||
|startup= 29 |active= |recovery= |frameAdv= | |startup= 29 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
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}} | }} | ||
====== <font style="visibility:hidden" size="0">Boost Dash</font> ====== | |||
{{MoveData | |||
|image=BBTag_Aegis_BoostDash.png |caption= | |||
|name=Orgia Boost | |||
|input=66 | |||
|data= | |||
{{AttackData-BBTag | |||
|damage= |guard= | |||
|startup= |active= |recovery= |frameAdv= | |||
|description= | |||
* 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) | |||
* Orgia dash in neutral = 1 bar depleted | |||
* Orgia dash after a normal or Missile Launcher = 2 bars depleted | |||
* 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. | |||
}} | |||
}} | |||
<br clear=all/> | <br clear=all/> | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|version=Ground | |version=Ground | ||
|damage= |guard= | |damage=1200, 150*8, 1500 |guard=All | ||
|startup=13 |active= |recovery= |frameAdv=-8 | |startup=13 |active= |recovery= |frameAdv=-8 | ||
|description= | |description= | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|version=Air |header=no | |version=Air |header=no | ||
|damage= |guard= | |damage=1200, 150*8, 1500 |guard=All | ||
|startup=13 |active= |recovery= |frameAdv= | |startup=13 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|version=Ground | |version=Ground | ||
|damage= |guard= | |damage=900*7 |guard=All | ||
|startup=18 |active= |recovery= |frameAdv=-12 ~ +33 | |startup=18 |active= |recovery= |frameAdv=-12 ~ +33 | ||
|description= | |description= | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|version=Air |header=no | |version=Air |header=no | ||
|damage= |guard= | |damage=900*7 |guard=All | ||
|startup=18 |active= |recovery= |frameAdv= | |startup=18 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
Line 478: | Line 505: | ||
}} | }} | ||
}} | }} | ||
<br clear=all/> | <br clear=all/> | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= | |damage=1500*2 |guard=All | ||
|startup=31 |active=N/A |recovery=N/A |frameAdv=+27 | |startup=31 |active=N/A |recovery=N/A |frameAdv=+27 | ||
|description= | |description= | ||
* On hit, Aegis will follow up with 5AAA, which will launch the opponent | * 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. | |||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard=All | |damage=1500*2 |guard=All | ||
|startup=49 |active=N/A |recovery=N/A |frameAdv=+18 | |startup=49 |active=N/A |recovery=N/A |frameAdv=+18 | ||
|description= | |description= | ||
* | * 6P automatically chooses one of two firing arcs, depending on her distance from the opponent. 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 and you have plenty of time to active switch. 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. | |||
}} | }} | ||
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|startup=31 |active=N/A |recovery=N/A |frameAdv=+33 | |startup=31 |active=N/A |recovery=N/A |frameAdv=+33 | ||
|description= | |description= | ||
* | * Good vertical range, weak horizontal range. | ||
It's a 4P? Nothing spectacular, nothing awful either. On the upside, 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. | |||
}} | }} | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|version=Ground | |version=Ground | ||
|damage=4500 |guard=All | |damage=4500 [4500, 3000] |guard=All | ||
|startup=4+7 |active= |recovery= |frameAdv=-33 | |startup=4+7 |active= |recovery= |frameAdv=-33 | ||
|description= | |description= | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|version=Air |header=no | |version=Air |header=no | ||
|damage=4500 |guard=All | |damage=4500 [4500, 3000] |guard=All | ||
|startup=4+7 |active= |recovery= |frameAdv= | |startup=4+7 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* 1-32f fully invulnerable | * 1-32f fully invulnerable | ||
* 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. | |||
A solid reversal super and her best super for ending combos. Combos after j.C at single jump and superjump heights, but not at double jump height. | 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. | ||
Travel time is too slow to punish whiffed buttons | 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. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|version=Ground | |version=Ground | ||
|damage= | |damage=0, 1000, 180x41<br/>[0, 1000, 180x41, 600, 1200] |guard=Air Throw | ||
|startup=15+0(-2*) |active= |recovery= |frameAdv= | |startup=15+0(-2*) |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|version=Air |header=no | |version=Air |header=no | ||
|damage= | |damage=0, 1000, 180x41<br/>[0, 1000, 180x41, 600, 1200] |guard=Air Throw | ||
|startup= 15+0(-1*)|active= |recovery= |frameAdv= | |startup= 15+0(-1*)|active= |recovery= |frameAdv= | ||
|description= | |description= | ||
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* 1-17f fully invulnerable | * 1-17f fully invulnerable | ||
Anti-air command throw super that | Anti-air command throw super that does more raw damage than Goddess Shield, but scaling makes it worse than Goddess Shield in any combo. | ||
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 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 | 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. | ||
}} | }} | ||
}} | }} | ||
<br clear=all/> | |||
==Distortion Skill Duo== | |||
{{MoveData | |||
|image=BBTag_Aegis_GoddessShield.png |caption= | |||
|input=P during Main Character's Distortion Skill | |||
|name=Goddess Shield | |||
|data= | |||
{{AttackData-BBTag | |||
|damage= |guard=All | |||
|startup= |active= |recovery= |frameAdv= | |||
|description= | |||
* 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. | |||
}} | |||
}} | |||
<br clear=all/> | <br clear=all/> | ||
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* Important points go here | * 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. | |||
}} | }} |
Revision as of 02:11, 16 January 2019
Aegis |
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Health:
|
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
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.
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 2 segments 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
4A
4A |
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5A
5A |
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5B
5B (Chargeable) |
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5C
5C |
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2A
2A |
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2B
2B (Chargeable) |
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2C
2C |
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j.A
j.A |
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j.B
j.B |
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j.C
j.C |
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Universal Mechanics
Ground Throw
Ground Throw 5B+C |
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Heavenly Spear
Heavenly Spear 5A+D |
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Skills
7th Gen Blast Gatling
7th Gen Blast Gatling 236A/B |
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7th Gen Radical Cannon
7th Gen Radical Cannon 214A/B (Chargeable) (Air OK) |
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7th Gen Vulcan Cannon
7th Gen Vulcan Cannon j.236A/B |
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Boost Dash
Orgia Boost 66 |
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Extra Skills
Megido Fire - Kai
Megido Fire - Kai 236C (Air OK) |
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Pandora Missile Launcher
Pandora Missile Launcher 214C (Air OK) |
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Partner Skills
5P
5P 4AA |
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6P
6P 7th Gen Radical Cannon |
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4P
4P P4A 2C |
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Distortion Skills
GoddessShield
Goddess Shield 236B+C (air OK) |
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Multi Mounted Machine Gun Orion
Multi Mounted Machine Gun Orion 214B+C (air OK) |
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Distortion Skill Duo
Goddess Shield P during Main Character's Distortion Skill |
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Astral Heat
Heritage Liberator Palladion
Heritage Liberator Palladion 222B+C (Air OK) |
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- Azrael [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
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Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •