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|name=4A | |name=4A | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=4A}} | |||
{{#lsth:BBTag/Aegis/Data|4A}} | |||
{{!}}- | |||
* Her fastest button, if you really need to abare/mash, use this one. | {{Description|7|text=* Her fastest button, if you really need to abare/mash, use this one. | ||
* Only button that is jump cancellable on block. | * Only button that is jump cancellable on block. | ||
}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=4AA}} | |||
{{#lsth:BBTag/Aegis/Data|4AA}} | |||
{{!}}- | |||
{{Description|7|text=* 4AA gatling canceled into 5A is a natural frametrap | |||
* 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 | |||
* 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 | |||
* Important points go here | |||
Detailed description of the usefulness of the move go here | Detailed description of the usefulness of the move go here | ||
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|name=5A | |name=5A | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=5A}} | |||
{{#lsth:BBTag/Aegis/Data|5A}} | |||
{{!}}- | |||
* Important points go here | {{Description|7|text=* Important points go here | ||
Slow, stubby, and with annoyingly long recovery on whiff. This is outright a bad button in neutral. | 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. | ||
}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=5AA}} | |||
{{#lsth:BBTag/Aegis/Data|5AA}} | |||
{{!}}- | |||
{{Description|7|text=* Important points go here | |||
* Important points go here | |||
Aegis has access to a couple IAD combos off this move, which are good mostly because they're resourceless. | 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. | |||
* 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. | * 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 | ||
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|name=5B |input=Chargeable | |name=5B |input=Chargeable | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Uncharged}} | |||
{{#lsth:BBTag/Aegis/Data|5B}} | |||
{{!}}- | |||
* Covers air approaches from opponents very well, spend meter on 236C for a decent 5k+ confirm. | {{Description|7|text=* 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... | * This move is only gatling or jump cancellable if her arm hits... | ||
* ...but bullet hits can be gatling cancelled into 2B. | * ...but bullet hits can be gatling cancelled into 2B. | ||
* Also, arm hits can reverse beat into 5A. | * 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) | |||
* 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. | ||
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|name=5C | |name=5C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Aegis/Data|5C}} | |||
{{!}}- | |||
* Unlike most P4A 5Cs, this one moves forward a fair bit. | {{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. | * This move brings Aegis's hitbox far off the ground, making it a great option to beat most lows. | ||
}} | }} | ||
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|name=2A | |name=2A | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Aegis/Data|2A}} | |||
{{!}}- | |||
{{Description|6|text=Decent 2A for stagger/frametrap pressure | |||
* Important points go here | * Important points go here | ||
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|name=2B |input=Chargeable | |name=2B |input=Chargeable | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Uncharged}} | |||
{{#lsth:BBTag/Aegis/Data|2B}} | |||
{{!}}- | |||
* Head invul at frame 9-12 | {{Description|7|text=* Head invul at frame 9-12 | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=Charged}} | |||
{{#lsth:BBTag/Aegis/Data|2[B]}} | |||
{{!}}- | |||
{{Description|7|text=* Head invul at frame 9-12 | |||
* 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. | * 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. | ||
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|name=2C | |name=2C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Aegis/Data|2C}} | |||
{{!}}- | |||
* 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. | {{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. | ||
}} | }} | ||
}} | }} | ||
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|name=j.A | |name=j.A | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=j.A}} | |||
{{#lsth:BBTag/Aegis/Data|j.A}} | |||
{{!}}- | |||
* The go-to button from Orgia Dash cancels when you're making people block things | {{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. | ||
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Detailed description of the usefulness of the move go here | Detailed description of the usefulness of the move go here | ||
}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=j.AA}} | |||
{{#lsth:BBTag/Aegis/Data|j.AA}} | |||
{{!}}- | |||
{{Description|7|text=* Important points go here | |||
* Important points go here | |||
}} | }} | ||
}} | }} | ||
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|name=j.B | |name=j.B | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Aegis/Data|j.B}} | |||
{{!}}- | |||
* Aegis's few air-to-air tools she has. | {{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. | ||
* Strong vertical hitbox for hitting opponents above you though. | * Strong vertical hitbox for hitting opponents above you though. | ||
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|name=j.C | |name=j.C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Aegis/Data|j.C}} | |||
{{!}}- | |||
* Good combo ender that can lead to a safejump. Can airdash forward/backward after air recovery, or can orgia dash on block/hit. | {{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. | * 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. | ||
}} | }} | ||
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|input=5B+C | |input=5B+C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Aegis/Data|BC}} | |||
{{!}}- | |||
* Important points go here | {{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... | 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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|input=5A+D | |input=5A+D | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Aegis/Data|AD}} | |||
{{!}}- | |||
* Invul at frames 1-20 | {{Description|6|text=* Invul at frames 1-20 | ||
* Slow DP and very weak horizontal range, but very good vertical hitbox. | * 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. | * Surprisingly long blockstun makes some Assist/DP combos viable, although the lack of horizontal range still hurts. | ||
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|name=7th Gen Blast Gatling | |name=7th Gen Blast Gatling | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=A}} | |||
{{#lsth:BBTag/Aegis/Data|236A}} | |||
{{!}}- | |||
* 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. | {{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. | * 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 | |||
* 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. | * 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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|name=7th Gen Radical Cannon | |name=7th Gen Radical Cannon | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Ground A}} | |||
{{#lsth:BBTag/Aegis/Data|214A}} | |||
{{!}}- | |||
* Earliest detonation neg-edge on f35 (active + 10), must be re-pressed, not held. Held detonation cancel is later. | {{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. | |||
* 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. | |||
* 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. | ||
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|name=7th Gen Vulcan Cannon | |name=7th Gen Vulcan Cannon | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=A}} | |||
{{#lsth:BBTag/Aegis/Data|j.236A}} | |||
{{!}}- | |||
* Aegis fires a turret from the air. She remains stationary until all bullets are fired. | {{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. | |||
* 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 | Detailed description of the usefulness of the move go here | ||
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|input=66 | |input=66 | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Aegis/Data|Boost Dash}} | |||
{{!}}- | |||
* Aegis can orgia cancel from any of her normals on block or hit, and cancel out of Missile Launcher's recovery. | {{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 > j.A is 7 + 9 = 16f startup) | ||
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|name=Megido Fire - Kai | |name=Megido Fire - Kai | ||
|data= | |data= | ||
{{ | {{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. | |||
* 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 | ||
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|name=Pandora Missile Launcher | |name=Pandora Missile Launcher | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
{{#lsth:BBTag/Aegis/Data|214C}} | |||
{{!}}- | |||
{{AttackVersion|name=Air}} | |||
{{#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. | |||
* 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. | * 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. | * Thanks to the Active Switch mechanic, you can use this to get your partner in safely or force mixups in Cross Combo pressure situations. | ||
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|name=5P | |name=5P | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Aegis/Data|5P}} | |||
{{!}}- | |||
* On hit, Aegis will follow up with 5AAA, which will launch the opponent | {{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. | 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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|name=6P | |name=6P | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Aegis/Data|6P}} | |||
{{!}}- | |||
* 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. | {{Description|6|text=* 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. | 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. | ||
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|name=4P | |name=4P | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Aegis/Data|4P}} | |||
{{!}}- | |||
* Good vertical range, weak horizontal range. | {{Description|6|text=* 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. | 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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|name=Goddess Shield | |name=Goddess Shield | ||
|data= | |data= | ||
{{ | {{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 | |||
* 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 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. | ||
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|name=Multi Mounted Machine Gun Orion | |name=Multi Mounted Machine Gun Orion | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
{{#lsth:BBTag/Aegis/Data|214BC}} | |||
{{!}}- | |||
* 2 active frames before superflash ends | {{Description|7|text=* 2 active frames before superflash ends | ||
* 1-16f fully invulnerable | * 1-16f fully invulnerable | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=Air}} | |||
{{#lsth:BBTag/Aegis/Data|j.214BC}} | |||
{{!}}- | |||
{{Description|7|text=* 1 active frame before superflash ends | |||
* 1 active frame before superflash ends | |||
* 1-17f fully invulnerable | * 1-17f fully invulnerable | ||
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|name=Goddess Shield | |name=Goddess Shield | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Aegis/Data|Distortion Skill Duo}} | |||
{{!}}- | |||
* Important points go here | {{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. | ||
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|name=Heritage Liberator Palladion | |name=Heritage Liberator Palladion | ||
|data= | |data= | ||
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* Important points go here | {{!}}- | ||
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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. | 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 02:09, 24 February 2019
Aegis |
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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.
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
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5A
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5B
5B Chargeable |
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5C
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2A
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Decent 2A for stagger/frametrap pressure
This button is so stubby that it's effectively worthless as a counterpoke. Strong pressure and mixup option after 66 j.A or 66 j.B, but something like 2A > 4A > 2A requires you to be so close that it'll just whiff most of the time. |
2B
2B Chargeable |
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2C
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j.A
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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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A standard throw. Annoyingly, this has an extremely similar range to 4A and is only a frame slower, so in some matchups this can be your best mash option, especially against assist/cross combo pressure... |
Heavenly Spear
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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Starts pressure, extends pressure, creates conversions out of thin air, gives her neutral options, and is just a faster way to move than her regular run. Aegis wants to use Orgia for everything, but she only has so much of it, and you can chug orgia fuel in the blink of an eye if you're not careful. |
Extra Skills
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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This is a passable Cross Combo starter, since she dashes in and 5P > CC > 5P is a frametrap. Unfortunately, it's pretty meh for extending pressure since it doesn't have too much blockstun. |
6P
6P 7th Gen Radical Cannon |
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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. |
4P
4P P4A 2C |
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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. |
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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A proper happy birthday Distortion Duo. The vertical hitbox is good enough that it'll convert off aerial beams and projectiles, like Ziodyne. |
Astral Heat
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 •
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and the move Full
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