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* 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)
* Orgia dash in neutral = 1 bar depleted
* All versions of Dash consume 1 bar of Orgia Gauge
* 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.
* 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.
* The dash speed starts at average run speed, then accelerates slightly at the end before cutting off.

Revision as of 06:30, 9 June 2019

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

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
4A
BBTag Aegis 4A.png
BBTag Aegis 4AA.png
BBTag Aegis 4AAA.png
Sleek android legs~
BBTag Aegis 4AAAA.png
Metis would be proud
Template:AttackDataHeader-BBTag
4A


4A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 All 6 3 16 -5 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 2 13 14 14 18 26 10 +0 +1
BBTag Aegis 4A.png
BBTAG Aegis 4A Hitbox.png
  • Her fastest button, if you really need to abare/mash, use this one.
  • Only button that is jump cancellable on block.
4AA


4AA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 10 6 3+13L -5 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 19 19 24 33 11 +0 +2
BBTag Aegis 4AA.png
BBTAG Aegis 4AA Hitbox.png
  • 4AA gatling canceled into 5A is a natural frametrap
4AAA


4AAA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 8 2 19+9L -4 H - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
70 3 16 Launch 40 Launch 54 11 +0 +2
*-4 in the air, -27 if waiting until the floor to perform an action (includes 9f landing recovery)
BBTag Aegis 4AAA.png
BBTAG Aegis 4AAA Hitbox.png
  • Can airdash forward/backward after air recovery, very useful with assists that can lockdown after you do 4AAA
4AAAA


4AAAA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 All 14 6 Until L+8 -18 H - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 5 20 21 21 + Down 23 27 37 + Down 23 13 +0 +8
P4Arena Aigis 5AAA.png
BBTAG Aegis 4AAAA Hitbox.png
  • Important points go here

Detailed description of the usefulness of the move go here

5A
5A
BBTag Aegis 5A.png
Toby Maguire would be proud.
BBTag Aegis 5AA.png
BBTag Aegis 5AAA.png
BBTag Aegis 5AAAA.png
Template:AttackDataHeader-BBTag
5A


5A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 10 3 23 -9 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 11 +0 +2
BBTag Aegis 5A.png
BBTAG Aegis 5A Hitbox.png
  • Important points go here

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

5AA


5AA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 14 2 24 -9 B - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 30 22 44 11 +0 +2
BBTag Aegis 5AA.png
BBTAG Aegis 5AA Hitbox.png
  • Important points go here
Aegis has access to a couple IAD combos off this move, which are good mostly because they're resourceless.
5AAA


5AAA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All 9 16 29 -26 B - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 40 Launch 55 12 +0 +5
BBTag Aegis 5AAA.png
BBTAG Aegis 5AAA Hitbox.png
  • 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


5AAAA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 All 24 6 Until L+6 - H - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 5 20 21 21 + Down 23 27 37 + Down 23 13 +0 +8
BBTag Aegis 5AAAA.png
BBTAG Aegis 5AAAA Hitbox.png

The fourth hit of this smart combo tends to miss crouching characters. It only hits Waldstein, Gordeau, Jubei, Tager and Hakumen while they are crouching and whiffs on every other character.

  • Important points go here

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

5B
5B
Chargeable
Template:AttackDataHeader-BBTag
Uncharged


5B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000, 750×5 All 10 6,P[(2)P]×4 20 -6 ~ -23 B, P1×5 - - 100, 60×5
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
70, 100×5 3, 2×5 16, 13×5 Launch, 14×5 20 Launch, 16×5 34,32×5 9, 0/+6×5 +0, +6×5 +2, +7×5
Each P in active frames represents a projectile spawned
*-6 on standing Hakumen, -12 on standing Aigis, -23 on crouching Aigis
BBTag Aegis 5B.png
BBTAG Aegis 5B1 Hitbox.pngBBTAG Aegis 5B2 Hitbox.pngBBTAG Aegis 5B3 Hitbox.png
  • 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.
Charged
  • 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.
  • Jump cancellable if the bullets hit. Testing pending for if this version has the same jump cancel on arm hit as uncharged version.

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.

5C
5C
BBTag Aegis 5C.png
Template:AttackDataHeader-BBTag
5C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
800 High 26 3 10+8L -4 H - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2
BBTag Aegis 5C.png
BBTAG Aegis 5C Hitbox.png
  • 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.
2A
2A
BBTag Aegis 2A.png
Template:AttackDataHeader-BBTag
2A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 Low 8 2 11 -1 F - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
70 1 11 12 12 16 23 9 +0 +0
P4Arena Aigis 2A.png
BBTAG Aegis 2A Hitbox.png

Decent 2A for stagger/frametrap pressure

  • 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.

2B
2B
Chargeable
BBTag Aegis 2B.png
Template:AttackDataHeader-BBTag
Uncharged


2B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000, 750×5, 60×5 All 11 2,P[(2)P]×4 19 -6 ~ -14 B, P×5 9~12 H - 90, 60×5
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
70, 100×5 3, 2×5 16, 13×5 Launch, 14×5 20 Launch, 16×5 34,32×5 9, 0/+6×5 +0, +6×5 +2, +7×5
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
BBTag Aegis 2B.png
BBTAG Aegis 2B1 Hitbox.pngBBTAG Aegis 2B2 Hitbox.pngBBTAG Aegis 2B3 Hitbox.png
  • Head invul at frame 9-12
  • Jump cancellable if the arm hits or is blocked.
Charged
  • Head invul at frame 9-12
  • Block adv based on: -6 (standing Hakumen), -10 (standing Aegis), -14 (crouching Aegis)
  • Not as strong as P4A(there's no bullets at ground level!), but much like 5B it covers air approaches very well in neutral. Convert into 236C if you hit people with bullets in neutral.
  • Jump cancellable in the bullets hit. Testing pending for if this version has the same jump cancel on arm hit as uncharged version.
2C
2C
BBTag Aegis 2C.png
Template:AttackDataHeader-BBTag
2C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 Low 12 5 16 -4 F - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 Launch 40 Launch 54 5 +0 +2
BBTag Aegis 2C.png
BBTAG Aegis 2C Hitbox.png
  • 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.
j.A
j.A
BBTag Aegis jA.png
"Unreactable"
BBTag Aegis jAA.png
Template:AttackDataHeader-BBTag
j.A


j.A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 High 9 8 10 - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 11 +0 +2
BBTag Aegis jA.png
BBTAG Aegis JA Hitbox.png
  • 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.

Detailed description of the usefulness of the move go here

j.AA


j.AA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1200 High 7 6 14 - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 11 +0 +2
BBTag Aegis jAA.png
BBTAG Aegis JAA Hitbox.png
  • Important points go here
j.B
j.B
BBTag Aegis jB.png
Template:AttackDataHeader-BBTag
j.B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500×2 All 8 4(8)6 Total: 35 - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 Launch 20, 28 Launch 34, 42 11 +0 +2
BBTag Aegis jB.png
BBTAG Aegis JB Hitbox.png
  • 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.
  • Strong vertical hitbox for hitting opponents above you though.
j.C
j.C
BBTag Aegis jC.png
Template:AttackDataHeader-BBTag
j.C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All 15 Until L Total: 54+5L - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 60 + GBounce Launch 75 + GBounce 12 +0 +5
BBTag Aegis jC.png
BBTAG Aegis JC Hitbox.png


  • 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.


Universal Mechanics

Ground Throw
Ground Throw
5B+C
BBTag Aegis GroundThrow.png
Stick a bomb on em!
Template:AttackDataHeader-BBTag
BC
Ground Throw
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0×2, 2000 Throw 7~30 3 23 - T - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
50 0×2, 5 - Crumple, Launch 60 - - - - 0, 13 +0
Minimum Damage 2000
Crumple Duration 60F, Crumple Fall 57F
BBTag Aegis GroundThrow.png
BBTAG Aegis Throw.png


  • Important points go here

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

Heavenly Spear
Heavenly Spear
5A+D
BBTag Aegis HeavenlySpear.png
Template:AttackDataHeader-BBTag
AD
Heavenly Spear
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2400 Air Unblockable 17 32 Total: 52+28L -30 B 1~20 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 5 20 Launch 40 Launch 56 0/+13 +13 +21
Persona is fully invincible 1~18F
Minimum Damage 120
BBTag Aegis HeavenlySpear.png
BBTAG Aegis RA Hitbox.png


  • 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.


Skills

7th Gen Blast Gatling
7th Gen Blast Gatling
236A/B
BBTag Aegis 7thGenBlastGatling.png
SKRAAAAAA~ POP POP
Template:AttackDataHeader-BBTag
A


236A
Megido Fire - Kai
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000, 100×5, 1000 All 13 9×4 12L -4 H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
70 3 16 Launch 32, 56×5, 56 + GBounce Launch 46, 70×5, 70 + GBounce 7 7, 0×6 +2
Minimum Damage 50, 5×5, 50 (125)
BBTag Aegis MegidoFireKai.pngBBTag Aegis MegidoFireKai 2.png
BBTAG Aegis 236A Hitbox.png
  • Both versions of Gatling are able to destroy most projectiles, very strong tool in neutral however it is easy to jump over it and punish. Use an assist to cover air approaches if possible.
  • Not the greatest blockstring ender at point blank ranges. If you really need to use it, best to back it up with an assist.
B


236B
7th Gen Blast Gatling
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
300×15 All 24 {P(2)}×14,P Total: 87 -19 P1 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 3 16 17 17 22 31 0 +0 +2
Each P in active frames represents a projectile spawned
Minimum Damage 15×15 (225)
BBTag Aegis 7thGenBlastGatling.png
BBTAG Aegis 236B Hitbox.png
  • Chargeable
  • Mostly seen as an combo ender rather than a neutral tool due to it's longer startup and worse frame advantage.
  • This version of Gatling has the active frames and slight delay that makes it seem like a good 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.
7th Gen Radical Cannon
7th Gen Radical Cannon
214A/B (Chargeable) (Air OK)
BBTag Aegis 7thGenRadicalCannon.png
Template:AttackDataHeader-BBTag
Ground A


214A
A 7th Gen Radical Cannon
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500×2 All 25 Until Hit,15 Total: 60 - P1 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
70 3 16 Launch 17, 60 Launch 22, 74 0, 0/+1 +0, +1 +2, +3
Minimum Damage 75×2 (150)
BBTag Aegis 7thGenRadicalCannon.png
BBTAG Aegis 214B Hitbox.png
  • Earliest detonation neg-edge on f35 (active + 10), must be re-pressed, not held. Held detonation cancel is later.
Air A


j.214A
A Air 7th Gen Radical Cannon
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500×2 All 21 Until Hit,15 Total: 52+5L - P1 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
70 3 16 Launch 17, 60 Launch 22, 74 0, 0/+1 +0, +1 +2, +3
Minimum Damage 75×2 (150)
BBTag Aegis 7thGenRadicalCannon.png
BBTAG Aegis J214A Hitbox.png
  • Earliest detonation neg-edge on f31 (active + 10), must be re-pressed, not held. Held detonation cancel is later.
Ground B


214B
B 7th Gen Radical Cannon
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500×2 All 37 Until Hit,15 Total: 57 -2 ~ +67 P1 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
70 3 16 Launch 17, 60 Launch 22, 74 0, 0/+1 +0, +1 +2, +3
Minimum Damage 75×2 (150)
BBTag Aegis 7thGenRadicalCannon.png
BBTAG Aegis 214B Hitbox.png
  • Earliest detonation neg-edge on f47 (active + 10), must be re-pressed, not held. Held detonation cancel is later.
Air B


j.214B
B Air 7th Gen Radical Cannon
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500×2 All 21 Until Hit,15 Total: 52+5L - P1 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
70 3 16 Launch 17, 60 Launch 22, 74 0, 0/+1 +0, +1 +2, +3
Minimum Damage 75×2 (150)
BBTag Aegis 7thGenRadicalCannon.png
BBTAG Aegis J214A Hitbox.png
  • Earliest detonation neg-edge on f31 (active + 10), must be re-pressed, not held. Held detonation cancel is later.

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

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

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

7th Gen Vulcan Cannon
7th Gen Vulcan Cannon
j.236A/B
BBTag Aegis 7thGenVulcanCannon.png
Template:AttackDataHeader-BBTag
A


j.236A
Air Megido Fire - Kai
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000, 100×5, 1000 All 13 9×N 24L - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
70 3 16 Launch 32, 56×5, 56 + GBounce Launch 46, 70×5, 70 + GBounce 7 7, 0×6 +2
Minimum Damage 50, 5×5, 50 (125)
BBTag Aegis MegidoFireKai.pngBBTag Aegis MegidoFireKai 2.png
BBTAG Aegis 236A Hitbox.png
  • Aegis fires a turret from the air. She remains stationary until all bullets are fired.

Detailed description of the usefulness of the move go here

B


j.236B
Air 7th Gen Vulcan Cannon
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
250×N All 27 (P(2)}×N Until L+22 - P1 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 24 22 38 0 +0 +2
Each P in active frames represents a projectile spawned
Minimum Damage 12×N
BBTag Aegis 7thGenVulcanCannon.png
BBTAG Aegis J236B Hitbox.png
  • Aegis fires a turret from the air. She slowly descends downward at an angle as the bullets are fired.

Detailed description of the usefulness of the move go here

Boost Dash
Orgia Boost
66
BBTag Aegis BoostDash.png
Template:AttackDataHeader-BBTag
Boost Dash
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
- - 7* - - - - - - -
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
- - - - - - - - - -
Earliest frame a move can start is f8. eg: Orgia Dash > j.A is 7 + 9= 16f startup
Lasts for up to 60f
BBTag Aegis BoostDash.png


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

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


Extra Skills

Megido Fire - Kai
Megido Fire - Kai
236C (Air OK)
BBTag Aegis MegidoFireKai.png
Template:AttackDataHeader-BBTag
Ground


236C
EX Megido Fire - Kai
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1200, 200×8, 2000 All 13 9×4 12L -2 H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 4 18 Launch 32, 56×8, 56 + GBounce Launch 46, 70×8, 70 + GBounce 7, 0×9 +0 +5
Minimum Damage 120, 20×8, 200 (480)
BBTag Aegis MegidoFireKai.pngBBTag Aegis MegidoFireKai 2.png
Air


j.236C
EX Air Megido Fire - Kai
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1200, 200×8, 2000 All 13 9×N 12L -2 H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 4 18 Launch 32, 56×8, 56 + GBounce Launch 46, 70×8, 70 + GBounce 7, 0×9 +0 +5
Minimum Damage 120, 20×8, 200 (480)
BBTag Aegis MegidoFireKai.pngBBTag Aegis MegidoFireKai 2.png
BBTAG Aegis 236C Hitbox.png
  • 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 214BC (Persona is still active), even in Resonance

Detailed description of the usefulness of the move go here

Pandora Missile Launcher
Pandora Missile Launcher
214C (Air OK)
BBTag Aegis PandoraMissileLauncher.png
Template:AttackDataHeader-BBTag
Ground


214C
Pandora Missile Launcher
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
900×12 All 18 {P(4)}6,P Total: 94+0L -12 ~ +33 P1 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85×12 4 18 28 28 33 43 0/+3 +3 +8
Each P in active frames represents a projectile spawned
Getting 18f is rare, due to spacing and hitboxes
Minimum Damage 90×9 (810)
BBTag Aegis PandoraMissileLauncher.png
BBTAG Aegis 214C Hitbox.png
Air


j.214C
Air Pandora Missile Launcher
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
900×12 All 18 {P(4)}11,P Total: Until L - P - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85×12 4 18 28 28 33 43 0/+3 +3 +8
Each P in active frames represents a projectile spawned
Getting 18f is rare, due to spacing and hitboxes
Minimum Damage 90×9 (810)
BBTag Aegis PandoraMissileLauncher.png
BBTAG Aegis 214C Hitbox.png
  • 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.


Partner Skills

5P
5P
4AA
BBTag Aegis 4AA.png
BBTag Aegis 4AAAA.png
Template:AttackDataHeader-BBTag
5P
4AA
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500×2 All (17)+13 8 [8(7)2] 2+34L
[34+9L]
-27 B, H - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 Launch 60 - - 11 +0 +2
Only does followup attack (Values []) on hit
Minimum Damage 75×2 (150)
BBTag Aegis 4AA.pngBBTag Aegis 4AAAA.png
BBTAG Aegis 5P1 Hitbox.pngBBTAG Aegis 5P2 Hitbox.png
  • On hit, Aegis will follow up with 5AAA, which will launch the opponent

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

6P
6P
7th Gen Radical Cannon
BBTag Aegis 7thGenRadicalCannon.png
THINK FAST
Template:AttackDataHeader-BBTag
6P
7th Gen Radical Cannon
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500×2 All (17)+31 P(3)P Total: (18)+51 - P1 - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 Launch 17, 60 - - 0, 0/+1 +0, +1 +2, +3
Each P in active frames represents a projectile spawned
Minimum Damage 75×2 (150)
BBTag Aegis 7thGenRadicalCannon.png
THINK FAST
BBTAG Aegis 6P1 Hitbox.pngBBTAG Aegis 6P2 Hitbox.png
  • 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. 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
BBTag Aegis 4P.png
Template:AttackDataHeader-BBTag
4P
P4A 2C
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 All (17)+11 6 Total: (18)+51 -34 B - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 5 20 Launch 60 - - 13 - +8
Minimum Damage 100
BBTag Aegis 4P.png
BBTAG Aegis 4P Hitbox.png


  • Good vertical range, weak horizontal range.

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

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


Distortion Skills

GoddessShield
Goddess Shield
236B+C (air OK)
BBTag Aegis GoddessShield.png
"I NEED UR HALP!"
Template:AttackDataHeader-BBTag
Ground


236BC
Goddess Shield
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
5200 [4800, 3700] All 4+(58 Flash)+8 21 35+18L -33 B 1~11 All
12~32 Guard All
- 80 [80, 48]
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 5 20 Launch 200 [200, 200 + Down 33] Launch 216 [216, 216 + Down 33] 17 17 [17, 0/+30] +8
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
BBTag Aegis GoddessShield.png
BBTAG Aegis 236BC Hitbox.png
Air


j.236BC
Air Goddess Shield
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
5200 [4800, 3700] All 4+(58 Flash)+8 21 Until L+18L - H 1~11 All
12~32 Guard All
- 80 [80, 48]
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 5 20 Launch 200 [200, 200 + Down 33] Launch 216 [216, 216 + Down 33] 17 17 [17, 0/+30] +8
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
BBTag Aegis GoddessShield.png
BBTAG Aegis 236BC Hitbox.png
  • 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 slightly below superjump heights, but not at double jump height.

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

Multi Mounted Machine Gun Orion
Multi Mounted Machine Gun Orion
214B+C (air OK)
BBTag Aegis MultiMountedMachineGunOrion.png
I'm not sure where she keeps all these guns but I'm not gonna question it considering how cool they are.
Template:AttackDataHeader-BBTag
Ground


214BC
Multi Mounted Machine Gun Orion
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0, 1000, 310×41
[0, 1000, 300×41, 1000, 1800]
Throw 15+(65 Flash)+0~11 3 26+28L - T 1~(17~28) All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 0, 4×41 [0, 4×43] - - 120, 120 + WStick 120, 120 + WBounce×41
[120, 120 + WStick 120, 120 + WBounce×41, 120, 120 + Down 23]
- - - 0 [0×43, 40, 1] +0
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
BBTag Aegis MultiMountedMachineGunOrion.pngBBTag Aegis MultiMountedMachineGunOrion2.png
BBTAG Aegis 214BC Hitbox.png
  • 2 active frames before superflash ends
  • 1-16f fully invulnerable
Air


j.214BC
Air Multi Mounted Machine Gun Orion
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
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 - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 0, 4×41 [0, 4×43] - - 120, 120 + WStick 120, 120 + WBounce×41
[120, 120 + WStick 120, 120 + WBounce×41, 120, 120 + Down 23]
- - - 0 [0×43, 40, 1] +0
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
BBTag Aegis MultiMountedMachineGunOrion.pngBBTag Aegis MultiMountedMachineGunOrion2.png
BBTAG Aegis 214BC Hitbox.png
  • 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.

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, sets up a safejump 66 j.B, and the long animation can give you time to recharge Orgia.

Enhanced version has knockdown on the final hit.


Distortion Skill Duo

Goddess Shield
P during Main Character's Distortion Skill
BBTag Aegis GoddessShield.png
Template:AttackDataHeader-BBTag
Distortion Skill Duo
Goddess Shield
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 [2000, 500] All 1+(91 Flash)+1 21 35+18L -33 B 1~1 All
2~21 Guard All
- 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 5 20 Launch 200 [200, 200 + Down 33] Launch 216 [216, 216 + Down 33] 17 17 [17, 0/+30] +8
Values in [] are for Enhanced version
Minimum Damage: 2000 [2500]
BBTag Aegis GoddessShield.png
Kiss you and your partner goodbye
BBTAG Aegis DSD Hitbox.png


  • Important points go here

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


Astral Heat

Heritage Liberator Palladion
Heritage Liberator Palladion
222B+C (Air OK)
BBTag Aegis HeritageLiberatorPalladion.png
"Maximum Charge... Fire!"
Template:AttackDataHeader-BBTag
Ground


222BC
Heritage Liberator Palladion
astral
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
- All 1+(60 Flash)+4 {P(2)}×16,P Total: 84+29L -57 P2 1~64 All - -
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
- 3 16 - - - - 0 - -
Each P in active frames represents a projectile spawned
BBTag Aegis HeritageLiberatorPalladion.pngBBTag Aegis HeritageLiberatorPalladion 2.png
BBTAG Aegis 222BC Hitbox.png
Air


j.222BC
Air Heritage Liberator Palladion
astral
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
- All 1+(60 Flash)+4 {P(2)}×16,P Total: Until L+29L - P2 1~64 All - -
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
- 3 16 - - - - 0 - -
Each P in active frames represents a projectile spawned
BBTag Aegis HeritageLiberatorPalladion.pngBBTag Aegis HeritageLiberatorPalladion 2.png
  • "Maximum Charge... Fire!"
BBTAG Aegis 222BC Hitbox.png
  • Important points go here

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


Navigation

To edit frame data, edit values in BBTag/Aegis/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.