* 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.
* Jump cancellable if the bullets hit. Testing pending for if this version has the same jump cancel on arm hit as uncharged version.
* Bullets are jump cancellable on hit
* Can now jump cancel on both hit and block if the arm makes contact
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.
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.
"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 1 segment of the bar.
Once you start Boost Dashing, you'll continue to Boost Dash, which will drain the Orgia Gauge gradually.
While Boost Dashing, Hold 8 or 2 to go up or down respectively
To stop Boost Dashing, you can cancel it into an air normal, tap 4 or steer yourself downward to land
If you don't empty the Orgia Gauge, it will gradually regenerate over time as soon as you stop Boost Dashing
The Orgia Gauge will gradually regenerate over time even when Aegis is switched out
If you empty the entire Orgia Gauge, you'll enter a "Overheat" state that you can visually see by steam rising out of Aegis. During this time, Orgia Gauge won't gradually recover so be sure to do your best to avoid this state!
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
5AAnormal
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
Important points go here
Aegis has access to a couple IAD combos off this move, which are good mostly because they're resourceless.
5AAA
5AAAnormal
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
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
5AAAAnormal
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
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.
Bullets whiff on standing short characters (eg: Linne, Platinum), all crouching chararacters, and characters with walk/run animations that low profile (eg: Yu, Gordeau) but will clip all other standing characters at fullscreen.
Bullets are jump cancellable on hit
Can now jump cancel on both hit and block if the arm makes contact
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.
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.
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
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.
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.
Minimum Damage 2000 Crumple Duration 60F, Crumple Fall 57F
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...
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
236B7th Gen Blast Gatlingspecial
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)
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)
Earliest detonation neg-edge on f35 (active + 10), must be re-pressed, not held. Held detonation cancel is later.
Air A
j.214AA Air 7th Gen Radical Cannonspecial
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)
Earliest detonation neg-edge on f31 (active + 10), must be re-pressed, not held. Held detonation cancel is later.
Ground B
214BB 7th Gen Radical Cannonspecial
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)
Earliest detonation neg-edge on f47 (active + 10), must be re-pressed, not held. Held detonation cancel is later.
Air B
j.214BB Air 7th Gen Radical Cannonspecial
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)
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.
Earliest frame a move can start is f8. eg: Orgia Dash > j.A is 7 + 9= 16f startup Lasts for up to 60f
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.
Each P in active frames represents a projectile spawned Getting 18f is rare, due to spacing and hitboxes Minimum Damage 90×9 (810)
Air
j.214CAir Pandora Missile Launcherex
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)
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.
Only does followup attack (Values []) on hit Minimum Damage 75×2 (150)
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.
Each P in active frames represents a projectile spawned Minimum Damage 75×2 (150)
THINK FAST
6P shoots both projectiles in the 2 directions showed in the image. The firing arc is also shallower than her 214A/B.
Basically the reason why everyone says Aegis has bad assists. Extremely slow projectile with awkward coverage, but it's still an ok option for covering your approach. Also gives plenty of time to convert on hit, and it juggles.
This suddenly becomes scary if you use Aegis for cross combo pressure in the corner. It basically covers every defensive option that isn't a happy birthday super, and you can spam this like she's a WW1 artillery squadron.
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.
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
Air
j.236BCAir Goddess Shieldsuper
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
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)
I'm not sure where she keeps all these guns but I'm not gonna question it considering how cool they are.
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
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
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
Each P in active frames represents a projectile spawned
Air
j.222BCAir Heritage Liberator Palladionastral
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
• "Maximum Charge... Fire!"
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.
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.