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* To Boost Dash, input 66 on the ground either in neutral or from canceling a button | * To Boost Dash, input 66 on the ground either in neutral or from canceling a button | ||
* You can Boost Dash from neutral for 1 segment of the bar. | * You can Boost Dash from neutral for 1 segment of the bar. | ||
* You can Boost Dash Cancel from normals at the cost of | * You can Boost Dash Cancel from normals at the cost of 1 segment of the bar. | ||
* Once you start Boost Dashing, you'll continue to Boost Dash, which will drain the Orgia Gauge gradually. | * Once you start Boost Dashing, you'll continue to Boost Dash, which will drain the Orgia Gauge gradually. | ||
* While Boost Dashing, Hold 8 or 2 to go up or down respectively | * While Boost Dashing, Hold 8 or 2 to go up or down respectively | ||
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* The Orgia Gauge will gradually regenerate over time even when Aegis is switched out | * 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! | * 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! | ||
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{{#lst:BBTag/Aegis/Data|Links}} | {{#lst:BBTag/Aegis/Data|Links}} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text=* 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. | ||
* | * Jump cancellable on block. | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text=* 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. | ||
* | * Can now jump cancel on both hit and block if the arm makes contact | ||
* Also, arm hits can reverse beat into 5A. | * Also, arm hits can reverse beat into 5A. | ||
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{{Description|7|text=* Frame Adv notes: -6 (standing Hakumen), -12 (standing Aigis), -23 (crouching Aigis) | {{Description|7|text=* Frame Adv notes: -6 (standing Hakumen), -12 (standing Aigis), -23 (crouching Aigis) | ||
* Bullets whiff on standing short characters (eg: Linne, Platinum), all crouching chararacters, and characters with walk/run animations that low profile (eg: Yu, Gordeau) but will clip all other standing characters at fullscreen. | * Bullets whiff on standing short characters (eg: Linne, Platinum), all crouching chararacters, and characters with walk/run animations that low profile (eg: Yu, Gordeau) but will clip all other standing characters at fullscreen. | ||
* Bullets are now jump cancellable on hit | |||
In theory | In theory her best combo starter is 5A > 5[B] > stuff, but her arm range is too stubby for anything other than DP punishes. Best used as either a strong combo extension or 3/4 to fullscreen anti-air zoning. | ||
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{{!}}- | {{!}}- | ||
{{Description|6|text=* 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. | ||
* | * Her hop is still very close to the ground, to the point where even some 2As and 2Cs will hit her out of it. | ||
Strictly worse than 66j.A in almost all situations - and when you're out of Orgia you're better off doing something else that doesn't end your turn in your opponent's face. Despite the animation, it's not really useful as a low crush/throw bait. | |||
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{{!}}- | {{!}}- | ||
{{Description|6|text=Decent 2A for stagger/frametrap pressure | {{Description|6|text=Decent 2A for stagger/frametrap pressure | ||
* | * Small hitbox | ||
* Used for stagger pressure | |||
This button is so stubby that it's effectively worthless as a counterpoke. Strong pressure and mixup option after 66 j.A or 66 j.B, but something like 2A > 4A > 2A requires you to be so close that it'll just whiff most of the time. | 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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{{!}}- | {{!}}- | ||
{{Description|7|text=* Head invul at frame 9-12 | {{Description|7|text=* Head invul at frame 9-12 | ||
* Jump cancellable if the arm hits or is blocked. | |||
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{{!}}- | {{!}}- | ||
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* 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. | ||
* Jump cancellable in the bullets hit. | |||
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{{!}}- | {{!}}- | ||
{{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. | {{Description|6|text=* Moves forward a fair bit and can whiff punish a few buttons. Decent blockstring ender that has the option for going into Orgia dash jA if you want. | ||
* In pressure, you'll usually Orgia cancel it into j.A or j.B to continue mixing or combo off it - that can be used as conditioning to set up tick throws and stagger pressure, since 2C is only -4. | |||
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* Surprisingly good hitbox from behind for crossups. | * Surprisingly good hitbox from behind for crossups. | ||
* Seemingly no hitbox above, making it bad for air-to-air situations. | * Seemingly no hitbox above, making it bad for air-to-air situations. | ||
* Jump cancellable on hit or block | |||
Detailed description of the usefulness of the move go here | Detailed description of the usefulness of the move go here | ||
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{{#lsth:BBTag/Aegis/Data|j.AA}} | {{#lsth:BBTag/Aegis/Data|j.AA}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* | {{Description|7|text=* The second overhead, and also leaves you with enough blockstun that j.AA > 66j.AA > etc. is a true blockstring until you run out of Orgia. | ||
* The proration says never use it mid-combo, though. | |||
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{{Description|6|text=* 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. | ||
* | * The first (Shield) hit mysteriously has no hitbox in the bottom ~1/3rd of the shield, so it's actively bad as a jump-in - but neutral 66j.B is one of her few decent approach options. | ||
* The second (Spear) hit has an insanely tall vertical hitbox for hitting opponents above you. However, the horizontal hitbox near Aegis is annoyingly stubby, so it tends to whiff at midrange even if the first hit connects. | |||
* Jump cancellable on both hit or block | |||
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{{!}}- | {{!}}- | ||
{{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. | {{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 and whiff punishing, but you're left in recovery if you whiff so it's not something that can be used often unless you have an assist available. | ||
* Probably her best button to use before an active switch thanks to the bounce effect, and actually ok first hit proration and blockstun. | |||
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==Universal Mechanics== | ==Universal Mechanics== | ||
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{{!}}- | {{!}}- | ||
{{Description|6|text=* Invul at frames 1-20 | {{Description|6|text=* Invul at frames 1-20 | ||
* Slow | * Slow reversal and very weak horizontal range, but very good vertical hitbox. | ||
* | * Has the dubious honour of being one of two reversals that can be Persona Broken. | ||
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==Skills== | ==Skills== | ||
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{{Description|7|text=* Chargeable | {{Description|7|text=* Chargeable | ||
* Mostly seen as an combo ender rather than a neutral tool due to it's longer startup and worse frame advantage. | * Mostly seen as an combo ender rather than a neutral tool due to it's longer startup and worse frame advantage. | ||
* This version of Gatling has the active frames and slight delay that makes it seem like a good | * This version of Gatling has the active frames and slight delay that makes it seem like a good active switch option...but it also has incredibly steep first-hit proration. No joke, meterless combo damage after first hit gatling stops at around 2.5k. | ||
* Does have the highest minimum damage in her kit, making it good for cross combo enders. | |||
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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) | ||
* | * All versions of Dash consume 1 bar of Orgia Gauge | ||
* Hold 6 to continue boosting, and you can change your flight angle by holding 9 or 3. Continuous boosting will consume up to one extra bar of orgia before being cut off. | * Hold 6 to continue boosting, and you can change your flight angle by holding 9 or 3. Continuous boosting will consume up to one extra bar of orgia before being cut off. | ||
* 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. | ||
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==Extra Skills== | ==Extra Skills== | ||
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* Opponents are forced to only ground tech options. | * Opponents are forced to only ground tech options. | ||
* Unburstable until the move ends | * Unburstable until the move ends | ||
* Cannot be converted into | * Cannot be converted into 236BC (Persona is still active), even in Resonance | ||
Detailed description of the usefulness of the move go here | Detailed description of the usefulness of the move go here | ||
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{{#lsth:BBTag/Aegis/Data|j.214C}} | {{#lsth:BBTag/Aegis/Data|j.214C}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text=Mostly sees use as an air stall, or a way to raw Orgia dash while midair. It's surprisingly good for escaping corner pressure if you find an opening to superjump. | ||
Useful approach tool in matchups where you opponent can't easily snipe you out of the top of the screen. It's also one of the few ways for Aegis to force an approach solo. | |||
Weak active switch tool due to how long it takes for the missiles to come out. That same slowness makes it near-suicidal to use the raw grounded version in most matchups. | |||
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==Partner Skills== | ==Partner Skills== | ||
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{{#lsth:BBTag/Aegis/Data|6P}} | {{#lsth:BBTag/Aegis/Data|6P}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=* 6P | {{Description|6|text=* 6P shoots both projectiles in the 2 directions showed in the image. The firing arc is also shallower than her 214A/B. | ||
Basically the reason why everyone says Aegis has bad assists. Extremely slow projectile with awkward coverage, but it's still an ok option for covering your approach. Also gives plenty of time to convert on hit, and it juggles. | Basically the reason why everyone says Aegis has bad assists. Extremely slow projectile with awkward coverage, but it's still an ok option for covering your approach. Also gives plenty of time to convert on hit, and it juggles. | ||
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==Distortion Skills== | ==Distortion Skills== | ||
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{{#lsth:BBTag/Aegis/Data|j.236BC}} | {{#lsth:BBTag/Aegis/Data|j.236BC}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* 1-32f fully invulnerable | {{Description|7|text=* 1-32f fully invulnerable. In distortion clashes, this does mean it tends to either phase through opponents or out-invul your opponent and hit them anyways. | ||
* Regular version will carry both Aegis and her target a fair distance, with Aegis landing just in front them. | * 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. | ||
* Goddess Shield is disabled if your opponent is currently in the hitstun of Megido Fire (236C). | |||
A solid reversal super | A solid reversal super that combos off damn near everything Aegis does. Seriously, all her routing can just swap this into the ender if you get a happy birthday. | ||
Travel time is too slow to punish whiffed buttons the same way Burning Gold or Black Hawk Stinger do, but still situationally useful for punishing some things, like EX Grim Reaper or another Aegis' gatling. | Travel time is too slow to punish whiffed buttons the same way Burning Gold or Black Hawk Stinger do, but still situationally useful for punishing some things, like EX Grim Reaper or another Aegis' gatling. | ||
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* 1-17f fully invulnerable | * 1-17f fully invulnerable | ||
Anti-air command throw super that does more | Anti-air comboable command throw super that does more damage than Goddess Shield in all situations, and has very high minimum damage. | ||
Both the ground and the air version of this move only hit airborne enemies. You need to use some sort of launcher (like 2B, 2C or throws) to be able to hit with the ground version. The hitbox only exists at and below Aegis' arms; cannot hit targets above her. | Both the ground and the air version of this move only hit airborne enemies. You need to use some sort of launcher (like 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, and the long animation can give you time to recharge Orgia. Note: you can do 66j.B after as a safejump, ''but it's never meaty'', so your opponent can chicken guard or even 4P to punish it. | ||
Enhanced version has hard knockdown on the final hit, giving you the time to do whatever you want for oki. | |||
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==Distortion Skill Duo== | ==Distortion Skill Duo== | ||
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==Astral Heat== | ==Astral Heat== | ||
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==Navigation== | ==Navigation== | ||
{{#lsth:BBTag/Aegis/Data|Links}} | {{#lsth:BBTag/Aegis/Data|Links}} |
Revision as of 02:52, 22 August 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 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!
Normal Moves
4A
4A | Template:AttackDataHeader-BBTag |
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5A
5A | Template:AttackDataHeader-BBTag |
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5B
5B Chargeable |
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5C
5C | Template:AttackDataHeader-BBTag | ||||
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Strictly worse than 66j.A in almost all situations - and when you're out of Orgia you're better off doing something else that doesn't end your turn in your opponent's face. Despite the animation, it's not really useful as a low crush/throw bait. |
2A
2A | Template:AttackDataHeader-BBTag | ||||
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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
2C | Template:AttackDataHeader-BBTag | ||||
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j.A
j.A | Template:AttackDataHeader-BBTag |
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j.B
j.B | Template:AttackDataHeader-BBTag | ||||
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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. 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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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) |
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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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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- 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
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •