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===Backstory===
===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.
Aigis 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, Aigis forges her own path while living a peaceful life with her friends.
===Playstyle===
===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.
Aigis 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===
===Strengths/Weaknesses===
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Aerial versions improve her air combo damage, but are height dependent and only seem to combo after j.BB.
Aerial versions improve her air combo damage, but are height dependent and only seem to combo after j.BB.
In 2.0, mortar routes mostly improve Orgia efficiency and corner carry at the expense of some damage.
In 2.0, midscree mortar combo routes mostly improve Orgia efficiency and corner carry at the expense of some damage.
"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
Aigis 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, Aigis forges her own path while living a peaceful life with her friends.
Playstyle
Aigis 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 now jump cancellable on hit
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.
As of 2.0 has 100% p2 for bullet hits - which basically means free damage mid-combo if you can wedge them in, especially early on in combos, and is all-around more damage for all pre-patch routes that ever touch 5B.
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.
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
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.
As of 2.0 has 100% p2 for bullet hits - which basically means free damage mid-combo if you can wedge them in, especially early on in combos, and is all-around more damage for all pre-patch routes that ever touch 2B.
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.
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.
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 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.
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...
Frame data is placeholder until someone crunches the numbers. NOTE - used PC improvement mod for startup, advantage, and landing recovery for air version.
Grounded version is safe on block, while air version is punishable.
Aigis cannot solo combo after either version, regardless of hit height, but can call an assist for combo extensions.
Always side swaps on hit.
Aigis's new ender for good oki (66j.A safejump) anywhere on the screen, despite the side swap and animation lockout.
The grounded version can be used as a situational neutral tool (236 P>A) if combined with the right assists - for example, she's + with Elizabeth and Izayoi 6Ps, and can combo when combined with Jin and Labrys 6Ps.
j.236A can also be used as a sandwich maker, and a close-up TK j.236A will pass through (er, over) all standing opponents.
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.
As of patch 2.0 has significantly better damage scaling, making it significantly better as an active switch tool. It's still up for debate if this will see use over the new 236A though.
Has the highest minimum damage in her kit, making it good for cross combo enders.
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.
Aerial versions improve her air combo damage, but are height dependent and only seem to combo after j.BB.
In 2.0, midscree mortar combo routes mostly improve Orgia efficiency and corner carry at the expense of some damage.
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.
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 236BC (Persona is still active), even in Resonance
On hit, Aigis falls directly below the opponent and recovers almost immediately after she touches the ground. The opponent is ejected to the same spot.
Has a small ground bounce on hit.
Now that EX Megido has both the ground bounce AND drops the opponent straight down, you're given more than enough time to choose whether or not you want a side swap and get the confirm of your choice. That bounce even improves the window where you can hit 214BC.
Has a couple more hits than 236A on block for slightly better pressure if you're up for burning a bar to do it.
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)
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.
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. 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.
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 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.
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 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.
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.
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.