(→2C) |
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{{#lst:BBTag/Aegis/Data|4A}} | {{#lst:BBTag/Aegis/Data|4A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* Her fastest button, if you really need to abare/mash, use this one. | ||
* Jump cancellable on block. | * Jump cancellable on block. | ||
}} | }} | ||
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{{#lst:BBTag/Aegis/Data|4AA}} | {{#lst:BBTag/Aegis/Data|4AA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* 4AA gatling canceled into 5A is a natural frametrap | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
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{{#lst:BBTag/Aegis/Data|4AAA}} | {{#lst:BBTag/Aegis/Data|4AAA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* Can airdash forward/backward after air recovery, very useful with assists that can lockdown after you do 4AAA | ||
}} | }} | ||
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{{#lst:BBTag/Aegis/Data|4AAAA}} | {{#lst:BBTag/Aegis/Data|4AAAA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* Important points go here | ||
Detailed description of the usefulness of the move go here | Detailed description of the usefulness of the move go here | ||
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{{#lst:BBTag/Aegis/Data|5A}} | {{#lst:BBTag/Aegis/Data|5A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* Important points go here | ||
Slow, stubby, and with annoyingly long recovery on whiff. This is outright a bad button in neutral. | Slow, stubby, and with annoyingly long recovery on whiff. This is outright a bad button in neutral. | ||
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{{#lst:BBTag/Aegis/Data|5AA}} | {{#lst:BBTag/Aegis/Data|5AA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* Important points go here | ||
Aegis has access to a couple IAD combos off this move, which are good mostly because they're resourceless. | Aegis has access to a couple IAD combos off this move, which are good mostly because they're resourceless. | ||
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{{#lst:BBTag/Aegis/Data|5AAA}} | {{#lst:BBTag/Aegis/Data|5AAA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* Persona attack, so Athena will stay in place if you get pushblocked, and this third hit will punish pushblock > buttons. | ||
* Also has ungodly amounts of hitstun, even allowing you to follow up with 66 j.B at max range. | * Also has ungodly amounts of hitstun, even allowing you to follow up with 66 j.B at max range. | ||
}} | }} | ||
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{{#lst:BBTag/Aegis/Data|5AAAA}} | {{#lst:BBTag/Aegis/Data|5AAAA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=The fourth hit of this smart combo tends to miss crouching characters. It only hits Waldstein, Gordeau, Jubei, Tager and Hakumen while they are crouching and whiffs on every other character. | ||
* Important points go here | * Important points go here | ||
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{{#lst:BBTag/Aegis/Data|5B}} | {{#lst:BBTag/Aegis/Data|5B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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 | * Bullets are now jump cancellable on hit | ||
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{{#lst:BBTag/Aegis/Data|5C}} | {{#lst:BBTag/Aegis/Data|5C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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. | * Her hop is still very close to the ground, to the point where even some 2As and 2Cs will hit her out of it. | ||
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{{#lst:BBTag/Aegis/Data|2A}} | {{#lst:BBTag/Aegis/Data|2A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=Decent 2A for stagger/frametrap pressure | ||
* Small hitbox | * Small hitbox | ||
* Used for stagger pressure | * Used for stagger pressure | ||
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{{#lst:BBTag/Aegis/Data|2B}} | {{#lst:BBTag/Aegis/Data|2B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=* Head invul at frame 9-12 | ||
* Block adv based on: -6 (standing Hakumen), -10 (standing Aegis), -14 (crouching Aegis) | * Block adv based on: -6 (standing Hakumen), -10 (standing Aegis), -14 (crouching Aegis) | ||
* Not as strong as P4A(there's no bullets at ground level!), but much like 5B it covers air approaches very well in neutral. Convert into 236C if you hit people with bullets in neutral. | * Not as strong as P4A(there's no bullets at ground level!), but much like 5B it covers air approaches very well in neutral. Convert into 236C if you hit people with bullets in neutral. | ||
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{{#lst:BBTag/Aegis/Data|2C}} | {{#lst:BBTag/Aegis/Data|2C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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. | * 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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{{#lst:BBTag/Aegis/Data|j.A}} | {{#lst:BBTag/Aegis/Data|j.A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* The go-to button from Orgia Dash cancels when you're making people block things | ||
* Surprisingly good hitbox from behind for crossups. | * Surprisingly good hitbox from behind for crossups. | ||
* Seemingly no hitbox above, making it bad for air-to-air situations. | * Seemingly no hitbox above, making it bad for air-to-air situations. | ||
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{{#lst:BBTag/Aegis/Data|j.AA}} | {{#lst:BBTag/Aegis/Data|j.AA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | * The proration says never use it mid-combo, though. | ||
}} | }} | ||
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{{#lst:BBTag/Aegis/Data|j.B}} | {{#lst:BBTag/Aegis/Data|j.B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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 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. | ||
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{{#lst:BBTag/Aegis/Data|j.C}} | {{#lst:BBTag/Aegis/Data|j.C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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 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. | * 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. | * 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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{{#lst:BBTag/Aegis/Data|BC}} | {{#lst:BBTag/Aegis/Data|BC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=* Important points go here | ||
A standard throw. Annoyingly, this has an extremely similar range to 4A and is only a frame slower, so in some matchups this can be your best mash option, especially against assist/cross combo pressure... | A standard throw. Annoyingly, this has an extremely similar range to 4A and is only a frame slower, so in some matchups this can be your best mash option, especially against assist/cross combo pressure... | ||
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{{#lst:BBTag/Aegis/Data|AD}} | {{#lst:BBTag/Aegis/Data|AD}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=* Invul at frames 1-20 | ||
* Slow reversal and very weak horizontal range, but very good vertical hitbox. | * 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. | * Has the dubious honour of being one of two reversals that can be Persona Broken. | ||
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{{#lst:BBTag/Aegis/Data|j.236A}} | {{#lst:BBTag/Aegis/Data|j.236A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
*Frame data is placeholder until someone crunches the numbers. NOTE - used PC improvement mod for startup, advantage, and landing recovery for air version. | *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. | *Grounded version is safe on block, while air version is punishable. | ||
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{{#lst:BBTag/Aegis/Data|236B}} | {{#lst:BBTag/Aegis/Data|236B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | ||
* 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. | * 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. | ||
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{{#lst:BBTag/Aegis/Data|j.214B}} | {{#lst:BBTag/Aegis/Data|j.214B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
Mostly used as a powerful combo extension. Also has ungodly hitstun that only ends when your opponent hits the ground, leading to combo extensions or strong oki. | Mostly used as a powerful combo extension. Also has ungodly hitstun that only ends when your opponent hits the ground, leading to combo extensions or strong oki. | ||
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{{#lst:BBTag/Aegis/Data|j.236B}} | {{#lst:BBTag/Aegis/Data|j.236B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* Aegis fires a turret from the air. She slowly descends downward at an angle as the bullets are fired. | ||
Detailed description of the usefulness of the move go here | Detailed description of the usefulness of the move go here | ||
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{{#lst:BBTag/Aegis/Data|Boost Dash}} | {{#lst:BBTag/Aegis/Data|Boost Dash}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=* Aegis can orgia cancel from any of her normals on block or hit, and cancel out of Missile Launcher's recovery. | ||
* However, she cannot orgia cancel on whiff, nor neutral orgia while airborne. | * However, she cannot orgia cancel on whiff, nor neutral orgia while airborne. | ||
* Frame 8 earliest cancel (Frame 8 is the start of the next move, eg: Orgia dash > j.A is 7 + 9 = 16f startup) | * Frame 8 earliest cancel (Frame 8 is the start of the next move, eg: Orgia dash > j.A is 7 + 9 = 16f startup) | ||
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{{#lst:BBTag/Aegis/Data|j.236C}} | {{#lst:BBTag/Aegis/Data|j.236C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* Aegis's best conversion tool from turning any hit into damage and a possible safejump. | ||
* Opponents are forced to only ground tech options. | * Opponents are forced to only ground tech options. | ||
* Unburstable until the move ends | * Unburstable until the move ends | ||
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{{#lst:BBTag/Aegis/Data|j.214C}} | {{#lst:BBTag/Aegis/Data|j.214C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | 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. | ||
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{{#lst:BBTag/Aegis/Data|5P}} | {{#lst:BBTag/Aegis/Data|5P}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=* On hit, Aegis will follow up with 5AAA, which will launch the opponent | ||
This is a passable Cross Combo starter, since she dashes in and 5P > CC > 5P is a frametrap. Unfortunately, it's pretty meh for extending pressure since it doesn't have too much blockstun. | This is a passable Cross Combo starter, since she dashes in and 5P > CC > 5P is a frametrap. Unfortunately, it's pretty meh for extending pressure since it doesn't have too much blockstun. | ||
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{{#lst:BBTag/Aegis/Data|6P}} | {{#lst:BBTag/Aegis/Data|6P}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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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{{#lst:BBTag/Aegis/Data|4P}} | {{#lst:BBTag/Aegis/Data|4P}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=* 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. | 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. | ||
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{{#lst:BBTag/Aegis/Data|j.236BC}} | {{#lst:BBTag/Aegis/Data|j.236BC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | ||
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{{#lst:BBTag/Aegis/Data|214BC}} | {{#lst:BBTag/Aegis/Data|214BC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* 2 active frames before superflash ends | ||
* 1-16f fully invulnerable | * 1-16f fully invulnerable | ||
}} | }} | ||
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{{#lst:BBTag/Aegis/Data|j.214BC}} | {{#lst:BBTag/Aegis/Data|j.214BC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* 1 active frame before superflash ends | ||
* 1-17f fully invulnerable | * 1-17f fully invulnerable | ||
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{{#lst:BBTag/Aegis/Data|Distortion Skill Duo}} | {{#lst:BBTag/Aegis/Data|Distortion Skill Duo}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=* Important points go here | ||
A proper happy birthday Distortion Duo. The vertical hitbox is good enough that it'll convert off aerial beams and projectiles, like Ziodyne. | A proper happy birthday Distortion Duo. The vertical hitbox is good enough that it'll convert off aerial beams and projectiles, like Ziodyne. | ||
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{{#lst:BBTag/Aegis/Data|j.222BC}} | {{#lst:BBTag/Aegis/Data|j.222BC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* 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. | A surprisingly useful Astral since it converts from most of her neutral options - for example, j.C > 63j.A > j.C > Astral. Aegis doesn't really use meter in neutral, so this comes up more often than you'd think. |
Revision as of 05:59, 16 April 2020
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
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!
Normal Moves
4A
4A | Template:AttackDataHeader-BBTag |
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5A
5A | Template:AttackDataHeader-BBTag |
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5B
5B | Template:AttackDataHeader-BBTag |
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5C
5C | Template:AttackDataHeader-BBTag |
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2A
2A | Template:AttackDataHeader-BBTag |
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2B
2B | Template:AttackDataHeader-BBTag |
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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 | Template:AttackDataHeader-BBTag |
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Universal Mechanics
Ground Throw
Ground Throw 5B+C |
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Heavenly Spear
Heavenly Spear 5A+D |
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Skills
Megido Fire - Kai
Megido Fire - Kai 236A (Air OK) |
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7th Gen Blast Gatling
7th Gen Blast Gatling 236B |
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7th Gen Radical Cannon
7th Gen Radical Cannon 214A/B (Air OK) |
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7th Gen Vulcan Cannon
7th Gen Vulcan Cannon j.236B |
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Boost Dash
Orgia Boost 66 |
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Extra Skills
EX Megido Fire - Kai
EX 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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6P
6P 7th Gen Radical Cannon |
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4P
4P P4A 2C |
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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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Astral Heat
Heritage Liberator Palladion
Heritage Liberator Palladion 222B+C (Air OK) |
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Roadmap
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 •