BBTag/Aegis

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Overview

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Normal Moves

4A

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4A
4AA
4AAA
4AAAA

  • 4A is her fastest button, if you really need to abare/mash, use this one.
    • Jump cancellable on block.
  • 4AA gatling canceled into 5A is a natural frametrap
  • 4AAA can airdash forward/backward after air recovery, very useful with assists that can lockdown after you do it

5A

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5A
5AA
5AAA
5AAAA

5A is 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.


Aegis has access to a couple IAD combos off 5AA, which are good mostly because they're resourceless.


  • 5AAA is a 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 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

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  • 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 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.

5C

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  • 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.

2A

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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.

2B

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  • 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.

2C

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  • 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.

j.A

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j.A
j.AA

  • 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.
  • Jump cancellable on hit or block

  • 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.

j.B

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  • 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.
  • 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

j.C

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  • 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.


Universal Mechanics

Ground Throw

5B+C

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  • 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

5A+D

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  • Invul at frames 1-20
  • 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.


Skills

Megido Fire - Kai

236A (air OK)

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Ground
Air

  • 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.

7th Gen Blast Gatling

236B

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  • 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.

7th Gen Radical Cannon

214A/B (air OK)

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Ground A
Air A
Ground B
Air B

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.

7th Gen Vulcan Cannon

j.236B

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  • 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

Orgia Boost

66 (air OK)

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  • 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

EX Megido Fire - Kai

236C (air OK)

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Ground
Air

  • 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.

Pandora Missile Launcher

214C (air OK)

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Ground
Air

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.


Partner Skills

5P

4AA

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  • 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

7th Gen Radical Cannon

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  • 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.

4P

P4A 2C

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  • 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

Goddess Shield

236B+C (air OK)

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Ground
Air

  • 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

214B+C (air OK)

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Ground
Air

  • Ground version has 2 active frames before superflash ends
  • Air version has 1 active frame before superflash ends

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 Partner'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

222B+C (air OK)

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Ground
Air

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.



External References

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.