BBTag/Aegis/Combos

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Combo Notation Guide
7 InputIcon 7.png 8 InputIcon 8.png 9 InputIcon 9.png
4 InputIcon 4.png 5 InputIcon 5.png 6 InputIcon 6.png
1 InputIcon 1.png 2 InputIcon 2.png 3 InputIcon 3.png
Numbers represent direction on a keyboard numpad. For example InputIcon 236.png+A.png becomes 236A.
> = cancel into the next attack
, = link the next attack after preceding move's recovery
= After landing.
jc = jump cancel
hjc = high jump cancel
CH = Counter Hit
IAD = Instant Air Dash
(N) = only use the Nth attack of the move (for example, if j.B(2) is written, you only use the first two hits of j.B)
[X] = Hold input X.
]X[ = Release input X.
{???}xN = Repeat ??? N amount of times.



Combo List[edit]

Solo[edit]

Midscreen[edit]

NOTE: Copy/Paste from ReticentCactus's Aegis Solo Combo Document.

5AA > 2C > 66 j.B(1) > 5(B) > sj.B > j.214A > AD > j.B > j.214A > 5AAAA/4AAAA, Visual Reference - https://www.youtube.com/watch?v=Fg16iwz12PU [6511 DMG]

5AA > 2C > 66 j.B(1) > 5(B) > 5AA > IAD > j.B > sj.A > j.B(1) > dj.B > j.214A > j.C [6500 DMG]

5AAA > 66 j.B(1) > 5(B) > sj.B > j.214A > AD > j.B > j.214A > j.C [6695 DMG]

5AAA > 66 j.B(1) > 5(B) > 5AA > IAD > j.B > sj.A > j.B(1) > dj.B > j.214A > j.C [6795 DMG]

5AAA > 5(B) > sj9 AD > j.B(1) > j.C > 663 j.B(1) > 5AA > IAD > j.B > sj.B(1) > j.C [7322 DMG]

5AAA > 5(B) > sj9 AD > j.B(1) > j.C > 663 j.B(1) > 5(B) > sj.A > j.B(1) > dj.B > j.214A > j.C [7693 DMG]

5AAA > 236C > 5A > 5(B) > sj.B > j.214A > AD > j.B > j.214A > j.C [7572 DMG]

5AAA > 5(B) > 236C > 214B > 5(B) > j.A > j.B(1) > dj.B > j.214A > j.C [8274 DMG]

2A > 4AA > 5(B) > 2(B) > sj.B > j.214A > AD > j.B > j.214A > 5AAAA [4582 DMG]

2A > 4AA > 5(B) > 5A > sj.A > j.B > j.214A > 5A > 5(B) > sj.B > j.C [4508 DMG]

5(B) CH > 2(B) > sj.B > j.214A > AD > j.B > j.214A > 5A > 5(B) > sj.B > j.C [7124 DMG]

5(B) CH > 5AA > IAD > j.B > sj.B(1) > dj.B > j.214A > j.B(1) > j.B(1) > dj.B > j.214A > j.C [7047 DMG]

2C > 66 j.A > 5A > 5B > sj.B > j.214A > AD > j.B > j.214A > 5(B) > sj.B > j.C [5509 DMG]

2C > 66 j.A > 5AA > IAD > j.B > sj.B(1) > dj.B > j.214A > j.B(1) > j.B(1) > dj.B(1) > j.C [5634 DMG]

2C > 66 j.A > 5A > 2(B) > j.C > 664 j.B(1) > 5(B) > sj.B > j.214A > AD > j.B > j.214A > j.C [6608 DMG]

j.A > 5(B) > 2(B) > sj.B > j.214A > AD > j.B > j.214A > 5(B) > sj.B > j.C [5792 DMG]

j.AA > 5(B) > 2(B) > sj.B > j.214A > AD > j.B > j.214A > 5AAAA [5556 DMG]

j.AA > 5(B) > 5AA > IAD > j.B > sj.B(1) > dj.B > j.214A > j.B(1) > j.B(1) > dj.C [5407 DMG]

j.AA > 4AA > 5(B) > 2(B) > sj.B > j.214A > AD > j.B > j.214A > j.C [5032 DMG]

j.AA > 4AA > 5(B) > 5A > sj.A > j.B > j.214A > 5A > 5(B) > sj.B > j.C [4976 DMG]

j.AA > 5(B) > 2(B) > j.C > 664 j.B(1) > 5(B) > sj.B > j.214A > AD > j.B > j.214A > j.C [6045 DMG]

j.C > 663 j.A > j.C > 664 j.B(1) > 5(B) > sj.B > j.214A > AD > j.B > j.214A > j.C [6136]

j.C > 663 j.B(1) > 5(B) > sj.B > j.214A > AD > j.B > j.214A > 5AAAA [6034 DMG]

j.C > 663 j.B(1) > j.236C > 5(B) > sj.B > j.214A > AD > j.B > j.214A > j.C [6753 DMG]

Throw > 214A > 2C > 66 j.B(1) > 5(B) > 5AA > IAD > j.B > sj.A > j.B(1) > dj.B > j.214A > j.C [5287 DMG]

Throw > 66 j.B(1) > 5(B) > sj.B > j.214A > AD > j.B > j.214A > 4AAA > j.214A [5301 DMG]

Throw > 5A > 5(B) > sj.B > j.214A > AD > j.B > j.214A > 5AAAA [5214 DMG]

Throw > 5(B) > 5A > sj.A > j.B > j.214A > 5A > 5(B) > sj.B > j.C [5220 DMG]

Corner[edit]

5AA > 2C > 66 j.A > 5A > 5(B) > sj.B(1) > dj.B > j.214A > j.B(1) > j.B(1) > dj.B > j.214A > j.C [6520 DMG]

5AAA > 5(B) > sj.A > j.B(1) > dj.B > j.214A > j.B(1) > j.B(1) > dj.B > j.214A > j.C (This combo works best when you’re slightly outside of the corner so that the 5(B) arm whiffs) [7457 DMG]

2C > 66 j.A > 5A > 5(B) > sj.B(1) > dj.B > j.214A > j.B(1) > j.B(1) > dj.B > j.214A > j.C, Visual Reference for falling j.B(1) routing in general - https://www.youtube.com/watch?v=u-8GjC3BaV4 [6073 DMG]

5(B) CH > 5AAA > 2(B) > sj.A > dj.B > j.214A > j.B(1) > j.B(1) > dj.B > j.214A > j.C [7514 DMG]

j.A > 5(B) > 5AAA > 214A > 5(B) > 5AAA > 2(B) > sj.B(1) > j.C [5873 DMG]

j.AA > 5(B) > 5AAA > 214A > 5(B) > 2(B) > sj.B(1) > j.C [5586 DMG]

j.AA > 4AA > 5(B) > 5AAA > 214A > 5(B) > j.B > dj.B(1) > j.C [5018 DMG]

Throw > 214A > 5(B) > 5AAA > 214A > 5(B) > 2(B) > sj.B > j.C [5383 DMG]

Throw > 5(B) > 5AAA > 214A > 5(B) > 2(B) > sj.B > j.C [5391 DMG]


With Assists[edit]


Corner[edit]

Solo[edit]


With Assists[edit]


Combo Theory[edit]

Taken from Jawnsunn+Cactus Aegis docs:


General combo theory with Aegis is to:

A. Spend 1 orgia bar to extend a confirm for corner carry and/or damage -> do safejump

B. End early to do your safejump instead.

Primary Combo Enders:[edit]

5AAAA ender: Basic auto-combo ender, applicable from many different starters. Not very useful midscreen unless you want to establish space between you and your opponent. Solid in the corner as you are able to cover all tech options and can meaty with 66j.A safe-jump or dash up buttons. However, you will not be able to get true meaty neutral assist from this ender, even in the corner. Visual Reference - https://www.youtube.com/watch?v=6bBtzMzNQvA

4AAAA ender: Basic auto-combo ender, very similar to 5AAAA although slightly less damage but applicable in situations where hitstun decay or height will not permit the latter. Enders that start from 4A also tend to offer more flexibility, so something to keep in mind. Like 5AAAA, this ender is also solid in the corner but lackluster midscreen. Visual Reference - https://www.youtube.com/watch?v=Qm7aL3Mwhfc

sj.A/sj.B(1) > j.C > AD > j.A/j.B(1) ender: This is Aegis’ strongest ender midscreen, although due to hitstun decay you will not always be able to tack it on at the end of your routes. Midscreen it offers her the ability to tech chase reliably with a meaty safe-jump, and indirectly punish people trying to roll through her by sandwiching them with meaty neutral assist. In the corner it’s also quite nice for an Orgia-less safe-jump, and will also cover all tech options. Keep in mind that this ender will generally result in a minor damage concession, but it’s usually worth it; especially midscreen. For stability reasons, use sj.A > j.C > AD > j.B(1) midscreen, and sj.B(1) > j.C > AD > j.A in the corner. Visual Reference - https://www.youtube.com/watch?v=sbp-IBj1vSY

Standard j.C ender: One of Aegis’s go-to enders in the corner. Can be implemented in many different ways, which makes it very accessible in general. j.C will always force hard knockdown. Also quite good for damage. Covers all tech options in the corner and can meaty with 66j.A safe-jump or dash up buttons. Depending on your partner’s assists (Vatista 5P, Hyde 5P, etc) you will also be able to get true meaty neutral assist from this ender. This ender is not very good midscreen unless you want to establish space, but a common option in the corner. Visual Reference - https://www.youtube.com/watch?v=SdUHb7sxIsQ

j.214A ender: A pretty good midscreen ender, better than j.C enders in this area. It’s important to note that this ender shouldn’t be used in situations where they are able to air tech after mortar. This ender will allow you to chase back tech midscreen with meaty dash up buttons or airdash j.A, if your assist is good enough you will also be able to meaty forward tech. The main use of this ender is situations where you’re relegated to j.C ender midscreen with little flexibility, although keep in mind that it comes at a minor damage loss. Visual Reference - https://www.youtube.com/watch?v=R1riVnSdtCk

4AAA > j.C ender: This is only useful in the corner, it will give you standard j.C ender over 4AAAA auto-combo ender if you prefer the slightly better oki at a minor damage loss. Visual Reference - https://www.youtube.com/watch?v=Moyow8fupGw

4AAA > j.214A ender: This is only useful midscreen and with a good/fast assist (Vatista 5P, Hyde 5P, etc), allows you to meaty all tech directions with neutral assist, which is actually a pretty unique trait for Aegis’s midscreen enders. Aside from that, the oki you get is pretty standard. Visual Reference - https://www.youtube.com/watch?v=yTOmV45-4YY

4AAA > j.214A > j.C > AD > j.A ender: Another midscreen exclusive ender and a slight variant on the above ender. Allows her to tech chase back tech with a meaty safe-jump, but you cannot meaty forward tech with neutral assist or force sandwich. This ender is applicable in situations where you cannot get the sj.A > j.C ender, but it’s also not as strong. However, this is one of her most damaging midscreen enders. Visual Reference - https://www.youtube.com/watch?v=FQEgqyB3jb8

5AAA > 2C(whiff) ender: A very niche midscreen ender, but I figured that I’d include it. Allows you to tech chase back tech midscreen by cancelling the lengthy recovery of 5AAA into 2C. However, you cannot meaty jump start-up with dash up buttons unless you’re willing to spend Orgia gauge. Similar to the mortar ender, this shouldn’t be used in situations where they’re able to air tech due to hitstun decay. Not a super useful ender, but definitely better in situations where 5AAAA is the only other option. Visual Reference - https://www.youtube.com/watch?v=wiyOR3NBAvY



Video Examples[edit]

Aigis Combos by Kakuge

Aigis Basic Combos By Meno

Aigis combos in version 2.0 by Meno


External Documents and References[edit]


BBTAG Aegis Overview Doc by jawnsunn: https://docs.google.com/document/d/1kbmlUIo17eFtn59nvCFu3TrBHoZMvdjHlpbdcsHkp3c/edit?usp=sharing

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