P4U2R/Aigis

From Dustloop Wiki
< P4U2R(Redirected from P4U2.5/Aigis)

Overview

Overview

Aigis is a stance-change character that switches between two modes: her Normal Mode which focuses on space control and proactive zoning, and Orgia Mode, which focuses on high-speed mix-ups and pressure.

In Normal Mode, Aigis likes to use her projectile attacks and Persona buttons to cover large swathes of the screen, provoking her opponents to take larger risks to play neutral against her before she is able to switch modes and move in. In addition to this, she can also use her special D Persona normals as a non-committal way to cover certain areas and angles of approach, sending out Athena to counter attacks and block opposing zoning.

Orgia Mode is Aigis's bread and butter and where she truly becomes scary, as it gives her huge boosts to her overall offensive capabilities. She gains buffs to all her movement, unlocks new specials, overclocks her pressure with the ability to hoverdash cancel her buttons into fast or instant overheads, and gains much better combo routes. To operators with good game sense and execution, Aigis is able to represent all of these traits with high efficiency and quite literally vortex the opponent on repeat, thrashing them again and again during her advantage state for as much gauge as she has left.

Effective Aigis play can be considered a balancing act. Some of her strongest points such as Orgia mode and her bullet attacks must have their resources managed well as to not starve herself of their pros from overuse. As a result, learning when and where to switch modes or save bullets is key to making the most of her gameplan. Even with this, her high average damage, multitude of mix-up opportunities and versatile kit makes her highly effective at all levels of play, and she is often considered one of the best characters in the game as a result.
P4U2R Aigis Nameplate.png
P4U2R Aigis Portrait.png
Health
9,000
Backdash
20F (Normal 1~6F Inv All) (Orgia: 1~7F Inv All)
Persona Cards
4
Combo Rate
60%
Unique Movement Options
Orgia Boost
Fastest Attack
5A (5F)
Reversal Type
Attack (10F)
Fatal Starters
2C
214A/B
214C/D
214214C/D
Fatal RecoveryAny moves that put this character in a state where any Counter Hit will force a Fatal Counter.
Ground 236236C/D
214214C/D

 Aigis Sprays the enemy with bullets to safely swap into Orgia Mode for extreme rushdown mobility and nigh-unblockable pressure.

Pros
Cons
  • Orgia Mode: Orgia mode quite literally overclocks Aigis, giving her additional mobility options that buff her offense and defense. Any time she forces you to block in Orgia, it's time to guess.
  • Zoning and Anti-Zoning: Aigis can play an effective footsies A complicated, often nebulous term that refers to the battle for controlling the space in front of you, often by using good pokes. In essence, you are trying to get to a range you like, while trying to deny your opponent getting to a range that they like. How you do this varies wildly based on the game, but it often involves using long range attacks to pester your opponent as they are trying to walk around. This dance of playing mind games with your feet is the source of the term's name. and zoning game with her projectile attacks and Orgia movement, which can also stuff the opponent's attempts to get in or fight her zoning with their own.
  • Damage & Conversion: Aigis gets high damage off almost any confirm, that can lead into a safe-jump and ready her for even stronger pressure and mix. Her damage gets even higher for 25 meter.
  • Air Normals: Aigis has a powerful suite of air normals that makes her hoverdash pressure even stronger.
  • Hard to Burst: Plenty of Aigis' combos leave opponents far away from her during the combo, making bursting against her very difficult.
  • Needs Overclocking: Strengths are below par without Orgia. Suffers from many slow, exploitable ground buttons resulting in feeble pressure and awkward combo routing.
  • Racing Against Time: Bullets are a major part of Aigis' ability to control neutral, but her ammo is finite. The longer a match goes on, the more likely Aigis is to run dry and face severe problems stabilizing her gameplan.

Unique Mechanics

Meter Management
Orgia gauge on the left, ammo count on the right
Orgia Mode
Orgia Mode transforms Aigis into a high-mobility character with incredible rushdown capabilities. In Orgia, Aigis gains access to new movement options that allow her to quickly close in on opponents and begin applying pressure, mix-ups, and high-damage combos into knockdown. Alternatively, she can also use this mobility to approach and navigate neutral and other situations in unorthodox and unpredictable ways. However, performing Orgia actions consumes a portion of the gauge, and the gauge slowly empties with time (including when Aigis is blocking, getting combo'd, and even idle). If the gauge empties, Aigis enters an overheated state and Orgia mode is temporarily disabled for an extended period of time.
Bullets
Aigis begins each round with 120 bullets. Once depleted, Aigis loses the bullets in her bullet-based attacks and the properties of numerous moves change (for example, her 2B will only strike instead of firing bullets). Aigis's bullet attacks cover quite a bit of range and are often used to keep opponents from advancing, so Aigis players must be able to manage her ammo count along with Orgia gauge, as well as recognise when either Orgia or ammo is low and adjust accordingly.
StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

Normal Moves

5A

Normal
Shadow
Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
5A 170 All 5 3 16 -6 Body
5AA Normal 400 All 10 3 15 Body
5AAA Normal 500 High 9 2 22 Head
5AAAA Normal 70×8 All 17 P{(2)P}×7 45 Total Projectile
5A
Total: 23
  • Jump cancelable on hit and block.

Normally used for frame traps and IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump./hoverdash pressure. Input it as 4A to prevent Aigis from chaining into her 5AA accidentally. Can be low profiled by some characters.


5AA
Total: 27
  • Jump cancelable on hit and block.
  • Leaves Aigis airborne on hit and block.
  • Launches the opponent on hit.

Used in some Orgia combos to launch the opponent and continue into an air combo and as a starter for some Mode Change combos. It has some utility in pressure, particularly when baiting reversals and Bursts. It can be cancelled with jump in either mode and Orgia actions while in Orgia mode but her pressure afterwards when not in Orgia is fairly linear.


5AAA
Total: 32
  • Overhead, but whiffs against crouching opponents.

Seen in combos that contain Aigis's 5AAAA string. On standing conect, Aigis jumps and recovers quite far from the opponent, roughly one-third of the stage away. If the opponent is crouching, Aigis jumps directly above the opponent while whiffing the actual attack. This results with her recovering near the opponent rather than at a distance and leaving her open to a punish. If not in corner, Aigis will cross over the opponent during 5AAA's whiff recovery which can cause some weird interactions when opponents try to punish.

If the opponent changes from standing to crouching guard between 5AA and 5AAA, 5AAA will hit their extended vertical hurtbox as a pseudo-fuzzyguard (i.e., the opponent will be shown as hit high despite visibly standing). However, there's no way to force the opponent to switch their guard like this and such a situation is unlikely to occur in a match, but it's worth noting.


5AAAA
  • Consumes 8 bullets.
  • Cannot be done on block.

Aigis fires her Gatling gun in the air. Unlike most 5AAAAs, Aigis's is not a regular special - this move is exclusive to her autocombo. As with 5AAA, used in combos that contain Aigis's 5A string. Can be followed up both in and out of Orgia.

Completing the autocombo adds Radical Cannon B (air version) > Goddess Shield D (air version).

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
5A 170 All 5 3 16 -6 Body
5AA Shadow 100×10 All 10 P{(3)P}×9 46 Total -13 Projectile
5AAA Shadow 400 All 28 5 10 Head
5A
Total: 23
  • Fast startup, but poor recovery and range.
  • Jump cancelable on hit and block.

Normally used for frame traps and IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump./hoverdash pressure. Input it as 4A to prevent Aigis from chaining into her 5AA accidentally. Can be low profiled by some characters.


5AA
Total: 45
  • Consumes 8 bullets.
  • Jump cancelable on hit only.
  • Used in combos to launch opponents.

Aigis fires a stream of bullets that juggle the opponent. After 5AA, Shadow Aigis can activate Orgia and convert into an air combo, or if already in Orgia, jump-cancel after the launch and convert into Megido. Shadow Aigis's 5AA does not take her airborne and is cancellable into a plethora of normals, giving it good utility in pressure.


5AAA
Total: 42

Aigis jumps up and then does a drop kick that grounds the opponent and causes hard knockdown. Can be followed up with the standard autocombo or jump-cancelled to continue the combo. Like all 5A chains, builds a large chunk of meter on hit, making it quite useful for Shadow Aigis.

2A

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
160 Low 7 4 11 -2 Foot
Total: 21
  • Gatlings The special category of cancels that describe how each character can cancel normals into other normals and specials. into itself 3 times, even on whiff.

One of Aigis's few low hitting moves. Usually gatlinged The special category of cancels that describe how each character can cancel normals into other normals and specials. after 5A to create frame trap pressure or as a quick low to throw off opponents expecting an overhead. Short start-up and recovery, but very little range. Low reward outside of Orgia makes it a meager poke.

5B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
400 All 10 3 25 -13 Projectile
Total: 37

Rocket punch with a fair amount of range horizontally and vertically, can chain into itself once but can only be used 3 times during a blockstring. Used in pressure to cancel into sweep/boost, as well during her corner pressure loops to stall recharge time against characters with stubby DPs A move that has invulnerability during its startup, long recovery, and a rising motion..

As Aigis doesn't have a real "get off me" anti-air, 5B is often used as a mash option against a opponent abusing jump resets, notably beating most 5A > IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. pressure resets, such as Yukari's j.A and Chie's j.B. 5B is also often used as a hitconfirm in combos or to setup for a C Goddess Shield finisher.

Has both projectile and chest attribute, which means it loses to anything with chest invuln (such as sweeps) and anything with projectile invuln (Such as roll). These factors compound to make it a terrible poke that loses to most buttons and leaves you wide open on whiff. It can hypothetically destroy projectiles, but its high lag, slow startup and null reward makes this property essentially pointless.

2B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
2B 120×8 All 7 P{(2)P}×7 Total 58 -27 Projectile
2B (No Ammo) 300 Air Unblockable 9 4 27 -18 Body 7~10 H
  • Consumes 8 bullets.
  • Jump cancellable on hit.
  • Special cancelable on hit and block.

Fires eight bullets in a half-circle arc. Unlike most 2Bs, this one is completely airblockable and has no head invuln. Very good for controlling a large amount of the stage, punishing an opponent for summoning a persona at range, and as a "keep away" tool, but it can also be rolled, leaving Aigis vulnerable to a punish combo.

When Aigis is out of ammo, she swings her hand as if she were performing 2B but does not fire any bullets. Aigis’s other air-unblockable move and has head attribute invuln as well.

j.A

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
100×3 High 6 2, 2, 2 14 Head
Total: 25
  • Gatlings The special category of cancels that describe how each character can cancel normals into other normals and specials. into itself.
  • Only the first hit is an overhead.
  • Jump cancellable on hit and block.

Aigis spins her hand like a drill for three hits. Quick start-up with a good number of active frames, as well as a strong forward hitbox, making it a very strong air-to-air attack. Easy to confirm from due to its multi hit nature, its a great tool for anti airing and scramble situations. During pressure it can be canceled into after J.B for a quick double overhead, and because of its multi-hits adding additional blockstun it can slow down DPs A move that has invulnerability during its startup, long recovery, and a rising motion. such as Labrys, Shabrys, Chie, and Naoto's, allowing for some mid pressure safejumps that would otherwise be impossible.

j.A's low blockstun, while leaving it vulnerable to gaps created by instant block A special type of blocking done by inputting a block immediately before blocking an attack. Usually improves frame data against blocked moves or gives more meter than a normal block or both., can be exploited to create tricky tick throw A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from. setups. It's also useful for jailing an opponent to the ground during air block strings by using its various cancels into other air normals on block.

j.B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
300 High 9 8 10 Head
Total: 26
  • Overhead.
  • Jump cancelable on hit and block.

Sharp drop kick. Used in pressure by boosting and hitting B quickly, as well as to control height in combos and as a safe jump A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening.. It has a bit of hitbox behind Aigis, allowing for tricky cross-ups, particularly with airturn.

j.2B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
200×3 All 9 P(3)P(3)P Total 27+6L Projectile
Total: 32
  • Treated as a special move.
  • Has 3 possible launch angles, depending on direction held.

Drops three grenades that scatter downwards. Good combo tool and ender. Can be used to set-up good oki From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. or just to control space at any time. Frequently appears in optimal mode change combos, dragging the opponent to the ground to setup for a mode change. The grenades have a vacuum effect and pull the opponent slightly closer to Aigis, letting her drag opponents out of the corner to crossup and steal it.

Persona Attacks

5C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
900 All 15 2 32 -15 Body Persona 1~Until Active All
Total: 48
  • Deceptively large range.
  • Blows the opponent back on hit.

Athena does a wide sweeping slash with her spear. Mostly used for its high blockstun and hitstun to safely activate or deactivate, but it can also be used in some combo routes for optimal damage. Often gatlinged The special category of cancels that describe how each character can cancel normals into other normals and specials. to 2C in Mode Change combos to set up a quick, meterless Megido knockdown.

2C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
700 Air Unblockable 19 3 27 -11 Body Persona 1~Until Active All
Total: 48
  • Launches on hit.
  • Forces Fatal Counter on Counter Hit.

Athena appears and strikes upward with her spear. Launches the opponent on hit but whiffs on crouching opponents. As a reactive anti-air, it's quite slow, but it is the only air unblockable available to Aigis at all times, as 2B is air unblockable only without bullets. Cannot be jump-cancelled on hit or block, although it can be special-cancelled into Mode Change or with Orgia actions. Primarily used in Mode Change combos, as the launch allows time to activate Orgia and connect Megido. Beware using 2C outside of combos, as its lengthy whiff recovery leaves Aigis open to a huge punish.

222C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
1100 All 26 2 21 -4 Body Persona 1~Until Active All
Total: 48
  • Situational, alternate version of 5C.

Athena lunges forwards and slices. Similar to 5C but with more range and longer start-up. Used in most corner combos for optimal damage or recharge. While its too slow to be used as a poke, 222C's incredible range gives it utility as a far reaching whiff punish tool.

It can also be gatlinged The special category of cancels that describe how each character can cancel normals into other normals and specials. after 5C on block for strong pushback with a sizeable gap between the two attacks. While this gap can be rolled, opponent's will be +1 relative to Aigis afterwards so her 5A can trade with 6 frame mashes or outright beat 7 frame or slower attacks. This is particularly effective after displacing Athena with 5D, allowing for fullscreen stagger pressure with 5D > 5C > 222C > 5D and delaying the opponent's approach.

5D/j.D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
5D (Guard) Total 33 Persona 17~91 Guard
5D (Attack) 800 All 26 18 Body Persona 1~48 Guard
j.D (Guard) - Total 24 Persona 29~103 Guard
j.D (Attack) 800 All 26 18 Body Persona 1~48 Guard
  • Counter attack.

Athena appears with a blue aura on her shield, and if an attack connects, she will rush across the screen with full invuln until recovery. If Athena gets hit again after the charge, she will disappear and Aigis will lose a Persona card. Good to prevent the opponent from mindlessly zoning if the shield can be set safely, to control space, and for checking an opponent's awareness. If the counter-attack is triggered, the opponent can easily evade or block the actual attack, though Aigis is free to rush in behind Athena.

While the catch frames are active, Athena travels forward along the ground, and Aigis is free to follow behind her or to displace Athena by separating from her. Once the catch frames have ended, Athena lingers on screen for quite a bit. If certain persona normals and supers are used while Athena remains on stage after the catch frames, those moves will begin from Athena's position, not Aigis's, including another 5D -- Athena will move forward from her current position, further separating herself from Aigis.

2D/j.2D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
2D (Guard) - Total 36 Persona 17~73 Guard
2D (Attack) 400×7 High 28 3×7 Body Persona 1~48 Guard
j.2D (Guard) Total 24 Persona 19~75 Guard
j.2D (Attack) 400×N High 25 3×N Body Persona 1~Until L+3 Guard
  • Counter attack.

Athena appears with a blue aura on her shield, and if an attack connects, she raises up and then dives down, hitting the opponent overhead multiple times. Athena is left vulnerable for a long time after the counterattack and cannot be recalled during this time. Unlike 5D, Athena will always appear at Aigis's position even if already out.

A genuinely terrible move, no known setups or utility in normal mode, as it has a very specific range and can easily whiff even when triggered by close range attacks. If the opponent blocks 2D, Aigis can setup for an easy unblockable by sweeping as 2D connects, leading to about 1000 damage into knockdown. However the circumstances for this to come up are extremely specific, and you're almost always better off just setting up 5D instead. In EXOP4AU Aigis ExtremeOrgiaMode.pngGuardStartupRecoveryTotal 3+(117 Flash)+3Advantage- however, this move is a monster allowing for unblockables after every nearly every knockdown due to EXOP4AU Aigis ExtremeOrgiaMode.pngGuardStartupRecoveryTotal 3+(117 Flash)+3Advantage- 2D's instant activation.

j.C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
400, 800 All 8 4(8)6 10 Head Persona 1~Until Active All
Total: 35
  • Hits twice.
  • Special and super cancellable.

Summons Athena to attack twice, first hitting with her shield, then her spear. j.C is one of the best normals in the game due to its speed, size, utility, and cancel options. However, the move can be low-profiled and the hitbox for both attacks will not connect if done too low to the ground. Aside from its use in nearly every combo, j.C is Aigis's primary way of contesting the spacing game, both in and out of Orgia, as well as creating deadly cross-ups with airdashes, Orgia movement, and airturn. Understanding how to properly space j.C is crucial to playing Aigis well -- if you beeline at opponents with Boost or an airdash into j.C, you will be punished and lose a card, but when spaced well, j.C can be difficult (even impossible) for some opponents to challenge, allowing for high-damage whiff-punishes and combo conversions.

j.2C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
900 All 15 2 31 Body Persona 1~Until Active All

Universal Mechanics

All Out Attack

5A+B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
300 High 28 5 32 -18 Body 9~28 Guard Strike
Total: 64

Hits overhead and follows up into two options: the C ender launches the opponent high into the air on hit, while D gives hard knockdown, or a wallbounce near the corner on Fatal Counter. Can be used in the middle of combos because of its "launching bounce" property, then followed up with a super. If OMC'd, it will leave Aigis airborne. Aigis's AoA has one of the most obvious animations and is fairly slow but it gains guardpoint early and takes Aigis airborne, so it can be used to go over specific attacks.

Sweep

2A+B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
700 Low 12 5 16 -6 Foot 4~16 C
Total: 32
  • Aigis's best combo starter.
  • Has chest invul but can low-profile non-chest property moves.

Aigis sweeps her leg low on the ground, knocking the opponent down. Travels surprisingly far and low-profiles many attacks if spaced well, including attacks that are not Chest attribute. Great mix up tool when in Orgia, with the 2AB > j.B sequence being particularly notable. Unsafe on block, but can be One More! Cancelled, cancelled with Orgia actions, other specials, or hop-cancelled to extend pressure and for mixup.

Ground Throw

C+D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
0, 0, 1100 Throw 5 3 25 Throw
Total: 32
  • Special cancelable in Orgia, super/OMC cancelable always.

Aigis attaches an explosive to the enemy and then blows them away, allowing the opponent to tech To recover from a knockdown or air hitstun state, usually by pressing a button. a fair distance from Aigis. Can be followed up in Orgia by canceling into Orgia Boost after the explosion or by OMCing as she attaches the bomb while not in Orgia. Interestingly Aigis has about a second of movement after attaching the bomb and OMCing, allowing her to reposition herself and the opponent by pushing them across the ground before the detonation occurs. This allows for significant corner carry and stronger followups.
Can be canceled into Orgia Boost and then kara canceled A type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup. into C Megido or Air Radial Cannon to extend combos without spending 21% for a Boost cancel.

Air Throw

j.C+D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
0, 0, 1400 Throw 4 3 19 Throw

Escape Change

B+D (Air OK)

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
BD 900 All 10 4 49+15L -51 Projectile 1~13 All
j.BD 900 All 8 4 Until L+15 Projectile 1~11 All
Total: 77
  • Switches between Orgia and normal mode.
    • Can be done even when overheated but will not switch modes.
  • Super-cancellable on hit and block.
    • Boost cancelable on hit in Orgia.

Aigis blasts the enemy away, then hovers backwards, gaining some distance. Can be prone to getting baited by jump cancels due to not having the best vertical hitbox. If cancelled early enough, Aigis will not switch in or out of Orgia Mode. Used at the end of some Orgia combos to link supers or to quickly switch modes at the expense of oki Short for "Okizeme" Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups..

Can be punished on normal hit in certain scenarios, but is highly unlikely since the punishes are expensive, and you will more often be landing this as a Counter Hit rather than raw. On CH midscreen Aigis can fly in and space a j.C to hit on frame 3 of an opponenets wakeup, before most characters can backdash, and catch most moves startups while safejumping This keyword does not have an entry in the Glossary reversals. Moves that can avoid this setup are moves with frame 2-3 invuln, such as Yukari's Feather Flip & Naoto's SB Combat Roll, however you can punish most normal rolls on reaction.

Guard Cancel Attack

6A+B while blocking

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
0 All 16 3 33 -19 Body 1~21 Guard All

Skill Attacks

Mode Change

22A/B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
22A Total 28
22B Total 21
22AB (Activate) Total 13 3~7 P
22AB (Deactivate) Total 20
All Versions

Aigis stalls briefly and changes modes. During Mode Change, Aigis herself is a hurtbox. If activating at neutral, be mindful of projectiles as well as the opponent - if you are interrupted while attempting to change modes, Aigis will not complete activating or deactivating.


22A
  • Ends Orgia without penalty.

Safest move to end Orgia with, but also relatively slow. Useful as an Option Select to avoid Elizabeth and Margaret's DPs A move that has invulnerability during its startup, long recovery, and a rising motion. during pressure by pressing j.B > j.22A during overheads, as on whiff the 22A will activate and on hit/block it will just be j.A.


22B
  • When deactivating, 22B forces overheat if the Orgia gauge is at half at lower.
    • Orgia overheat time is halved when manually triggered via 22B.

When activating Orgia, 22B is faster than 22A and lifts Aigis high in the air, allowing you to begin pressure with falling normals or to use the height to extend combos, making 22B integral to Mode Change combos into Orgia. Disable routes are also possible, giving full recharge by disabling mid route and extending the combo until recharge is complete.


22AB
  • Ends Orgia without penalty.

SB activate is quite fast and also lifts Aigis into the air, allowing for a near-instant overhead with a falling j.B. However, it does not lift Aigis as high as the B version. Its brief activation invuln gives it utility as vertical roll, allowing escape from grabs and pressure scenarios.

7th Gen Gatling Blast

236A/B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236A 400, 110, 55×9 All 16 Strike: 2
Bullets: P{(2)P}×9
35 -5 Body, Chest+Projectile×10
236B 400, 110, 55×19 All 21 Strike: 2
Bullets: P{(2)P}×19
55 -5 Body, Chest+Projectile×20
236AB 400, 90, 45×9 All 16 Strike: 2
Bullets: P{(2)P}×19
53 -3 Body, Chest+Projectile×20
  • Usable without bullets, but significantly worse.

Aigis draws her Gatling gun and shoots forward. If out of ammo, Aigis will still summon her gun, but no shots will be fired. The gun itself has a hitbox in this case. Has lots of recovery, making it easy to punish if the opponent jumps over you.


236A
Total: 70
  • Consumes 10 bullets.

Fast spray of bullets useful for finishing off opponents and breaking cards of opponents attempting to zone her. Knocks down on air hit, giving Aigis a moment to either setup screen control or close the gap.


236B
Total: 115
  • Consumes 20 bullets but can be extended by holding the button.
    • Bullets will be fired until Aigis runs out or the button is released.

Slower but the increased damage has utility for punishing laggy moves fullscreen. Has notable usage in corner combos, as it can be canceled into One More Burst or D Spear for extremely high damage routing. Can also be used as a risky method of emptying your clip to activate Extreme Orgia Mode.


236AB
Total: 108
  • Consumes 20 bullets but can be extended by holding the button.
    • Bullets will be fired until Aigis runs out or the button is released.

The speed of A with the damage potential of B, SB Chaingun has usage in the same scenarios as B but its faster startup lets it punish a wider variety of moves. Can be connected from 5C, allowing it to finish off opponents outside of Orgia while remaining burst safe.

Version P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). Level
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
236A 300 100, 100, 0x10 50 3
236B 300 100, 100, 0x20 50 3
236AB 300 100, 100, 0x20 50 3

236A:

  • Each P in active frames represents a projectile spawned


236B:

  • Holding the button will cause Aigis to continue shooting until releasing the button or running out of bullets
  • Damage for these extra bullets is 25×N
  • Each P in active frames represents a projectile spawned


236AB:

  • Holding the button will cause Aigis to continue shooting until releasing the button or running out of bullets
  • Damage for these extra bullets is 25×N
  • Each P in active frames represents a projectile spawned

7th Gen Vulcan Cannon

j.236A/B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
j.236A 100, 50×8 All 19 P{(2)P}×8 Until L+7 Projectile
j.236B 100, 50×13 All 25 P{(2)P}×13 Until L+7 Projectile
j.236AB 170, 85×13 All 21 P{(2)P}×13 Until L+7 Projectile
  • Usable without bullets, but only as a movement tool.

Aigis pushes herself back to take aim, settles into position in air, then fires a stream of bullets diagonally downward. All versions can be held to make Aigis descend as the bullets are fired.


j.236A
Total: 41
  • Consumes 9 bullets.
    • Fires closest to Aigis.

The version to use when opponents start running under 236B. Superb combo utility in corner routes after j.2C, and a strong angle to prevent rushdown characters from sprinting under Aigis. Also usable as a niche crossup option after a 22B Orgia disable.


j.236B
Total: 57
  • Consumes 14 bullets.
    • Fires at an angle that hits almost full-screen.

The held version is an amazing retreating and stalling button for recharge. Because of its dominant angle and how far back it sends her it's extremely difficult to punish. Allows for corner escapes, easy Orgia regeneration, and anti-air baits. Just be sure not to waste all your bullets using it.


j.236AB
Total: 53
  • Consumes 14 bullets (7 per stream).
    • Fires at both A and B version angles.
    • Ground bounces on hit.

Held version covers the entire screen in bullets, making approach Aigis nearly impossible during it. Links into Goddess Shield on hit, allowing for stylish round closing combos.

7th Gen Radical Cannon

214A/B (Air OK)

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214A 300, 700 All 29 Until Hit,30 Total 53 Projectile
j.214A 300, 700 All 29 Until Hit,30 Total 60 Projectile
214B 300, 900 All 35 Until Hit,30 Total 53 Projectile
j.214B 300, 900 All 29 Until Hit,30 Total 60 Projectile
214AB [300, 600]×2 All First Shot: 29
Second Shot: 32
{Until Hit,30} per Shot Total 53 Projectile
j.214AB [300, 600]×2 All First Shot: 23
Second Shot: 26
{Until Hit,30} per Shot Total 55 Projectile
  • Fatal Counter.
  • Button can be held/pressed to detonate mortar early.
  • Boost, Air Boost, and Hover cancellable in Orgia.
  • Aigis is not considered crouching during the ground versions.

Aigis pulls a cannon from her back and fires an anti-air bombardment. Pressing (or releasing if the button was held) the button corresponding to the version used detonates the mortar prematurely. If the button is only tapped, then the mortar will automatically travel full range before exploding. Radical Cannon is typically used in combos, but it can also be used as a neutral tool. The air versions can be performed after a jump, double jump, or superjump, preventing most anti-air attempts and making the threat of the explosion quite strong. The ground version of A Radical Cannon is primarily used in double Megido combos, as well as for oki From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.. The air versions of Radical Cannon are what comprise Aigis's high-damage mortar loops.

Version P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). Level
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
214A 300 100 50 3, 4
j.214A 300 100 50 3, 4
214B 300 100 50 3, 4
j.214B 300 100 50 3, 4
214AB 300 100 50 [3, 4]×2
j.214AB 300 100 50 [3, 4]×2

214A:

  • From 45F on, explosion starts up 1F after either button (same one used to input move) is pressed or released (when held)
  • Fatal Counter
  • Air versions are Hover Cancelable
  • Cancelable only by Boost Hovering and Air Boost
  • A and B versions are considered the same in regards to SMP


j.214A:

  • From 39F on, explosion starts up 1F after either button (same one used to input move) is pressed or released (when held)
  • Fatal Counter
  • Air versions are Hover Cancelable
  • Cancelable only by Boost Hovering and Air Boost
  • A and B versions are considered the same in regards to SMP


214B:

  • From 46F on, explosion starts up 1F after either button (same one used to input move) is pressed or released (when held)
  • Fatal Counter
  • Air versions are Hover Cancelable
  • Cancelable only by Boost Hovering and Air Boost
  • A and B versions are considered the same in regards to SMP


j.214B:

  • From 40F on, explosion starts up 1F after either button (same one used to input move) is pressed or released (when held)
  • Fatal Counter
  • Air versions are Hover Cancelable
  • Cancelable only by Boost Hovering and Air Boost
  • A and B versions are considered the same in regards to SMP


214AB:

  • From 41F on, explosion starts up 1F after either button (same one used to input move) is pressed or released (when held)
  • Fatal Counter
  • Air versions are Hover Cancelable
  • Cancelable only by Boost Hovering and Air Boost


j.214AB:

  • From 34F on, explosion starts up 1F after either button (same one used to input move) is pressed or released (when held)
  • Fatal Counter
  • Air versions are Hover Cancelable
  • Cancelable only by Boost Hovering and Air Boost

Skill Attacks (Orgia Mode)

Orgia Boost

during Orgia Mode

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
Orgia [66] Cancelable from 8F
Orgia [44] Cancelable from 12F 1~7 All
Orgia j.2AC Cancelable between 14~103F
Orgia j.AB Total 28 7~19 Strike/Projectile
Orgia Forward Dash (66)
  • When grounded and at neutral, 66 (dash) initiates Boost and takes Aigis airborne.
  • Cancelling moves with Boost can be performed with [6] or 66.
  • Boosting costs 6% Orgia gauge; Canceling into boost costs 21%. Drains frame 10.
  • Can be special canceled instantly to negate Orgia drain.

Boost replaces Aigis's normal airdash when in Orgia mode, giving her insane mobility and speed, as well as higher and floatier jumps with considerable momentum. On the ground, inputting 66 when in a neutral state will replace Aigis's non-Orgia ground dash with her Boost airdash, while in the air, Boosting can be performed after a jump or double jump to quickly close in on opponents. Many moves can be cancelled by Boosting, radically changing Aigis's mix-up and pressure. Being able to Boost-cancel and to control Aigis's Boost movement is crucial to playing her well.


Orgia Backdash (44)
  • Available on wake-up.
  • 1 frame longer than all other backdashes.
  • Backdash Costs 6% Orgia gauge, drains on frame 1
  • Can be special canceled instantly, leaves the ground on frame 5.

Unlike regular backdashes (including Aigis's non-Orgia backdash), Orgia backdash is not disabled on wake-up. Fully invuln for 7 frames. Aigis flies diagonally backward and upward, leaving her airborne on frame 5. Can be canceled into any special, including boost and another backdash; however, as with Boosting and Boost-cancelling, backdashing consumes Orgia gauge. Very useful for escaping pressure and reversals as well as baiting opponents into whiffing moves.


Orgia Hover (j.2AC)
  • Hover costs 6% Orgia gauge, drains on frame 5.
  • Can be special canceled instantly.
  • Hovers a maximum of 2 seconds.

Hovering stalls Aigis at her current height, preventing her from descending. As with all other Orgia actions, Hovering consumes Orgia gauge. Hover-cancelling is another important technique, as it's used in various combos, mortar loops, and for safe-jump set-ups. Aigis is not invuln while Hovering. Beware doing this too low to the ground and too close to opponents, as Aigis will be vulnerable to air-unblockable moves.

Holding down or any of the buttons will make her stop hovering, it's required to do the input for hover and releasing the input to keep hovering.


Orgia Boost (j.AB)
  • Command airdash. Travels a pre-set distance.
  • Strike and projectile immune, but not throw immune.
  • Orgia Boost Costs 6% Orgia gauge, drains on frame 7.
  • Cannot be canceled out of.

Performs a command airdash with strike invuln. Air Boost is sometimes referred to as an "air roll" due to its similarity to ground rolls (Evasive Actions). The move has a fair amount of recovery; it also lacks projectile invuln, unlike Aigis's ground Evasive Action. Costs Orgia gauge. Used for positioning in combos and to cancel the recovery of certain attacks, particularly the air versions of Radical Cannon. If timed appropriately, the invuln frames can armor through Bursts and some attacks, particularly anti-airs.

Megido Fire

Persona Required 236C/D in Orgia Mode (Air OK)

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236C 598, 200, 100×3, 1300 All 15 9×3,6 7+7L -5 Body
j.236C 598, 200, 100×3, 1300 All 17 9×2,3 Until L+15 Head
236D 598, 200, 100×3, 1300 All 12 9×3,3 6+9L -3 Body
j.236D 598, 200, 100×3, 1300 All 12 9×3,3 Until L+12 Head
236CD 348, 100, 50×12, 1400 All 13 9×3,3 4+4L +4 Body
j.236CD 348, 100, 50×12, 1400 All 14 9×3,3 Until L+9 Head
  • Costs 6% Orgia gauge
  • On block, can be super-cancelled into Goddess Shield before Aigis lands.
  • While spinning through the air, 4f after startup until 1f after the followup, can input the same command to change trajectory once.
  • Causes hard knockdown.

Aigis lights herself on fire and hurls herself at the opponent. On hit, Athena strikes the opponent multiple times with a fire spiral then spikes the opponent straight down; the follow-up is not performed on block. During the second part of the attack, Aigis lands and recovers while Athena continues the assault. Aigis's high damage output comes from this move, making it a staple in combos, and since the opponent is left in hard knockdown, Aigis is able to safely continue her offence afterward.

On the ground, the C version sends Aigis flying forward a short distance, while the D and SB versions fly diagonally up and back down in an arc. In the air, the C version follows Aigis's current trajectory or causes to Aigis float in the air if she happens to be floating; the move follows her momentum. The D and SB air versions move upwards diagonally before falling down.

Aigis cannot use Persona abilities while Megido is active, nor can Megido be performed if Athena is already committed (for example, if a D Persona move is active, Aigis cannot perform Megido until the catch frames have ended).

Version P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). Level
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
236C 500 500, 0×5 50, 1000 3×5, 5
j.236C 500 500, 0×5 50, 1000 3×5, 5
236D 500 500, 0×5 50, 1000 3×5, 5
j.236D 500 500, 0×5 50, 1000 3×5, 5
236CD 300 300, 0×14 50, 1000 3×15, 5
j.236CD 300 300, 0×14 50, 1000 3×15, 5

236C:

  • On block, base damage is 598×4, and hitstop 7F per hit
  • Can only Super Cancel on block into Goddess Shield until Aigis lands
  • While spinning through the air, 4f after startup until 1f after the followup, can input the same command to change trajectory once


j.236C:

  • On block, base damage is 598×3, and hitstop 7F per hit
  • Can only Super Cancel on block into Goddess Shield until Aigis lands
  • While spinning through the air, 4f after startup until 1f after the followup, can input the same command to change trajectory once


236D:

  • On block, base damage is 598×4, and hitstop 7F per hit
  • Can only Super Cancel on block into Goddess Shield until Aigis lands
  • While spinning through the air, 4f after startup until 1f after the followup, can input the same command to change trajectory once


j.236D:

  • On block, base damage is 598×4, and hitstop 7F per hit
  • Can only Super Cancel on block into Goddess Shield until Aigis lands
  • While spinning through the air, 4f after startup until 1f after the followup, can input the same command to change trajectory once


236CD:

  • On block, base damage is 348×4, and hitstop 7F per hit
  • Can only Super Cancel on block into Goddess Shield until Aigis lands
  • While spinning through the air, 4f after startup until 1f after the followup, can input the same command to change trajectory once


j.236CD:

  • On block, base damage is 348×4, and hitstop 7F per hit
  • Can only Super Cancel on block into Goddess Shield until Aigis lands
  • While spinning through the air, 4f after startup until 1f after the followup, can input the same command to change trajectory once

Pandora Missile Launcher

214C/D in Orgia Mode (Air OK)

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214C 300×5 All 21 P(6)P(6)P(6)P(6)P Total 67+9L Projectile 8~59 P
214D 300×5 All 21 P(6)P(6)P(6)P(6)P Total 67+9L Projectile 8~59 P
214CD 150×15 All 21 P{(6)P}×14 Total 127+9L Projectile 8~119 P
  • Fatal Counter.
  • Costs 6% Orgia Gauge
  • C version shoots missiles forwards.
  • Ground D version shoots missiles upwards.
  • Air D version shoots missiles downwards.
  • SB version fires 3 times as many missiles which travel faster.

A missile container extends from Aigis's back and she fires a missile barrage forward. Pandora has quite a bit of start up, but also a considerable amount of projectile invuln. It can be used to keep the opponent out or lock them down full screen. At close range, this move is much risker as throws and strikes will easily beat it during start-up. The missile container itself has a hitbox that extends behind Aigis.

SP Skill Attacks

Goddess Shield

Persona Required 236236C/D (Air OK)

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236236C 2000 All 4+(58 Flash)+9 24 35+14L -31 Body 1~12 All
13~32 Guard All
j.236236C 2000 All 4+(58 Flash)+9 24 Until L+14 Body 1~12 All
13~32 Guard All
236236D 2500 All 4+(58 Flash)+17 24 36+14L -32 Body 1~22 All
23~30 Guard All
j.236236D 2500 All 4+(58 Flash)+9 24 Until L+14 Body 1~19 All
20~40 Guard All
236236CD 1400×2 All 4+(58 Flash)+9 24(6)24 35+14L -31 Body 1-14 All
13-32 Guard
j.236236CD 400, 200×13 All 4+(58 Flash)+9 1×24 Until L+14 Body 1-20 All
21-41 Guard
  • All ground versions are Fatal Recovery.
  • SB Version Attacks twice.
  • Aigis is considered crouching during recovery.

Aigis summons and rides Athena across the screen in a massive hitbox. Good combo ender when the damage will kill. This super can be used to punish certain moves and, with the meter to One More! Cancel on block, close in on opponents. On hit, Goddess Shield can cancel into Heavenly Spear by buffering the 214214 input while Aigis charges forward and pressing the C or D button right as the shield connects; Goddess Shield SB can only be linked to Heavenly Spear on the second hit. All versions are active until Aigis makes contact with an opponent or reaches the corner, so on whiff, Aigis will land in the corner. Air versions can only link into Heavenly Spear when hit high midscreen.

C Version
Total: 85

Solid reversal that covers annoying fullscreen moves. Can counter supers like Ken's Fire Breath on reaction to super flash and is reliable for cashing out midscreen combos for a kill. Also useful to brute force your way out of the corner or annoying pressure strings such as Ken's infinite blockstrings or Elizabeth's Thanatos rps. The air version is not great when compared to the D version, so if you're planning on using it as a hard read consider using OrionP4AU Aigis Orion.pngGuardThrow (300)Startup10+(54 Flash)+6~14RecoveryUntil L+9Advantage- instead.


D Version
Total: 96

Bigger, stronger and slower then the C version with more use in corner combos and as an aerial finisher. More rarely, used as a stronger punish against extremely laggy supers such as Yukiko's Agidyne or Akihiko's Maziodyne.


SB Version
Total: 115

Fantastic for cashing out in combos both in the air and on the ground, allowing for quick kill combos off weird confirms. Aigis can One More! Cancel during the startup of the 2nd hit to setup Athena to charge while remaining fully actionable herself. The 2nd hit of the grounded version is a cheeky knowledge check against new players who do not realize it swings twice.


Version P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). Level
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
236236C 1000 100 50 5
j.236236C 600 500 50 5
236236D 1000 100 50 5
j.236236D 600 500 50 5
236236CD 1000 100 50 5
j.236236CD 600 500 50 3

236236C:

  • Fatal Recovery
  • Immediately enters recovery on hit/block
  • Invul immediately disappears on hit/block
  • Can super cancel into Heavenly Spear on hit/block
  • Minimum damage 800


j.236236C:

  • Fatal Recovery
  • Immediately enters recovery on hit/block
  • Invul immediately disappears on hit/block
  • Minimum damage 800


236236D:

  • Fatal Recovery
  • Immediately enters recovery on hit/block
  • Invul immediately disappears on hit/block
  • Can super cancel into Heavenly Spear on hit/block
  • Minimum damage 1000


j.236236D:

  • Fatal Recovery
  • Immediately enters recovery on hit/block
  • Invul immediately disappears on hit/block
  • Minimum damage 1000


236236CD:

  • Fatal Recovery
  • Immediately enters recovery on hit/block of 2nd hit
  • Can super cancel into Heavenly Spear after second hit on hit/block
  • Minimum damage 560×2 (1120)


j.236236CD:

  • Max 16 hits
  • Minimum damage 160, 80×15 (1360)

Multi Mounted Machine Gun Orion

j.236236A/B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
j.236236A 0, 910, 142×32 Throw (300) 10+(54 Flash)+2~9 3 Until L+9 Throw 1~(14~21) All
j.236236B 0, 910, 142×32 Throw (300) 10+(54 Flash)+6~14 3 Until L+9 Throw 1~(18~26) All
j.236236AB 0, 910, 142×32 Throw (300) 10+(54 Flash)+0~14 3 9 after landing Throw 1~(10~26) All
  • Whiffs on crouching opponents.
  • Manouverability is increased in Orgia
  • Available while persona broken

Air grab that hits both jumping and standing opponents, but whiffs on crouchers. After the superflash, Aigis flies forward, then initiates the throw. If successful, the opponent will be forced into the corner while Aigis summons four gatling guns and fires at will. Despite the animation, the super consumes no bullets. All versions have the same pre-flash start-up, while the post-flash start-up for the grab itself is decreased the closer Aigis is to the opponent. All versions deal the same amount of damage. Aigis's trajectory can be controlled during the super and has considerably increased maneuverability in Orgia mode.

On hit, Orion does sizable damage, gives corner and oki From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. but can not be followed up, making its best usage as a finisher against opponents who air teched out of a combo. It is also possible to cancel into Orion after Escape Change, allowing for some super cancel mind games if your opponent block your DP A move that has invulnerability during its startup, long recovery, and a rising motion.. Its inability to be canceled with One More! Cancel or One More! Burst means Orion's utility is restricted considerably when comparing the damage dealt to the resources spent.

A Version

The worst version of an already situational super. Short distance covered combined with bad maneuverability even in Orgia means you need to read your opponent like a book to use this effectively. Use B version instead. The best version to use after a blocked j.A in the air however, as it has the perfect speed to catch opponents after blockstun ends.


B Version

Tech trap, counter super, flashy callout, and invulnerable movement option all rolled into one. B has the highest maneuverability and distanced covered compared to all other versions, meaning even if the opponent reversals or crouches underneath it on super flash you can fly a safe distance over their head and remain unpunishable. In Orgia mode you can bank up or down at an extreme angle, allowing for nearly inescapable air to air punishes.

One of Orion's greatest strengths is denying air unblockable setups or tech traps, as Aigis can use Orion after air teching and proceed to threaten nearly any position on the screen.


SB Version
  • Hits frame 0 after super flash against nearby opponents

An incredibly hard jump read. Unfortunately it hitting frame 0 doesn't stop opponents from crouching during super flash meaning it has little to no use during pressure. This does not matter if the opponent is airborne when you use it; however, leading to checkmate scenarios where one read on the opponent's trajectory can steal a round.

Version P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). Level
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
j.236236A 0 1000, 0×32 50 0, 4, 3×32
j.236236B 0 1000, 0×32 50 0, 4, 3×32
j.236236AB 0 1000, 0×32 50 0, 4, 3

j.236236A:

  • Aigis travels forward until in range, then throws after 4F
  • If opponent is not within range 5F after super flash, then Aigis does not attack and the next frame loses invul and begins recovery
  • Can steer by holding direction
  • Minimum damage 273, 42x32 (1617)


j.236236B:

  • Aigis travels forward until in range, then throws after 4F
  • If opponent is not within range 10F after super flash, then Aigis does not attack and the next frame loses invul and begins recovery
  • Can steer by holding direction


j.236236AB:

  • Aigis travels forward until in range, then throws after 4F
  • If opponent is not within range 10F after super flash, then Aigis does not attack and the next frame loses invul and begins recovery
  • Can steer by holding direction

Awakened SP Skill Attacks

Heavenly Spear

Persona Required 214214C/D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214214C 2500 All 4+(62 Flash)+3 60 Total 41+9L +4 Projectile 1~8 All
214214D 200×10 All 4+(54 Flash)+11 4×10 Total: 49+4L -7 Projectile 1~16 All
214214CD 2800 All 4+(64 Flash)+1 60 Total 48+9L +4 Projectile 1~6 All
  • All versions of Heavenly Spear are Fatal Recovery.
  • Heavenly Spear C and SB Fatal Counter.
  • Projectile attribute, so opponents can roll the attack on flash for a punish combo.
  • Often shorthanded as 'Spear'

Athena appears and throws her spear upwards. An incredible reversal that nullifies many characters' safejumps This keyword does not have an entry in the Glossary. This move is a multifaceted killer with a variety of uses in combos, cash outs, and escaping tricky situations. However, beware the deadzone slightly in front of Aigis where it will whiff against opponents moving towards her.

C Version
Total: 50

Aigis' primary "stop safejumping me" button. Great for ending combos with a burst safe cashout. On Fatal Counter, it links into itself for a deadly double super 4k.


D Version
Total: 53

Multi-hitting version that lets Aigis follow up with a full combo. Links into more spears on hit, giving it utility for racking on damage before a C Spear finisher.


SB Version
Total: 57

One of the fastest moves in the game at 5 frames startup, SB does everything C does but better. Does 450 extra minimum damage if chained into after Goddess Shield, making it particularly useful for Shadow Aigis.

Extreme Orgia Mode

214214A+B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
Total 3+(117 Flash)+3 1~End All
  • Only available if Aigis is out of bullets, overheated, and for 150 SP. Shadow Aigis cannot activate this super.
  • After startup, persona cards, bullets, and Orgia gauge will recover. Attack power of all attacks will be raised by 1.2 afterwards.
  • D normals perform counterattack immediately.
  • Aigis regenerates HP at a rate of 120 HP a second for the duration of EXO.
  • After Extreme Orgia Mode ends, Aigis will return to Orgia overheat.

Aigis's "secret" super, an amplified version of Orgia mode. Once the super is activated, Aigis will stall briefly and unleash Extreme Orgia Mode as bullets, cards, and Orgia will be restored. For the duration of EXOExtreme Orgia Mode, the Orgia gauge will glow blue and drain at a flat rate; additionally, Aigis' boost becomes fully projectile immune, allowing her to completely ignore supers and ranged attacks that would slow her assault. While EXOExtreme Orgia Mode allows for some deadly mix-ups and combos, going for the super whenever you have 150 meter is a recipe for disaster, as savvy opponents will push the offensive when they see Aigis draining bullets. If you are bold enough to enter EXOExtreme Orgia Mode, however, Aigis's increased mobility and attack power will sometimes make up for the effort.

Instant Kill

Heritage Liberator Palladion

Persona Required j.222C+D when IK Conditions are met

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
K.O. All 1+(15 Flash)+50 P(8)P(8)P(8)P(12)P Until L+29 Projectile 1~114 All

Once active, Aigis fires a variation of 7th Gen Vulcan Cannon, consuming 12 bullets. On hit, Athena impales the opponent before Aigis finishes them off, then drops to the ground overheated. Like all IKs, Aigis's is slow with a large number of invuln frames, and is largely useless due to how slow it is. The attack can be blocked or rolled, and it will whiff completely at most screen spacings. When out of ammo, Aigis will not use Vulcan Cannon during the IK. Only usable in the air, but cannot be canceled into from boost due to it being a special move.

Never use this move. It is one of the worst IKs in the game and should only be used to punish exceptionally laggy moves, such as Yukari's Hyper Feather☆Shot or Narukami's Ziodyne, on reaction to super flash while you happen to be airborne.

Colors


Navigation

 Aigis



To edit frame data, edit values in P4U2R/Aigis/Data.