Starter | Extension | Ender | Damage | SP Gain | Difficulty | Notes | |
---|---|---|---|---|---|---|---|
2A+B > 66 j.B | 5AAAAA > OAD > j j.C > j.236D | 4 > 2B > jc > j.A > j.B > j.2B | 3077 | 43 | Medium | Optimal meterless sweep route midscreen, high megido so optionally do a disable recharge instead of the side switch corner carry. | Video |
2A+B > 66 j.B > 2B | jc > j.A > j.C > j.236D | 22A > 2B > jc > j.A > j.B > j.2B | 2939 | 27 | Medium | The "Oh no I confirmed into 2B but don't have any meter" route. | Video |
2A+B > 66 j.B > 2B | 8.jc > j.C > j.236D | 214B > 214A > 236C | 3568 | 38 | Hard | Optimized for damage meterless sweep route. Delay the megido for height, if it feels too low just do 214A | Video |
2A+B > 66 j.B > 2B | jc > j.C > j.236C+D | 6 214B > 214A > j j.C > j.236D | 4007 | -10 | Medium | Typical and largely burst safe 25 SP kill route off sweep. | Video |
2A+B > 66 j.B > 2B | jc > j.C > j.236C+D | 214B > 6 5C > jc > j.C > hover > j j.C > j.236D | 4341 | -9 | Hard | Optimal 25 SP kill route off sweep. | Video |
2A+B > 66 j.B > 2B | jc > j.C > j.236C+D | 22A > 214B > 214A > 2C > 22B > j j.C > j.236D | 3970 | -10 | Hard | Double Switch Optimal off sweep midscreen. | Video |

Combo Notation Guide | Character Name Abbreviations | |||||||||
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|
Useful Documents
Ethral's Shadow Aigis Combo Doc
Important Terms
- oad = Orgia Air Dash. j.AB while in Orgia Mode.
- hover = j.2AC while in Orgia Mode.
- ml = mortar loop. 214A/B > hover > 214A/B > hover, while in Orgia Mode.
Introductory BnBs
The following are the basic combos to know to succeed day 1 with Aigis. They cover entering Orgia mode safely, and abusing her high damage off basic confirms in Orgia. These combos remain useful at every level, so learning them is worth it anyway.
Combo | Position | Damage | SP Gain | Notes | Video |
---|---|---|---|---|---|
5A > 5B > 2A+B > 22B | Anywhere | 688 | 6 | Useful combo into 22B mode change, sets up for a 664 j.B safejump, letting you continue pressure without fear of being reversal'd. | Video |
5A > 5B > 5C > 22B/236A | Anywhere | 1206 | 11 | 5C sets up space between Aigis and the opponent as she's recharging Orgia, buying her time to recharge more gauge. | Video |
5A > 5B > 5C > 2C > 22B > j.236D | Corner | 1655 | 18 | Corner mode change into megido. j.236D always sets up for a safejump, just jump and falling j.B as the opponent hits the ground. | Video |
j.C > j.236D > 2B > jc > j.A > j.B > j.2B | Anywhere | 1961 | 17 | Orgia megido combo that works off any stray hit into megido. 2B > 236D is a strong anti air combo that can be extended in the same way. The j.2B finisher also sets up for a safejump. | Video |
j.B > 2A > 5B > 2A+B > 236C > 214A > j j.C > j.236D | Anywhere | 2765 | 33 | Orgia j.B BnB off any overhead, big reward off an instant overhead 66 j.B. Works off any starter, but j.B is the easiest and most damaging one. | Video |
5AA > jc > j.C > j.236C+D > 214B > j j.C > j.236D | Anywhere | 2678 | -14 | Orgia SB megido extension that's often used in place of a normal D megido for increased damage. SB megido combos them for so long you can setup a mortar to hit them before they land. | Video |
2A+B > 66 j.B > j.C > 5B > jc > j.C > j.236C+D > 214B > j > j.C > j.236D | Anywhere | 3558 | -10 | Orgia sweep combo, very useful as a poke or a low in pressure. If sweep is blocked j.B immediately strikes as an instant overhead. | Video |
Midscreen
Remember that 5A and 2A are tied for Aigis' worst starters, so if a combo starts with them it'll work even better off any other starter.
Mode Change
Starter | Extension | Ender | Damage | SP Gain | Difficulty | Notes | |
---|---|---|---|---|---|---|---|
5AA | dl jc > j.A > j.B > j.2B | 2A > 5B > 2C > 22B > 236D | 1558 | 21 | Easy | Easiest mode change megido combo, delay the jump cancel from 5AA a lot and the rest will connect naturally. | Video |
5AAAA | dl ad > j.2B > 22B | - | 950 | 9 | Easy | Autocombo setup into knockdown with 22B safejump. Instead of going for 664 j.B you can just do falling j.C for a safejump. | Video |
5AAAA | dl ad > j.2B > j.B | 66 5A > jc > j.A > j.B > j.2B | 1348 | 15 | Medium | Orgialess Extension to stall recharge, useful in burnout. To get the j.B to come out you need to instantly j.2B after the airdash and mash j.B as you fall. | Video |
5AAAA | dl ad > j.2B > j.B | 5B > 2C > 22B > j j.C > j.236D | 1962 | 18 | Medium | BnB Mode Change combo, timing is much easier on a j.B starter, which is how you'll often land this combo anyway. | Video |
5AAA | j.214B > j.2B > j.B* | 5B > 2C > 22B > j j.C > j.236D | 2231 | 20 | Hard | The Ethral mode change, optimal damage but doesn't work on Yosuke and Aki. *On those 2 replace j.B with j.C. Delay the third hit of 5AAA to make the timing easier. | Video |
j.C(1) > 5B | 2C > 22B > j j.C > j.236D | - | 2109 | 20 | Easy | j.C Mode Change BnB. Used on spaced jump ins and jump back j.C throw baits. | Video |
j.B > j.C(1) | j j.A > j.B > j.2B | 2A > 5B > 2C > 22B > j j.C > j.236D | 2268 | 26 | Easy | Crossup j.B j.C combo, useful in recharge pressure. | Video |
j.B > j.C(1) | j j.A > j.B > j.A > jc > j.A > j.B > j.2B | 66 5A > jc > j.A > j.B > j.2B | 1488 | 15 | Easy | Burnout crossup j.B j.C combo, recharges more gauge with good corner carry. | Video |
j.C(2) | j j.A > jc > j.A > j.B > j.2B | 5A > 5B > 2C > 22B > j.236D | 2139 | 24 | Easy | Easy mode switch off both hits of j.C. Usually get this off of IAD j.C in neutral. | Video |
j.C(2) | hj j.A > dl j.B > dl j.2B | 2A > 5B > 2C > 22B > j j.C > j.236D | 2579 | 28 | Medium | Optimal both hits of j.C route, big damage and corner carry. | Video |
AA 2B | hjc > j.A > dl j.B > dl j.2B | 2A > 5B > 2C > 22B > j j.C > j.236D | 2371 | 26 | Medium | Optimal Anti Air 2B hit confirm, if the high jump is difficult to time resort to the j.A jc j.A route above. | Video |
Orgia
Very Important: You can boost cancel by just holding 6, you don't need to do 66 input in 2.0. Just hold 6, it makes it WAY easier!
5A > 5B > 2A+B > 236C > 22A > 66 5A > jc > j.A > j.B > j.2B
1710 damage, builds 20 SP.
Low on Orgia but still want knockdown? After a 236C or a high j.236D you can quickly disable Orgia and pickup with microdash 5A into a staircase combo to recharge gauge and still get knockdown with 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.. If you're midscreen, confirming from 5A into the complete 5AAAAA autocombo is also effective, as it gives knockdown on wall bounce. Works off any starter that leads into 236C, such as j.B or a low j.C
j.C > 236C+D > 22A > 214B > 214A > 2C > 22B > j j.C > j.236D
3867 damage, costs 25 SP.
Important Orgia recharge technique midscreen, allows Aigis to extend her gauge usage and keep her Vortex An offensive sequence that starts with a very difficult to block mixup, which then causes a knockdown if it works and loops back into the same mixup over and over again. going. Works off most starters that launch midscreen, but you must use SB megido early in a combo, because at higher scaling the 2C will drop. To get both mortars you must be pressed up against the opponent during SB megido. If Aigis falls past them without touching the opponent than you can only get a single mortar ... > 214B > 2C > 22B > j.236D
which has similar reward but much easier execution.
Starter | Extension | Ender | Damage | SP Gain | Difficulty | Notes | |
---|---|---|---|---|---|---|---|
5A > 5B > 2A+B | 236C | 214A > j j.C > j.236D | 2252 | 32 | Beginner | Orgia Midscreen BnB, you'll go into this off any overheads or unexpected hits, like 2a 5a confirms. From a j.B/j.A starter replace 5A with 2A for more damage. | Video |
5A > 5B > 2A+B | 236C | 22A > 5AAAAAA | 2955 | -15 | Beginner | Disable into autocombo route, useful for corner carry & recharging gauge. Useful off any 236C or high megido combo. | Video |
5AAAAA | OAD > j j.C > j.236D | 4 > 2B > jc > j.A > j.B > j.2B | 2345 | 40 | Medium | Orgia autocombo route for extreme corner carry and meter gain. Because you can't run in Orgia, you have to slowly walk behind them during the megido to get pickup. | Video |
j.B > 2A > 2A+B | 236C+D | 6 214B > 214A > j j.C > j.236D | 3428 | -16 | Medium | SB Megido confirm off j.B, useful to setup into cash out kills. | Video |
j.C(1) > 5B | 236C | 214A > j j.C > j.236D | 2677 | 30 | Beginner | Go to low j.C meterless combo. Use this after tri-jump crossups. | Video |
j.C(1) > 5B | jc > j.C > j.236C+D | 6 214B > 214A > j j.C > j.236D | 3535 | -13 | Medium | Classic Metered Extension off j.C, uses a double mortar to do more damage, but just a 214B works if you're too far for both mortars to connect. | Video |
j.C(1) > 5B | hjc > j.C > j.214A+B > hover > j.214B > hover > j.236C+D | 214B > j j.C > j.236D | 4043 | -38 | Medium | 50 meter mortar loop route, stylish and useful to end rounds. Works off nearly any 5B/2B hjc as an easy way to spend an extra 25 meter. | Video |
j.C(1) > 5B | 2C > hop > j.236D | 214A > j j.C > j.236D | 2631 | 33 | Easy | Burst bait j.C routing, if they burst during 2C startup it whiffs and you can punish with any starter. Essential for dodging bad bursts and stealing rounds. | Video |
j.C(1) > 5B | 2C > hop > j.236C+D | 6 214B > 214A > j j.C j.236D | 3322 | -15 | Medium | 25 Meter kill route off the burst bait routing. | Video |
j.C(1) | j.236D | 2B > jc > j.A > j.B > j.A > jc > j.A > j.B > j.2B | 2056 | 19 | Easy | First hit of j.C into megido optimal, excellent for fly by crossup j.C's | Video |
j.C(2) | j.236D* | 214A > j j.C > j.236D | 2859 | 32 | Easy | Highest Meterless damage you'll get off midscreen j.C(both hits). *Needs to be a high Megido, if you think its not high enough just go for a 2B pickup. | Video |
AA 2B | 236D | 2B > jc > j.A > j.B > j.A > jc > j.A > j.B > j.2B | 2081 | 21 | Easy | Anti Air side swap combo, easy to confirm into and has great corner carry. | Video |
AA 2B | jc > j.C > j.236D | 214A > j j.C > j.236D | 2798 | 34 | Easy | Anti Air 2B combo using a high megido. You can switch out and get a 5A pickup if you're low. | Video |
Starter | Extension | Ender | Damage | SP Gain | Difficulty | Notes | |
---|---|---|---|---|---|---|---|
2A+B > 66 j.B > 2A | 5C > jc > j.C > hover > jc > j.C > j.236D | 2A > jc > j.A > j.B > j.2B | 3140 | 31 | Medium | Bullet-less sweep corner carry confirm. High megido, 5C > jc > j.C drops on Teddie. | Video |
2A+B > 66 j.B > 2A | 5C > jc > j.C > j.236C+D | 6 214B > 214A > j j.C > j.236D | 3990 | -9 | Medium | Largely burst safe 25 meter kill route. Doesn't work on Teddie. | Video |
2A+B > 66 j.B > 2A | 5C > jc > j.C > j.236C+D | 22A > 214B > 214A > 2C > 22B > j j.C > j.236D | 4027 | -8 | Hard | Harder then the bullet double switch route due to more higher proration. Doesn't work on Teddie. | Video |
Corner
Aigis' corner combos focus on chaining her 3 C normals, 5C 222C & j.2C, without repeating any of them, as they all do massive damage but have terrible Same Move Proration (SMP). Her method of chaining them together depends on the mode she's in, with recharge mode typically having the more optimal routing. The most important move to keep track of during corner combos is 5C, as while using 5C early allows for great corner carry, saving it for the ender results in more damage and recharge.
Mode Change
Starter | Extension | Ender | Damage | SP Gain | Difficulty | Notes | |
---|---|---|---|---|---|---|---|
5A > 5B > 5C | iad j.B > j.2C > j.236[A] | 66 j j.A > j.B > j.2B | 1890 | 19 | Easy | Near Corner gap closer, very consistent and looks stylish. | Video |
5A > 5B > 5C | iad j.C > hj j.A > j.2C > j.236[A] | 66 j.A > j.B > j.2B | 2135 | 23 | Medium | Works from slightly further away from the corner. | Video |
5A > 5B > 5C | 222C > iad > j.C | hjc > j.A > j.B > j.2B | 2212 | 24 | Medium | Works from even FURTHER away, but higher proration. | Video |
5AA | jc > (j.B) > j.2C > j.236[A] | 66 5C > 222C > 214A > 2C > 22B > j j.C > j.236D | 2974 | 37 | Easy | Late 5C combo, excellent damage and recharge. | Video |
5AAAAA | ad > j.B > j.2C > j.236[A] | 66 5C > 222C > jc > air turn j.B > j.2B | 2643 | 40 | Medium | The Sidex corner combo, excellent meter gain & recharge. | Video |
j.B > j.C(1) | j j.A > j.2C > j.236[A] | 66 5C > 222C > 214A > 2C > 22B > j j.C > j.236D | 3680 | 39 | Easy | Overhead low j.C launcher confirm | Video |
Ending Combos in Recharge
To effectively end a combo outside of Orgia you need to keep track if you've used 5C prior to j.2C > j.236[A]. If you haven't used 5C yet, go for a ground dash 5C > 222C ender. If you've already used 5C however (Such as during a corner carry route) go for one of the lower routes.
A combo's proration is largely affected by the starter and the number of moves in the combo. A bad starter such as 5A or 2A will give the combo high proration, while a good starter like j.B or 5B will have low proration.
Route | 5C Used | Notes |
---|---|---|
... > 66 5C > 222C > 214A > 2C > 22B > j j.C > j.236D | No | Best Corner ender, but only works at low proration. j.C can be cut if you're worried it'll drop, as 22B > j.236D is more stable. |
... > 66 5C > 222C > 214A > jc > air turn > j.B > j.2B | No | 2nd Best Corner ender, works at much higher proration. 214A can be cut if the proration is too high. The reverse j.2B pulls them out of the corner and sets up for a potential corner steal. |
... > 222C > iad j.B > j.2B | Yes | Good damage but a bad safejump with 22B j.B, doesn't beat faster reverals (frame 7s and faster) but still good against characters like Narukami with only 10 framers. |
... > 66 j j.A > j.B > j.2B | Yes | More stable ender that stalls more time for recharge, has a much better safejump but does less damage then 222C routing. |
... > 66 j air turn > j.B > j.2B | Yes | Another setup into a potential corner steal, needs a bit lower proration then a j.A j.B j.2B route. |
... > 66 > 2C > 22B > j j.C > j.236D | Yes | Megido ender, burns some Orgia but allows for perfect safejumps so its very useful against Yosuke or Kanji to prevent their weird DPs from ruining your pressure. |
... > 66 5AAAA > j.236[B] > 66 > 2C [reset] | Yes | Itoshi's reset, catches every tech direction with massive reward (4.9k for 25 meter). If they catch on and don't air tech you just take the knockdown and safejump. |
... hj j.A > j.2C > j.236[A] > 66 j j.A > j.B > j.2B | Yes | Strong ender used during iad j.C routes, but requires low proration or the j.A > j.2C will drop. |
... hj j.A > j.B > j.2B > 5A > jc > j.A > j.B > j.2B | Yes | Most Stable corner ender for iad j.C routes, works at high prorations but when in doubt remove the 5A pickup. |
Orgia
j.C(1) > 5B > jc > j.C > j.236C+D > 22A > 214B > j j.2C > j.236[A] > 66 5C > 222C > 214A > 2C > 22B > j j.C > j.236D
4363 damage, costs 25 SP.
This is the reason why Aigis spends meter so freely in the corner. Trading meter for gauge recharge + massive damage makes any confirm into j.236C+D a deadly one, easily surpassing 4k on any hit. Can be confirmed from any launcher, such as 5AA, j.C or 2A+B. In longer combos the j.C at the end becomes very tight to link, so just go directly from 22B into j.236D.
Remember to jump into the corner after 5B. Otherwise Aigis will crossup during the Megido making follow-ups really hard.
Note: Whenever you jump cancel after a 5C near the corner, always jump TOWARDS the corner, not straight up. Jumping straight up will make j.2C > j.236[A] not connect.
If you drop your 22A Orgia disable input don't panic, you can always continue the combo just now you won't get recharge from it. Just continue the route until j.236[A] and then finish with 222C > jc > j.C > j.236D.
Starter | Extension | Ender | Damage | SP Gain | Difficulty | Notes | |
---|---|---|---|---|---|---|---|
2A > 5B > 2A+B | 236C > 22A > 2B > jc > j.B > j.2C > j.236[A] | 66 5C > 222C > jc > air turn > j.B > j.2B | 2579 | 36 | Medium | Corner Meterless recharge route off any starter. Air turn j.B > j.2B lets you crossup and corner steal from the opponent. | Video |
j.B > 2A > 2A+B | 236C > 22A > 2B > jc > j.B > j.2C > j.236[A] | 66 5C > 222C > 214A > j air turn > j.B > j.2B | 3375 | 39 | Medium | Same combo, but a j.B starter lets you get a 214A for extra damage. | Video |
j.B > 2A > 2A+B | 236C+D > 22A > 4 2B > jc > j.B > j.2C | j.236[A] > 66 5C > 222C > 214A > 2C > 22B > j.236D | 4063 | -15 | Medium | SB version that does more damage and gains more recharge. | Video |
j.B > j.C | 5B > 236C > 22A > 2B > jc > j.B > j.2C > j.236[A] | 66 5C > 222C > 214A > j air turn > j.B > j.2B | 3391 | 39 | Medium | j.B j.C starter is easier to confirm from, but leads to similar damage. | Video |
j.B > 2A > 5B > 5C | jc > j.2C > j.236[A] | 222C > j dl j.C > j.236D > 2B > jc > j.A > j.B > j.2B | 3478 | 37 | Medium | Meterless confirm for when you hitconfirm late and go into 5B. | Video |
j.B > 2A > 5B > 5C | jc > j.2C > j.236[A] | 222C > j dl j.C > j.236C+D > 22A > 214B > 214A > 2C > 22B > j.236D | 4330 | 1 | Medium | 25 Meter confirm that offsets its own meter & Orgia cost. | Video |
j.B > 2A > 5B > 5C | 22A+B > 5AAAAA > ad > j.B > j.2C > j.236[A] | 222C > iad j.B > j.2B | 2955 | -16 | Hard | When you're about to burnout use 22A+B to quickly disable Orgia and keep a combo going as you recharge. | Video |
j.B > 2A > 5B > 5C | 669 > j.C > j.236C+D > 22A > 214B > j j.2C | j.236[A] > 222C > IAD j.B > j.2B | 3837 | -10 | Medium | Extremely far Corner carry route. Also useful when not close enough to get the 5C {jc j.2C link, as you can just jump cancel 5C into j.C j.236C+D and do this route instead. | Video |
j.C(1) > 5B | jc > j.C > dl j.236D | 214A > j j.C > j.236D | 2844 | 35 | Easy | Meterless j.C route for when you're too far to do a real corner combo. | Video |
j.C(1) > 5B | jc > j.B > j.2C > j.236[A] | 6 5C > 222C > jc > j.C > dl j.236D > 22A > 5A > j.A > j.B > j.2B | 3616 | 38 | Medium | Optimized meterless j.C(1) route | Video |
j.C(1) > 5B | jc > j.B > j.C > 22A > 2B > jc > j.B > j.2C > j.236[A] | 66 5C > 222C > jc > air turn j.B > j.2B | 3218 | 40 | Medium | j.C meterless recharge route | [Link Video] |
2A+B > j.B > 2A | 5C > 222C > 214A > 236C > 22A > 2B > jc > j.B > j.2C > j.236[A] | 66 j j.A > j.B > j.2B | 3933 | 40 | Medium | Meterless double switch sweep route. | Video |
2A+B > j.B > 2A | 5C > 222C > 214A > j j.2C > j.236[A] | j dl j.C > hj j.C j.236D | 4179 | 41 | Medium | Max meterless damage off sweep in the corner. | Video |
2A+B > j.B > 2B | jc > j.C > j.236C+D > 22A > 214B > j j.2C > j.236[A] | 66 5C > 222C > 214A > 2C > 22B > j.236D | 4890 | -8 | Medium | If you get a corner sweep with meter, default to this combo. | Video |
Misc Starters
Throw Routes
Due to the deadly threat of instant overheads, opponents are extremely unlikely to attempt to tech Aigis' throws, making them an extremely effective tool for opening people up. The best Aigis' enforce an early strike throw mixup game, encouraging opponents to press buttons in an attempt to beat throws, which proceeds to leave them vulnerable to any of Aigis' other excellent mix options. Outside of Orgia Aigis relies on throws even more and can run an effective strike throw gameplan while recharging her Orgia gauge. You can cancel all throws into supers for quick kill confirms too. Common setups into throw are
- Empty jump grab
- j.A/j.C(1) > Grab tick throws
- 2A/5A > Grab tick throws
- Empty boost grab (Less expensive with Koichi Boosts)
Throw > 2366C > 22A > 2B > jc > j.A > j.B > j.2B
2012 damage, builds 18 SP.
Aigis' throw can only be canceled into Orgia Boost & Orgia Backdash, which is an expensive cancel for what's normally low damage with knockdown. However, since boost only drains Orgia on frame 9 you can Kara Cancel A type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup. boost during its startup into another special, getting powerful and inexpensive combos off any throw. You can also kara cancel off Orgia backdash in the corner, but since that drains gauge frame 1 its not as cheap. For this route you want to input the 2366C input right as the bomb explodes, as that's the earliest you can boost cancel.
Combo | Position | Mode | Damage | SP Gain | Difficulty | Notes | |
---|---|---|---|---|---|---|---|
Throw > OMC > 66 5B > 2C > 22B > j j.C > j.236D | Anywhere | Normal | 2181 | -48 | Easy | Basic 50 meter throw route with excellent corner carry. | Video |
Throw > OMC > 66 j j.2C > j.236[A] > 66 5C > 222C > 214A > j air turn > j.B > j.2B | Corner | Normal | 2803 | -48 | Medium | Near corner throw OMC route. If you're already in the corner you can do 214B > j.2C instead of dashing in. | Video |
Throw > 214214D > 5B > 2C > 22B > j j.C > j.236D | Anywhere | Normal | 2764 | -48 | Easy | Awakening D spear throw alternative, usually better than OMC. | Video |
Throw > 214214C > j j.2C > j.236[A] > 66 5C > 222C > 214A > 2C > 22B > j j.C > j.236D | Corner | Normal | 4017 | -47 | Medium | Awakening C spear corner combo, need to confirm early before the bomb detonates. | [LINK Video] |
Throw > 66 j.C(1) > j.236D | Anywhere | Orgia | 1830 | 14 | Easy | Basic Orgia throw extension, works off air throw as well. | Video |
Throw > 66 > hover > air turn > 5C > 222C > 214A > j j.B > j.2C > j.236C | Corner | Orgia | 2829 | 28 | Medium | Easiest Kara cancel corner route. | Video |
Throw > 66 j.214B > hover > jc > j.2C > j.236[A] > 5C > 222C > j dl j.C > hj j.C > j.236D | Corner | Orgia | 3277 | 39 | Hard | Another Kara cancel. It's possible to get 2 mortars here for 200 more damage, but its extremely difficult & unstable. | Video |
Throw > 2144B > j j.2C > j.236[A] > 5C > 222C > jc > dl j.C > hj j.C > j.236D | Corner | Orgia | 3277 | 39 | Hard | Backdash kara cancel, remember to input the 2144B as the bomb detonates. | Video |
Air Throw > ad j.B > j.2B | Corner | Normal | 1678 | 8 | Easy | Oki off corner air throw. | Video |
CH Air Throw > dl ad j.B > 5A > jc > j.A > j.B > j.2B | Midscreen | Normal | 1897 | 11 | Medium | Delay the airdash until you're at fullscreen, then dash in and j.B. Throw has too high of proration for a mode change route, but full auto combo connects. | Video |
CH Air Throw > j.236D > 2B > jc > j.A > j.B > j.2B | Midscreen | Orgia | 2268 | 19 | Easy | Kara cancel into D megido. j.236D > j.236C into a safejump works in normal mode. | Video |
CH Air Throw > 66 j.214B > hover > j.214B > hover > jc > j.C > j.236D | Corner | Orgia | 2746 | 24 | Medium | Corner Kara cancel mortar loop route. | Video |
Aigis' All Out Attack is ok. It puts her airborne and has sizable armor frames, so it can have use as a throw tech bait and a nearly unreactable overhead online. The armor frames also let it absorb some DPs, though the punish on an airborne DP ground bounce is meager at best. Certainly worse then Orgia dash j.B, but not useless.
Combo | Position | Mode | Damage | SP Gain | Difficulty | Notes | |
---|---|---|---|---|---|---|---|
AoA~C > j.C > j j.B > j.2B > j.2B | Anywhere | Normal | 2294 | 26 | Medium | Delay the jump until j.C disappears | Video |
AoA~C > j.C > j.236D | Anywhere | Orgia | 2352 | 29 | Easy | - | Video |
AoA~D > 214B > 214A > j j.2C > j.236[A] > 66 5C > 222C > 214A > 2C > 22B > j.236D | Corner | Normal | 3508 | 50 | Medium | Works in Orgia as well, but you'll need a different ender. | Video |
CH AoA(Air Hit) > 66 j j.A > jc > j.A > j.B > j.2B | Anywhere | Normal | 765 | 8 | Easy | Counter hit Air combo off ground bounce. | Video |
Combo | Position | Mode | Damage | SP Gain | Difficulty | Notes | |
---|---|---|---|---|---|---|---|
CH j.C(2nd hit) > 5B > 2C > 22B > j j.C > j.236D > 214A > 236C | Anywhere | Normal | 3020 | 33 | Easy | 2nd hit of j.C has INSANE hitstun, carrying them all the way down to the ground on a CH allowing for easy pickups. | Video |
Reverse 5D > 5B > 2C > 22B > j j.C > j.236D | Anywhere | Normal | 2338 | 22 | Easy | Combo off the reverse hit of 5D, useful off displaced 5Ds. Also works off reverse 5C. | Video |
2D > 66 j.B > 2B > jc > j.A > j.C > j.236D > 22A > 2B > jc > j.A > j.B > j.2B | Anywhere | Orgia | 3390 | 29 | Medium | 2D rarely hits, but you can pickup with j.B or sweep if it does. | Video |
CH 214214C > 214214C | Anywhere | Normal | 4000 | -100 | Easy | Double spear link on CH C/CD spear. | Video |
214214D > 5B > 2C > 22B > j j.C > j.236D | Anywhere | Normal | 2904 | -49 | Easy | D spear lets you easily combo after | Video |
Combo | Position | Mode | Damage | SP Gain | Difficulty | Notes | |
---|---|---|---|---|---|---|---|
Close 5C > iad j.C > hj j.A > dl j.B > j.2B > 2A > 5B > 2C > 22B > j j.C > j.236D | Anywhere | Normal | 3176 | 31 | Medium | 5C combos into iad j.C from very close ranges. | Video |
Close 5C > jc > j.C > hover > j j.C > j.236D > 2B > j.A > j.B > j.2B | Anywhere | Orgia | 3406 | 35 | Medium | After j.C you can go into any extension. | Video |
Combo | Position | Mode | Damage | SP Gain | Difficulty | Notes | |
---|---|---|---|---|---|---|---|
214C > 66 j.B > 2A > 5B > 2A+B > 236C > 214A > j j.C > j.236D | Anywhere | Orgia | 3789 | 39 | Easy | Meterless Missiles route, in the corner you can do an early 5C > jc > j.2C route. | Video |
214C > 66 j.C > 5B > jc > j.C > j.236C+D > 22A > 214B > 214A > 2C > 22B > j j.C > j.236D | Anywhere | Orgia | 4543 | -7 | Medium | j.C makes for an easy launcher midscreen to start j.C routes. | Video |
AA 214D > 669 j.C(1) > j.236C+D > 214B > 214A > j j.C > hover > j j.C > j.236D | Anywhere | Orgia | 4415 | -15 | Medium | Anti air grounded D missiles route. | Video |
j.214D > j.B > 5B > jc > j.C > 236C+D > 22A > 214B > 214A > 2C > 22B > j j.C > j.236D | Anywhere | Orgia | 4442 | -9 | Medium | Air Missiles does a weird ground bounce thing you need to pickup after with j.B. | Video |
How to Kill
Aigis has access to two extremely high damage & versatile kill supers, each having high minimum damage and the capability to chain into each other. To keep it brief:
When you have awakening use C Spear to kill because its easier to combo into.
When you don't have awakening use Shield to kill.
If you have more then 100 meter you can setup for a double super finisher, dealing massive damage but requiring either a grounded Shield setup or precise spacing midscreen.
Because its such a great combo tool, nearly all of these enders assume a high megido setup into them midscreen.
... > j.236D > 2B > 5B > 236236C > 214214C
Adds 1800 damage, costs 100 SP.
Grounded Shield super naturally chains into Spear super, making for an effective meter dump finisher. This setup works on combos with low proration and will drop before C shield connects if done when there's too much scaling.
Interestingly, SB Spear has an added benefit of doing an additional 500 minimum damage if chained from Shield in this way (going from 1120 minimum to 1620 minimum), meaning C Shield into SB Spear is a much more effective use of 125 meter than SB Shield into C Spear.
If you will have 50 or 100 meter replace the earliest mortar you can with SB mortar, it has the same proration as A or B but does more damage. Important to note that SB mortar has the same hitstun as A mortar, so some links in the corner using it will be tighter.
Route | Position | Extra Damage | Notes | |
---|---|---|---|---|
... > 214A > 214214C | Anywhere | 1000 | Most reliable kill ender off any high megido. Works at extremely high scaling. | Video |
... > 214A > 214214D > 214214C | Anywhere | 1600 | Burst safe double spear ender, very useful when you need just a bit more damage then an SB spear. | Video |
... > 214A > hj j.C > (j.B+D)* > j.236236D | Anywhere | 1000 | 50 meter finisher which naturally beats bursts, this is how you'll get most of your kills in the corner. *In the corner you can do air DP before Shield for more damage & meter gain, at the cost of being vulnerable to burst. | Video |
... > j.236236D > 5C > 236236C | Midscreen | 1800 | Midscreen to corner double Shield link that abuses air Shield's wall bounce. Works great off full autocombo for the extra meter. The 2nd Shield can be chained into Spear if you have the meter for it. | Video |
... > j.236236D > (OMC) > 214214C | Midscreen | 2000 | Midscreen to corner double super link, can be stabilized with OMC but that requires 150 meter. Again, excellent off full autocombo. | Video |
... > 5AAAA > j.236[B] > 236236D | Corner | 1000 | Corner grounded shield setup from Autocombo. | Video |
... > 214A > 236236D | Corner | 1000 | Corner mortar directly into grounded Shield. C Shield is easier to time but D does 200 more minimum damage. Time the shield right as they hit the peak of the mortar arc. | Video |
... > TK j.236A > j.236236D
Adds 1000 damage, costs 50 SP.
Because of j.236A's ground bounce property you can combo from it into air D Shield at extremely high proration. The best setup is a high j.236D which gives you enough time to do a Tiger Knee An input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input. j.236A before they hit the ground from Megido. It's also difficult to burst, as an opponent bursting while getting shot by the bullets will have their burst eaten by D Shield. Best used when you don't have awakening, as C spear is a much more consistent ender.
Route | Position | Extra Damage | Notes | |
---|---|---|---|---|
... > j.236[A] > 236236D > 214214C | Corner | 2000 | Same concept but corner exclusive, sets up for a grounded Shield which can be chained into spear. Remember, the held version of air bullets only has the ground bounce property on the final bullet, so precise timing is required. | Video |
List of all the enders and approximately what proration values they can be done at, with low placements requiring lower proration to connect. (I will get the exact numbers later)
- Always Connects: 236236C/D > 236236C
- Very High: 214A > 214214C
- High: 214A > 214214D > 214214C
- High: j.236A > j.236236D
- High: j.236[A]/[B] > 236236D
- Moderate: hj j.C > j.236236D
- Low: 214A > 236236D
- Low: 5B > 236236C
One More! Burst Combos
Typically you want to save your burst to use defensively as Aigis, as being able to burst into Awakening to get more defensive and offensive tools is a game changer. However, you don't need to save your burst if using it will win you the game. Thus enters OMB, a mechanic which complements Aigis' toolkit perfectly. An early burst sets up for mortar pickups which lead to high damage & mostly burst safe combos, while a late burst lets you easily setup a grounded Shield into Spear finisher. Knowing when to use OMB to steal a round is vital to high level Aigis play, and learning these routes will net you a lot of kills you wouldn't otherwise get.
Route | Position | Damage (j.B) | Meter Cost | Notes | |
---|---|---|---|---|---|
... > j.C(1) > OMB > 236236D > 214214C | Anywhere | 4254 | 100 | Works off any j.C at any point in a combo, useful when you realize late you can kill. | Video |
... > 2A+B > OMB > 214A > j j.C > j.236C+D > 214B > 214A > j j.C > j.236D > Finisher | Anywhere | 5370 | 75 | Orgia midscreen kill route. Extremely difficult to burst out of, but to be extra safe just use 1 mortar after SB Megido. | Video |
... > 2A+B > OMB > 22B > j j.C > j.236C+D > 214B > 214A > j j.C > j.236D > Finisher | Anywhere | 5105 | 75 | Normal mode midscreen kill route. Burst vulnerable before the SB Megido. | Video |
... > 2A+B > OMB > 214B > 214A > j j.2C > j.236[A] > 66 5C > 222C > 2C > 22B > j j.C > j.236D > Finisher | Corner | 5885 | 75 | Normal mode corner kill route. | Video |
... > j.236236D > OMB > 236236D | Corner | 5595 | 100 | Corner air D Shield can be OMB'd and chained into another super. Perform the 2nd Shield as they fall past the nametags. | Video |
... > 5C > dl 236[B] > OMB > 214B > j j.2C > j.236[A] > 222C > jc > dl j.C > j.236C+D > 214B > j j.C > j.236D
5928 damage, costs 25 SP.
Full bullet dump combo that pays for its own meter cost. Slightly delay the 236[B] so more bullets hit their body before they start getting juggled. OMB can be replaced with 214214D in awakening, just go directly into j.2C from it. OMB will drop unless they're bouncing off the top of the bullets.
Route | Position | Damage (j.B) | Meter Cost | Notes | |
---|---|---|---|---|---|
... > 5C > dl 236[B] > OMB > 214B > j j.2C > j.236[A] > 222C > jc > dl j.C > j.236C+D > 22A > 214B > hj j.C > j.B+D > j.236236D | Corner | 6768 | 75 | 75 Meter mag dump route, same as the 25 route but goes for a shield ender. | Video |
... > 5C > dl 236[B] > OMB > 236[B] > 214214D > j j.2C > j.236[A] > 222C > jc > dl j.C > j.236C+D > 22A > 214B > hj j.C > j.B+D > j.236236D | Corner | 7614 | 125 | Orgia corner awakening mag dump route. Even better damage if you can space your 236[B] to avoid hitting them with the gun barrel itself, thus lowering proration. | Video |
... > 5C > dl 236[B] > OMB > 214B > j j.2C > j.236[A] > 222C > j.236C+D > 4 214B > j j.C > j.236D > j.236[A] > 236236D > 214214C+D | Corner | 8520 | 150 | Origia Optimal awakening mag dump route. With 125 you can do C spear instead of SB for 8k | Video |
Fatal Counter
... > j.214B > hover > j.214B > hover > ...
Hype combo ideal for dealing massive meterless damage with extreme meter gain, abbreviated to ml for the rest of these routes. Your goal off any midscreen fatal is to go into mortar loops as soon as possible, typically getting 7-8 mortars (so 3-4 ml cycles) off any fatal confirm. You can get 1 cycle of mortar loops on any non fatal route by spending meter for SB mortar like this j.214A+B > hover > j.214B > hover
.
Combo | Position | Mode | Damage | SP Gain | Difficulty | Notes | |
---|---|---|---|---|---|---|---|
... > j j.C > ml > ml > OAD > ml > ml > hover > j j.C(1) > j.236D > Finisher | Anywhere | Orgia | 3300 | 46 | Medium | Mortar Loops midscreen routing, using OAD to close the gap and resume the loops. If your spacing is weird just do 3 > 4 mortars. | |
FC 2C > (22A) > Mortar Loops | Anywhere | Normal | 5611 | 3 | Medium | Standard fatal 2C starter with optional switch into Orgia. Useful as a DP/Super punish. | Video |
FC 2C > 214B > 214A > Mortar Loops | Anywhere | Orgia | 5643 | 3 | Medium | Uses less mortar loop hovers to be cheaper on gauge. For airborne Fatal 2C's, such as punishing Narukami, Sho & Ken DP. | Video |
FC 2C > (22A) > j j.C > ml > j.236C+D > 22A > 214B > 214A > 2C > 22B > j j.C > j.236D | Anywhere | Normal | 4496 | -6 | Medium | 2X Mortar loop into SB megido double mode switch. | Video |
FC 2C 214B 66 214A 66 j.C j.214B 66 j j.A jc j.A j.B j.2B 5AAAAA | Midscreen | Normal | 4727 | -8 | Hard | Non-Orgia full burnout combo, starting outside Orgia and ending outside Orgia. | Video |
FC 2C > 236C+D > 22B > j.236[A] > 66 iad j.C > hj j.A > j.B > j.2B > 5B > 5C > 222C > iad j.B > j.2C > j.236[A] > 66 j.A > j.B > j.2B | Midscreen | Orgia | 4521 | -17 | Hard | Manual Burnout full recharge route. | Video |
FC 2C > 214B > 214Ax3 > 5C > 214A > 222C > 214A > j j.2C > 66 5AAAA > j.236[B] > 236236D | Corner | Normal | 6154 | 3 | Hard | The further away from the corner you are the fewer 214A's you can do. | Video |
FC 2C > 236[B] > OMB > 214A+B > 214A > 222C > 214A > 5C > jc > j.2C > j.236[A] > 236C+D > dl j.214B > 214C > 66 5C > 236236D > 214214C | Corner | Orgia | 9558 | -122 | Insanity | Max damage off a fatal 2C, can substitute OMB with 214214D but that means you can't chain into Spear at the end. | Video |
Combo | Position | Mode | Damage | SP Gain | Difficulty | Notes | |
---|---|---|---|---|---|---|---|
FC 214C > j.C(1) > Mortar Loops | Anywhere | Orgia | 5820 | 5 | Medium | Easiest conversion off fatal 214C | Video |
FC 214C > 669 > j.C(2nd hit) > ml > j.214B > OAD > 214A > j.214A > j j.C > ml > ml > j j.2C > j.236[A] > 5C > 222C > 236236D > 214214C | Midscreen | Orgia | 8413 | -49 | Hard | More optimized conversion off fatal 214C, massive SP gain builds for 1 free super. | Video |
FC 214C > 5C > 236[B] > OMB > 214B > 222C > 214A > j j.2C > j.236[A] > j j.C > j.236C+D > 214B > j j.C > j.236D | Corner | Orgia | 7993 | 4 | Hard | Corner Fatal mag dump 25 meter route. You could extend it into a finisher after j.236D as proration is still low. | Video |
FC 214C > 236[B](45) > OMB > 236[B] > 214214D > j j.C > j.214A+B > hover > j.214B > hover > ml > ml > ml > j.236D > 214A > 214214C+D | Corner | Orgia | 11087 | -146 | Insanity | Highest damage fatal missiles route. | Video |
FC j.214D > j.B > 2A > Mortar Loops | Anywhere | Orgia | 5912 | 4 | Medium | Air to surface fatal missiles can use basically any pickup, but this one is pretty consistent. | Video |
Shadow Combos
This section is incomplete, you can help record videos and track damage/SP costs.
Shadow Aigis' Autocombo Compared to Normal Autocombo:
- + Easier Mode Changes
- + Mode changes are possible after a 2A starter.
- + 2nd Hit pops up and lets you Frenzy Cash Out
- + Mortar hit leaves you closer to opponent, making corner followups easier.
- - Costs 1-9 Bullets
- - Worse as a pickup, often drops.
- - Shield hit is delayed in full autocombo, causing it to drop at higher prorations and ruins some double switch routes.
- - Worse then normal Autocombo during pressure.
Midscreen
Combo | Position | Mode | Damage | SP Gain | Difficulty | Notes | |
---|---|---|---|---|---|---|---|
5AA > 2C > 22B > j j.C > j.236D | Anywhere | Normal | DAMAGE | SP GAIN | Beginner | Easiest mode change route | Video |
5AA > 22B > j.C(1) > j.236D > 2B > jc > j.A > j.B > j.2B | Anywhere | Normal | DAMAGE | SP GAIN | Easy | Standard mode change route, important for later combos | Video |
5AA(1) > 214B > 2C > 22B > j j.C > j.236D > 22A > 2B > jc > j.A > j.B > j.2B | Anywhere | Normal | DAMAGE | SP GAIN | Medium | Requires a close 5AA, but provides a meterless double switch | Video |
5AAA > jc > j.B > dl j.2B > 66 5AA > 22B > j.C(1) > j.236D | Anywhere | Normal | DAMAGE | SP GAIN | Medium | More Optimized mode change route, for more optimization do 5B 2C instead of 66 5AA | Video |
5AAA > jc > j.B > dl j.2B > 2B > jc > j.A > j.B > j.2B | Anywhere | Normal | DAMAGE | SP GAIN | Medium | No mode switch route, good for burnout | Video |
2A+B > 66 j.B > 5AAAA > OAD > j.214B* > hover > j.214B > hover > j j.C > j.236D | Anywhere | Orgia | DAMAGE | SP GAIN | Medium | Optimal Shadow Orgia sweep route, * replace 214B with 214A on some characters | Video |
Remember that SB and A mortar are the same speed and hitstun, while B mortar is slower but has higher hitstun. When you hit an opponent with a mortar they're briefly stuck in hitstop, which freezes them in place for a moment to make the impact look impressive. SB Mortar doubles this hitstop, as there's 2 mortars hitting the opponent.
... > 236C+D > 6 214A+B > 214A > 236D > 214A+B > 236236D > 214214C+D
Damage: 5700~6300
SP Cost: 50~75
Megido puts Aigis in Persona Lockout for a brief period, during this time you cannot use your persona to super, so you must stall out the lockout window with your combo. SB Mortar is fantastic for this, as the extra hitstop of a 2nd mortar effectively shortens the lockout window, letting you super earlier then 214B, despite having lower hitstun. Remember to cancel the 2nd mortar into Megido, its a weird timing to get used to.
When low on meter you can replace 214AB for 214B and 214A respectively, but you lose the extra hitstop which makes the timing for connecting Shield at higher prorations much more strict.
Route | Position | Mode | Damage | Meter Cost | Notes | |
---|---|---|---|---|---|---|
j.B > 2A > FRENZY > 2A+B > 236C+D > ... | Midscreen | Orgia | DAMAGE | SP COST | Instant Frenzy kill route off j.B | Video |
j.B > 2A > 2A+B > FRENZY > 2B > 236C+D > ... | Midscreen | Orgia | DAMAGE | SP COST | For when you accidentally route into sweep, use 2B to stabilize the combo. | Video |
j.C > 5B > FRENZY > 236C+D > ... | Midscreen | Orgia | DAMAGE | SP COST | Instant Frenzy off tri-jump j.C. For flybys just do j.C Frenzy. | Video |
2A+B > j.B > 2B > FRENZY > 236C+D > ... | Midscreen | Orgia | DAMAGE | SP COST | Nearly instant sweep Frenzy route | Video |
j.B > 5AAAAA > hover > FRENZY > j.236C+D > ... | Midscreen | Orgia | DAMAGE | SP COST | Neutral Frenzy* route off j.B | Video |
5AA > FRENZY > 22B > j.C > j.236C+D > ... | Midscreen | Normal | DAMAGE | SP COST | Standard Mode Change Frenzy route, works off j.B or j.A. | Video |
2A+B > FRENZY > 2B > 22A+B > j.A > j.236C+D > ... | Midscreen | Normal | DAMAGE | SP COST | Mode change Frenzy off a sweep callout, good as a read against Chest Attribute moves. | Video |
j.B > 2A > 5B > 2A+B > 236C > 214A > j j.C > j.236C+D > FRENZY > 2A > 5B > 236236C+D > 214214C+D
Damage: DAMAGE, SP Cost: SPCOST
If you Frenzy while actionable (Such as standing, running, falling & hovering) you spend spend 66% of your Frenzy Gauge, leaving you with 33%. This is called a Neutral Frenzy, and it enables Shadow Aigis to potentially snowball harder then any other Shadow. If you win round 1 with a Neutral Frenzy, you're very likely to have Frenzy AGAIN before the end of round 2.
Shadow Aigis has access to SB Megido, a move that combos the opponent and leaves her actionable as she's falling, which means she can easily Neutral Frenzy for just 25 meter, making her the best at abusing Neutral Frenzies out of the entire cast. All the above Frenzies can be Neutral Frenzies if you Frenzy AFTER the SB Megido.
214214C > FRENZY > 236236D > 214214C+D
Damage: 5018, SP Cost: 85
Spear Frenzy lets you do high damage combo enders, or convert a reversal into a kill. Essentially you're canceling Spear's massive hitstop (time during a strong hit in which both players are frozen) with Frenzy, leaving you actionable to combo the frozen opponent. This is used a lot in corner cashouts.
Route | Position | Mode | Damage | Meter Cost | Notes | |
---|---|---|---|---|---|---|
214214C > FRENZY > 5B > 5B > 236236C+D > 214214C+D | Midscreen | Normal | DAMAGE | 100 | Works great off throw as well | Video |
j.C > 5B > jc > j.C > j.236C+D > 214B > 214A > j j.C > j.236D > 214A > 214214C > FRENZY > 236236D > 214214C+D | Midscreen | Orgia | DAMAGE | SP COST | For when Frenzy JUST recharges at the end of a combo. | Video |
j.B > j.C > 5B > 236C > 22A > 2B > jc > j.B > j.2C > j.236[A] > 66 5C > 222C > 214A > 214214C > FRENZY > 236236D > 214214C+D | Corner | Orgia | DAMAGE | SP COST | Generates ridiculous meter and doesn't require Orgia past megido, a go-to corner kill route | Video |
Combo | Position | Mode | Damage | Meter Cost | Difficulty | Notes | |
---|---|---|---|---|---|---|---|
Throw > 66 j.C(1) > j.236C+D > FRENZY > 214A+B > 236236D > 214214C+D | Anywhere | Orgia | DAMAGE | Meter Cost | Easy | Neutral Frenzy that does more damage then a Throw > 214214C > FRENZY route. | Video |
Throw > FRENZY > 214B > 2C > 22B > j j.C(2) > j.236C+D j.214C+D > 66 236236C+D > 214214C+D | Anywhere | Normal | DAMAGE | Meter Cost | Medium | - | Video |
Throw > FRENZY > 214A+B > 22B > j j.C(2) > j.214A+B > hover > j.214B > j.236D > 214A+B > 236236D > 214214C+D | Anywhere | Normal | DAMAGE | Meter Cost | Hard | Can replace the 2nd j.214B with another j.214A+B for an extra 10 meter. | Video |
Combo | Position | Mode | Damage | Meter Cost | Difficulty | Notes | |
---|---|---|---|---|---|---|---|
j.C > 5B > FRENZY > 236C+D > 214A+B > 214A+B > 2C > 66 236D > 214A+B > 236236D > 214214C+D | Anywhere | Orgia | 6252 | 100 | Hard | Highest Damage Midscreen Frenzy route, you're not canceling the 214A+B > 214A+B, it's just a link. | Video |
j.C > j.236C+D > 22A > 214B > 2C > 22B > j.236D > 2A+B > 236A > 214214C > FRENZY > 236236D > 214214C+D | Anywhere | Orgia | DAMAGE | Meter Cost | Medium | Double Switch frenzy route for when you're about to burnout. | Video |
FC 2C > 22A > j j.C > ml > ml > OAD > ml > ml > j.214B > hover > j j.C > j.236C+D > FRENZY > 214A+B > 236236C+D > 214214C+D | Anywhere | Normal | DAMAGE | Meter Cost | Medium | Typical Fatal 2C route, optimized for max meter gain | Video |
FC 2C > 22A > j j.C > ml > ml > OAD > ml > ml > j j.C > j.236D > 2B > 5B > 214214C > FRENZY > 236236D > 214214C+D | Anywhere | Normal | 7700 | Meter Cost | Hard | Round start near TOD route | Video |
DP > j.236236C > FRENZY > j.236236C > 214214C+D | Midscreen | Normal | DAMAGE | Meter Cost | Medium | Screen position specific DP combo, doesn't work near corner. Generally, DP is worse then spear for Shadow Aigis if you're looking to kill. | Video |
Corner
Midscreen routes should work here, with 3 exceptions:
- 236236C+D doesn't work in the corner, the 2nd hit whiffs.
- If too close to the corner, Shield > Spear will whiff if Spear goes offscreen.
- Rising j.C towards the corner prevents j.236C+D from crossing up, so you can't double megido. (If this happens unexpectedly, just do
2B > 5B > 5B > 236236C > 214214C+D
Combo | Position | Mode | Damage | Meter Cost | Difficulty | Notes | |
---|---|---|---|---|---|---|---|
j.B > 5AAAA > 66 j.B > j.2C > j.236[A] > 66 5C > 222C > 214A > 214214C > FRENZY > 236236D > 214214C+D | Corner | Normal | DAMAGE | Meter Cost | Medium | Late Spear Frenzy route, autocombo builds VERY high meter. | Video |
j.B > 5AAAA > 66 j.B > j.2C > j.236A > 66 5C > 222C > 214X > 2C > 236C+D > FRENZY > 214A+B > 236236C+D > 214214C+D | Corner | Normal | 5627 | 83 | Medium | Neutral Frenzy route off same starter, excellent meter gain. | Video |
As with before ...
means go into the most important frenzy combo, detailed above.
Combo | Position | Mode | Damage | Meter Cost | Difficulty | Notes | |
---|---|---|---|---|---|---|---|
j.B > 2A > 5B > 5C > jc > j.2C > j.236[A] > 222C > 236C+D > ... | Corner | Orgia | DAMAGE | Meter Cost | Medium | Neutral frenzy route that builds significant meter | Video |
2A+B > j.B > 2A > 5C > jc > j.2C > j.236[A] > FRENZY > 2A+B > 236C+D > ... | Corner | Orgia | DAMAGE | Meter Cost | Hard | Alternative Neutral Frenzy route, frenzies a bit earlier and saves some meter. | Video |
2A+B > j.B > j.2C > FRENZY > j.214A+B > 2B > 236C+D > 4 214A+B > 5C > 222C > 214A+B > 236236D > 214214C+D | Corner | Orgia | 7039 | 100 | Hard | Optimal corner early Frenzy sweep route. | Video |
j.B > 2A > FRENZY > 5B > 5C > 236[A+B]~236C+D > ... | Corner | Orgia | DAMAGE | Meter Cost | Medium | To cancel held bullets into Megido just slide your finger from A+B to CD as you do quarter circle motion. Need to Megido right as they crest the top of bullets to start bouncing. | Video |
j.B > 2A > 5B > 5C > 236[B] > FRENZY > 236[A+B]~236C+D > ... | Corner | Orgia | DAMAGE | Meter Cost | Hard | Shadow Mag Dump route, sweep starter makes it do about 400 more damage. You need to Frenzy right as they crest the top of the bullets. | Video |
FAQ
Q: How do I do the autocombo 66 j.2B mode change route?
A: That one commonly stumps newer players, you're not alone. You need to do a delayed airdash then IMMEDIATELY j.2B as soon as possible, and mash j.B as you're falling. You want the animation for j.2B to end before you hit the ground, giving you enough time to do j.B before you land.
Q: What combos should I learn as a beginner?
A: Learn the combos in the Introductory BnBs section first, then check out some of the videos below to expand your combo game. You can also watch some high level Aigis footage and see what combos they most often use. The most important part is to play some games with the combo after learning it to re-enforce it in your mind.
Q: How do I not crossup during corner SB Megido combos?
A: Jump towards the corner as you j.C. Forward jumping pushes Aigis into the opponent as you Megido, preventing a crossup. Midscreen you ideally want to jump straight up, as it makes mortar followups easier.
Q: Why does the opponent sometimes get launched away from me after Megido?
A: The side Megido hits them on determines which side they're launched away to. If you hit them on the left, they'll launch right and vice versa. You can tell which way the opponent will get launched by watching their body inside the Megido animation, they'll always launch the opposite direction they're facing.
Video Examples
Aigis 2.5 Basic Combo Guide
Beginner Combos
Advanced Combos
Note: These videos are from version 1.1, so the damage/meter gain will be inaccurate.
Practical Day 1 combos
Various Aigis Safejumps, Oki, and Gimmicks
Aigis Basic Combos and Mortar Loop Routes

Aigis[★]
Akihiko Sanada[★]
Chie Satonaka[★]
Elizabeth[★]
Junpei Iori[★]
Kanji Tatsumi[★]
Ken Amada[★]
Labrys[★]
Margaret[★]
Marie[★]
Minazuki[★]
Mitsuru Kirijo[★]
Naoto Shirogane[★]
Rise Kujikawa[★]
Shadow Labrys[★]
Sho[★]
Teddie[★]
Tohru Adachi[★]
Yosuke Hanamura[★]
Yu Narukami[★]
Yukari Takeba[★]
Yukiko Amagi[★]
Click [★] for character's full frame data