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Combo Notation Guide | |||||||||
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Combo List
Between Orgia and 236C, Aegis has a limitless spread of possible combo routes. Listed below is what is either optimal, or an easier version that gives up the least damage.
Solo
Label difficulty as: [1] Very Easy, [2] Easy, [4] Hard
NOTE: Copy/Paste from ReticentCactus's Aegis Solo Combo Document.
Midscreen
# | Combo | Position | Damage | Difficulty | Notes | Video |
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1 | (5AAA > 66 j.B(1))x2 > 5AAAA | Any | 6315 | Baby's first Aegis combo. Great place to start practicing 5AAA > j.B(1) as it's used in nearly every meterless confirm out of neutral, must delay 66 and then j.B(1) to hit opponent low to the ground. Decent corner carry, but too much Orgia usage for anyone but a beginner. | - | |
2a | 2A/4A/j.A/j.B(1) > 5AAA > 66 j.B(1) > 5B > 5A > 2B > sj.A > j.B(1) > dj.B > j.214A > j.C > j.236A | Any | 6415 | Easy generic confirm across common hits in neutral. For all 2A/4A/j.A/j.B(1), damage is using 4A. Delay the j.C slightly for better oki and consistency. Can replace mortar loop in almost all places for easier execution | - | |
2b | 2A/4A/j.A/j.B(1) > 5AAA > 66 j.B(1) > 5B > sj.B > j.214B > 66 > j.B > j.214A > j.C > j.236A | Any | 6047 | Mortar Loop. Still great corner carry without resources, however you must time everything after j.214B carefully to ensure this juggle works. Difficulty can jump much higher depending on character hurtboxes. (See Mortar Stability chart below). | - | |
3 | 5AAA > 5B > sj9 66 j.B(1) > j.C > 663 j.B(1) > 5B > sj.A > j.B(1) > dj.B > j.214A > j.C > j.236A | Any | 8613 | Close meterless 5A confirm. Slight delay on the airdash after super jumping. | - | |
4 | 5AAA > 236C > 5B > 2B > sj.B > j.214B > 66 > j.B > j.214A > j.C > j.236A | Any | 8110 | Max range Orgialess 5A confirm. Great for when out of range of 5B bullets for only 1 meter. | - | |
5 | 5AAA > 5B > 2B > 236C > 5B > 2B > j.C > 6634 > 5B > 2B > 236A/A+D | Any | 10820 | Optimal midscreen 5A confirm (works in corner, damage much lower). 5B and 2B bullets have no scaling, so optimal combos revolve around whiffing the arm hit. Can 664 instead of 6634 to ease execution but land slightly away and later. 236A gives an IAD j.A safejump anywhere, whereas A+D ender works best near corner for 66 j.A safejump. | - | |
6 | 5B CH > 2B sj.B > j.214B > 66 > j.B > j.214A > 5A > 5B > 2B > 236A/A+D | Any | 7979 | Optimal no-resource DP Punish. Delay the j.214A cancel so the mortar hits meaty to land early enough in time to continue to ender. Can swap the 5A for 4A to make easier, however oki can lose consistency. Same oki as previous combo. | - | |
7a | 5B CH > 5A > 2B > j.C > 6634 > 5B > 2B > j.C > 6634 > 5B > 2B > j.B(1) > j.C > j.236A | Any | 10725 | Optimal no meter DP Punish for 2 Orgia. This ender gives a 66 j.A safe jump. Remember to whiff the arm hits on 5B and 2B for max damage. | - | |
7b | 5B CH > 5A > 2B > 236C > 5B > 2B > j.C > 6634 > 5B > 2B > 236A | Any | 10864 | Optimal 1 meter 1 Orgia DP Punish. Gets IAD j.A safejump. 236C allows for side swap. | - | |
7c | 5B CH > 5A > 2B > (236C > 44 > 5B > 2B)x2 > 236A | Any | 11617 | Optimal no Orgia DP Punish for 2 meter. Damage on this ender varies depending on how many bullets land. Gets IAD j.A safejump. | - | |
9 | 5B CH > 236C > Res > (5B > 2B > 236C > 44)x2 > 5B > 2B > 236C > j.C > 66 > j.C > j.214B+C | Any | 15416 | Situational DP Punish into Resonance. Any grounded/low to ground 236C gives enough time to go into Resonance. Make sure last 2B bullets hit right after 5B's or combo drops. Res j.214B+C gives 66 j.A safejump, but must move forward slightly first. | - | |
10 | 2C > 66 j.A > 5A > 5B(1) > sj.B > j.214B > 66 > j.B > j.214A > 5A > 5B > 2B > 236A/A+D | Any | 5442 | Optimal sweep confirm for least resources possible, delay the j.A slightly to keep opponent lower to ground. Like Combo #6, can swap 5A for 4A to make easier but less consistent oki, and you must delay j.214A to hit later. | - | |
11 | 2C > 66 j.A > 5A > 2B > j.C > 6634 > 5A > 5B > sj.B > j.214B > 66 > j.B > j.214A > j.C > j.236A | Any | 7459 | Optimal sweep confirm for one extra Orgia. Gives 66 j.A safejump. Can swap j.C > 664 > 5A for 236C to replace the extra Orgia for meter, but the following 5B must hit immediately after 236C. | - | |
12 | 2C > 66 j.A > 5A > 2B > j.C > 6634 > 5B > 2B > j.C > 6634 > 5B > 2B > 236A/A+D | Any | 8264 | Optimal sweep confirm for two extra Orgia. Like last combo, can swap j.C > 664 > for 236C to replace any extra Orgia for meter | - | |
13 | j.A > 5B > 2B > sj.B > j.214B > 66 > j.B > j.214A > 5A > 5B > 2B > 236A/A+D | Any | 6450 | Optimal overhead combo for least resources. Directly confirming j.A into 5B is worth the damage gained. | - | |
14 | j.A > 5B > 2B > j.C > 6634 > 5A > 5B > sj.B > j.214B > 66 > j.B > j.214A > j.C > j.236A | Any | 7639 | Optimal overhead combo for one extra Orgia. Can swap the orgia for a meter to make easier. | - | |
15 | j.A > 5B > 2B > j.C > 6634 > 5B > 2B > j.C > 6634 > 5B > 2B > 236A/A+D > j.C > j.236A | Any | 8409 | Optimal overhead combo for two extra Orgia. Can swap the extra Orgia for a meter each to make easier. | - | |
15 | j.C > 663 j.B(1) > 5B > sj.B > j.214B > 66 > j.B > j.214A > j.C > j.236A | Any | 6224 | Meterless midscreen j.C conversion. By the nature of j.C usage in neutral, can be annoyingly height-specific. | - | |
16 | j.C > 663 j.A > 236C > 5B > 2B > sj.B > j.214B > 66 > j.B > j.214A > j.C > j.236A | Any | 7296 | Midscreen j.C conversion for 1 meter. Stabilizes height and adds damage for 1 meter, recommended to spend almost always. | - | |
17 | B+C > 214A > 2C > 66 j.B(1) > 5B > sj.B > j.214B > 66 > j.B > j.214A > j.C > j.236A | Any | 5430 | Midscreen universal throw BnB. Aegis can combo straight into 5A or 5B from throw, however the conversions become very character specific. | - | |
18 | B+C > 664 > 2B > j.C > (6634 > 5B > 2B > j.C)x2 > 6634 > 5B > 2B > 236A/A+D | Any | 8457 | 3 Orgia no meter throw conversion. Spends 4, but builds one back in time. Possible to sideswap if 664 is replaced with 663. | - |
With Assists
All of the midscreen combos work in the corner, however the oki shifts around due to spacing. Any combo ending on 5B > 2B > 236A gives fantastic corner oki if opponent is high enough on 236A hit, to where you can run outside of corner, then 66 j.A back into corner and safejump all tech directions.
Corner
# | Combo | Position | Damage | Difficulty | Notes | Video |
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1 | 5AAA > 5B > 2B > sj.A > j.B(1) > dj.7B(1) > j.C | Corner | 7580 | N/A | Easy reliable 5A corner combo with 66 j.A safejump to cover all tech. Jump sequence can replace other jump sequences down the table to make easier. | - |
2 | 5AAA > 5B > sj.B(1) > dj.B > j.214A > j.B(1) > j.9B(1) > dj.7B > j.214A > j.C | Corner | 8095 | N/A | Optimal no resource 5AAA combo. The first j.B(1) after j.214A must be VERY low to the ground. | - |
3 | 5AAA > 5B > sj.C > 664 > j.B(1) > 5AAA > 214B > 5B > 5AAA > 214A | Corner | 8626 | N/A | Optimal 1 Orgia 5AAA combo. Make sure 5B hand whiffs. Backdash after 214A to get spacing for 66 j.A safejump over all techs. | - |
4 | 5AAA > 5B > sj.C > 6634 > 5B > 2B > j.C > 6634 > 5B > 2B > 236A | Corner | 10118 | N/A | Optimal 2 Orgia 5AAA combo. Make sure 5B hand whiffs. Make sure to run out of corner to set up 66 j.A safejump over all techs. | - |
5 | 5B > 5A > 2B > (j.C > 6634 > 5B > 2B)x2 > sj.7B > j.C | Corner | 10825 | N/A | 5B punish combo for 2 Orgia. Airdash low to the ground after last j.C then j.A very late to safejump all techs for no Orgia. | - |
6 | 2C > 66 j.A > 5A > 2B > sj.A > j.B(1) > dj.B > j.214A > j.B(1) > j.9B(1) > dj.7B > j.214A > j.C | Corner | 6835 | N/A | Optimal sweep confirm for least resources possible. | - |
7 | 2C > 66 j.A > 5A > 2B > j.C > 6634 > 5B > 5AAA > 214B > 5B > 5AAA > 214A | Corner | 7714 | N/A | Optimal sweep confirm for one extra Orgia. | - |
8 | 2C > 66 j.A > 5A > 2B > (j.C > 6634 > 5B > 2B)x2 > sj.7B > j.C | Corner | 8635 | N/A | Optimal sweep confirm for two extra Orgia. | - |
9 | j.A > 5B > 2B > sj.A > j.B(1) > dj.B > j.214A > j.B(1) > j.9B(1) > dj.7B > j.214A > j.C | Corner | 7299 | N/A | Optimal overhead confirm for least resources possible. | - |
10 | j.A > 5B > 2B > j.C > 6634 > 5B > 5AAA > 214A > 5B > 5AAA > 214A | Corner | 8151 | N/A | Optimal overhead confirm for one extra Orgia. | - |
11 | j.A > 5B > 2B > (j.C > 6634 > 5B > 2B)x2 > sj.7B > j.C | Corner | 9037 | N/A | Optimal overhead confirm for two extra Orgia. | - |
12 | B+C > 5B > 2B > sj.A > j.B(1) > dj.B > j.214A > j.B(1) > j.9B(1) > dj.7B > j.214A > j.C | Corner | 6559 | N/A | Optimal throw combo for least resources possible. | - |
With Assists
Combo Theory
Taken from Jawnsunn+Cactus Aegis docs:
General combo theory with Aegis is to:
A. Spend 1 orgia bar to extend a confirm for corner carry and/or damage -> do safejump
B. End early to do your safejump instead.
Primary Combo Enders:
5AAAA ender: Basic auto-combo ender, applicable from many different starters. Not very useful midscreen unless you want to establish space between you and your opponent. Solid in the corner as you are able to cover all tech options and can meaty with 66j.A safe-jump or dash up buttons. However, you will not be able to get true meaty neutral assist from this ender, even in the corner. Visual Reference - https://www.youtube.com/watch?v=6bBtzMzNQvA
4AAAA ender: Basic auto-combo ender, very similar to 5AAAA although slightly less damage but applicable in situations where hitstun decay or height will not permit the latter. Enders that start from 4A also tend to offer more flexibility, so something to keep in mind. Like 5AAAA, this ender is also solid in the corner but lackluster midscreen. Visual Reference - https://www.youtube.com/watch?v=Qm7aL3Mwhfc
sj.A/sj.B(1) > j.C > AD > j.A/j.B(1) ender: This is Aegis’ strongest ender midscreen, although due to hitstun decay you will not always be able to tack it on at the end of your routes. Midscreen it offers her the ability to tech chase reliably with a meaty safe-jump, and indirectly punish people trying to roll through her by sandwiching them with meaty neutral assist. In the corner it’s also quite nice for an Orgia-less safe-jump, and will also cover all tech options. Keep in mind that this ender will generally result in a minor damage concession, but it’s usually worth it; especially midscreen. For stability reasons, use sj.A > j.C > AD > j.B(1) midscreen, and sj.B(1) > j.C > AD > j.A in the corner. Visual Reference - https://www.youtube.com/watch?v=sbp-IBj1vSY
Standard j.C ender: One of Aegis’s go-to enders in the corner. Can be implemented in many different ways, which makes it very accessible in general. j.C will always force hard knockdown. Also quite good for damage. Covers all tech options in the corner and can meaty with 66j.A safe-jump or dash up buttons. Depending on your partner’s assists (Vatista 5P, Hyde 5P, etc) you will also be able to get true meaty neutral assist from this ender. This ender is not very good midscreen unless you want to establish space, but a common option in the corner. Visual Reference - https://www.youtube.com/watch?v=SdUHb7sxIsQ
j.214A ender: A pretty good midscreen ender, better than j.C enders in this area. It’s important to note that this ender shouldn’t be used in situations where they are able to air tech after mortar. This ender will allow you to chase back tech midscreen with meaty dash up buttons or airdash j.A, if your assist is good enough you will also be able to meaty forward tech. The main use of this ender is situations where you’re relegated to j.C ender midscreen with little flexibility, although keep in mind that it comes at a minor damage loss. Visual Reference - https://www.youtube.com/watch?v=R1riVnSdtCk
4AAA > j.C ender: This is only useful in the corner, it will give you standard j.C ender over 4AAAA auto-combo ender if you prefer the slightly better oki at a minor damage loss. Visual Reference - https://www.youtube.com/watch?v=Moyow8fupGw
4AAA > j.214A ender: This is only useful midscreen and with a good/fast assist (Vatista 5P, Hyde 5P, etc), allows you to meaty all tech directions with neutral assist, which is actually a pretty unique trait for Aegis’s midscreen enders. Aside from that, the oki you get is pretty standard. Visual Reference - https://www.youtube.com/watch?v=yTOmV45-4YY
4AAA > j.214A > j.C > AD > j.A ender: Another midscreen exclusive ender and a slight variant on the above ender. Allows her to tech chase back tech with a meaty safe-jump, but you cannot meaty forward tech with neutral assist or force sandwich. This ender is applicable in situations where you cannot get the sj.A > j.C ender, but it’s also not as strong. However, this is one of her most damaging midscreen enders. Visual Reference - https://www.youtube.com/watch?v=FQEgqyB3jb8
5AAA > 2C(whiff) ender: A very niche midscreen ender, but I figured that I’d include it. Allows you to tech chase back tech midscreen by cancelling the lengthy recovery of 5AAA into 2C. However, you cannot meaty jump start-up with dash up buttons unless you’re willing to spend Orgia gauge. Similar to the mortar ender, this shouldn’t be used in situations where they’re able to air tech due to hitstun decay. Not a super useful ender, but definitely better in situations where 5AAAA is the only other option. Visual Reference - https://www.youtube.com/watch?v=wiyOR3NBAvY
Video Examples
Aigis combos in version 2.0 by Meno
Aigis Combos by Kakuge
External Documents and References
BBTAG Aegis Overview Doc by jawnsunn:
https://docs.google.com/document/d/1kbmlUIo17eFtn59nvCFu3TrBHoZMvdjHlpbdcsHkp3c/edit?usp=sharing