P4U2R/Aigis/Combos

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 Aigis



Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+D becomes 236D.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
AG =  Aigis
AK =  Akihiko
CH =  Chie
LZ =  Elizabeth
JU =  Junpei
KA =  Kanji
KE =  Ken
LB =  Labrys
MG =  Margaret
MA =  Marie
MZ =  Minazuki
MS =  Mitsuru
NA =  Naoto
RI =  Rise
SL =  Shadow Labrys
SH =  Sho
KU =  Teddie/Kuma
AD =  Tohru Adachi
YO =  Yosuke
YU =  Yu Narukami
YA =  Yukari
YK =  Yukiko


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!

Orgia Disable Extension

Orgia Disable ExtensionMid combo Orgia recharge.
Easy

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

Midscreen Double Switches

Midscreen Double SwitchSpend 25 Meter to Recharge during a combo.
Medium

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
Sweep Starter
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
Sweep Starter
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
2A 2B > jc > j.B > j.2C > j.236[A] 66 5C > 222C > 214A > 22B > j j.C > j.236D 3042 32 Hard Optimal Corner 2A route, a standing confirm that's character height specific. 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

Corner SB Megido Switch

Corner SB Megido SwitchSpend 25 meter in the corner and gain 30% Orgia gauge.
Medium

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 > j.236D > 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)

Boost Kara Cancels

Orgia Boost Kara CancelsCancel boost startup into other specials to interrupt Orgia drain
Medium

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. 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.

AoA Starter
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
Odd Starters
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
2A > 5A > jc > j.B > j.C > land j > j.A > jc > j.A > j.C Anywhere Normal 4000* 0 Medium Dog TOD Combo, very useful if you catch Koromaru at random fullscreen. Video
Close 5C Starters
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
Missile Starters
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.

Double Super Cashouts

Double Super CashoutsEasy kill route for shorter combos.
Easy

... > 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.

Finishers
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

Tiger Knee Bullets

Tiger Knee Bullets50 meter cashouts anywhere you go!
Hard

... > 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. Keep in mind Fatal Counter gives you extra hitstun on every hit, making some enders work at higher proration.

  • Always Connects: 236236C/D > 214214C
  • 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

Mag Dumps

Mag DumpsExtremely high damage for very little meter.
Hard

... > 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

Mortar Loops

Mortar LoopsExtremely high damage meterless Orgia routing
Medium

... > 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.

Fatal 2C
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
Fatal Missiles
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

Mode Change Routes
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 3000 45 Medium Optimal Shadow Orgia meterless 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.

The Most Important Frenzy Route

The Most Important Frenzy RouteThe only route you need
Medium

... > 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

Neutral Frenzies

Neutral FrenziesShadow Aigis' Calling Card
Medium

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.

Spear Frenzy

Spear FrenzyMassive damage on a frame 7 reversal
Easy

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
Throw Routes
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
Misc Routes
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
Out Of Orgia Routes
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.

Orgia Routes
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


JayPheonix Aigis Guide


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

Navigation

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