Aigis is a stance-change character that switches between two modes: her Normal Mode which focuses on space control and proactive zoning, and Orgia Mode, which focuses on high-speed mix-ups and pressure.
In Normal Mode, Aigis likes to use her projectile attacks and Persona buttons to cover large swathes of the screen, provoking her opponents to take larger risks to play neutral against her before she is able to switch modes and move in. In addition to this, she can also use her special D Persona normals as a non-committal way to cover certain areas and angles of approach, sending out Athena to counter attacks and block opposing zoning.
Orgia Mode is Aigis's bread and butter and where she truly becomes scary, as it gives her huge boosts to her overall offensive capabilities. She gains buffs to all her movement, unlocks new specials, overclocks her pressure with the ability to hoverdash cancel her buttons into fast or instant overheads, and gains much better combo routes. To operators with good game sense and execution, Aigis is able to represent all of these traits with high efficiency and quite literally vortex the opponent on repeat, thrashing them again and again during her advantage state for as much gauge as she has left.
Effective Aigis play can be considered a balancing act. Some of her strongest points such as Orgia mode and her bullet attacks must have their resources managed well as to not starve herself of their pros from overuse. As a result, learning when and where to switch modes or save bullets is key to making the most of her gameplan. Even with this, her high average damage, multitude of mix-up opportunities and versatile kit makes her highly effective at all levels of play, and she is often considered one of the best characters in the game as a result.
Aigis Aigis plays a mix between rushdown and space control, that will also open up the opponent whenever she feels like it.
- Zoning and Anti-Zoning: Aigis can play an effective footsies and zoning game with her projectile attacks and Orgia movement, which can also stuff the opponent's attempts to get in or fight her zoning with their own.
- Damage & Conversion: Aigis gets high damage off almost any confirm, that can lead into a safe-jump and ready her for even stronger pressure and mix. Her damage gets even higher for 25 meter.
- Orgia Mode: Orgia mode quite literally overclocks Aigis, giving her additional mobility options that buff her offense and defense. Any time she forces you to block in Orgia, it's time to guess.
- Air Normals: Aigis has a powerful suite of air normals that makes her hoverdash pressure even stronger.
- Hard to Burst: Plenty of Aigis' combos leave opponents far away from her during the combo, making bursting against her very difficult.
- Can't Play God Forever: While Aigis is great with Orgia, she will always eventually have to disengage it to conserve and regenerate the resource. This puts some of the stronger and defining aspects of her gameplan on hold periodically.
- Orgia Mode
- Orgia Mode transforms Aigis into a high-mobility character with incredible rushdown capabilities. In Orgia, Aigis gains access to new movement options that allow her to quickly close in on opponents and begin applying pressure, mix-ups, and high-damage combos into knockdown. Alternatively, she can also use this mobility to approach and navigate neutral and other situations in unorthodox and unpredictable ways. However, performing Orgia actions consumes a portion of the gauge, and the gauge slowly empties with time (including when Aigis is blocking, getting combo'd, and even idle). If the gauge empties, Aigis enters an overheated state and Orgia mode is temporarily disabled for an extended period of time.
- Bullets
- Aigis begins each round with 120 bullets. Once depleted, Aigis loses the bullets in her bullet-based attacks and the properties of numerous moves change (for example, her 2B will only strike instead of firing bullets). Aigis's bullet attacks cover quite a bit of range and are often used to keep opponents from advancing, so Aigis players must be able to manage her ammo count along with Orgia gauge, as well as recognise when either Orgia or ammo is low and adjust accordingly.
Normal Moves
5A
- 5A
- Fast startup, but poor recovery and range.
- Jump cancelable on hit or block.
Normally used for frame traps and IAD/hoverdash pressure. Input it as 4A to prevent Aigis from chaining into her 5AA accidentally. Can be low profiled by some characters.
- 5AA
- Jump cancelable on hit and block.
- Leaves Aigis airborne on hit/block.
- Launches the opponent on hit.
Used in some Orgia combos to launch the opponent and continue into an air combo and as a starter for some Mode Change combos. It has some utility in pressure, particularly when baiting reversals and Bursts. It can be cancelled with jump in either mode and Orgia actions while in Origa mode but her pressure afterwards when not in Origa is fairly linear.
- 5AAA
- Overhead, but whiffs against crouching opponents.
Seen in combos that contain Aigis's 5AAAA string. On standing conect, Aigis jumps and recovers quite far from the opponent, roughly one-third of the stage away. If the opponent is crouching, Aigis jumps directly above the opponent while whiffing the actual attack. This results with her recovering near the opponent rather than at a distance and leaving her open to a punish. If not in corner, Aigis will cross over the opponent during 5AAA's whiff recovery which can cause some weird interactions when opponents try to punish.
If the opponent changes from standing to crouching guard between 5AA and 5AAA, 5AAA will hit their extended vertical hurtbox as a pseudo-fuzzyguard (i.e., the opponent will be shown as hit high despite visibly standing). However, there's no way to force the opponent to switch their guard like this and such a situation is unlikely to occur in a match, but it's worth noting.
- 5AAAA
- Consumes 8 bullets.
- Cannot be done on block.
Aigis fires her Gatling gun in the air. Unlike most 5AAAAs, Aigis's is not a regular special - this move is exclusive to her autocombo. As with 5AAA, used in combos that contain Aigis's 5A string. Can be followed up both in and out of Orgia.
Completing the autocombo adds Radical Cannon B (air version) > Goddess Shield D (air version).
5AAAA Normal:
- Each P in active frames represents a projectile spawned
- 5AAAA will switch to Radical Cannon B (air) when out of bullets
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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5A | 170 | All | 5 | 3 | 16 | -6 | Body | |
5AA Shadow | 100×10 | All | 10 | P{(3)P}×9 | 46 Total | -13 | Projectile | |
5AAA Shadow | 400 | All | 28 | 5 | 10 | Head |
- 5A
- Fast startup, but poor recovery and range.
- Jump cancelable on hit or block.
Normally used for frame traps and IAD/hoverdash pressure. Input it as 4A to prevent Aigis from chaining into her 5AA accidentally. Can be low profiled by some characters.
- 5AA
- Consumes 8 bullets.
- Jump cancelable on hit only.
- Used in combos to launch opponents.
Aigis fires a stream of bullets that juggle the opponent. After 5AA, Shadow Aigis can activate Orgia and convert into an air combo, or if already in Orgia, jump-cancel after the launch and convert into Megido. Shadow Aigis's 5AA does not take her airborne and is cancellable into a plethora of normals, giving it good utility in pressure.
- 5AAA
Aigis jumps up and then does a drop kick that grounds the opponent and causes hard knockdown. Can be followed up with the standard autocombo or jump-cancelled to continue the combo. Like all 5A chains, builds a large chunk of meter on hit, making it quite useful for Shadow Aigis.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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5A | 400 | 200 | 50 | 2 | ||||||||||||||||||||||||||||||||||||
5AA Shadow | 0 | 100 | 50 | 2 | ||||||||||||||||||||||||||||||||||||
5AAA Shadow | 0 | 200 | 50 | 5 |
5AA Shadow:
- Each P in active frames represents a projectile spawned
2A
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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160 | Low | 7 | 4 | 11 | -2 | Foot |
- Gatlings into itself 3 times, even on whiff.
One of Aigis's few low hitting moves. Usually gatlinged after 5A to create frame trap pressure or as a quick low to throw off opponents expecting an overhead. Short start-up and recovery, but very little range.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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500 | 100 | 50 | 2 |
5B
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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400 | All | 10 | 3 | 25 | -13 | Projectile |
Rocket punch with a fair amount of range, can chain into itself once. Used in pressure to cancel into sweep/Boost and in combos.
Has both projectile and chest attribute, letting it beat projectiles but losing to sweeps.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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300 | 100 | 50 | 4 |
2B
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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120×8 | All | 7 | P{(2)P}×7 | Total 58 | -27 | Projectile |
- Consumes 8 bullets.
- Jump cancellable on hit.
- Special cancelable on hit or block.
Fires eight bullets in a half-circle arc. Unlike most 2Bs, this one is completely airblockable and has no head invuln. Very good for controlling a large amount of the stage, punishing an opponent for summoning a persona at range, and as a "keep away" tool, but it can also be rolled, leaving Aigis vulnerable to a punish combo.
When Aigis is out of ammo, she swings her hand as if she were performing 2B but does not fire any bullets. Aigis’s other air-unblockable move and has head attribute invuln as well.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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200 | 100 | 50 | 3 |
- Each P in active frames represents a projectile spawned
j.A
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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100×3 | High | 6 | 2, 2, 2 | 14 | Head |
- Gatlings into itself.
- Only the first hit is an overhead.
- Jump cancellable on hit or block.
Aigis spins her hand like a drill for three hits. Quick start-up with a good number of active frames, as well as a strong forward hitbox, making it a very strong air-to-air attack. Shows up in combos as well as in mixup and pressure.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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200 | 100 | 50 | 1 |
- After blocking the first hit, the remaining hits are guard All
j.B
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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300 | High | 9 | 8 | 10 | Head |
- Overhead.
- Jump cancelable on hit or block.
Sharp drop kick. Used in pressure by boosting and hitting B quickly, as well as to control height in combos and as a safejump. It has a bit of hitbox behind Aigis, allowing for tricky cross-ups, particularly with airturn.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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200 | 100 | 50 | 3 |
j.2B
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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200×3 | All | 9 | P(3)P(3)P | Total 27+6L | Projectile |
- Treated as a special move.
Drops three grenades that scatter downwards. Good combo ender and combo tool. Can be used to set-up good oki or just to control space at any time. Frequently appears in optimal mode change combos. The grenades have a vacuum effect and pull the opponent slightly closer to Aigis.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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0 | 100 | 50 | 1 |
- Each P in active frames represents a projectile spawned
- Each bomb is active for 16F
All Out Attack
5A+B
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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300 | High | 28 | 5 | 32 | -18 | Body | 9~28 Guard Strike |
Hits overhead and follows up into two options: the C ender launches the opponent high into the air on hit, while D gives hard knockdown, or a wallbounce near the corner on Fatal Counter. Can be used in the middle of combos because of its "launching bounce" property, then followed up with a super. If OMC'd, it will leave Aigis airborne. Aigis's AoA has one of the most obvious animations and is fairly slow but it gains guardpoint early and takes Aigis airborne, so it can be used to go over specific attacks.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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0 | 1000 | 10000 | 5 |
- On hit and counter hit, opponent experiences additional 15F hitstop
Sweep
2A+B
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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400 | All | 10 | 3 | 25 | -13 | Projectile |
- Aigis's best combo starter.
- Has chest invul but can low-profile non-chest property moves.
Aigis sweeps her leg low on the ground, knocking the opponent down. Travels surprisingly far and low-profiles many attacks if spaced well, including attacks that are not Chest attribute. Great mix up tool when in Orgia, with the 2AB > j.B sequence being particularly notable. Unsafe on block, but can be One More! Cancelled, cancelled with Orgia actions or other specials, or hop-cancelled to extend pressure and for mixup.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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300 | 100 | 50 | 4 |
Persona Attacks
5C
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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900 | All | 15 | 2 | 32 | -15 | Body | Persona 1~Until Active All |
- Deceptively large range.
- Blows the opponent back on hit.
Athena does a wide sweeping slash with her spear. Mostly used for its high blockstun and hitstun to safely activate or deactivate, but it can also be used in some combo routes for optimal damage. Often gatlinged to 2C in Mode Change combos to set up a quick, meterless Megido knockdown.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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200 | 100 | 1000 | 5 |
2C
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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700 | Air Unblockable | 19 | 3 | 27 | -11 | Body | Persona 1~Until Active All |
- Launches on hit.
- Forces Fatal Counter on Counter Hit.
Athena appears and strikes upward with her spear. Launches the opponent on hit but whiffs on crouching opponents. As a reactive anti-air, it's quite slow, but it is the only air unblockable available to Aigis at all times, as 2B is air unblockable only without bullets. Cannot be jump-cancelled on hit or block, although it can be special-cancelled into Mode Change or with Orgia actions. Primarily used in Mode Change combos, as the launch allows time to activate Orgia and connect Megido. Beware using 2C outside of combos, as its lengthy whiff recovery leaves Aigis open to a huge punish.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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0 | 300 | 50 | 5 |
- Fatal Counter
222C
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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1100 | All | 26 | 2 | 21 | -4 | Body | Persona 1~Until Active All |
- Situational, alternate version of 5C.
Athena lunges forwards and slices. Similar to 5C but with more range and longer start-up. Used in specific Fatal routes for optimal damage.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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100 | 100 | 1000 | 5 |
5D
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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5D (Guard) | Total 33 | Persona 17~91 Guard | ||||||
5D (Attack) | 800 | All | 26 | 18 | Body | Persona 1~48 Guard |
- Counter attack.
Athena appears with a blue aura on her shield, and if an attack connects, she will rush across the screen with full invuln until recovery. If Athena gets hit again after the charge, she will disappear and Aigis will lose a Persona card. Good to prevent the opponent from mindlessly zoning if the shield can be set safely, to control space, and for checking an opponent's awareness. If the counter-attack is triggered, the opponent can easily evade or block the actual attack, though Aigis is free to rush in behind Athena.
While the catch frames are active, Athena travels forward along the ground, and Aigis is free to follow behind her or to displace Athena by separating from her. Once the catch frames have ended, Athena lingers on screen for quite a bit. If certain persona normals and supers are used while Athena remains on stage after the catch frames, those moves will begin from Athena's position, not Aigis's, including another 5D -- Athena will move forward from her current position, further separating herself from Aigis.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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5D (Guard) | ||||||||||||||||||||||||||||||||||||||||
5D (Attack) | 400 | 100 | 50 | 5 |
2D
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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2D (Guard) | - | Total 36 | Persona 17~73 Guard | |||||
2D (Attack) | 400×7 | High | 28 | 3×7 | Body | Persona 1~48 Guard |
- Counter attack.
Athena appears with a blue aura on her shield, and if an attack connects, she raises up and then dives down, hitting the opponent multiple times. If Athena is hit again after the dive begins, she disappears and Aigis loses a Persona card. Unlike 5D, Athena will always appear at Aigis's position even if already out. Has fewer catch frames than 5D, but the counter-attack start up is the fastest of Athena’s counter moves. Can pick up a combo on hit.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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2D (Guard) | ||||||||||||||||||||||||||||||||||||||||
2D (Attack) | 400 | 100 | 50 | 5 |
2D (Attack):
- After blocking the first hit, the remaining hits are guard All
j.C
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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400, 800 | All | 8 | 4(8)6 | 10 | Head | Persona 1~Until Active All |
- Hits twice.
- Special and super cancellable.
Summons Athena to attack twice, first hitting with her shield, then her spear. j.C is one of the best normals in the game due to its speed, size, utility, and cancel options. However, the move can be low-profiled and the hitbox for both attacks will not connect if done too low to the ground. Aside from its use in nearly every combo, j.C is Aigis's primary way of contesting the spacing game, both in and out of Orgia, as well as creating deadly cross-ups with airdashes, Orgia movement, and airturn. Understanding how to properly space j.C is crucial to playing Aigis well -- if you beeline at opponents with Boost or an airdash into j.C, you will be punished and lose a card, but when spaced well, j.C can be difficult (even impossible) for some opponents to challenge, allowing for high-damage whiff-punishes and combo conversions.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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200 | 100×100 | 50 | 2, 5 |
j.2C
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|
900 | All | 15 | 2 | 31 | Body | Persona 1~Until Active All |
- 5C, but in the air.
Has the same cancel options as j.C but significantly more start-up. Very slow compared to Aigis's other air normals, so its utility in baiting anti-airs is limited. Aigis's air momentum stalls when performing j.2C. Used in combos to optimise damage and positioning.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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200 | 100 | 500 | 5 |
j.D
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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j.D (Guard) | - | Total 24 | Persona 29~103 Guard | |||||
j.D (Attack) | 800 | All | 26 | 18 | Body | Persona 1~48 Guard |
- Counter attack.
Identical to 5D but in the air. Can help control airspace and halt an opponent's zoning. Has the slowest start-up for both the catch and counter frames, but also has the most counter frames of Athena's counter-attacks.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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j.D (Guard) | ||||||||||||||||||||||||||||||||||||||||
j.D (Attack) | 400 | 200 | 50 | 5 |
j.2D
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. | |
---|---|---|---|---|---|---|---|---|
j.2D (Guard) | Total 24 | Persona 19~75 Guard | ||||||
j.2D (Attack) | 400×N | High | 25 | 3×N | Body | Persona 1~Until L+3 Guard |
- Counter attack.
Identical to 2D but in the air. Can help control airspace and halt an opponent's zoning. As with 2D, the counter-attack start up is the fastest of Athena’s counter moves.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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300 | 200 | 50 | 5 |
Universal Mechanics
Ground Throw
C+D
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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0, 0, 1100 | Throw | 5 | 3 | 25 | Throw |
- Special cancelable in Origa, super/OMC cancelable always.
Aigis attaches an explosive to the enemy and then blows them away, allowing the opponent to tech a fair distance from Aigis. Can be followed up in Orgia by canceling into Megido or by OMCing when not in Orgia. Note that Aigis's ground throw has a special property where it ignores the throw tech system in place for Ultimax and can only be teched after the ! appears over an opponent's head; otherwise, an opponent will be counterhit for grabbing too early. A glitch also exists where Aigis can cancel into Megido immediately after throw without expending Orgia meter.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
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0 | 900, 100 | 50 | 0, 2, 5 |
Air Throw
j.C+D
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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0, 0, 1400 | Throw | 4 | 3 | 19 | Throw |
Aigis grabs the opponent, whacks them, and then pulls an RPG from her back and blasts them away. Wall bounces. Can be followed up. Obeys the normal throw tech system, unlike Aigis’s ground grab.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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0 | 1200 | 50 | 0, O, 5 |
- Only cancelable by boosting in orgia or backdashing in orgia
Escape Change
B+D (Air OK)
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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900 | All | 10 | 4 | 49+15L | -51 | Projectile | 1~13 All |
- Switches between Orgia and normal mode.
- Can be done even when overheated but will not switch modes.
- Super-cancellable on hit and block.
- Boost cancelable on hit in Origa.
Aigis blasts the enemy away, then hovers backwards, gaining some distance. Can be prone to getting baited by jump cancels due to not having the best vertical hitbox. If cancelled early enough, Aigis will not switch in or out of Orgia Mode. Used at the end of some Orgia combos to link supers or to quickly switch modes at the expense of oki.
Can be punished on normal hit in certain scenarios, but is highly unlikely since the punishes are expensive, and you will more often be landing this as a CH rather than raw.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
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1000 | 100 | 50 | 4 |
Guard Cancel Attack
6A+B while blocking
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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0 | All | 16 | 3 | 33 | -19 | Body | 1~21 Guard All |
Shares the same animation as Aigis's 5B. Has unthrowable autoguard for the duration. Like all Guard Cancel Assaults, it's fairly slow and can be beaten by opponents. One option of escaping pressure at the expense of 50 meter. Can be One More! Cancelled or One More! Bursted to avoid the lengthy recovery but no combo beginning from a Guard Cancel can kill.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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1200 | 100 | 50 | 4 |
Skill Attacks
Mode Change
22A/B
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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22A | Total 28 | |||||||
22B | Total 21 | |||||||
22AB (Activate) | Total 13 | 3~7 P | ||||||
22AB (Deactivate) | Total 20 |
- All Versions
Aigis stalls briefly and changes modes. During Mode Change, Aigis herself is a hurtbox. If activating at neutral, be mindful of projectiles as well as the opponent - if you are interrupted while attempting to change modes, Aigis will not complete activating or deactivating.
- 22A
- Ends Origa without penalty.
Safest move to end Origa with, but also relatively slow.
- 22B
- When deactivating, 22B forces overheat if the Orgia gauge is at half at lower.
- Orgia overheat time is halved when manually triggered via 22B.
When activating Orgia, 22B is faster than 22A and lifts Aigis high in the air, allowing you to begin pressure with falling normals or to use the height to extend combos, making 22B integral to Mode Change combos into Orgia.
- 22AB
- Ends Origa without penalty.
SB activate is quite fast and also lifts Aigis into the air, allowing for a near-instant overhead with a falling j.B. However, it does not lift Aigis as high as the B version. Its speed makes it safest to use at neutral.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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22A | ||||||||||||||||||||||||||||||||||||||||
22B | ||||||||||||||||||||||||||||||||||||||||
22AB (Activate) | ||||||||||||||||||||||||||||||||||||||||
22AB (Deactivate) |
22A:
- Toggles Orgia on frame 16
22B:
- Aigis recovers in the air
- When deactivating, immediately enters Overheat, but duration is halved
- Toggles Orgia on frame 18
22AB (Activate):
- Aigis recovers in the air
- Toggles Orgia on frame 13
7th Gen Gatling Blast
236A/B
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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236A | 400, 110, 55×9 | All | 16 | Strike: 2 Bullets: P{(2)P}×9 |
35 | -5 | Body, Chest+Projectile×10 | |
236B | 400, 110, 55×19 | All | 21 | Strike: 2 Bullets: P{(2)P}×19 |
55 | -5 | Body, Chest+Projectile×20 | |
236AB | 400, 90, 45×9 | All | 16 | Strike: 2 Bullets: P{(2)P}×19 |
53 | -3 | Body, Chest+Projectile×20 |
- Usable without bullets, but significantly worse.
- A version consumes 10 bullets.
- B/SB versions consume 20 bullets but can be extended by holding the button.
- Bullets will be fired until Aigis runs out or the button is released.
Aigis draws her Gatling gun and shoots forward. If out of ammo, Aigis will still summon her gun, but no shots will be fired. The gun itself has a hitbox in this case. There is a lot of start up and recovery on this move, so it’s best used for catching the opponent for their last bit of health or as a full-screen punish.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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236A | 300 | 100, 100, 0x10 | 50 | 3 | ||||||||||||||||||||||||||||||||||||
236B | 300 | 100, 100, 0x20 | 50 | 3 | ||||||||||||||||||||||||||||||||||||
236AB | 300 | 100, 100, 0x20 | 50 | 3 |
236A:
- Each P in active frames represents a projectile spawned
236B:
- Holding the button will cause Aigis to continue shooting until releasing the button or running out of bullets
- Damage for these extra bullets is 25×N
- Each P in active frames represents a projectile spawned
236AB:
- Holding the button will cause Aigis to continue shooting until releasing the button or running out of bullets
- Damage for these extra bullets is 25×N
- Each P in active frames represents a projectile spawned
7th Gen Vulcan Cannon
j.236A/B
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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j.236A | 100, 50×8 | All | 19 | P{(2)P}×8 | Until L+7 | Projectile | ||
j.236B | 100, 50×13 | All | 25 | P{(2)P}×13 | Until L+7 | Projectile | ||
j.236AB | 170, 85×13 | All | 21 | P{(2)P}×13 | Until L+7 | Projectile |
- Usable without bullets, but is significantly worse.
- A version consumes 9 bullets.
- Fires closest to Aigis.
- B version consumes 14 bullets.
- Fires at an angle that hits almost full-screen.
- SB version consumes 14 bullets (7 per stream).
- Fires at both A and B version angles.
- Ground bounces on hit.
Aigis pushes herself back to take aim, settles into position in air, then fires a stream of bullets diagonally downward. When using the A version, there's limited pushback, while the B and SP versions move Aigis further back, allowing for some cross-up gimmicks. As with other specials, there's significant start-up and recovery on this move, making it only situationally useful.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
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j.236A | 300 | 100, 0x9 | 50 | 3 | ||||||||||||||||||||||||||||||||||||
j.236B | 300 | 100, 0x14 | 50 | 3 | ||||||||||||||||||||||||||||||||||||
j.236AB | 300 | 100, 0x14 | 50 | 3 |
j.236A:
- Hold button to fall while shooting
- Each P in active frames represents a projectile spawned
j.236B:
- Hold button to fall while shooting
- Each P in active frames represents a projectile spawned
j.236AB:
- Hold button to fall while shooting
- Each P in active frames represents a projectile spawned
7th Gen Radical Cannon
214A/B (Air OK)
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
214A | 300, 700 | All | 29 | Until Hit,30 | Total 53 | Projectile | ||
j.214A | 300, 700 | All | 29 | Until Hit,30 | Total 60 | Projectile | ||
214B | 300, 900 | All | 35 | Until Hit,30 | Total 53 | Projectile | ||
j.214B | 300, 900 | All | 29 | Until Hit,30 | Total 60 | Projectile | ||
214AB | [300, 600]×2 | All | First Shot: 29 Second Shot: 32 |
{Until Hit,30} per Shot | Total 53 | Projectile | ||
j.214AB | [300, 600]×2 | All | First Shot: 23 Second Shot: 26 |
{Until Hit,30} per Shot | Total 55 | Projectile |
- Consumes no bullets.
- Fatal Counter.
- Button can be held to delay the explosion.
- Boost, Air Boost, and Hover cancellable in Origa.
- Data in () is for air versions.
- Aigis is not considered crouching during the ground versions.
Aigis pulls a cannon from her back and fires an anti-air bombardment. Pressing (or releasing if the button was held) the button corresponding to the version used detonates the mortar prematurely. If the button is only tapped, then the mortar will automatically travel full range before exploding. Radical Cannon is typically used in combos, but it can also be used as a neutral tool. The air versions can be performed after a jump, double jump, or superjump, preventing most anti-air attempts and making the threat of the explosion quite strong. The ground version of A Radical Cannon is primarily used in double Megido combos, as well as for oki. The air versions of Radical Cannon are what comprise Aigis's high-damage mortar loops.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
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214A | 300 | 100 | 50 | 3, 4 | ||||||||||||||||||||||||||||||||||||
j.214A | 300 | 100 | 50 | 3, 4 | ||||||||||||||||||||||||||||||||||||
214B | 300 | 100 | 50 | 3, 4 | ||||||||||||||||||||||||||||||||||||
j.214B | 300 | 100 | 50 | 3, 4 | ||||||||||||||||||||||||||||||||||||
214AB | 300 | 100 | 50 | [3, 4]×2 | ||||||||||||||||||||||||||||||||||||
j.214AB | 300 | 100 | 50 | [3, 4]×2 |
214A:
- From 45F on, explosion starts up 1F after either button (same one used to input move) is pressed or released (when held)
- Fatal Counter
- Air versions are Hover Cancelable
- Cancelable only by Boost Hovering and Air Boost
- A and B versions are considered the same in regards to SMP
j.214A:
- From 39F on, explosion starts up 1F after either button (same one used to input move) is pressed or released (when held)
- Fatal Counter
- Air versions are Hover Cancelable
- Cancelable only by Boost Hovering and Air Boost
- A and B versions are considered the same in regards to SMP
214B:
- From 46F on, explosion starts up 1F after either button (same one used to input move) is pressed or released (when held)
- Fatal Counter
- Air versions are Hover Cancelable
- Cancelable only by Boost Hovering and Air Boost
- A and B versions are considered the same in regards to SMP
j.214B:
- From 40F on, explosion starts up 1F after either button (same one used to input move) is pressed or released (when held)
- Fatal Counter
- Air versions are Hover Cancelable
- Cancelable only by Boost Hovering and Air Boost
- A and B versions are considered the same in regards to SMP
214AB:
- From 41F on, explosion starts up 1F after either button (same one used to input move) is pressed or released (when held)
- Fatal Counter
- Air versions are Hover Cancelable
- Cancelable only by Boost Hovering and Air Boost
j.214AB:
- From 34F on, explosion starts up 1F after either button (same one used to input move) is pressed or released (when held)
- Fatal Counter
- Air versions are Hover Cancelable
- Cancelable only by Boost Hovering and Air Boost
Skill Attacks (Orgia Mode)
Orgia Boost
during Orgia Mode
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
Orgia [66] | Cancelable from 8F | |||||||
Orgia [44] | Cancelable from 12F | 1~7 All | ||||||
Orgia j.2AC | Cancelable between 14~103F | |||||||
Orgia j.AB | Total 28 | 7~19 Strike/Projectile |
- Orgia Forward Dash (66)
- When grounded and at neutral, 66 (dash) initiates Boost and takes Aigis airborne.
- Cancelling moves with Boost can be performed with [6] or 66.
- Boosting costs Orgia gauge; Boost-cancelling and Boosting at a neutral state have different values.
- Boost is cancellable from the eighth frame.
Boost replaces Aigis's normal airdash when in Orgia mode, giving her insane mobility and speed, as well as higher and floatier jumps with considerable momentum. On the ground, inputting 66 when in a neutral state will replace Aigis's non-Orgia ground dash with her Boost airdash, while in the air, Boosting can be performed after a jump or double jump to quickly close in on opponents. Many moves can be cancelled by Boosting, radically changing Aigis's mix-up and pressure. Being able to Boost-cancel and to control Aigis's Boost movement is crucial to playing her well.
- Orgia Backdash (44)
- Available on wake-up.
- 1 frame longer than all other backdashes.
- Cancellable from frame 12 onward.
- Moves can be cancelled with Orgia backdash.
Unlike regular backdashes (including Aigis's non-Orgia backdash), Orgia backdash is not disabled on wake-up. Fully invuln for 7 frames. Aigis flies diagonally backward and upward, leaving her airborne. Can be cancelled into Boost, another backdash, or other moves; however, as with Boosting and Boost-cancelling, backdashing consumes Orgia gauge. Very useful for escaping pressure and reversals as well as baiting opponents into whiffing moves.
- Orgia Hover (j.2AC)
- Now performed with 2AC while airborne, not [8].
- Moves can be cancelled with Hover.
- Cancellable between frames 14 and 103.
- No invuln.
Hovering stalls Aigis at her current height, preventing her from descending. As with all other Orgia actions, Hovering consumes Orgia gauge. Hover-cancelling is another important technique, as it's used in various combos, mortar loops, and for safe-jump set-ups. Aigis is not invuln while Hovering, however, and Hover cannot be cancelled immediately. Beware doing this too low to the ground and too close to opponents, as Aigis will be vulnerable to air-unblockable moves.
- Orgia Boost (j.AB)
- Command airdash. Travels a preset distance.
- Strike invuln only.
- Various actions are cancellable with Air Boost.
- Air Boost cannot be cancelled into normals or skills.
Performs a command airdash with strike invuln. Air Boost is sometimes referred to as an "air roll" due to its similarity to ground rolls (Evasive Actions). The move has a fair amount of recovery; it also lacks projectile invuln, unlike Aigis's ground Evasive Action. Costs Orgia gauge. Used for positioning in combos and to cancel the recovery of certain attacks, particularly the air versions of Radical Cannon. If timed appropriately, the invuln frames can armor through Bursts and some attacks; however, the inability to cancel Air Boost into attacks makes it less useful for mix-up and pressure than Aigis's other Orgia actions. Must be inputted while airborne or Aigis will perform her All Out Attack.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Orgia [66] | ||||||||||||||||||||||||||||||||||||||||
Orgia [44] | ||||||||||||||||||||||||||||||||||||||||
Orgia j.2AC | ||||||||||||||||||||||||||||||||||||||||
Orgia j.AB |
Megido Fire
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
236C | 598, 200, 100×3, 1300 | All | 15 | 9×3,6 | 7+7L | -5 | Body | |
j.236C | 598, 200, 100×3, 1300 | All | 17 | 9×2,3 | Until L+15 | Head | ||
236D | 598, 200, 100×3, 1300 | All | 12 | 9×3,3 | 6+9L | -3 | Body | |
j.236D | 598, 200, 100×3, 1300 | All | 12 | 9×3,3 | Until L+12 | Head | ||
236CD | 348, 100, 50×12, 1400 | All | 13 | 9×3,3 | 4+4L | +4 | Body | |
j.236CD | 348, 100, 50×12, 1400 | All | 14 | 9×3,3 | Until L+9 | Head |
- On block, can be super-cancelled into Goddess Shield before Aigis lands.
- While spinning through the air, 4f after startup until 1f after the followup, can input the same command to change trajectory once.
- Causes hard knockdown.
Aigis lights herself on fire and hurls herself at the opponent. On hit, Athena strikes the opponent multiple times with a fire spiral then spikes the opponent straight down; the follow-up is not performed on block. During the second part of the attack, Aigis lands and recovers while Athena continues the assault. Aigis's high damage output comes from this move, making it a staple in combos, and since the opponent is left in hard knockdown, Aigis is able to safely continue her offence afterward.
On the ground, the C version sends Aigis flying forward a short distance, while D and SB versions fly diagonally up and back down in an arc. In the air, the C version follows Aigis's current trajectory or causes to Aigis float in the air if she happens to be floating; the move follows her momentum. The D and SB air versions move upwards diagonally before falling down.
Aigis cannot use Persona abilities while Megido is active, nor can Megido be performed if Athena is already committed (for example, if a D Persona move is active, Aigis cannot perform Megido until the catch frames have ended).
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236C | 500 | 500, 0×5 | 50, 1000 | 3×5, 5 | ||||||||||||||||||||||||||||||||||||
j.236C | 500 | 500, 0×5 | 50, 1000 | 3×5, 5 | ||||||||||||||||||||||||||||||||||||
236D | 500 | 500, 0×5 | 50, 1000 | 3×5, 5 | ||||||||||||||||||||||||||||||||||||
j.236D | 500 | 500, 0×5 | 50, 1000 | 3×5, 5 | ||||||||||||||||||||||||||||||||||||
236CD | 300 | 300, 0×14 | 50, 1000 | 3×15, 5 | ||||||||||||||||||||||||||||||||||||
j.236CD | 300 | 300, 0×14 | 50, 1000 | 3×15, 5 |
236C:
- On block, base damage is 598×4, and hitstop 7F per hit
- Can only Super Cancel on block into Goddess Shield until Aigis lands
- While spinning through the air, 4f after startup until 1f after the followup, can input the same command to change trajectory once
j.236C:
- On block, base damage is 598×3, and hitstop 7F per hit
- Can only Super Cancel on block into Goddess Shield until Aigis lands
- While spinning through the air, 4f after startup until 1f after the followup, can input the same command to change trajectory once
236D:
- On block, base damage is 598×4, and hitstop 7F per hit
- Can only Super Cancel on block into Goddess Shield until Aigis lands
- While spinning through the air, 4f after startup until 1f after the followup, can input the same command to change trajectory once
j.236D:
- On block, base damage is 598×4, and hitstop 7F per hit
- Can only Super Cancel on block into Goddess Shield until Aigis lands
- While spinning through the air, 4f after startup until 1f after the followup, can input the same command to change trajectory once
236CD:
- On block, base damage is 348×4, and hitstop 7F per hit
- Can only Super Cancel on block into Goddess Shield until Aigis lands
- While spinning through the air, 4f after startup until 1f after the followup, can input the same command to change trajectory once
j.236CD:
- On block, base damage is 348×4, and hitstop 7F per hit
- Can only Super Cancel on block into Goddess Shield until Aigis lands
- While spinning through the air, 4f after startup until 1f after the followup, can input the same command to change trajectory once
Pandora Missile Launcher
214C/D in Orgia Mode (Air OK)
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
214C | 300×5 | All | 21 | P(6)P(6)P(6)P(6)P | Total 67+9L | Projectile | 8~59 P | |
214D | 300×5 | All | 21 | P(6)P(6)P(6)P(6)P | Total 67+9L | Projectile | 8~59 P | |
214CD | 150×15 | All | 21 | P{(6)P}×14 | Total 127+9L | Projectile | 8~119 P |
- Fatal Counter.
- Costs a significant amount of Orgia gauge, but no bullets.
- C version shoots missiles forwards.
- Ground D version shoots missiles upwards.
- Air D version shoots missiles downwards.
- SB version fires 3 times as many missiles which travel faster.
A missile container extends from Aigis's back and she fires a missile barrage forward. Pandora has quite a bit of start up, but also a considerable amount of projectile invuln. It can be used to keep the opponent out or lock them down full screen. At close range, this move is much risker as throws and strikes will easily beat it during start-up. The missile container itself has a hitbox that extends behind Aigis.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214C | 0 | 100 | 50 | 3 | ||||||||||||||||||||||||||||||||||||
214D | 0 | 100 | 50 | 3 | ||||||||||||||||||||||||||||||||||||
214CD | 0 | 100 | 10 | 3 |
214C:
- Fatal Counter
- Each P in active frames represents a projectile spawned
214D:
- Fatal Counter
- Each P in active frames represents a projectile spawned
214CD:
- Fatal Counter
- Each P in active frames represents a projectile spawned
SP Skill Attacks
Goddess Shield
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
236236C | 2000 | All | 4+(58 Flash)+9 | 24 | 35+14L | -31 | Body | 1~12 All 13~32 Guard All |
j.236236C | 2000 | All | 4+(58 Flash)+9 | 24 | Until L+14 | Body | 1~12 All 13~32 Guard All | |
236236D | 2500 | All | 4+(58 Flash)+17 | 24 | 36+14L | -32 | Body | 1~22 All 23~30 Guard All |
j.236236D | 2500 | All | 4+(58 Flash)+9 | 24 | Until L+14 | Body | 1~19 All 20~40 Guard All | |
236236CD | 1400×2 | All | 4+(58 Flash)+9 | 24(6)24 | 35+14L | -31 | Body | 1-14 All 13-32 Guard |
j.236236CD | 400, 200×13 | All | 4+(58 Flash)+9 | 1×24 | Until L+14 | Body | 1-20 All 21-41 Guard |
- All ground versions are Fatal Recovery.
- Aigis is considered crouching during recovery.
Summons Athena to perform a great dash forward. Goddess Shield SB performs the dash twice. Good combo ender, particularly when the extra damage will kill. This super can be used to punish certain moves and, with the meter to One More! Cancel on block, to close in on opponents. On hit, Goddess Shield can cancel into Heavenly Spear by buffering the 214214 input while Aigis charges forward and pressing the C or D button right as the shield connects; Goddess Shield SB can only be linked to Heavenly Spear on the second hit. All versions are active until Aigis makes contact with an opponent or reaches the corner, so on whiff, Aigis will land in the corner unless using Goddess Shield SB.
Unlike the ground series, the air versions are not Fatal Recovery and cannot link to Heavenly Spear. Goddess Shield SB rams the opponent several times rather than passing twice as in the ground version. Can be added to most air confirms to convert into a quick kill combo.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236236C | 1000 | 100 | 50 | 5 | ||||||||||||||||||||||||||||||||||||
j.236236C | 600 | 500 | 50 | 5 | ||||||||||||||||||||||||||||||||||||
236236D | 1000 | 100 | 50 | 5 | ||||||||||||||||||||||||||||||||||||
j.236236D | 600 | 500 | 50 | 5 | ||||||||||||||||||||||||||||||||||||
236236CD | 1000 | 100 | 50 | 5 | ||||||||||||||||||||||||||||||||||||
j.236236CD | 600 | 500 | 50 | 3 |
236236C:
- Fatal Recovery
- Immediately enters recovery on hit/block
- Invul immediately disappears on hit/block
- Can super cancel into Heavenly Spear on hit/block
- Minimum damage 800
j.236236C:
- Fatal Recovery
- Immediately enters recovery on hit/block
- Invul immediately disappears on hit/block
- Minimum damage 800
236236D:
- Fatal Recovery
- Immediately enters recovery on hit/block
- Invul immediately disappears on hit/block
- Can super cancel into Heavenly Spear on hit/block
- Minimum damage 1000
j.236236D:
- Fatal Recovery
- Immediately enters recovery on hit/block
- Invul immediately disappears on hit/block
- Minimum damage 1000
236236CD:
- Fatal Recovery
- Immediately enters recovery on hit/block of 2nd hit
- Can super cancel into Heavenly Spear after second hit on hit/block
- Minimum damage 560×2 (1120)
j.236236CD:
- Max 16 hits
- Minimum damage 160, 80×15 (1360)
Multi Mounted Machine Gun Orion
j.236236A/B
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
j.236236A | 0, 910, 142×32 | Throw (300) | 10+(54 Flash)+2~9 | 3 | Until L+9 | Throw | 1~(14~21) All | |
j.236236B | 0, 910, 142×32 | Throw (300) | 10+(54 Flash)+6~14 | 3 | Until L+9 | Throw | 1~(18~26) All | |
j.236236AB | 0, 910, 142×32 | Throw (300) | 10+(54 Flash)+0~14 | 3 | 9 after landing | Throw | 1~(10~26) All |
- If activated next to the opponent, the post-flash start-up is 2f for A version, 0f for SB.
- No cancel options available.
Aigis's new super, an air grab that hits both jumping and standing opponents, but whiffs on crouchers. After the superflash, Aigis flies forward, then initiates the throw. If successful, the opponent will be captured while Aigis summons four Gatling guns and fires at will. Despite the animation, the super consumes no bullets. This is Aigis's only super available while persona-broken. All versions have the same pre-flash start-up, while the post-flash start-up for the grab itself is decreased the closer Aigis is to the opponent. All versions deal the same amount of damage and seem to travel the same set distance. Aigis cannot be controlled during the super.
On hit, Orion does a fair bit of damage, albeit at the cost of meter. Situationally useful as a punish if you have meter to burn and need to remove an opponent's last chunk of health. It's also possible to cancel into Orion after Escape Change, though risky. Regardless, there's no way to follow up on the grab with a combo, even with a One More! Cancel or Burst, so Orion's utility is restricted considerably when considering the damage dealt for the resources spent.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.236236A | 0 | 1000, 0×32 | 50 | 0, 4, 3×32 | ||||||||||||||||||||||||||||||||||||
j.236236B | 0 | 1000, 0×32 | 50 | 0, 4, 3×32 | ||||||||||||||||||||||||||||||||||||
j.236236AB | 0 | 1000, 0×32 | 50 | 0, 4, 3 |
j.236236A:
- Aigis travels forward until in range, then throws after 4F
- If opponent is not within range 5F after super flash, then Aigis does not attack and the next frame loses invul and begins recovery
- Can steer by holding direction
- Minimum damage 273, 42x32 (1617)
j.236236B:
- Aigis travels forward until in range, then throws after 4F
- If opponent is not within range 10F after super flash, then Aigis does not attack and the next frame loses invul and begins recovery
- Can steer by holding direction
j.236236AB:
- Aigis travels forward until in range, then throws after 4F
- If opponent is not within range 10F after super flash, then Aigis does not attack and the next frame loses invul and begins recovery
- Can steer by holding direction
Awakened SP Skill Attacks
Heavenly Spear
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
214214C | 2500 | All | 4+(62 Flash)+3 | 60 | Total 41+9L | +4 | Projectile | 1~8 All |
214214D | 200×10 | All | 4+(54 Flash)+11 | 4×10 | Total: 49+4L | -7 | Projectile | 1~16 All |
214214CD | 2800 | All | 4+(64 Flash)+1 | 60 | Total 48+9L | +4 | Projectile | 1~6 All |
- All versions of Heavenly Spear are Fatal Recovery.
- Heavenly Spear C and SB Fatal Counter.
- Projectile attribute, so opponents can roll the attack at the flash for a punish combo.
Athena appears and throws her spear upwards. The SB version is one of the fastest moves in the game with approximately 5 frame startup. The C and SB versions launch the opponent high into air on hit, and the D version will perform multiple hits allowing for follow-up. The C version can also be connected from the D version for added damage, and the C version can also connect into itself for even more damage on Fatal Counter. Be careful, however, as there is a slight deadzone in front of Aigis where the move may whiff if the opponent is too close, and the opponent can also shove themselves towards Aigis to push away from the spear, making the deadzone bigger; the attack can also be rolled at the flash. Both the C and SB versions are safe on block. Great combo tool in Orgia and a very strong reversal when the opponent has committed to an attack on your wake-up.
Extreme Orgia Mode
214214A+B
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|
Total 3+(117 Flash)+3 | 1~End All |
- Only available if Aigis is out of bullets, overheated, and for 150 SP. Shadow Aigis cannot activate this super.
- After startup, persona cards, bullets, and Orgia gauge will recover. Attack power of all attacks will be raised by 1.2 afterwards.
- Allows for four boosts in the air.
- D normals perform counterattack immediately.
- After Extreme Orgia Mode ends, Aigis will return to Orgia overheat.
Aigis's "secret" super, an amplified version of Orgia mode. Once the conditions are met and the super is activated, Aigis will stall briefly to prepare to unleash Extreme Orgia Mode and bullets, cards, and Orgia will be restored. For the duration of Orgia EXO, the Orgia gauge will be blue; additionally, Aigis's animations will be silhouetted to designate the install. While Orgia EXO allows for deadly mix-ups and combos, the conditions required for use aren't particularly match-practical, and since you'll likely have to force at least one of them, savvy opponents will refrain from allowing you to manually manually. If you are brave and cunning enough to enter Orgia EXO, however, Aigis's increased mobility and attack power will more than make up for the effort.
Instant Kill
Heritage Liberator Palladion
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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K.O. | All | 1+(15 Flash)+50 | P(8)P(8)P(8)P(12)P | Until L+29 | Projectile | 1~114 All |
Once active, Aigis fires a variation of 7th Gen Vulcan Cannon, consuming 12 bullets. On hit, Athena impales the opponent before Aigis finishes them off, then drops to the ground overheated. Like all IKs, Aigis's is slow with a large number of invuln frames. The attack can be blocked or rolled, and it will whiff completely at certain spacings, particularly if the opponent is too close. When out of ammo, Aigis will not use Vulcan Cannon during the IK. Must be inputted in midair while Aigis is at a consistent height. Situationally useful as a punish to very specific moves but otherwise useless.
Colors
Color 9
Metis (P3)Color 15
Labrys
Color 9
Psyche (P3)Color 15
Labrys
External References
- Japanese Name: アイギス
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
- 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