|
|
Line 62: |
Line 62: |
| |invuln=- | | |invuln=- |
| |hitbox=- | | |hitbox=- |
| | |description= |
| | Quick fast jab, but has noticeable recovery on whiff. Can be jump cancelled on hit or block. Normally used for frame traps and jump pressure. Can be input as 4A to prevent Aigis from chaining into her 5AA accidentally. Can be low profiled by some characters. |
| }} | | }} |
| {{AttackData-P4AU | | {{AttackData-P4AU |
Line 80: |
Line 82: |
| |invuln=- | | |invuln=- |
| |hitbox=- | | |hitbox=- |
| | |description=Aigis performs a literal tiger knee, jamming her leg into the opponent. Jump-cancellable on hit and block. Leaves Aigis airborne on hit and block and launches the opponent on hit. Used in some single-Megido Orgia combos to convert into an air combo by jump-canceling after 5AA. Allows for gimmicky pressure and mix-up, particularly in Orgia, at the expense of gauge. Combo fodder. |
| }} | | }} |
| {{AttackData-P4AU | | {{AttackData-P4AU |
Line 150: |
Line 153: |
| |invuln=- | | |invuln=- |
| |hitbox=- | | |hitbox=- |
| | |description=Quick fast jab, but has noticeable recovery on whiff. Can be jump cancelled on hit or block. Normally used for frame traps and jump pressure. Can be input as 4A to prevent Aigis from chaining into her 5AA accidentally. Can be low profiled by some characters. |
| }} | | }} |
| {{AttackData-P4AU | | {{AttackData-P4AU |
Line 168: |
Line 172: |
| |invuln=- | | |invuln=- |
| |hitbox=- | | |hitbox=- |
| |description=
| |
| }} | | }} |
| {{AttackData-P4AU | | {{AttackData-P4AU |
Line 187: |
Line 190: |
| |invuln=- | | |invuln=- |
| |hitbox=- | | |hitbox=- |
| | |description=Aigis fires a stream of bullets that juggle the opponent. Ten bullets are used if the move is not cancelled early. Jump-cancellable on hit only. Used in combos to launch opponents. After 5AA, Shadow Aigis can activate Orgia and convert into an air combo. Very unsafe on block. |
| }} | | }} |
| {{AttackData-P4AU | | {{AttackData-P4AU |
Line 205: |
Line 209: |
| |invuln=- | | |invuln=- |
| |hitbox=- | | |hitbox=- |
| |description= | | |description=Aigis jumps up and then does a drop kick which grounds the opponent and causes hard knockdown. Can either follow up with the standard autocombo or jump cancel to continue the combo. Like all 5A chains, builds a large chunk of meter on hit, making it quite useful for Shadow Aigis. |
| *List what the move is used for
| |
| *List interesting properties in bullet points like invul, fatal
| |
| Follow the [[Help:Writing_Character_Pages]] guidelines
| |
| }} | | }} |
| }} | | }} |
Line 376: |
Line 377: |
| |invuln=- | | |invuln=- |
| |hitbox=Aigis/j.2B | | |hitbox=Aigis/j.2B |
| |description= | | |description=Command 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. |
| *List what the move is used for
| |
| *List interesting properties in bullet points like invul, fatal
| |
| Follow the [[Help:Writing_Character_Pages]] guidelines
| |
| }} | | }} |
| }} | | }} |
Line 404: |
Line 402: |
| |invuln=9-28 Guard | | |invuln=9-28 Guard |
| |hitbox=Aigis/AB | | |hitbox=Aigis/AB |
| |description= | | |description=Hits overhead and follows up into 2 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. Has no utility in pressure due to its lengthy start-up, obvious animation, and long recovery. |
| *List what the move is used for
| |
| *List interesting properties in bullet points like invul, fatal
| |
| Follow the [[Help:Writing_Character_Pages]] guidelines
| |
| }} | | }} |
| }} | | }} |
Line 432: |
Line 427: |
| |hitbox=Aigis/2AB | | |hitbox=Aigis/2AB |
| |description= | | |description= |
| Aigis sweeps her leg low on the ground, knocking down the opponent. Goes surprisingly far. Great mix up tool when in Orgia, with the sweep > j.B sequence being particularly notable. Aigis's best combo starter in Orgia. Now has chest invuln and will low-profile moves with the Chest attribute such as Mitsuru's 5A, Narukami's 5B, Ken's 5B, etc. | | Aigis sweeps her leg low on the ground, knocking down the opponent. Goes surprisingly far. Great mix up tool when in Orgia, with the sweep > j.B sequence being particularly notable. Aigis's best combo starter. Now has chest invuln and will low-profile moves with the Chest attribute such as Mitsuru's 5A, Narukami's 5B, Ken's 5B, etc. |
| }} | | }} |
| }} | | }} |
Introduction
P-1 Climax Nickname: "The Heartless Armed Angel"
Persona: Athena
Backstory: Introduced in the original Persona 3 Aigis is an anti-shadow weapon developed by the Kirijo Group. She was a party member and social link in "The Journey" and the main character in "The Answer." Like Yu Narukami, she has the power of the Wild Card. In the Arena series, she comes equipped with a large variety of weapons and Orgia mode, her enhanced battle form, as well as her evolved persona Pallas Athena.
Overview
Health: 9000
Persona Cards: 4
Play-style: Rushdown, Zoning Capabilities
Movement Options: 1 Double-Jump/Airdash, Run-type Dash, Flight (Orgia mode)
Pros/Strengths:
- High damage off almost any confirm.
- Amazing jump normals.
- Most combos lead to hard knockdown into okizeme.
- Unparalled mix-up and pressure when in Orgia due to mobility options.
- Requires only 25 meter for her more damaging combos.
Cons/Weaknesses:
- Lower than average health.
- Poor defensive options without meter or Burst.
- When Orgia is recharging or unavailable, her options are more limited.
- Steep learning curve.
- Limited persona abilities, but very persona reliant.
External References:
Move List
- See also: Aigis Full Frame Data
Normal Moves
5A (Normal)
5A Normal
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
5A
|
170
|
All
|
5
|
3
|
16
|
-6
|
Body
|
Quick fast jab, but has noticeable recovery on whiff. Can be jump cancelled on hit or block. Normally used for frame traps and jump pressure. Can be input as 4A to prevent Aigis from chaining into her 5AA accidentally. Can be low profiled by some characters.
|
5AA
|
400
|
All
|
10
|
3
|
15
|
-
|
Body
|
Aigis performs a literal tiger knee, jamming her leg into the opponent. Jump-cancellable on hit and block. Leaves Aigis airborne on hit and block and launches the opponent on hit. Used in some single-Megido Orgia combos to convert into an air combo by jump-canceling after 5AA. Allows for gimmicky pressure and mix-up, particularly in Orgia, at the expense of gauge. Combo fodder.
|
5AAA
|
500
|
H
|
9
|
2
|
22
|
-
|
Head
|
5AAAA
|
50*8
|
All
|
17
|
In 2F intervals
|
45 Total
|
-
|
Projectile
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Follow the Help:Writing_Character_Pages guidelines
|
|
5A (Shadow)
5A Shadow
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
5A
|
170
|
All
|
5
|
3
|
16
|
-6
|
Body
|
Quick fast jab, but has noticeable recovery on whiff. Can be jump cancelled on hit or block. Normally used for frame traps and jump pressure. Can be input as 4A to prevent Aigis from chaining into her 5AA accidentally. Can be low profiled by some characters.
|
5AA
|
100*10
|
All
|
10
|
In 3F Intervals
|
46 Total
|
-13
|
Projectile
|
5AA (No Ammo)
|
400
|
All
|
8
|
1
|
18
|
-4
|
Body
|
Aigis fires a stream of bullets that juggle the opponent. Ten bullets are used if the move is not cancelled early. Jump-cancellable on hit only. Used in combos to launch opponents. After 5AA, Shadow Aigis can activate Orgia and convert into an air combo. Very unsafe on block.
|
5AAA
|
800
|
All
|
28
|
5
|
10
|
-
|
Head
|
Aigis jumps up and then does a drop kick which grounds the opponent and causes hard knockdown. Can either follow up with the standard autocombo or jump cancel to continue the combo. Like all 5A chains, builds a large chunk of meter on hit, making it quite useful for Shadow Aigis.
|
|
5B
5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
400
|
All
|
10
|
3
|
25
|
-13
|
Projectile
|
Rocket punch. Projectile attribute. Used in pressure to cancel into sweep/boost and in combos. Can be low profiled by some characters. Somewhat worse on block than in P4A.
|
|
2A
2A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
160
|
L
|
7
|
4
|
9
|
0
|
Foot
|
Crouching jab that can be cancelled into itself up to three 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.
|
|
2B
2B
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
Ammo
|
120x8
|
All
|
7
|
In 2F Intervals
|
58 Total
|
-27
|
Projectile
|
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. Jump cancellable on hit and special cancellable on block or hit.
|
No Ammo
|
300
|
AUB
|
9
|
4
|
27
|
-18
|
Body
|
Aigis swings her hand as if she were performing 2B but does not fire any bullets. Aigis’s only air unblockable move and has head attribute invuln as well. Jump cancellable on hit.
|
|
j.A
j.A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
100, 50x2
|
H(1), All
|
6
|
2, 2, 2
|
14
|
-
|
Head
|
Aigis spins her hand like a drill for three hits. The first hit is an overhead and must be blocked high. Can cancel into itself. Quick start-up with a good number of active frames, making it a very strong air-to-air attack. Shows up in combos and is easy to convert on hit.
|
|
j.B
j.B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
300
|
High
|
9
|
8
|
10
|
-
|
Head
|
Sharp drop kick. Overhead. Used in pressure by boosting and hitting B quickly, as well as to control height in combos and as a safe-jump. It has a bit of hitbox behind Aigis, allowing for tricky cross-ups. Jump-cancelable.
j.B > j.B no longer whiffs on crouching opponents.
|
|
j.2B
j.2B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
200x3
|
All
|
9
|
In 5 frames intervals
|
27 Total + 6 after landing
|
-
|
Projectile
|
Command 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.
|
|
All Out Attack
All Out Attack 5A+B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
300
|
H
|
28
|
5
|
37
|
-23
|
Body
|
Hits overhead and follows up into 2 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. Has no utility in pressure due to its lengthy start-up, obvious animation, and long recovery.
|
|
Sweep
Sweep 2A+B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
700
|
L
|
12
|
5
|
16
|
-6
|
Foot
|
Aigis sweeps her leg low on the ground, knocking down the opponent. Goes surprisingly far. Great mix up tool when in Orgia, with the sweep > j.B sequence being particularly notable. Aigis's best combo starter. Now has chest invuln and will low-profile moves with the Chest attribute such as Mitsuru's 5A, Narukami's 5B, Ken's 5B, etc.
|
|
Persona Attacks
5C
5C
|
|
2C
2C
|
|
222C
222C
|
|
5D
5D
|
|
2D
2D
|
|
j.C
j.C
|
|
j.2C
j.2C
|
|
j.D
j.D
|
|
j.2D
j.2D
|
|
Universal Mechanics
Ground Throw
Ground Throw 5C+D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
0, 0, 1100
|
Throw
|
5
|
3
|
25
|
-
|
Throw
|
Aigis attaches an explosive to the enemy and then blows them away, allowing the opponent to tech a fair distance from Aigis. No longer Fatals on counterhit. 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 Arena 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.
|
|
Air Throw
Air Throw j.C+D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
0, 0, 1100
|
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.
|
|
Escape Change
Escape Change B+D (air OK)
|
|
Mode Change
Mode Change 22A/B
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
A Activate/Deactivate
|
-
|
-
|
-
|
-
|
28 Total
|
-
|
-
|
B Activate/Deactivate
|
-
|
-
|
-
|
-
|
21 Total
|
-
|
-
|
SB Activate/Deactivate
|
-
|
-
|
-
|
-
|
15 / 23 Total
|
-
|
-
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
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|
|
7th Gen Gatling Blast
7th Gen Gatling Blast 236A/B
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
A
|
400, 90x10
|
All
|
16
|
2F intervals
|
55 Total
|
-12
|
Body, Projectile, Chest
|
B
|
400, 90x20
|
All
|
21
|
-
|
80 Total
|
-12
|
Body, Projectile
|
SB
|
400, 90x20
|
All
|
16
|
-
|
73 Total
|
-12
|
Body, Projectile
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Follow the Help:Writing_Character_Pages guidelines
|
|
7th Gen Vulcan Cannon
7th Gen Vulcan Cannon j.236A/B
SB shoots both and ground bounces
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
A
|
100x9
|
All
|
19
|
To Landing
|
After Landing
|
-
|
Projectile
|
B
|
100x14
|
All
|
25
|
To Landing
|
After Landing
|
-
|
Projectile
|
SB
|
170x14
|
All
|
21
|
To Landing
|
After Landing
|
-
|
Projectile
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Follow the Help:Writing_Character_Pages guidelines
|
|
7th Gen Radical Cannon
7th Gen Radical Cannon 214A/B (air OK)
SB shoots both
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
A
|
300,900
|
All
|
35 (29)
|
Till Explosion + 30 After Explosion
|
59 (70) Total
|
-
|
Projectile
|
B
|
300, 900
|
All
|
35 (29)
|
Till Explosion + 30 After Explosion
|
59 (62) Total
|
-
|
Projectile
|
SB
|
[300, 650]x2
|
All
|
31 (24)
|
Till Explosion + 30 After Explosion
|
55 (57) Total
|
-
|
Projectile
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Follow the Help:Writing_Character_Pages guidelines
|
|
Orgia Boost
Orgia Boost during Orgia Mode
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
Forward (hold 6)
|
-
|
-
|
-
|
-
|
Cancelable from 8F
|
-
|
-
|
Backward (hold 4)
|
-
|
-
|
-
|
-
|
Cancelable from 12F
|
-
|
-
|
Hover (hold 8)
|
-
|
-
|
-
|
-
|
Cancelable between 14-103F
|
-
|
-
|
Air Boost (j.A+B)
|
-
|
-
|
-
|
-
|
28f Total
|
-
|
-
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Follow the Help:Writing_Character_Pages guidelines
|
|
Megido Fire
Megido Fire 236C/D in Orgia Mode (air OK)
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
C
|
200x2, 100x3, 1600
|
All
|
15 (17)
|
33 (21)
|
7 (0) + 9 (Up to 15) After Landing
|
-7 (0)
|
Body (Head)
|
D
|
200x2, 100x3, 1600
|
All
|
12 (12)
|
30 (30)
|
6 (0) + 9 (12) After Landing
|
-6 (0)
|
Body (Head)
|
SB
|
200x2, 100x13, 1600
|
All
|
13 (14)
|
30 (30)
|
5 (0) + 4 (9) After Landing
|
+1~4 (+3)
|
Body (Head)
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Follow the Help:Writing_Character_Pages guidelines
|
|
Pandora Missile Launcher
Pandora Missile Launcher 214C/D in Orgia Mode (air OK)
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
C
|
300x5
|
All
|
21 (21)
|
-
|
67 (67) Total
|
-
|
Projectile
|
D
|
300x5
|
All
|
21 (24)
|
-
|
67 (67) Total
|
-
|
Projectile
|
SB
|
150x15
|
All
|
25 (21)
|
-
|
127 (130) Total
|
-
|
Projectile
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Follow the Help:Writing_Character_Pages guidelines
|
|
Goddess Shield
Goddess Shield 236236C/D (air OK)
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
C ground
|
2000
|
All
|
4+9
|
Until Contact or Corner
|
46
|
-31
|
Body
|
C air
|
2000
|
All
|
4+9
|
24
|
14 After Landing
|
-
|
Body
|
D ground
|
2500
|
All
|
4+17
|
Until Contact or Corner
|
46
|
-32
|
Body
|
D air
|
2500
|
All
|
4+17
|
24
|
14 After Landing
|
-
|
Body
|
SB ground
|
2100*2
|
All
|
4+17
|
Until contact or corner
|
47
|
-32
|
Body
|
SB air
|
400, 225*N
|
All
|
4+9
|
24
|
14 After Landing
|
-
|
Body
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Follow the Help:Writing_Character_Pages guidelines
|
|
Multi Mounted Machine Gun Orion j.236236A/B
|
|
Awakened SP Skill Attacks
Heavenly Spear 214214C/D
|
|
Extreme Orgia Mode
Extreme Orgia Mode 214214AB
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
-
|
-
|
-
|
-
|
7 total
|
-
|
-
|
- Only available for NORMAL Aigis if persona broken, out of bullets, overheated, and for 150 SP
- 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.
|
|
Heritage Liberator Palladion j.222C+D
|
|
Strategy
General Tactics
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Tips and Tricks
Combos
Combo Notation Guide:
|
- > = cancel into the next attack
- , = link the next attack after preceding move's recovery
- jc = jump cancel
- hjc = high jump cancel
- dc = dash cancel
- (N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
- (move) = whatever's listed in the parentheses is optional
- If you have notations that are not listed here but are necessary, feel free to add them as you see fit.
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Midscreen
This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.
*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1
- move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
- Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
- Damage: ----, Heat Gain: --
- + move = Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
- Notes: Write notes for the combo if necessary.
Point 2
Copy and paste the code from Point 1 to Point 2 as many times as you need to.
Midscreen to Corner
Corner Only
Click [★] for character's full frame data