|
|
Line 538: |
Line 538: |
| |level=5 | | |level=5 |
| |attribute=Body | | |attribute=Body |
| |guard=H | | |guard=All |
| |cancel=- | | |cancel=- |
| |p1=300 | | |p1=300 |
Line 549: |
Line 549: |
| |invuln=- | | |invuln=- |
| |hitbox=Aigis/5D | | |hitbox=Aigis/5D |
| |description=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 she gets hit again after the charge she will disappear and you'll lose a Persona card. Good to prevent the opponent from mindlessly zoning. Has the second longest startup time of Athena’s shield counters. While the catch frames are active, Athena travels forward along the ground, and Aigis is free to follow behind her or create space by separating from Athena. Once the catch frames have ended, Athena lingers on screen for quite a bit. If a persona normal or super is used while Athena is displaced, it 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. | | |description=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.<br/> |
| | 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. |
| }} | | }} |
| }} | | }} |
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. Short range. Can hit airborne opponents.
|
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 and as a starter for some mode change combos. Since 5AA can be jump-cancelled on block, it has use in pressure, particularly when baiting reversals and Bursts, and in Origa, it can be Boost or Backdash cancelled as well.
|
5AAA
|
500
|
H
|
9
|
2
|
22
|
-
|
Head
|
An overhead strike. Aigis jumps and recovers quite far from the opponent. Whiffs on crouchers, so it can't be used as a reliable overhead in pressure. On block, Aigis jumps directly above the opponent, leaving her vulnerable. Seen in combos that contain Aigis's 5A string.
|
5AAAA
|
50*8
|
All
|
17
|
In 2F intervals
|
45 Total
|
-
|
Projectile
|
Aigis fires her Gatling gun in the air. Consumes 8 bullets. Cannot be done on block. 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).
|
|
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. Not a valuable pressure tool 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
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
900
|
All
|
15
|
2
|
32
|
-15
|
Body
|
Athena does a wide sweeping slash with her spear. Has deceptively large range. Blows the opponent back on hit. 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.
|
|
2C
2C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
800
|
All
|
19
|
3
|
27
|
-11
|
Body
|
Athena appears and strikes upward with her spear. Fatal Counters. Launches the opponent on hit but whiffs on crouchers. As a reactive anti-air, it's quite slow, as well as being airblockable. Cannot be jump-cancelled on hit or block. Primarily used in mode change combos, as the launch allows time to activate Orgia and connect Megido.
|
|
222C
222C
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
222C
|
1100
|
All
|
32
|
3
|
15
|
+2
|
Body
|
Athena lunges forwards and slices. Identical to 5C but with more range and longer startup. Was 2C in P4A. Generally useless.
|
|
5D
5D
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
Guard
|
-
|
-
|
-
|
29-70 Guard
|
33 Total
|
-
|
-
|
Attack
|
400
|
All
|
40
|
18
|
-
|
-
|
Body
|
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.
|
|
2D
2D
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
Guard
|
-
|
-
|
-
|
17-65 Guard
|
36 Total
|
-
|
-
|
Attack
|
400, 200xN
|
All
|
30
|
35
|
-
|
-
|
Body
|
Counter attack. Athena appears and if she gets hit, she will raise up and then dive down, hitting the opponent multiple times. If she gets hit again after the dive she'll disappear and you'll lose a Persona card. Unlike 5D, Athena will always appear at Aigis's position even if already out. Counter frames start up the fastest of Athena’s counter moves. Can pick up a combo on hit.
|
|
j.C
j.C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
400, 800
|
All
|
8
|
4, (8), 6
|
10
|
-
|
Head
|
Summons Athena to attack twice, first hitting with her shield, then her spear. Special and super-cancellable. j.C is one of the best normals in the game due to its speed, size, attack level, 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, you will be punished and lose a card, but when spaced well, j.C can be difficult (even impossible) for some opponents to stop, allowing for high-damage whiff-punishes.
|
|
j.2C
j.2C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
900
|
All
|
17
|
2
|
36
|
-
|
Body
|
Aigis performs 5C in the air. Has the same cancel options as j.C but significantly more start-up. Very slow start-up compared to Aigis's other jumps, so its utility in baiting anti-airs is limited. Aigis's air momentum stalls when performing j.2C.
|
|
j.D
j.D
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
Guard
|
-
|
-
|
-
|
40-114 Guard
|
24 Total
|
-
|
-
|
Attack
|
400
|
All
|
42
|
-
|
-
|
-
|
Body
|
Identical to 5D but in the air. Can help control airspace and halt an opponent's zoning.
|
|
j.2D
j.2D
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
Guard
|
-
|
-
|
-
|
19-75 Guard
|
24 Total
|
-
|
-
|
Attack
|
400, 200xN
|
All
|
30
|
-
|
-
|
-
|
Body
|
Identical to 2D but in the air. Can help control airspace and halt an opponent's zoning.
|
|
Universal Mechanics
Ground Throw
Ground Throw 5C+D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
0, 0, 1000
|
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)
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
Ground
|
900
|
All
|
10
|
4
|
64
|
-51
|
Projectile
|
Air
|
900
|
All
|
8
|
4
|
15 After Landing
|
-
|
Projectile
|
Aigis blasts away the enemy then hovers backwards gaining some distance. Switches between Orgia and normal mode. Can be done even when overheated, but will not switch modes. Cancelable into supers on hit or block, and when switching into Orgia, can be boost canceled on hit to chase the opponent. Easily baited/beaten since the hitbox is rather small and projectile type. If canceled 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 mode change at the expense of oki.
|
|
Guard Cancel Attack 6A+B while blocking
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
0
|
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.
|
|
Mode Change
Mode Change 22A/B
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
A Activate
|
-
|
-
|
-
|
-
|
28 Total
|
-
|
-
|
B Activate
|
-
|
-
|
-
|
-
|
21 Total
|
-
|
-
|
SB Activate
|
-
|
-
|
-
|
-
|
15 Total
|
-
|
-
|
A Deactivate
|
-
|
-
|
-
|
-
|
28 Total
|
-
|
-
|
B Deactivate
|
-
|
-
|
-
|
-
|
21 Total
|
-
|
-
|
SB Deactivate
|
-
|
-
|
-
|
-
|
23 Total
|
-
|
-
|
Aigis stalls briefly and changes modes. 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. 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, though its speed makes it safest to use at neutral. When deactivating Orgia, the B version will automatically force overheat if the Orgia gauge is at half or lower, while A and SB end Orgia without penalty.
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.
|
|
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
|
Aigis draws her Gatling gun and shoots forward. The A version shoots a set number of bullets, while the B and SB versions can extend firing time by holding B or AB until ammo is depleted. 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. The A version consumes 10 bullets, and the B and SB version both consume 20 bullets minimum. If out of ammo, Aigis will still summon her gun, but no shots will be fired; the gun itself has a hitbox, however.
|
|
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
|
Aigis pushes herself back to take aim, settles into position in air, then fires a stream of bullets diagonally downward. The A Version consumes 9 bullets and hits closer to Aigis while the B Version consumes 14 bullets and shoots a significant distance away from Aigis. The SB Version also consumes 14 bullets, spread out into two paths of 7 bullets each: one path with the half-screen angle of the A version and another path with the full-screen angle of the B version. 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.
|
|
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
|
- Fatal Counters.
- Button can be held to delay the explosion.
- In Orgia, the move is Boost, Air Boost, and Hover cancellable.
- Parenthetical values are for the air versions.
- Ground versions: Aigis is not considered crouching.
Aigis pulls a cannon from her back and fires an anti-air bombardment. No bullets are consumed. 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 be used to leave a lasting projectile onscreen as well; the new air versions can be performed after a jump, double jump, or superjump, preventing most anti-air attempts and making the threat of the explosive quite strong. The ground version of Radical Cannon A is primarily used in Orgia double Megido combos, as well as for oki, while the air versions of Radical Cannon are what comprise Aigis's high-damage mortar loops.
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|
Orgia Boost
Orgia Boost during Orgia Mode
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
Forward (hold 6 or 66)
|
-
|
-
|
-
|
-
|
Cancelable from 8F
|
-
|
-
|
- 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.
|
Backdash (hold 4 or 44)
|
-
|
-
|
-
|
-
|
Cancelable from 12F
|
-
|
-
|
- 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.
|
Hover (j.2A+C)
|
-
|
-
|
-
|
-
|
Cancelable between 14-103F
|
-
|
-
|
- 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.
|
Air Boost (j.A+B)
|
-
|
-
|
-
|
-
|
28f Total
|
-
|
-
|
- Command airdash. Travels a preset distance.
- Strike invuln only.
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 certain combos and, if timed appropriately, the invuln frames can armor through Bursts and some attacks; however, the inability to cancel Air Boost makes it less useful for mix-up and pressure than Aigis's other Orgia actions. Must be inputted while airborne; otherwise, Aigis will perform her All Out Attack.
|
|
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)
|
- Megido C (air and ground) are Fatal Recovery.
- 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.
Aigis's movement varies depending on the version used. 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 active (for example, Aigis's D Persona moves, while active, mean Athena is unavailable for Megido).
|
|
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
|
A missile container extends from Aigis's back and she fires forward. All versions cost a significant amount of Orgia gauge. The C version sends the missiles out directly ahead of Aigis, while the D Version sends them upwards as a bit of an anti-air attack, or downwards as an anti-ground attack if used in the air. The SB version fires three times as many missiles as the C and D versions with greater speed. 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. All versions Fatal Counter and can be followed up on hit. The missile container itself has a hitbox that extends behind Aigis.
|
|
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
|
D ground
|
2500
|
All
|
4+17
|
Until Contact or Corner
|
46
|
-32
|
Body
|
SB ground
|
2100*2 [3192]
|
All
|
4+17
|
Until contact or corner
|
47
|
-32
|
Body
|
- All 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, Godess 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.
|
C air
|
2000
|
All
|
4+9
|
24
|
14 After Landing
|
-
|
Body
|
D air
|
2500
|
All
|
4+17
|
24
|
14 After Landing
|
-
|
Body
|
SB air
|
400, 225*N [3150]
|
All
|
4+9
|
24
|
14 After Landing
|
-
|
Body
|
Unlike the ground series, these are not Fatal Recovery; they also 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.
|
|
Multi Mounted Machine Gun Orion j.236236A/B
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
A
|
3080 [0, 100, 168*32]
|
-
|
10+2-6
|
?
|
9 after landing
|
-
|
Grab
|
B
|
3080 [0, 100, 168*32]
|
-
|
10+3-5
|
?
|
9 after landing
|
-
|
Grab
|
SB
|
3080 [0, 100, 168*32]
|
-
|
10+0-6
|
?
|
9 after landing
|
-
|
Grab
|
- A and SB versions are Fatal Recovery.
- 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 but it requires careful timing or you'll attempt the throw during the opponent's invulnerable tech frames. Regardless, there's no way to follow up on the grab with a One More! Cancel or Burst, so Orion's utility is restricted considerably when considering the damage dealt for the resources spent.
|
|
Awakened SP Skill Attacks
Heavenly Spear 214214C/D
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
C
|
2800
|
All
|
4+3
|
-
|
51 Total
|
+4
|
Projectile
|
D
|
400, 200x9 (2200)
|
All
|
4+11
|
-
|
54 Total
|
-7
|
Projectile
|
SB
|
2800
|
All
|
4+? (1f)
|
-
|
48 Total
|
+4
|
Projectile
|
- 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
Extreme Orgia Mode 214214AB
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
-
|
-
|
-
|
-
|
7 total
|
-
|
-
|
- Only available if Aigis is persona-broken, 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 enter persona break, manually overheating, etc. 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.
|
|
Heritage Liberator Palladion j.222C+D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
K.O.
|
All
|
1 + 50
|
-
|
29 After Landing
|
-
|
Projectile
|
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 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.
|
|
Strategy
General Tactics
In this part, you can talk about anything you feel like beginner players should know.
Split up your topics like this
- And even further split it up
- Like this.
Add more asterisks to further indent your text as necessary.
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.
|
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