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'''Persona Cards: 4'''<br/> | '''Persona Cards: 4'''<br/> | ||
'''Play-style: Rushdown, Zoning Capabilities'''<br/> | '''Play-style: Rushdown, Zoning Capabilities'''<br/> | ||
'''Movement Options: 1 Double-Jump/Airdash, Run-type Dash, Flight (Orgia mode)'''<br/> | '''Movement Options: 1 Double-Jump/Airdash, 1 Run-type Dash, Flight (Orgia mode)'''<br/> | ||
<br/> | <br/> | ||
'''<big>Pros/Strengths:</big>''' | '''<big>Pros/Strengths:</big>''' | ||
*High damage off almost any confirm.<br/> | *High damage off almost any confirm.<br/> | ||
*Amazing jump normals.<br/> | *Amazing jump normals.<br/> | ||
* | *Majority of combos lead to hard knockdown and okizeme.<br/> | ||
*Unparalled mix-up and pressure when in Orgia due to mobility options.<br/> | *Unparalled mix-up and pressure when in Orgia due to mobility options.<br/> | ||
*Requires only 25 meter for | *Requires only 25 meter for high-damage combos.<br/> | ||
<br/> | <br/> | ||
'''<big>Cons/Weaknesses:</big>''' | '''<big>Cons/Weaknesses:</big>''' | ||
*Lower than average health.<br/> | *Lower than average health.<br/> | ||
*Poor defensive options without meter or Burst.<br/> | *Poor defensive options without meter or Burst.<br/> | ||
*Steep learning curve.<br/> | *Steep learning curve.<br/> | ||
*Limited persona abilities, but very persona reliant. <br/> | *Limited persona abilities, but very persona reliant. <br/> | ||
<br/> | |||
'''<big>Meter Management</big>''' | |||
[[File:P4Arena_AigisMeters.png|300px|thumb|Orgia gauge on the left, ammo count on the right]] | |||
;Orgia Mode | |||
:Orgia Mode transforms Aigis into a high-mobility character with incredible rushdown capabilities. In Orgia, Aigis gains access to new movement options, allowing her to quickly close in on opponents and begin applying pressure, mix-ups, and high-damage combos into knockdown. However, performing Orgia actions consumes a portion of the gauge, and the gauge slowly empties with time (including when Aigis is blocking and even idle). If the gauge empties, Aigis enters an overheated state and Orgia mode is temporarily disabled. | |||
;Bullets | |||
:Aigis begins each round with 120 bullets. Once depleted, Aigis loses access to bullet-based attacks and the properties of numerous moves change. 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. <br/> | |||
<br/> | <br/> | ||
'''<big>External References:</big>''' | '''<big>External References:</big>''' | ||
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|hitbox=- | |hitbox=- | ||
|description= | |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 | Quick fast jab, but has noticeable recovery on whiff and limited range. 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 | ||
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|invuln=- | |invuln=- | ||
|hitbox=- | |hitbox=- | ||
|description=Aigis performs a | |description=Aigis performs a "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 Orgia, it can be cancelled with Orgia actions as well. | ||
}} | }} | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
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|invuln=- | |invuln=- | ||
|hitbox=- | |hitbox=- | ||
|description=An overhead strike. Aigis jumps and recovers quite far from the opponent | |description=An overhead strike. On hit, Aigis jumps and recovers quite far from the opponent. On block, Aigis jumps directly above the opponent, leaving her vulnerable. 5AAA whiffs on crouching opponents, so it's not a reliable overhead in pressure. Seen in combos that contain Aigis's 5AAAA string. | ||
}} | }} | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
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|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. | |description=Quick fast jab, but has noticeable recovery on whiff and limited range. 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 | ||
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|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. | |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, or if already in Orgia, jump-cancel after the launch and convert into Megido. Very unsafe on block. | ||
}} | }} | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
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|invuln=- | |invuln=- | ||
|hitbox=- | |hitbox=- | ||
|description=Aigis jumps up and then does a drop kick | |description=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. | ||
}} | }} | ||
}} | }} | ||
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|hitbox=Aigis/5B | |hitbox=Aigis/5B | ||
|description= | |description= | ||
Rocket punch. Projectile attribute. Used in pressure to cancel into sweep/ | Rocket punch with a fair amount of range. Projectile attribute. Used in pressure to cancel into sweep/Boost and in combos. Can be low profiled by some characters. Much worse on block than in Arena. 5B's active frames can trade with and nullify other projectiles. | ||
}} | }} | ||
}} | }} | ||
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|hitbox=Aigis/2A | |hitbox=Aigis/2A | ||
|description= | |description= | ||
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. | 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, but very little range. | ||
}} | }} | ||
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|hitbox=Aigis/2B | |hitbox=Aigis/2B | ||
|description= | |description= | ||
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. | 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. | ||
}} | }} | ||
}} | }} | ||
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|hitbox=Aigis/j.B | |hitbox=Aigis/j.B | ||
|description= | |description= | ||
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- | 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, particularly with airturn. Jump-cancellable.<br/> | ||
<br/> | <br/> | ||
j.B > j.B no longer whiffs on crouching opponents. | j.B > j.B no longer whiffs on crouching opponents. | ||
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|invuln=9-28 Guard | |invuln=9-28 Guard | ||
|hitbox=Aigis/AB | |hitbox=Aigis/AB | ||
|description=Hits overhead and follows up into | |description=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. Not a valuable pressure tool due to its lengthy start-up, obvious animation, and long recovery. | ||
}} | }} | ||
}} | }} | ||
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|hitbox=Aigis/2AB | |hitbox=Aigis/2AB | ||
|description= | |description= | ||
Aigis sweeps her leg low on the ground, knocking | Aigis sweeps her leg low on the ground, knocking the opponent down. Travels surprisingly far and low-profiles many attacks if spaced well. 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 and Narukami's 5B. | ||
}} | }} | ||
}} | }} | ||
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|invuln=- | |invuln=- | ||
|hitbox=Aigis/5C | |hitbox=Aigis/5C | ||
|description=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 | |description=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. | ||
}} | }} | ||
}} | }} | ||
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|invuln=- | |invuln=- | ||
|hitbox=Aigis/2C | |hitbox=Aigis/2C | ||
|description=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 | |description=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. | ||
}} | }} | ||
}} | }} | ||
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|invuln=- | |invuln=- | ||
|hitbox=Aigis/222C | |hitbox=Aigis/222C | ||
|description=Athena lunges forwards and slices. Identical to 5C but with more range and longer startup. Was 2C in | |description=Athena lunges forwards and slices. Identical to 5C but with more range and longer startup. Was 2C in Arena. Generally useless. | ||
}} | }} | ||
}} | }} | ||
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|hitbox=Aigis/2D | |hitbox=Aigis/2D | ||
|description= | |description= | ||
Counter attack. Athena appears and if | 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. | ||
}} | }} | ||
}} | }} | ||
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|hitbox=Aigis/j.C | |hitbox=Aigis/j.C | ||
|description= | |description= | ||
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 | 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, 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. | ||
}} | }} | ||
}} | }} | ||
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|invuln=- | |invuln=- | ||
|hitbox=Aigis/j.2C | |hitbox=Aigis/j.2C | ||
|description=Aigis performs 5C in the air. Has the same cancel options as j.C but significantly more start-up. Very slow | |description=Aigis performs 5C in the air. Has the same cancel options as j.C but significantly more start-up. Very slow compared to Aigis's other jumps, so its utility in baiting anti-airs is limited. Aigis's air momentum stalls when performing j.2C. | ||
}} | }} | ||
}} | }} | ||
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|hitbox=Aigis/5D | |hitbox=Aigis/5D | ||
|description= | |description= | ||
Identical to 5D but in the air. Can help control airspace and halt an opponent's zoning. | 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. | ||
}} | }} | ||
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|hitbox=Aigis/2D | |hitbox=Aigis/2D | ||
|description= | |description= | ||
Identical to 2D but in the air. Can help control airspace and halt an opponent's zoning. | 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. | ||
}} | }} | ||
}} | }} | ||
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|hitbox=Aigis/CD | |hitbox=Aigis/CD | ||
|description= | |description= | ||
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 '' | 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 ''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. | ||
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|hitbox=Aigis/BD | |hitbox=Aigis/BD | ||
|description= | |description= | ||
Aigis blasts | Aigis blasts the enemy away, then hovers backwards, gaining some distance. Switches between Orgia and normal mode. Can be done even when overheated, but will not switch modes. Super-cancellable on hit and block, and when switching into Orgia, can be Boost-cancelled on hit to chase the opponent. Easily baited/beaten since the hitbox is rather small and projectile type with no 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. | ||
}} | }} | ||
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|invuln=- | |invuln=- | ||
|hitbox=Aigis/22A | |hitbox=Aigis/22A | ||
|description=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 | |description=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.<br/> | ||
<br/> | <br/> | ||
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. | 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. | ||
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|hitbox=Aigis/236A | |hitbox=Aigis/236A | ||
|description= | |description= | ||
Aigis draws her Gatling gun and shoots forward. The A version shoots a set number of bullets, while the B and SB versions can | Aigis draws her Gatling gun and shoots forward. The A version shoots a set number of bullets, while the firing time for the B and SB versions can be extended 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. | ||
}} | }} | ||
}} | }} | ||
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|hitbox=Aigis/j.236A | |hitbox=Aigis/j.236A | ||
|description= | |description= | ||
Aigis pushes herself back to take aim, settles into position in air, then fires a stream of bullets diagonally downward. The A | 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. | ||
}} | }} | ||
}} | }} | ||
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*In Orgia, the move is Boost, Air Boost, and Hover cancellable. | *In Orgia, the move is Boost, Air Boost, and Hover cancellable. | ||
*Parenthetical values are for the air versions. | *Parenthetical values are for the air versions. | ||
*Ground versions: Aigis is not considered crouching. | *Ground versions: Aigis is not considered crouching during the move. | ||
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 | 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 also 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 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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*Cancellable between frames 14 and 103. | *Cancellable between frames 14 and 103. | ||
*No invuln. | *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, | 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. | ||
}} | }} | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
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|description=*Command airdash. Travels a preset distance. | |description=*Command airdash. Travels a preset distance. | ||
*Strike invuln only. | *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. | 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. | ||
}} | }} | ||
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*While spinning through the air, 4f after startup until 1f after the followup, can input the same command to change trajectory once. | *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. | *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.<br/> | 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.<br/> | ||
<br/> | <br/> | ||
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.<br/> | 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.<br/> | ||
<br/> | <br/> | ||
Aigis cannot use Persona abilities while Megido is active, nor can Megido be performed if Athena is already active (for example, | Aigis cannot use Persona abilities while Megido is active, nor can Megido be performed if Athena is already active (for example, if a D Persona move is active, Aigis cannot perform Megido until the catch frames have ended). | ||
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|hitbox=Aigis/214C | |hitbox=Aigis/214C | ||
|description= | |description= | ||
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 | A missile container extends from Aigis's back and she fires a missile barrage 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. | ||
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|header=no | |header=no | ||
|version=SB ground | |version=SB ground | ||
|damage=2100*2 | |damage=3192 (2100*2) | ||
|level=5 | |level=5 | ||
|attribute=Body | |attribute=Body | ||
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|header=no | |header=no | ||
|version=SB air | |version=SB air | ||
|damage=400, 225*N | |damage=3150 (400, 225*N) | ||
|level=3 | |level=3 | ||
|attribute=Body | |attribute=Body | ||
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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.<br/> | 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.<br/> | ||
<br/> | <br/> | ||
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 | 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. | ||
}} | }} | ||
}} | }} | ||
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|header=no | |header=no | ||
|version=D | |version=D | ||
|damage=400, 200x9 | |damage=2200 (400, 200x9) | ||
|level=5 | |level=5 | ||
|attribute=Projectile | |attribute=Projectile |
Revision as of 19:10, 24 January 2015
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, 1 Run-type Dash, Flight (Orgia mode)
Pros/Strengths:
- High damage off almost any confirm.
- Amazing jump normals.
- Majority of combos lead to hard knockdown and okizeme.
- Unparalled mix-up and pressure when in Orgia due to mobility options.
- Requires only 25 meter for high-damage combos.
Cons/Weaknesses:
- Lower than average health.
- Poor defensive options without meter or Burst.
- Steep learning curve.
- Limited persona abilities, but very persona reliant.
Meter Management
- Orgia Mode
- Orgia Mode transforms Aigis into a high-mobility character with incredible rushdown capabilities. In Orgia, Aigis gains access to new movement options, allowing her to quickly close in on opponents and begin applying pressure, mix-ups, and high-damage combos into knockdown. However, performing Orgia actions consumes a portion of the gauge, and the gauge slowly empties with time (including when Aigis is blocking and even idle). If the gauge empties, Aigis enters an overheated state and Orgia mode is temporarily disabled.
- Bullets
- Aigis begins each round with 120 bullets. Once depleted, Aigis loses access to bullet-based attacks and the properties of numerous moves change. 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.
External References:
- Japanese Name: Placeholder
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
Move List
- See also: Aigis Full Frame Data
Normal Moves
5A (Normal)
5A Normal |
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5A (Shadow)
5A Shadow |
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5B
5B |
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2A
2A |
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2B
2B |
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j.A
j.A |
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j.B
j.B |
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j.2B
j.2B |
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All Out Attack
All Out Attack 5A+B |
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Sweep
Sweep 2A+B |
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Persona Attacks
5C
5C |
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2C
2C |
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222C
222C |
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5D
5D |
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2D
2D |
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j.C
j.C |
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j.2C
j.2C |
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j.D
j.D |
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j.2D
j.2D |
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Universal Mechanics
Ground Throw
Ground Throw 5C+D |
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Air Throw
Air Throw j.C+D |
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Escape Change
Escape Change B+D (air OK) |
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Guard Cancel Attack
Guard Cancel Attack 6A+B while blocking |
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Skill Attacks
Mode Change
Mode Change 22A/B |
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7th Gen Gatling Blast
7th Gen Gatling Blast 236A/B |
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7th Gen Vulcan Cannon
7th Gen Vulcan Cannon j.236A/B |
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7th Gen Radical Cannon
7th Gen Radical Cannon 214A/B (air OK) |
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Skill Attacks (Orgia Mode)
Orgia Boost
Orgia Boost during Orgia Mode |
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Megido Fire
Megido Fire 236C/D in Orgia Mode (air OK) |
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Pandora Missile Launcher
Pandora Missile Launcher 214C/D in Orgia Mode (air OK) |
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SP Skill Attacks
Goddess Shield
Goddess Shield 236236C/D (air OK) |
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Multi Mounted Machine Gun Orion j.236236A/B |
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Awakened SP Skill Attacks
Heavenly Spear 214214C/D |
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Extreme Orgia Mode
Extreme Orgia Mode 214214AB |
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Instant Kill
Heritage Liberator Palladion j.222C+D |
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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: |
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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
- Aigis[★]
- Akihiko Sanada[★]
- Chie Satonaka[★]
- Elizabeth[★]
- Junpei Iori[★]
- Kanji Tatsumi[★]
- Ken Amada[★]
- Labrys[★]
- Margaret[★]
- Marie[★]
- Mitsuru Kirijo[★]
- Naoto Shirogane[★]
- Rise Kujikawa[★]
- Shadow Labrys[★]
- SHO Minazuki[★]
- Sho MINAZUKI[★]
- Teddie[★]
- Tohru Adachi[★]
- Yosuke Hanamura[★]
- Yu Narukami[★]
- Yukari Takeba[★]
- Yukiko Amagi[★]
Click [★] for character's full frame data