Color 9
Metis (P3)Color 10
Nu-13
Color 11
Justice
Color 15
Labrys
Color 28
Fuuka Yamagishi (P3)
Overview
Aigis is a stance-change character that switches between two modes: her Normal Mode which focuses on space control and proactive zoning, and Orgia Mode, which focuses on high-speed mix-ups and pressure.
In Normal Mode, Aigis likes to use her projectile attacks and Persona buttons to cover large swathes of the screen, provoking her opponents to take larger risks to play neutral against her before she is able to switch modes and move in. In addition to this, she can also use her special D Persona normals as a non-committal way to cover certain areas and angles of approach, sending out Athena to counter attacks and block opposing zoning.
Orgia Mode is Aigis's bread and butter and where she truly becomes scary, as it gives her huge boosts to her overall offensive capabilities. She gains buffs to all her movement, unlocks new specials, overclocks her pressure with the ability to hoverdash cancel her buttons into fast or instant overheads, and gains much better combo routes. To operators with good game sense and execution, Aigis is able to represent all of these traits with high efficiency and quite literally vortex the opponent on repeat, thrashing them again and again during her advantage state for as much gauge as she has left.
Effective Aigis play can be considered a balancing act. Some of her strongest points such as Orgia mode and her bullet attacks must have their resources managed well as to not starve herself of their pros from overuse. As a result, learning when and where to switch modes or save bullets is key to making the most of her gameplan. Even with this, her high average damage, multitude of mix-up opportunities and versatile kit makes her highly effective at all levels of play, and she is often considered one of the best characters in the game as a result.

Aigis sprays the enemy with bullets to safely swap into Orgia Mode for extreme rushdown mobility and nigh-unblockable pressure.
- Orgia Mode: Orgia mode quite literally overclocks Aigis, giving her additional mobility options that buff her offense and defense. Any time she forces you to block in Orgia, it's time to guess.
- Zoning and Anti-Zoning: Aigis can play an effective footsies and zoning game with her projectile attacks and Orgia movement, which can also stuff the opponent's attempts to get in or fight her zoning with their own.
- Damage & Conversion: Aigis gets high damage off almost any confirm, that can lead into a safe-jump and ready her for even stronger pressure and mix. Her damage gets even higher for 25 meter.
- Air Normals: Aigis has a powerful suite of air normals that makes her hoverdash pressure even stronger.
- Hard to Burst: Plenty of Aigis' combos leave opponents far away from her during the combo, making bursting against her very difficult.
- Needs Overclocking: Strengths are below par without Orgia. Suffers from many slow, exploitable ground buttons resulting in feeble pressure and awkward combo routing.
- Racing Against Time: Bullets are a major part of Aigis' ability to control neutral, but her ammo is finite. The longer a match goes on, the more likely Aigis is to run dry and face severe problems stabilizing her gameplan.
Unique Mechanics
- Orgia Mode
- Orgia Mode transforms Aigis into a high-mobility character with incredible rushdown capabilities. In Orgia, Aigis gains access to new movement options that allow her to quickly close in on opponents and begin applying pressure, mix-ups, and high-damage combos into knockdown. Alternatively, she can also use this mobility to approach and navigate neutral and other situations in unorthodox and unpredictable ways. However, performing Orgia actions consumes a portion of the gauge, and the gauge slowly empties with time (including when Aigis is blocking, getting combo'd, and even idle). If the gauge empties, Aigis enters an overheated state and Orgia mode is temporarily disabled for an extended period of time.
- Bullets
- Aigis begins each round with 120 bullets. Once depleted, Aigis loses the bullets in her bullet-based attacks and the properties of numerous moves change (for example, her 2B will only strike instead of firing bullets). Aigis's bullet attacks cover quite a bit of range and are often used to keep opponents from advancing, so Aigis players must be able to manage her ammo count along with Orgia gauge, as well as recognise when either Orgia or ammo is low and adjust accordingly.
Normal Moves
5A
- 5A
- Fast startup, but poor recovery and range.
- Jump cancelable on hit or block.
Normally used for frame traps and IAD/hoverdash pressure. Input it as 4A to prevent Aigis from chaining into her 5AA accidentally. Can be low profiled by some characters.
- 5AA
- Jump cancelable on hit and block.
- Leaves Aigis airborne on hit/block.
- Launches the opponent on hit.
Used in some Orgia combos to launch the opponent and continue into an air combo and as a starter for some Mode Change combos. It has some utility in pressure, particularly when baiting reversals and Bursts. It can be cancelled with jump in either mode and Orgia actions while in Orgia mode but her pressure afterwards when not in Orgia is fairly linear.
- 5AAA
- Overhead, but whiffs against crouching opponents.
Seen in combos that contain Aigis's 5AAAA string. On standing conect, Aigis jumps and recovers quite far from the opponent, roughly one-third of the stage away. If the opponent is crouching, Aigis jumps directly above the opponent while whiffing the actual attack. This results with her recovering near the opponent rather than at a distance and leaving her open to a punish. If not in corner, Aigis will cross over the opponent during 5AAA's whiff recovery which can cause some weird interactions when opponents try to punish.
If the opponent changes from standing to crouching guard between 5AA and 5AAA, 5AAA will hit their extended vertical hurtbox as a pseudo-fuzzyguard (i.e., the opponent will be shown as hit high despite visibly standing). However, there's no way to force the opponent to switch their guard like this and such a situation is unlikely to occur in a match, but it's worth noting.
- 5AAAA
- Consumes 8 bullets.
- Cannot be done on block.
Aigis fires her Gatling gun in the air. Unlike most 5AAAAs, Aigis's is not a regular special - this move is exclusive to her autocombo. As with 5AAA, used in combos that contain Aigis's 5A string. Can be followed up both in and out of Orgia.
Completing the autocombo adds Radical Cannon B (air version) > Goddess Shield D (air version).
5AAAA Normal:
- Each P in active frames represents a projectile spawned
- 5AAAA will switch to Radical Cannon B (air) when out of bullets
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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5A | 170 | All | 5 | 3 | 16 | -6 | Body | |
5AA Shadow | 100×10 | All | 10 | P{(3)P}×9 | 46 Total | -13 | Projectile | |
5AAA Shadow | 400 | All | 28 | 5 | 10 | Head |
- 5A
- Fast startup, but poor recovery and range.
- Jump cancelable on hit or block.
Normally used for frame traps and IAD/hoverdash pressure. Input it as 4A to prevent Aigis from chaining into her 5AA accidentally. Can be low profiled by some characters.
- 5AA
- Consumes 8 bullets.
- Jump cancelable on hit only.
- Used in combos to launch opponents.
Aigis fires a stream of bullets that juggle the opponent. After 5AA, Shadow Aigis can activate Orgia and convert into an air combo, or if already in Orgia, jump-cancel after the launch and convert into Megido. Shadow Aigis's 5AA does not take her airborne and is cancellable into a plethora of normals, giving it good utility in pressure.
- 5AAA
Aigis jumps up and then does a drop kick that grounds the opponent and causes hard knockdown. Can be followed up with the standard autocombo or jump-cancelled to continue the combo. Like all 5A chains, builds a large chunk of meter on hit, making it quite useful for Shadow Aigis.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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5A | 400 | 200 | 50 | 2 | ||||||||||||||||||||||||||||||||||||
5AA Shadow | 0 | 10×10 | 0 | 2 | ||||||||||||||||||||||||||||||||||||
5AAA Shadow | 0 | 400 | 500 | 5 |
5AA Shadow:
- Each P in active frames represents a projectile spawned
2A
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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160 | Low | 7 | 4 | 11 | -2 | Foot |
- Gatlings into itself 3 times, even on whiff.
One of Aigis's few low hitting moves. Usually gatlinged after 5A to create frame trap pressure or as a quick low to throw off opponents expecting an overhead. Short start-up and recovery, but very little range.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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500 | 100 | 50 | 2 |
5B
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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400 | All | 10 | 3 | 25 | -13 | Projectile |
Rocket punch with a fair amount of range, can chain into itself once but can only be used 3 times during a blockstring. Used in pressure to cancel into sweep/Boost, as well during her corner pressure loops to stall recharge time against characters with stubby DPs. Often used as a hitconfirm in combos or to setup for a C Goddess Shield finisher.
Has both projectile and chest attribute, which means it loses to anything with chest invuln (such as sweeps) and anything with projectile invuln (Such as roll). These factors compound to make it a terrible poke that loses to most buttons and leaves you wide open on whiff. It can hypothetically destroy projectiles, but its high lag, slow startup and null reward makes this property essentially useless.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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300 | 100 | 50 | 4 |
2B
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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2B | 120×8 | All | 7 | P{(2)P}×7 | Total 58 | -27 | Projectile | |
2B (No Ammo) | 300 | Air Unblockable | 9 | 4 | 27 | -18 | Body | 7~10 H |
- Consumes 8 bullets.
- Jump cancellable on hit.
- Special cancelable on hit or block.
Fires eight bullets in a half-circle arc. Unlike most 2Bs, this one is completely airblockable and has no head invuln. Very good for controlling a large amount of the stage, punishing an opponent for summoning a persona at range, and as a "keep away" tool, but it can also be rolled, leaving Aigis vulnerable to a punish combo.
When Aigis is out of ammo, she swings her hand as if she were performing 2B but does not fire any bullets. Aigis’s other air-unblockable move and has head attribute invuln as well.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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2B | 200 | 100 | 50 | 3 | ||||||||||||||||||||||||||||||||||||
2B (No Ammo) | 200 | 100 | 50 | 2 |
2B:
- Each P in active frames represents a projectile spawned
j.A
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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100×3 | High | 6 | 2, 2, 2 | 14 | Head |
- Gatlings into itself.
- Only the first hit is an overhead.
- Jump cancellable on hit or block.
Aigis spins her hand like a drill for three hits. Quick start-up with a good number of active frames, as well as a strong forward hitbox, making it a very strong air-to-air attack. Shows up in combos as well as in mixup and pressure.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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200 | 100 | 50 | 1 |
- After blocking the first hit, the remaining hits are guard All
j.B
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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300 | High | 9 | 8 | 10 | Head |
- Overhead.
- Jump cancelable on hit or block.
Sharp drop kick. Used in pressure by boosting and hitting B quickly, as well as to control height in combos and as a safejump. It has a bit of hitbox behind Aigis, allowing for tricky cross-ups, particularly with airturn.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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200 | 100 | 50 | 3 |
j.2B
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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200×3 | All | 9 | P(3)P(3)P | Total 27+6L | Projectile |
- Treated as a special move.
Drops three grenades that scatter downwards. Good combo ender and combo tool. Can be used to set-up good oki or just to control space at any time. Frequently appears in optimal mode change combos, dragging the opponent to the ground to setup for a mode change. The grenades have a vacuum effect and pull the opponent slightly closer to Aigis, letting her drag opponents out of the corner to crossup and steal it.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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0 | 100 | 50 | 1 |
- Each P in active frames represents a projectile spawned
- Each bomb is active for 16F
Persona Attacks
5C
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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900 | All | 15 | 2 | 32 | -15 | Body | Persona 1~Until Active All |
- Deceptively large range.
- Blows the opponent back on hit.
Athena does a wide sweeping slash with her spear. Mostly used for its high blockstun and hitstun to safely activate or deactivate, but it can also be used in some combo routes for optimal damage. Often gatlinged to 2C in Mode Change combos to set up a quick, meterless Megido knockdown.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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200 | 100 | 1000 | 5 |
2C
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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700 | Air Unblockable | 19 | 3 | 27 | -11 | Body | Persona 1~Until Active All |
- Launches on hit.
- Forces Fatal Counter on Counter Hit.
Athena appears and strikes upward with her spear. Launches the opponent on hit but whiffs on crouching opponents. As a reactive anti-air, it's quite slow, but it is the only air unblockable available to Aigis at all times, as 2B is air unblockable only without bullets. Cannot be jump-cancelled on hit or block, although it can be special-cancelled into Mode Change or with Orgia actions. Primarily used in Mode Change combos, as the launch allows time to activate Orgia and connect Megido. Beware using 2C outside of combos, as its lengthy whiff recovery leaves Aigis open to a huge punish.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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0 | 300 | 50 | 5 |
- Fatal Counter
222C
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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1100 | All | 26 | 2 | 21 | -4 | Body | Persona 1~Until Active All |
- Situational, alternate version of 5C.
Athena lunges forwards and slices. Similar to 5C but with more range and longer start-up. Used in most corner combos for optimal damage or recharge. While its too slow to be used as a poke, 222C's incredible range gives it utility as a far reaching whiff punish tool.
It can also be gatling'd after 5C on block for strong pushback with a sizeable gap between the two attacks. While this gap can be rolled, opponent's will be +1 relative to Aigis afterwards so her 5a can trade with 6 frame mashes or outright beat 7 frame or slower attacks. This is particularly effective after displacing Athena with 5D, allowing for fullscreen stagger pressure with 5D > 5C > 222C > 5D delaying the opponent's approach.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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100 | 100 | 1000 | 5 |
5D
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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5D (Guard) | Total 33 | Persona 17~91 Guard | ||||||
5D (Attack) | 800 | High | 26 | 18 | Body | Persona 1~48 Guard |
- Counter attack.
Athena appears with a blue aura on her shield, and if an attack connects, she will rush across the screen with full invuln until recovery. If Athena gets hit again after the charge, she will disappear and Aigis will lose a Persona card. Good to prevent the opponent from mindlessly zoning if the shield can be set safely, to control space, and for checking an opponent's awareness. If the counter-attack is triggered, the opponent can easily evade or block the actual attack, though Aigis is free to rush in behind Athena.
While the catch frames are active, Athena travels forward along the ground, and Aigis is free to follow behind her or to displace Athena by separating from her. Once the catch frames have ended, Athena lingers on screen for quite a bit. If certain persona normals and supers are used while Athena remains on stage after the catch frames, those moves will begin from Athena's position, not Aigis's, including another 5D -- Athena will move forward from her current position, further separating herself from Aigis.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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5D (Guard) | ||||||||||||||||||||||||||||||||||||||||
5D (Attack) | 400 | 100 | 50 | 5 |
2D
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
2D (Guard) | - | Total 36 | Persona 17~73 Guard | |||||
2D (Attack) | 400×7 | High | 28 | 3×7 | Body | Persona 1~48 Guard |
- Counter attack.
Athena appears with a blue aura on her shield, and if an attack connects, she raises up and then dives down, hitting the opponent overhead multiple times. Athena is left vulnerable for a long time after the counterattack and cannot be recalled during this time. Unlike 5D, Athena will always appear at Aigis's position even if already out.
Far more limited utility then 5D, as it has a very specific range and can easily whiff even when triggered by close range attacks. If the opponent blocks 2D, Aigis can setup for an easy unblockable by sweeping as 2D connects, leading to a short combo into knockdown. However the circumstances for this to come up are extremely specific, and you're usually better off just setting up 5D instead. In EXO however, this move is a monster allowing for unblockables after every nearly every knockdown due to EXO 2D's instant activation.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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2D (Guard) | ||||||||||||||||||||||||||||||||||||||||
2D (Attack) | 400 | 100 | 50 | 5 |
2D (Attack):
- After blocking the first hit, the remaining hits are guard All
j.C
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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400, 800 | All | 8 | 4(8)6 | 10 | Head | Persona 1~Until Active All |
- Hits twice.
- Special and super cancellable.
Summons Athena to attack twice, first hitting with her shield, then her spear. j.C is one of the best normals in the game due to its speed, size, utility, and cancel options. However, the move can be low-profiled and the hitbox for both attacks will not connect if done too low to the ground. Aside from its use in nearly every combo, j.C is Aigis's primary way of contesting the spacing game, both in and out of Orgia, as well as creating deadly cross-ups with airdashes, Orgia movement, and airturn. Understanding how to properly space j.C is crucial to playing Aigis well -- if you beeline at opponents with Boost or an airdash into j.C, you will be punished and lose a card, but when spaced well, j.C can be difficult (even impossible) for some opponents to challenge, allowing for high-damage whiff-punishes and combo conversions.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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200 | 100×100 | 50 | 2, 5 |
j.2C
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|
900 | All | 15 | 2 | 31 | Body | Persona 1~Until Active All |
- 5C, but in the air.
Has the same cancel options as j.C but significantly more start-up. Very slow compared to Aigis's other air normals, so its utility in baiting anti-airs is limited. Aigis's air momentum stalls when performing j.2C. Used in corner combos to optimize damage and positioning.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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200 | 100 | 500 | 5 |
j.D
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
j.D (Guard) | - | Total 24 | Persona 29~103 Guard | |||||
j.D (Attack) | 800 | All | 26 | 18 | Body | Persona 1~48 Guard |
- Counter attack.
Identical to 5D but in the air. Can help control airspace and halt an opponent's zoning. Has the slowest start-up for both the catch and counter frames, but also has the most counter frames of Athena's counter-attacks.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
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j.D (Guard) | ||||||||||||||||||||||||||||||||||||||||
j.D (Attack) | 400 | 200 | 50 | 5 |
j.2D
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
j.2D (Guard) | Total 24 | Persona 19~75 Guard | ||||||
j.2D (Attack) | 400×N | High | 25 | 3×N | Body | Persona 1~Until L+3 Guard |
- Counter attack.
Identical to 2D but in the air. Can help control airspace and halt an opponent's zoning. As with 2D, the counter-attack start up is the fastest of Athena’s counter moves.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
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j.2D (Guard) | ||||||||||||||||||||||||||||||||||||||||
j.2D (Attack) | 300 | 200 | 50 | 5 |
Universal Mechanics
All Out Attack
5A+B
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|
300 | High | 28 | 5 | 32 | -18 | Body | 9~28 Guard Strike |
Hits overhead and follows up into two options: the C ender launches the opponent high into the air on hit, while D gives hard knockdown, or a wallbounce near the corner on Fatal Counter. Can be used in the middle of combos because of its "launching bounce" property, then followed up with a super. If OMC'd, it will leave Aigis airborne. Aigis's AoA has one of the most obvious animations and is fairly slow but it gains guardpoint early and takes Aigis airborne, so it can be used to go over specific attacks.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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0 | 1000 | 10000 | 5 |
- On hit and counter hit, opponent experiences additional 15F hitstop
Sweep
2A+B
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|
700 | Low | 12 | 5 | 16 | -6 | Foot | 4~16 C |
- Aigis's best combo starter.
- Has chest invul but can low-profile non-chest property moves.
Aigis sweeps her leg low on the ground, knocking the opponent down. Travels surprisingly far and low-profiles many attacks if spaced well, including attacks that are not Chest attribute. Great mix up tool when in Orgia, with the 2AB > j.B sequence being particularly notable. Unsafe on block, but can be One More! Cancelled, cancelled with Orgia actions or other specials, or hop-cancelled to extend pressure and for mixup.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
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200 | 100 | 50 | 3 |
Ground Throw
C+D
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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0, 0, 1100 | Throw | 5 | 3 | 25 | Throw |
- Special cancelable in Orgia, super/OMC cancelable always.
Aigis attaches an explosive to the enemy and then blows them away, allowing the opponent to tech a fair distance from Aigis. Can be followed up in Orgia by canceling into Orgia Boost or by OMCing when not in Orgia. Can be canceled into Orgia Boost and then kara canceled into C Megido or Air Radial Cannon to extend combos without spending 21% for a Boost cancel.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
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0 | 900, 100 | 50 | 0, 2, 5 |
Air Throw
j.C+D
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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0, 0, 1400 | Throw | 4 | 3 | 19 | Throw |
Aigis grabs the opponent, whacks them, and then pulls an RPG from her back and blasts them away. Wall bounces. Can be followed up. Obeys the normal throw tech system, unlike Aigis’s ground grab.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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0 | 1200 | 50 | 0, O, 5 |
- Only cancelable by boosting in orgia or backdashing in orgia
Escape Change
B+D (Air OK)
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
BD | 900 | All | 10 | 4 | 49+15L | -51 | Projectile | 1~13 All |
j.BD | 900 | All | 8 | 4 | Until L+15 | Projectile | 1~11 All |
- Switches between Orgia and normal mode.
- Can be done even when overheated but will not switch modes.
- Super-cancellable on hit and block.
- Boost cancelable on hit in Orgia.
Aigis blasts the enemy away, then hovers backwards, gaining some distance. Can be prone to getting baited by jump cancels due to not having the best vertical hitbox. If cancelled early enough, Aigis will not switch in or out of Orgia Mode. Used at the end of some Orgia combos to link supers or to quickly switch modes at the expense of oki.
Can be punished on normal hit in certain scenarios, but is highly unlikely since the punishes are expensive, and you will more often be landing this as a CH rather than raw.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
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BD | 1000 | 100 | 50 | 4 | ||||||||||||||||||||||||||||||||||||
j.BD | 800 | 100 | 50 | 4 |
j.BD:
- Cancelable only on hit in orgia mode by boosting or backdashing. May have been changed in patch 1.1 to not be possible.
Guard Cancel Attack
6A+B while blocking
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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0 | All | 16 | 3 | 33 | -19 | Body | 1~21 Guard All |
Shares the same animation as Aigis's 5B. Has unthrowable autoguard for the duration. Like all Guard Cancel Assaults, it's fairly slow and can be beaten by opponents. One option of escaping pressure at the expense of 50 meter. Can be One More! Cancelled or One More! Bursted to avoid the lengthy recovery but no combo beginning from a Guard Cancel can kill.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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1200 | 100 | 50 | 4 |
Skill Attacks
Mode Change
22A/B
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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22A | Total 28 | |||||||
22B | Total 21 | |||||||
22AB (Activate) | Total 13 | 3~7 P | ||||||
22AB (Deactivate) | Total 20 |
- All Versions
Aigis stalls briefly and changes modes. During Mode Change, Aigis herself is a hurtbox. If activating at neutral, be mindful of projectiles as well as the opponent - if you are interrupted while attempting to change modes, Aigis will not complete activating or deactivating.
- 22A
- Ends Orgia without penalty.
Safest move to end Orgia with, but also relatively slow. Useful as an Option Select to avoid Elizabeth and Margaret's DPs during pressure by pressing j.B j.22A during overheads, as on whiff the 22A will activate and on hit/block it will just be j.A.
- 22B
- When deactivating, 22B forces overheat if the Orgia gauge is at half at lower.
- Orgia overheat time is halved when manually triggered via 22B.
When activating Orgia, 22B is faster than 22A and lifts Aigis high in the air, allowing you to begin pressure with falling normals or to use the height to extend combos, making 22B integral to Mode Change combos into Orgia. Disable routes are also possible, giving full recharge by disabling mid route and extending the combo until recharge is complete.
- 22AB
- Ends Orgia without penalty.
SB activate is quite fast and also lifts Aigis into the air, allowing for a near-instant overhead with a falling j.B. However, it does not lift Aigis as high as the B version. Its brief activation invuln gives it utility as vertical roll, allowing escape from grabs and pressure scenarios.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
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22A | ||||||||||||||||||||||||||||||||||||||||
22B | ||||||||||||||||||||||||||||||||||||||||
22AB (Activate) | ||||||||||||||||||||||||||||||||||||||||
22AB (Deactivate) |
22A:
- Toggles Orgia on frame 16
22B:
- Aigis recovers in the air
- When deactivating, immediately enters Overheat, but duration is halved
- Toggles Orgia on frame 18
22AB (Activate):
- Aigis recovers in the air
- Toggles Orgia on frame 13
7th Gen Gatling Blast
236A/B
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
236A | 400, 110, 55×9 | All | 16 | Strike: 2 Bullets: P{(2)P}×9 |
35 | -5 | Body, Chest+Projectile×10 | |
236B | 400, 110, 55×19 | All | 21 | Strike: 2 Bullets: P{(2)P}×19 |
55 | -5 | Body, Chest+Projectile×20 | |
236AB | 400, 90, 45×9 | All | 16 | Strike: 2 Bullets: P{(2)P}×19 |
53 | -3 | Body, Chest+Projectile×20 |
- Usable without bullets, but significantly worse.
Aigis draws her Gatling gun and shoots forward. If out of ammo, Aigis will still summon her gun, but no shots will be fired. The gun itself has a hitbox in this case. Has lots of recovery, so if the opponent jumps over it you're definitely getting punished.
- 236A
- Consumes 10 bullets.
Fast spray of bullets useful for finishing off opponents and breaking cards of people attempting to zone her. Knocks down on air hit, giving Aigis a moment to either setup screen control or close the gap.
- 236B
- Consumes 20 bullets but can be extended by holding the button.
- Bullets will be fired until Aigis runs out or the button is released.
Slower but the increased damage has utility for punishing laggy moves fullscreen. Has notable usage in corner combos, as it can be canceled into One More Burst or D Spear for extremely high damage routing. Can also be used as a risky method of emptying your clip to activate Extreme Orgia Mode.
- 236AB
- Consumes 20 bullets but can be extended by holding the button.
- Bullets will be fired until Aigis runs out or the button is released.
The speed of A with the damage potential of B, SB Chaingun has usage in the same scenarios as B but its faster startup lets it punish a wider variety of moves. Can be connected from 5C, allowing it to finish off opponents outside of Orgia while remaining burst safe.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
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236A | 300 | 100, 100, 0x10 | 50 | 3 | ||||||||||||||||||||||||||||||||||||
236B | 300 | 100, 100, 0x20 | 50 | 3 | ||||||||||||||||||||||||||||||||||||
236AB | 300 | 100, 100, 0x20 | 50 | 3 |
236A:
- Each P in active frames represents a projectile spawned
236B:
- Holding the button will cause Aigis to continue shooting until releasing the button or running out of bullets
- Damage for these extra bullets is 25×N
- Each P in active frames represents a projectile spawned
236AB:
- Holding the button will cause Aigis to continue shooting until releasing the button or running out of bullets
- Damage for these extra bullets is 25×N
- Each P in active frames represents a projectile spawned
7th Gen Vulcan Cannon
j.236A/B
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
j.236A | 100, 50×8 | All | 19 | P{(2)P}×8 | Until L+7 | Projectile | ||
j.236B | 100, 50×13 | All | 25 | P{(2)P}×13 | Until L+7 | Projectile | ||
j.236AB | 170, 85×13 | All | 21 | P{(2)P}×13 | Until L+7 | Projectile |
- Usable without bullets, but only as a movement tool.
Aigis pushes herself back to take aim, settles into position in air, then fires a stream of bullets diagonally downward. All versions can be held to make Aigis descend as the bullets are fired.
- j.236A
- Consumes 9 bullets.
- Fires closest to Aigis.
The version you use when people start running under 236B. Superb combo utility in corner routes after j.2C, and a strong angle to prevent rushdown characters from sprinting under you. Also usable as a niche crossup option after a 22B Orgia disable.
- j.236B
- Consumes 14 bullets.
- Fires at an angle that hits almost full-screen.
The held version is an amazing retreating and stalling button for recharge. Because of its dominant angle and how far back it sends her it's extremely difficult to punish. Allows for corner escapes, easy Orgia regeneration and anti-air baits, there's nothing this move can't do. Just be sure not to waste all your bullets using it.
- j.236AB
- Consumes 14 bullets (7 per stream).
- Fires at both A and B version angles.
- Ground bounces on hit.
Held version covers the entire screen in bullets, making approach Aigis nearly impossible during it. Links into Goddess Shield on hit, allowing for stylish round closing combos.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.236A | 300 | 100, 0x9 | 50 | 3 | ||||||||||||||||||||||||||||||||||||
j.236B | 300 | 100, 0x14 | 50 | 3 | ||||||||||||||||||||||||||||||||||||
j.236AB | 300 | 100, 0x14 | 50 | 3 |
j.236A:
- Hold button to fall while shooting
- Each P in active frames represents a projectile spawned
j.236B:
- Hold button to fall while shooting
- Each P in active frames represents a projectile spawned
j.236AB:
- Hold button to fall while shooting
- Each P in active frames represents a projectile spawned
7th Gen Radical Cannon
214A/B (Air OK)
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
214A | 300, 700 | All | 29 | Until Hit,30 | Total 53 | Projectile | ||
j.214A | 300, 700 | All | 29 | Until Hit,30 | Total 60 | Projectile | ||
214B | 300, 900 | All | 35 | Until Hit,30 | Total 53 | Projectile | ||
j.214B | 300, 900 | All | 29 | Until Hit,30 | Total 60 | Projectile | ||
214AB | [300, 600]×2 | All | First Shot: 29 Second Shot: 32 |
{Until Hit,30} per Shot | Total 53 | Projectile | ||
j.214AB | [300, 600]×2 | All | First Shot: 23 Second Shot: 26 |
{Until Hit,30} per Shot | Total 55 | Projectile |
- Consumes no bullets.
- Fatal Counter.
- Button can be held to delay the explosion.
- Boost, Air Boost, and Hover cancellable in Orgia.
- Data in () is for air versions.
- Aigis is not considered crouching during the ground versions.
Aigis pulls a cannon from her back and fires an anti-air bombardment. Pressing (or releasing if the button was held) the button corresponding to the version used detonates the mortar prematurely. If the button is only tapped, then the mortar will automatically travel full range before exploding. Radical Cannon is typically used in combos, but it can also be used as a neutral tool. The air versions can be performed after a jump, double jump, or superjump, preventing most anti-air attempts and making the threat of the explosion quite strong. The ground version of A Radical Cannon is primarily used in double Megido combos, as well as for oki. The air versions of Radical Cannon are what comprise Aigis's high-damage mortar loops.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214A | 300 | 100 | 50 | 3, 4 | ||||||||||||||||||||||||||||||||||||
j.214A | 300 | 100 | 50 | 3, 4 | ||||||||||||||||||||||||||||||||||||
214B | 300 | 100 | 50 | 3, 4 | ||||||||||||||||||||||||||||||||||||
j.214B | 300 | 100 | 50 | 3, 4 | ||||||||||||||||||||||||||||||||||||
214AB | 300 | 100 | 50 | [3, 4]×2 | ||||||||||||||||||||||||||||||||||||
j.214AB | 300 | 100 | 50 | [3, 4]×2 |
214A:
- From 45F on, explosion starts up 1F after either button (same one used to input move) is pressed or released (when held)
- Fatal Counter
- Air versions are Hover Cancelable
- Cancelable only by Boost Hovering and Air Boost
- A and B versions are considered the same in regards to SMP
j.214A:
- From 39F on, explosion starts up 1F after either button (same one used to input move) is pressed or released (when held)
- Fatal Counter
- Air versions are Hover Cancelable
- Cancelable only by Boost Hovering and Air Boost
- A and B versions are considered the same in regards to SMP
214B:
- From 46F on, explosion starts up 1F after either button (same one used to input move) is pressed or released (when held)
- Fatal Counter
- Air versions are Hover Cancelable
- Cancelable only by Boost Hovering and Air Boost
- A and B versions are considered the same in regards to SMP
j.214B:
- From 40F on, explosion starts up 1F after either button (same one used to input move) is pressed or released (when held)
- Fatal Counter
- Air versions are Hover Cancelable
- Cancelable only by Boost Hovering and Air Boost
- A and B versions are considered the same in regards to SMP
214AB:
- From 41F on, explosion starts up 1F after either button (same one used to input move) is pressed or released (when held)
- Fatal Counter
- Air versions are Hover Cancelable
- Cancelable only by Boost Hovering and Air Boost
j.214AB:
- From 34F on, explosion starts up 1F after either button (same one used to input move) is pressed or released (when held)
- Fatal Counter
- Air versions are Hover Cancelable
- Cancelable only by Boost Hovering and Air Boost
Skill Attacks (Orgia Mode)
Orgia Boost
during Orgia Mode
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
Orgia [66] | Cancelable from 8F | |||||||
Orgia [44] | Cancelable from 12F | 1~7 All | ||||||
Orgia j.2AC | Cancelable between 14~103F | |||||||
Orgia j.AB | Total 28 | 7~19 Strike/Projectile |
- Orgia Forward Dash (66)
- When grounded and at neutral, 66 (dash) initiates Boost and takes Aigis airborne.
- Cancelling moves with Boost can be performed with [6] or 66.
- Boosting costs 6% Orgia gauge; Canceling into boost costs 21%. Drains frame 10.
- Can be special canceled instantly to negate Orgia drain.
Boost replaces Aigis's normal airdash when in Orgia mode, giving her insane mobility and speed, as well as higher and floatier jumps with considerable momentum. On the ground, inputting 66 when in a neutral state will replace Aigis's non-Orgia ground dash with her Boost airdash, while in the air, Boosting can be performed after a jump or double jump to quickly close in on opponents. Many moves can be cancelled by Boosting, radically changing Aigis's mix-up and pressure. Being able to Boost-cancel and to control Aigis's Boost movement is crucial to playing her well.
- Orgia Backdash (44)
- Available on wake-up.
- 1 frame longer than all other backdashes.
- Backdash Costs 6% Orgia gauge, drains on frame 1
- Can be special canceled instantly, leaves the ground on frame 5.
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 on frame 5. Can be canceled into any special, including boost and another backdash; however, as with Boosting and Boost-cancelling, backdashing consumes Orgia gauge. Very useful for escaping pressure and reversals as well as baiting opponents into whiffing moves.
- Orgia Hover (j.2AC)
- Hover costs 6% Orgia gauge, drains on frame 5
- Can be special canceled instantly.
- Hovers a maximum of 2 seconds
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. Beware doing this too low to the ground and too close to opponents, as Aigis will be vulnerable to air-unblockable moves.
- Orgia Boost (j.AB)
- Command airdash. Travels a preset distance.
- Strike and projectile immune, but not throw immune.
- Orgia Boost Costs 6% Orgia gauge, drains on frame 7
- Cannot be canceled out of.
Performs a command airdash with strike invuln. Air Boost is sometimes referred to as an "air roll" due to its similarity to ground rolls (Evasive Actions). The move has a fair amount of recovery; it also lacks projectile invuln, unlike Aigis's ground Evasive Action. Costs Orgia gauge. Used for positioning in combos and to cancel the recovery of certain attacks, particularly the air versions of Radical Cannon. If timed appropriately, the invuln frames can armor through Bursts and some attacks, particularly anti-airs.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Orgia [66] | ||||||||||||||||||||||||||||||||||||||||
Orgia [44] | ||||||||||||||||||||||||||||||||||||||||
Orgia j.2AC | ||||||||||||||||||||||||||||||||||||||||
Orgia j.AB |
Megido Fire
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
236C | 598, 200, 100×3, 1300 | All | 15 | 9×3,6 | 7+7L | -5 | Body | |
j.236C | 598, 200, 100×3, 1300 | All | 17 | 9×2,3 | Until L+15 | Head | ||
236D | 598, 200, 100×3, 1300 | All | 12 | 9×3,3 | 6+9L | -3 | Body | |
j.236D | 598, 200, 100×3, 1300 | All | 12 | 9×3,3 | Until L+12 | Head | ||
236CD | 348, 100, 50×12, 1400 | All | 13 | 9×3,3 | 4+4L | +4 | Body | |
j.236CD | 348, 100, 50×12, 1400 | All | 14 | 9×3,3 | Until L+9 | Head |
- Costs 6% Orgia gauge
- On block, can be super-cancelled into Goddess Shield before Aigis lands.
- While spinning through the air, 4f after startup until 1f after the followup, can input the same command to change trajectory once.
- Causes hard knockdown.
Aigis lights herself on fire and hurls herself at the opponent. On hit, Athena strikes the opponent multiple times with a fire spiral then spikes the opponent straight down; the follow-up is not performed on block. During the second part of the attack, Aigis lands and recovers while Athena continues the assault. Aigis's high damage output comes from this move, making it a staple in combos, and since the opponent is left in hard knockdown, Aigis is able to safely continue her offence afterward.
On the ground, the C version sends Aigis flying forward a short distance, while D and SB versions fly diagonally up and back down in an arc. In the air, the C version follows Aigis's current trajectory or causes to Aigis float in the air if she happens to be floating; the move follows her momentum. The D and SB air versions move upwards diagonally before falling down.
Aigis cannot use Persona abilities while Megido is active, nor can Megido be performed if Athena is already committed (for example, if a D Persona move is active, Aigis cannot perform Megido until the catch frames have ended).
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236C | 500 | 500, 0×5 | 50, 1000 | 3×5, 5 | ||||||||||||||||||||||||||||||||||||
j.236C | 500 | 500, 0×5 | 50, 1000 | 3×5, 5 | ||||||||||||||||||||||||||||||||||||
236D | 500 | 500, 0×5 | 50, 1000 | 3×5, 5 | ||||||||||||||||||||||||||||||||||||
j.236D | 500 | 500, 0×5 | 50, 1000 | 3×5, 5 | ||||||||||||||||||||||||||||||||||||
236CD | 300 | 300, 0×14 | 50, 1000 | 3×15, 5 | ||||||||||||||||||||||||||||||||||||
j.236CD | 300 | 300, 0×14 | 50, 1000 | 3×15, 5 |
236C:
- On block, base damage is 598×4, and hitstop 7F per hit
- Can only Super Cancel on block into Goddess Shield until Aigis lands
- While spinning through the air, 4f after startup until 1f after the followup, can input the same command to change trajectory once
j.236C:
- On block, base damage is 598×3, and hitstop 7F per hit
- Can only Super Cancel on block into Goddess Shield until Aigis lands
- While spinning through the air, 4f after startup until 1f after the followup, can input the same command to change trajectory once
236D:
- On block, base damage is 598×4, and hitstop 7F per hit
- Can only Super Cancel on block into Goddess Shield until Aigis lands
- While spinning through the air, 4f after startup until 1f after the followup, can input the same command to change trajectory once
j.236D:
- On block, base damage is 598×4, and hitstop 7F per hit
- Can only Super Cancel on block into Goddess Shield until Aigis lands
- While spinning through the air, 4f after startup until 1f after the followup, can input the same command to change trajectory once
236CD:
- On block, base damage is 348×4, and hitstop 7F per hit
- Can only Super Cancel on block into Goddess Shield until Aigis lands
- While spinning through the air, 4f after startup until 1f after the followup, can input the same command to change trajectory once
j.236CD:
- On block, base damage is 348×4, and hitstop 7F per hit
- Can only Super Cancel on block into Goddess Shield until Aigis lands
- While spinning through the air, 4f after startup until 1f after the followup, can input the same command to change trajectory once
Pandora Missile Launcher
214C/D in Orgia Mode (Air OK)
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
214C | 300×5 | All | 21 | P(6)P(6)P(6)P(6)P | Total 67+9L | Projectile | 8~59 P | |
214D | 300×5 | All | 21 | P(6)P(6)P(6)P(6)P | Total 67+9L | Projectile | 8~59 P | |
214CD | 150×15 | All | 21 | P{(6)P}×14 | Total 127+9L | Projectile | 8~119 P |
- Fatal Counter.
- Costs 6% Orgia Gauge
- C version shoots missiles forwards.
- Ground D version shoots missiles upwards.
- Air D version shoots missiles downwards.
- SB version fires 3 times as many missiles which travel faster.
A missile container extends from Aigis's back and she fires a missile barrage forward. Pandora has quite a bit of start up, but also a considerable amount of projectile invuln. It can be used to keep the opponent out or lock them down full screen. At close range, this move is much risker as throws and strikes will easily beat it during start-up. The missile container itself has a hitbox that extends behind Aigis.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214C | 0 | 100 | 50 | 3 | ||||||||||||||||||||||||||||||||||||
214D | 0 | 100 | 50 | 3 | ||||||||||||||||||||||||||||||||||||
214CD | 0 | 100 | 10 | 3 |
214C:
- Fatal Counter
- Each P in active frames represents a projectile spawned
214D:
- Fatal Counter
- Each P in active frames represents a projectile spawned
214CD:
- Fatal Counter
- Each P in active frames represents a projectile spawned
SP Skill Attacks
Goddess Shield
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
236236C | 2000 | All | 4+(58 Flash)+9 | 24 | 35+14L | -31 | Body | 1~12 All 13~32 Guard All |
j.236236C | 2000 | All | 4+(58 Flash)+9 | 24 | Until L+14 | Body | 1~12 All 13~32 Guard All | |
236236D | 2500 | All | 4+(58 Flash)+17 | 24 | 36+14L | -32 | Body | 1~22 All 23~30 Guard All |
j.236236D | 2500 | All | 4+(58 Flash)+9 | 24 | Until L+14 | Body | 1~19 All 20~40 Guard All | |
236236CD | 1400×2 | All | 4+(58 Flash)+17 | 24(6)24 | 35+14L | -31 | Body | 1-14 All 13-32 Guard |
j.236236CD | 400, 200×13 | All | 4+(58 Flash)+9 | 1×24 | Until L+14 | Body | 1-20 All 21-41 Guard |
- All ground versions are Fatal Recovery.
- SB Version Attacks twice.
- Aigis is considered crouching during recovery.
Aigis summons and rides Athena across the screen in a massive hitbox. Good combo ender when the damage will kill. This super can be used to punish certain moves and, with the meter to One More! Cancel on block, to close in on opponents. On hit, Goddess Shield can cancel into Heavenly Spear by buffering the 214214 input while Aigis charges forward and pressing the C or D button right as the shield connects; Goddess Shield SB can only be linked to Heavenly Spear on the second hit. All versions are active until Aigis makes contact with an opponent or reaches the corner, so on whiff, Aigis will land in the corner. Air versions can only link into Heavenly Spear when hit high midscreen.
- C Version
Solid reversal that covers annoying fullscreen moves. Can counter supers like Ken's Fire Breath on reaction to super flash and is reliable for cashing out midscreen combos for a kill. Also useful to brute force your way out of the corner or annoying pressure strings such as Ken's infinite blockstrings or Elizabeth's Thanatos rps. The air version isn't great when compared to the D version, and if you're planning on using it as a hard read consider using OrionGuard:
Throw (300)Startup:
10+(54 Flash)+6~14Recovery:
Until L+9Advantage:
instead.
- D Version
Bigger, stronger and slower then C version with more use in corner combos and as an aerial finisher. More rarely used as a stronger punish against extremely laggy supers such as Yukiko Agidyne or Akihiko's Maziodyne.
- SB Version
Fantastic for cashing out in combos both in the air and on the ground, allowing for quick kill combos off weird confirms. You can One More Cancel during the startup of the 2nd hit to setup Athena to charge while remaining fully actionable yourself. The 2nd hit of the grounded version is a cheeky knowledge check against new players who don't realize it swings twice.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236236C | 1000 | 100 | 50 | 5 | ||||||||||||||||||||||||||||||||||||
j.236236C | 600 | 500 | 50 | 5 | ||||||||||||||||||||||||||||||||||||
236236D | 1000 | 100 | 50 | 5 | ||||||||||||||||||||||||||||||||||||
j.236236D | 600 | 500 | 50 | 5 | ||||||||||||||||||||||||||||||||||||
236236CD | 1000 | 100 | 50 | 5 | ||||||||||||||||||||||||||||||||||||
j.236236CD | 600 | 500 | 50 | 3 |
236236C:
- Fatal Recovery
- Immediately enters recovery on hit/block
- Invul immediately disappears on hit/block
- Can super cancel into Heavenly Spear on hit/block
- Minimum damage 800
j.236236C:
- Fatal Recovery
- Immediately enters recovery on hit/block
- Invul immediately disappears on hit/block
- Minimum damage 800
236236D:
- Fatal Recovery
- Immediately enters recovery on hit/block
- Invul immediately disappears on hit/block
- Can super cancel into Heavenly Spear on hit/block
- Minimum damage 1000
j.236236D:
- Fatal Recovery
- Immediately enters recovery on hit/block
- Invul immediately disappears on hit/block
- Minimum damage 1000
236236CD:
- Fatal Recovery
- Immediately enters recovery on hit/block of 2nd hit
- Can super cancel into Heavenly Spear after second hit on hit/block
- Minimum damage 560×2 (1120)
j.236236CD:
- Max 14 hits
- Minimum damage 160, 80×13 (1200)
Multi Mounted Machine Gun Orion
j.236236A/B
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
j.236236A | 0, 910, 142×32 | Throw (300) | 10+(54 Flash)+2~9 | 3 | Until L+9 | Throw | 1~(14~21) All | |
j.236236B | 0, 910, 142×32 | Throw (300) | 10+(54 Flash)+6~14 | 3 | Until L+9 | Throw | 1~(18~26) All | |
j.236236AB | 0, 910, 142×32 | Throw (300) | 10+(54 Flash)+0~14 | 3 | 9 after landing | Throw | 1~(10~26) All |
- Whiffs on crouching opponents.
- Manouverability is increased in Orgia
- Available while persona broken
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 forced into the corner while Aigis summons four Gatling guns and fires at will. Despite the animation, the super consumes no bullets. 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. Aigis's trajectory can be controlled during the super and has considerably increased maneuverability in Orgia mode.
On hit, Orion does sizable damage, gives corner and oki but can't be followed up, making its best usage as a finisher against opponents who air teched out of a combo. It's also possible to cancel into Orion after Escape Change, allowing for some super cancel mind games if they block your DP. Its inability to be canceled with One More Cancel or One More Burst! means Orion's utility is restricted considerably when comparing the damage dealt to the resources spent.
- A Version
The worst version of an already situational super. Short distance covered combined with bad maneuverability even in Orgia means you need to read them like a book to use this effectively. Use B version instead.
- B Version
Tech trap, counter super, flashy callout and invulnerable movement option all rolled into one. B has the highest maneuverability and distanced covered compared to all other versions, meaning even if they reversal or crouch underneath it on super flash you can fly a safe distance over their head and remain unpunishable. In Orgia mode you can bank up or down at an extreme angle, allowing for nearly unescapable air to air punishes.
One of Orion's greatest strengths is denying air unblockable setups or tech traps, as Aigis can Orion after air teching and proceed to threaten nearly any position on the screen.
- SB Version
- Hits frame 0 after super flash against nearby opponents
Want the hardest jump read in the universe? Use SB Orion. Unfortunately it hitting frame 0 doesn't stop opponents from crouching during super flash meaning it has little to no use during pressure. This doesn't matter if the opponent is airborne when you use it however, leading to checkmate scenarios where one read on the opponent's trajectory can steal a round.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.236236A | 0 | 1000, 0×32 | 50 | 0, 4, 3×32 | ||||||||||||||||||||||||||||||||||||
j.236236B | 0 | 1000, 0×32 | 50 | 0, 4, 3×32 | ||||||||||||||||||||||||||||||||||||
j.236236AB | 0 | 1000, 0×32 | 50 | 0, 4, 3 |
j.236236A:
- Aigis travels forward until in range, then throws after 4F
- If opponent is not within range 5F after super flash, then Aigis does not attack and the next frame loses invul and begins recovery
- Can steer by holding direction
- Minimum damage
j.236236B:
- Aigis travels forward until in range, then throws after 4F
- If opponent is not within range 10F after super flash, then Aigis does not attack and the next frame loses invul and begins recovery
- Can steer by holding direction
j.236236AB:
- Aigis travels forward until in range, then throws after 4F
- If opponent is not within range 10F after super flash, then Aigis does not attack and the next frame loses invul and begins recovery
- Can steer by holding direction
Awakened SP Skill Attacks
Heavenly Spear
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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214214C | 2500 | All | 4+(62 Flash)+3 | 60 | Total 41+9L | +4 | Projectile | 1~8 All |
214214D | 200×10 | All | 4+(54 Flash)+11 | 4×10 | Total: 49+4L | -7 | Projectile | 1~16 All |
214214CD | 2800 | All | 4+(64 Flash)+1 | 60 | Total 48+9L | +4 | Projectile | 1~6 All |
- All versions of Heavenly Spear are Fatal Recovery.
- Heavenly Spear C and SB Fatal Counter.
- Projectile attribute, so opponents can roll the attack at the flash for a punish combo.
Athena appears and throws her spear upwards. An incredible reversal that nullifies many characters' safejumps. Often shorthanded as 'Spear' this move is a multifaceted killer of a button with a variety of uses in combos, cash outs and escaping tricky situations. However, beware the deadzone slightly in front of Aigis where it'll whiff against opponents moving towards her.
- C Version
Your primary "stop safejumping me" button. Great for ending combos with a burst safe cashout. On Fatal Counter it links into itself for a deadly double super 4k.
- D Version
Multi-hitting version that lets you follow up with a full combo. Links into more spears on hit, giving it utility for racking on damage before a C Spear finisher.
- SB Version
One of the fastest moves in the game at 5 frames startup, SB does everything C does but better.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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214214C | 1000 | 100 | 50 | 5 | ||||||||||||||||||||||||||||||||||||
214214D | 1000 | 100 | 500 | 5 | ||||||||||||||||||||||||||||||||||||
214214CD | 1000 | 100 | 50 | 5 |
214214C:
- Fatal Recovery
- Fatal Counter
- Minimum damage 1000
214214D:
- Fatal Recovery
- Opponent experiences additional 8F hitstop on hit and counter hit
- Minimum damage 60×10 (600)
214214CD:
- Fatal Recovery
- Fatal Counter
- Minimum damage 840
Extreme Orgia Mode
214214A+B
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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Total 3+(117 Flash)+3 | 1~End All |
- Only available if Aigis is out of bullets, overheated, and for 150 SP. Shadow Aigis cannot activate this super.
- After startup, persona cards, bullets, and Orgia gauge will recover. Attack power of all attacks will be raised by 1.2 afterwards.
- D normals perform counterattack immediately.
- Aigis regenerates HP at a rate of 120 HP a second for the duration of EXO.
- After Extreme Orgia Mode ends, Aigis will return to Orgia overheat.
Aigis's "secret" super, an amplified version of Orgia mode. Once the super is activated, Aigis will stall briefly and unleash Extreme Orgia Mode as bullets, cards, and Orgia will be restored. For the duration of Orgia EXO, the Orgia gauge will glow blue and drain at a flat rate; additionally, Aigis' boost becomes fully projectile immune, allowing her to completely ignore supers and ranged attacks that would slow her assault. While Orgia EXO allows for some deadly mix-ups and combos, going for the super whenever you have 150 meter is a recipe for disaster, as savvy opponents will push the offensive when they see Aigis draining bullets. If you are bold enough to enter Orgia EXO, however, Aigis's increased mobility and attack power will more than make up for the effort.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
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- Costs 150 SP
- Only available when out of bullets and overheated
- After startup, Persona cards, Bullets, and Orgia gauge will recover
- Attack power of all attacks will be raised by 1.2 afterwards
- Lasts 12 seconds
- If Aigis isn't hit during EXO she regenerates at 120HP per second, for a total of 1440 HP.
Instant Kill
Heritage Liberator Palladion
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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K.O. | All | 1+(15 Flash)+50 | P(8)P(8)P(8)P(12)P | Until L+29 | Projectile | 1~114 All |
Once active, Aigis fires a variation of 7th Gen Vulcan Cannon, consuming 12 bullets. On hit, Athena impales the opponent before Aigis finishes them off, then drops to the ground overheated. Like all IKs, Aigis's is slow with a large number of invuln frames. The attack can be blocked or rolled, and it will whiff completely at certain spacings, particularly if the opponent is too close. When out of ammo, Aigis will not use Vulcan Cannon during the IK. Must be inputted in midair while Aigis is at a consistent height. Situationally useful as a punish to very specific moves but otherwise useless.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
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0 | 50x12, 300 | 50 | 3×4, 5, 4, 0 |
- Each P in active frames represents a projectile spawned
Colors
Color 9
Psyche (P3)Color 15
Labrys

Aigis[★]
Akihiko Sanada[★]
Chie Satonaka[★]
Elizabeth[★]
Junpei Iori[★]
Kanji Tatsumi[★]
Ken Amada[★]
Labrys[★]
Margaret[★]
Marie[★]
Minazuki[★]
Mitsuru Kirijo[★]
Naoto Shirogane[★]
Rise Kujikawa[★]
Shadow Labrys[★]
Sho[★]
Teddie[★]
Tohru Adachi[★]
Yosuke Hanamura[★]
Yu Narukami[★]
Yukari Takeba[★]
Yukiko Amagi[★]
Click [★] for character's full frame data
Essentials
• Controls •
HUD •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Attack Attributes •
SP/Persona/Burst Gauge Usage •
Status Ailments •
Detailed & Advanced Information
• Damage/Combo System • Frame Data & System Data • Universal Strategy • Misc •
Archived Information
• Patch Notes •
Tier Lists •
Golden Arena •