P4U2.5/Aigis

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Overview

Overview

Lore:Introduced in the original Persona 3, Aigis is an anti-shadow weapon developed by the Kirijo Group. She was a party member and social link in "The Journey" chapter, and the main character in "The Answer" chapter. Like Yu Narukami, she has the power of the Wild Card. In the Arena series, she comes equipped with a large variety of weapons and Orgia mode, her enhanced battle form, as well as her evolved persona Pallas Athena.
Playstyle
Aigis
Pros Cons
  • 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.
  • Zoning and Anti-Zoning: Aigis can play an effective footsies and zoning game with her projectile attacks and Orgia movement (elaborated next), and can also efficiently stuff the opponent's attempts to get in and counter many of their own zoning attempts with those same projectile attacks and some of her Persona normals.
  • Orgia Mode: Orgia mode quite literally overclocks Aigis, giving her additional mobility options including a buffed backdash that can be used on wake-up, and a hoverdash that can be cancelled into and from any normal for high-speed mix-ups. Any time she forces you to block in Orgia, it's time to guess.
  • Air Normals: Aigis has a powerful suite of air normals that makes her hoverdash pressure even stronger.
  • Hard to Burst: Plenty of Aigis' combos leave opponents far away from her during the combo, making bursting against her very difficult.
  • Can't Play God Forever: While Aigis is great with Orgia, her strongest points are almost completely reliant on it, but she will always eventually have to disengage it to conserve and regenerate the resource which puts some of the stronger and defining aspects of her gameplan on hold periodically.

Meter Management

Orgia gauge on the left, ammo count on the right
Orgia Mode
Orgia Mode transforms Aigis into a high-mobility character with incredible rushdown capabilities. In Orgia, Aigis gains access to new movement options 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

Normal
Shadow
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. 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.
5A 170 All 5 3 16 -6 Body -
5AA 400 All 10 3 15 - Body -
5AAA 500 High 9 2 22 - Head -
5AAAA 70×8 All 17 X{(2)X}×7 45 Total - Projectile -

5A
  • Fast startup, but poor recovery and range.
  • Jump cancelable on hit or block.

Normally used for frame traps and IAD/hoverdash pressure. Input it as 4A to prevent Aigis from chaining into her 5AA accidentally. Can be low profiled by some characters.


5AA
  • Jump cancelable on hit and block.
  • Leaves Aigis airborne on hit/block.
  • Launches the opponent on hit.

Used in some Orgia combos to launch the opponent and continue into an air combo and as a starter for some Mode Change combos. It has some utility in pressure, particularly when baiting reversals and Bursts. It can be cancelled with jump in either mode and Orgia actions while in Origa mode but her pressure afterwards when not in Origa is fairly linear.


5AAA
  • Overhead, but whiffs against crouching opponents.

Seen in combos that contain Aigis's 5AAAA string. On standing conect, Aigis jumps and recovers quite far from the opponent, roughly one-third of the stage away. If the opponent is crouching, Aigis jumps directly above the opponent while whiffing the actual attack. This results with her recovering near the opponent rather than at a distance and leaving her open to a punish. If not in corner, Aigis will cross over the opponent during 5AAA's whiff recovery which can cause some weird interactions when opponents try to punish.

If the opponent changes from standing to crouching guard between 5AA and 5AAA, 5AAA will hit their extended vertical hurtbox as a pseudo-fuzzyguard (i.e., the opponent will be shown as hit high despite visibly standing). However, there's no way to force the opponent to switch their guard like this and such a situation is unlikely to occur in a match, but it's worth noting.


5AAAA
  • Consumes 8 bullets.
  • Cannot be done on block.

Aigis fires her Gatling gun in the air. Unlike most 5AAAAs, Aigis's is not a regular special - this move is exclusive to her autocombo. As with 5AAA, used in combos that contain Aigis's 5A string. Can be followed up both in and out of Orgia.

Completing the autocombo adds Radical Cannon B (air version) > Goddess Shield D (air version).

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. 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.
5A 170 All 5 3 16 -6 Body -
5AA 100×10 All 10 X{(3)X}×9 46 Total -13 Projectile -
5AA
(No Ammo)
400 All 7 1 18 -4 Body -
5AAA 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.

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. 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.
400 All 10 3 25 -13 Projectile -

  • Chest attribute.
  • Projectile attribute, will nullify single-hit projectiles.

Rocket punch with a fair amount of range. Projectile attribute. Used in pressure to cancel into sweep/Boost and in combos. Can be low profiled by most characters.

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. 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.
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.

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. 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.
Ammo 120×8 All 7 X{(2)X}×7 Total 58 -27 Projectile -
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.

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. 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.
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.

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. 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 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.

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. 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.
200×3 All 9 X(3)X(3)X Total 27+6L - Projectile -

  • Treated as a special move.

Drops three grenades that scatter downwards. Good combo ender and combo tool. Can be used to set-up good oki or just to control space at any time. Frequently appears in optimal mode change combos. The grenades have a vacuum effect and pull the opponent slightly closer to Aigis.

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. 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.

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. 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.


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. 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 32 -15 Body -

  • 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.

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. 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 Air Unblockable 19 3 27 -11 Body -

  • 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.

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. 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.
1100 All 26 2 21 -4 Body -

  • Situational, alternate version of 5C.

Athena lunges forwards and slices. Similar to 5C but with more range and longer start-up. Used in specific Fatal routes for optimal damage.

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. 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.
Guard - - - - Total 33 - - Persona 17~91 Guard
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.

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. 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.
Guard - - - - Total 36 - - Persona 17~73 Guard
Attack 400×7 High 28 3×7 - - Body Persona 1~48 Guard

  • Counter attack.

Athena appears with a blue aura on her shield, and if an attack connects, she raises up and then dives down, hitting the opponent multiple times. If Athena is hit again after the dive begins, she disappears and Aigis loses a Persona card. Unlike 5D, Athena will always appear at Aigis's position even if already out. Has fewer catch frames than 5D, but the counter-attack start up is the fastest of Athena’s counter moves. Can pick up a combo on hit.

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. 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.
400, 800 All 8 4(8)6 10 - Head -

  • 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.

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. 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 -

  • 5C, but in the air.

Has the same cancel options as j.C but significantly more start-up. Very slow compared to Aigis's other air normals, so its utility in baiting anti-airs is limited. Aigis's air momentum stalls when performing j.2C. Used in combos to optimise damage and positioning.

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. 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.
Guard - - - - Total 24 - - Persona 29~103 Guard
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.

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. 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.
Guard - - - - Total 24 - - Persona 19~75 Guard
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.


Universal Mechanics

Ground Throw

C+D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. 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.
0, 0, 1100 Throw 5 3 25 - Throw -

  • Special cancelable in Origa, super/OMC cancelable always.

Aigis attaches an explosive to the enemy and then blows them away, allowing the opponent to tech a fair distance from Aigis. Can be followed up in Orgia by canceling into Megido or by OMCing when not in Orgia. Note that Aigis's ground throw has a special property where it ignores the throw tech system in place for Ultimax and can only be teched after the ! appears over an opponent's head; otherwise, an opponent will be counterhit for grabbing too early. A glitch also exists where Aigis can cancel into Megido immediately after throw without expending Orgia meter.

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. 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.
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.

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. 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 Origa.

Aigis blasts the enemy away, then hovers backwards, gaining some distance. Can be prone to getting baited by jump cancels due to not having the best vertical hitbox. If cancelled early enough, Aigis will not switch in or out of Orgia Mode. Used at the end of some Orgia combos to link supers or to quickly switch modes at the expense of oki.

Can be punished on normal hit in certain scenarios, but is highly unlikely since the punishes are expensive, and you will more often be landing this as a CH rather than raw.

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. 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.
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.


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. 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.
22A - - - - Total 28 - - -
22B - - - - Total 21 - - -
22AB (Activate) - - - - Total 13 - - 3~7 P
22AB (Deactivate) - - - - Total 20 - - -
All Versions

Aigis stalls briefly and changes modes. During Mode Change, Aigis herself is a hurtbox. If activating at neutral, be mindful of projectiles as well as the opponent - if you are interrupted while attempting to change modes, Aigis will not complete activating or deactivating.


22A
  • Ends Origa without penalty.

Safest move to end Origa with, but also relatively slow.


22B
  • When deactivating, 22B forces overheat if the Orgia gauge is at half at lower.
    • Orgia overheat time is halved when manually triggered via 22B.

When activating Orgia, 22B is faster than 22A and lifts Aigis high in the air, allowing you to begin pressure with falling normals or to use the height to extend combos, making 22B integral to Mode Change combos into Orgia.


22AB
  • Ends Origa without penalty.

SB activate is quite fast and also lifts Aigis into the air, allowing for a near-instant overhead with a falling j.B. However, it does not lift Aigis as high as the B version. Its speed makes it safest to use at neutral.

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. 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: X{(2)X}×9
35 -5 Body, Projectile×10 -
236B 400, 110, 55×19 All 21 Strike: 2
Bullets: X{(2)X}×19
55 -5 Body, Projectile×20 -
236AB 400, 90, 45×9 All 16 Strike: 2
Bullets: X{(2)X}×19
53 -3 Body, Projectile×20 -

  • Usable without bullets, but significantly worse.
  • A version consumes 10 bullets.
  • B/SB versions consume 20 bullets but can be extended by holding the button.
    • Bullets will be fired until Aigis runs out or the button is released.

Aigis draws her Gatling gun and shoots forward. If out of ammo, Aigis will still summon her gun, but no shots will be fired. The gun itself has a hitbox in this case. There is a lot of start up and recovery on this move, so it’s best used for catching the opponent for their last bit of health or as a full-screen punish.

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. 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 X{(2)X}×8 Until L+7 - Projectile -
j.236B 100, 50×13 All 25 X{(2)X}×13 Until L+7 - Projectile -
j.236AB 170, 85×13 All 21 X{(2)X}×13 Until L+7 - Projectile -

  • Usable without bullets, but is significantly worse.
  • A version consumes 9 bullets.
    • Fires closest to Aigis.
  • B version consumes 14 bullets.
    • Fires at an angle that hits almost full-screen.
  • SB version consumes 14 bullets (7 per stream).
    • Fires at both A and B version angles.
    • Ground bounces on hit.

Aigis pushes herself back to take aim, settles into position in air, then fires a stream of bullets diagonally downward. When using the A version, there's limited pushback, while the B and SP versions move Aigis further back, allowing for some cross-up gimmicks. As with other specials, there's significant start-up and recovery on this move, making it only situationally useful.

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. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214A 300, 700 All 29 Until Hit,30 Total 53 - Projectile -
j.214A 300, 700 All 29 Until Hit,30 Total 60 - Projectile -
214B 300, 900 All 35 Until Hit,30 Total 53 - Projectile -
j.214B 300, 900 All 29 Until Hit,30 Total 60 - Projectile -
214AB [300, 600]×2 All First Shot: 29
Second Shot: 32
{Until Hit,30} per Shot Total 53 - Projectile -
j.214AB [300, 600]×2 All First Shot: 23
Second Shot: 26
{Until Hit,30} per Shot Total 55 - Projectile -

  • Consumes no bullets.
  • Fatal Counter.
  • Button can be held to delay the explosion.
  • Boost, Air Boost, and Hover cancellable in Origa.
  • Data in () is for air versions.
  • Aigis is not considered crouching during the ground versions.

Aigis pulls a cannon from her back and fires an anti-air bombardment. Pressing (or releasing if the button was held) the button corresponding to the version used detonates the mortar prematurely. If the button is only tapped, then the mortar will automatically travel full range before exploding. Radical Cannon is typically used in combos, but it can also be used as a neutral tool. The air versions can be performed after a jump, double jump, or superjump, preventing most anti-air attempts and making the threat of the explosion quite strong. The ground version of A Radical Cannon is primarily used in double Megido combos, as well as for oki. The air versions of Radical Cannon are what comprise Aigis's high-damage mortar loops.

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. 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.
Forward
hold 6 or 66
- - - - Cancelable from 8F - - -

  • When grounded and at neutral, 66 (dash) initiates Boost and takes Aigis airborne.
  • Cancelling moves with Boost can be performed with [6] or 66.
  • Boosting costs Orgia gauge; Boost-cancelling and Boosting at a neutral state have different values.
  • Boost is cancellable from the eighth frame.

Boost replaces Aigis's normal airdash when in Orgia mode, giving her insane mobility and speed, as well as higher and floatier jumps with considerable momentum. On the ground, inputting 66 when in a neutral state will replace Aigis's non-Orgia ground dash with her Boost airdash, while in the air, Boosting can be performed after a jump or double jump to quickly close in on opponents. Many moves can be cancelled by Boosting, radically changing Aigis's mix-up and pressure. Being able to Boost-cancel and to control Aigis's Boost movement is crucial to playing her well.

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. 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.
Backdash
hold 4 or 44
- - - - Cancelable from 12F - - 1~7 All

  • Available on wake-up.
  • 1 frame longer than all other backdashes.
  • Cancellable from frame 12 onward.
  • Moves can be cancelled with Orgia backdash.

Unlike regular backdashes (including Aigis's non-Orgia backdash), Orgia backdash is not disabled on wake-up. Fully invuln for 7 frames. Aigis flies diagonally backward and upward, leaving her airborne. Can be cancelled into Boost, another backdash, or other moves; however, as with Boosting and Boost-cancelling, backdashing consumes Orgia gauge. Very useful for escaping pressure and reversals as well as baiting opponents into whiffing moves.

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. 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.
Hover
j.2AC
- - - - Cancelable between 14-103F - - -

  • Now performed with 2AC while airborne, not [8].
  • Moves can be cancelled with Hover.
  • Cancellable between frames 14 and 103.
  • No invuln.

Hovering stalls Aigis at her current height, preventing her from descending. As with all other Orgia actions, Hovering consumes Orgia gauge. Hover-cancelling is another important technique, as it's used in various combos, mortar loops, and for safe-jump set-ups. Aigis is not invuln while Hovering, however, and Hover cannot be cancelled immediately. Beware doing this too low to the ground and too close to opponents, as Aigis will be vulnerable to air-unblockable moves.

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. 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.
Air Boost
j.AB
- - - - Total 28 - - 7~19 Strike

  • Command airdash. Travels a preset distance.
  • Strike invuln only.
  • Various actions are cancellable with Air Boost.
  • Air Boost cannot be cancelled into normals or skills.

Performs a command airdash with strike invuln. Air Boost is sometimes referred to as an "air roll" due to its similarity to ground rolls (Evasive Actions). The move has a fair amount of recovery; it also lacks projectile invuln, unlike Aigis's ground Evasive Action. Costs Orgia gauge. Used for positioning in combos and to cancel the recovery of certain attacks, particularly the air versions of Radical Cannon. If timed appropriately, the invuln frames can armor through Bursts and some attacks; however, the inability to cancel Air Boost into attacks makes it less useful for mix-up and pressure than Aigis's other Orgia actions. Must be inputted while airborne or Aigis will perform her All Out Attack.

Megido Fire

Persona Required 236C/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. 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 -

  • Megido C (air and ground) are Fatal Recovery.
  • On block, can be super-cancelled into Goddess Shield before Aigis lands.
  • While spinning through the air, 4f after startup until 1f after the followup, can input the same command to change trajectory once.
  • Causes hard knockdown.

Aigis lights herself on fire and hurls herself at the opponent. On hit, Athena strikes the opponent multiple times with a fire spiral then spikes the opponent straight down; the follow-up is not performed on block. During the second part of the attack, Aigis lands and recovers while Athena continues the assault. Aigis's high damage output comes from this move, making it a staple in combos, and since the opponent is left in hard knockdown, Aigis is able to safely continue her offence 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).

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. 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 X(6)X(6)X(6)X(6)X Total 67+9L - Projectile 8~59 P
214D 300×5 All 21 X(6)X(6)X(6)X(6)X Total 67+9L - Projectile 8~59 P
214CD 150×15 All 21 X{(6)X}×14 Total 127+9L - Projectile 8~119 P

  • Fatal Counter.
  • Costs a significant amount of Orgia gauge, but no bullets.
  • C version shoots missiles forwards.
  • Ground D version shoots missiles upwards.
  • Air D version shoots missiles downwards.
  • SB version fires 3 times as many missiles which travel faster.

A missile container extends from Aigis's back and she fires a missile barrage forward. Pandora has quite a bit of start up, but also a considerable amount of projectile invuln. It can be used to keep the opponent out or lock them down full screen. At close range, this move is much risker as throws and strikes will easily beat it during start-up. The missile container itself has a hitbox that extends behind Aigis.


SP Skill Attacks

Goddess Shield

Persona Required 236236C/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. 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.
  • Aigis is considered crouching during recovery.

Summons Athena to perform a great dash forward. Goddess Shield SB performs the dash twice. Good combo ender, particularly when the extra damage will kill. This super can be used to punish certain moves and, with the meter to One More! Cancel on block, to close in on opponents. On hit, Goddess Shield can cancel into Heavenly Spear by buffering the 214214 input while Aigis charges forward and pressing the C or D button right as the shield connects; Goddess Shield SB can only be linked to Heavenly Spear on the second hit. All versions are active until Aigis makes contact with an opponent or reaches the corner, so on whiff, Aigis will land in the corner unless using Goddess Shield SB.

Unlike the ground series, the air versions are not Fatal Recovery and cannot link to Heavenly Spear. Goddess Shield SB rams the opponent several times rather than passing twice as in the ground version. Can be added to most air confirms to convert into a quick kill combo.

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. 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

  • A and SB versions are Fatal Recovery.
  • If activated next to the opponent, the post-flash start-up is 2f for A version, 0f for SB.
  • No cancel options available.

Aigis's new super, an air grab that hits both jumping and standing opponents, but whiffs on crouchers. After the superflash, Aigis flies forward, then initiates the throw. If successful, the opponent will be captured while Aigis summons four Gatling guns and fires at will. Despite the animation, the super consumes no bullets. This is Aigis's only super available while persona-broken. All versions have the same pre-flash start-up, while the post-flash start-up for the grab itself is decreased the closer Aigis is to the opponent. All versions deal the same amount of damage and seem to travel the same set distance. Aigis cannot be controlled during the super.

On hit, Orion does a fair bit of damage, albeit at the cost of meter. Situationally useful as a punish if you have meter to burn and need to remove an opponent's last chunk of health. It's also possible to cancel into Orion after Escape Change, though risky. Regardless, there's no way to follow up on the grab with a combo, even with a One More! Cancel or Burst, so Orion's utility is restricted considerably when considering the damage dealt for the resources spent.


Awakened SP Skill Attacks

Heavenly Spear

Persona Required 214214C/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. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214214C 2500 All 4+(62 Flash)+3 60 Total 41+9L +4 Projectile 1~8 All
214214D 200×10 All 4+(54 Flash)+11 4×10 Total: 49+4L -7 Projectile 1~16 All
214214CD 2800 All 4+(64 Flash)+1 60 Total 48+9L +4 Projectile 1~6 All

  • All versions of Heavenly Spear are Fatal Recovery.
  • Heavenly Spear C and SB Fatal Counter.
  • Projectile attribute, so opponents can roll the attack at the flash for a punish combo.

Athena appears and throws her spear upwards. The SB version is one of the fastest moves in the game with approximately 5 frame startup. The C and SB versions launch the opponent high into air on hit, and the D version will perform multiple hits allowing for follow-up. The C version can also be connected from the D version for added damage, and the C version can also connect into itself for even more damage on Fatal Counter. Be careful, however, as there is a slight deadzone in front of Aigis where the move may whiff if the opponent is too close, and the opponent can also shove themselves towards Aigis to push away from the spear, making the deadzone bigger; the attack can also be rolled at the flash. Both the C and SB versions are safe on block. Great combo tool in Orgia and a very strong reversal when the opponent has committed to an attack on your wake-up.

Extreme Orgia Mode

214214A+B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
- - - - Total 3+(117 Flash)+3 - - 1~End All
  • Only available if Aigis is out of bullets, overheated, and for 150 SP. Shadow Aigis cannot activate this super.
  • After startup, persona cards, bullets, and Orgia gauge will recover. Attack power of all attacks will be raised by 1.2 afterwards.
  • Allows for four boosts in the air.
  • D normals perform counterattack immediately.
  • After Extreme Orgia Mode ends, Aigis will return to Orgia overheat.

Aigis's "secret" super, an amplified version of Orgia mode. Once the conditions are met and the super is activated, Aigis will stall briefly to prepare to unleash Extreme Orgia Mode and bullets, cards, and Orgia will be restored. For the duration of Orgia EXO, the Orgia gauge will be blue; additionally, Aigis's animations will be silhouetted to designate the install. While Orgia EXO allows for deadly mix-ups and combos, the conditions required for use aren't particularly match-practical, and since you'll likely have to force at least one of them, savvy opponents will refrain from allowing you to manually manually. If you are brave and cunning enough to enter Orgia EXO, however, Aigis's increased mobility and attack power will more than make up for the effort.


Instant Kill

Heritage Liberator Palladion

Persona Required j.222C+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. 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.
K.O. All 1+(15 Flash)+50 X(8)X(8)X(8)X(12)X 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 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.

External References


Navigation

Aigis
Ambox notice.png To edit frame data, edit values in P4U2.5/Aigis/Data.