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  • 2 months later...
Posted

Here are my initial thoughts on the Aigis matchup. As my own experience is limited, this writeup is meant to serve as merely a collection of ideas and possibilities for you to take into consideration with your own play.

Enclosed numbers such as "⑦" refer to punishment combos; check the "General Punish List" for a transcription and demonstration.

Underlined text is hyperlinked; click to view a video demonstration.

 

Collapsed: General Punish List:

http://youtu.be/16KM46L6YiI

5B > 5C > 2AB > 214A or 236BB

 

http://youtu.be/tIoKxDt34FE

CH 5B > 5C > 2AB > 214A or 236BB

CH 5B > 2AB > 214AB > 665B > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner)

CH 5B > 2AB > 236236B > run forward > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner)

 

http://youtu.be/cwHyOa00Kaw

CH 2B > jC whiff > 5B > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner)

 

http://youtu.be/8Z9jiKf_sO4

2AB > 214AB > 665B > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner)

2AB > 236236B > run forward > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner)

 

http://youtu.be/GxsJ8KW4Tzs

5C > 2AB > 214A or 236BB

 

http://youtu.be/kSRBEYRbaC0

CH 5C > IAD > jC > 665B > 5C > 2AB > 214A or 236BB

 

http://youtu.be/1FtbjHkkJ_Y

CH 5C > 2AB > 214AB > 665B > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner)

CH 5C > 2AB > 236236B > run forward > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner)

 

http://youtu.be/BC4SEnRFHkw

FC 5C > IAD > jC > 665B > 5C > 2AB > 214AB > 665B > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner)

FC 5C > IAD > jC > 665B > 5C > 2AB > 236236B > run forward > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner)

 

http://youtu.be/ILfFJmsAmmE

236AA or 236BB > 236236A > 662C > 2AC > jC > 665B > 2B > 2C

 

http://youtu.be/xyULjxapgWU

[CO] 5AA > 5B > 5C > 2AB > 214AB > 665B > 2C > 2AC > jC > 5B > 2B > 2C

[CO] 5AA > 5B > 5C > 2AB > 236236B > run forward > 2C > 2AC > jC > 5B > 2B > 2C

 

---

 

"Don't make mistakes!"

 

Aigis is a high-mobility, high-damage character that forces you to play the game a little differently- in that your defense must be active. Down-backing is a deathwish here, and you must avoid it at all costs. Be mindful of the current situation and Aigis' gauges, and take the fight right back to her.

 

Orgia Mode - Orgia Mode gives Aigis access to flight, safe high-speed mixups, big damage- basically a giant headache for you. Aigis' time in Orgia is limited, but it is more than enough to cause trouble. What you do when Aigis is in Orgia is your choice; you may try to run away with a combination of backdashes/jumps and rolls, or you can try meeting her head on. When Aigis enters Orgia it is very unlikely that she will be approaching from the ground, so if she is being reckless it is the perfect time to 2B her out of the air.

 

Orgia blockstrings are extremely effective, with multiple mixup options and multiple branching paths that perpetuate themselves throughout Orgia's duration. The only true limit is your opponent running out of ideas. The odds are heavily stacked against you, and while you can improve this by being mindful of your opponent's habits, the best approach is to not get put in a blockstring in the first place. Always contest Aigis' approach, whatever it is, because as soon as you block you will have to wait until your opponent trips on themselves or until Aigis cools down before you can start to play again.

 

If you end up managing to knock Aigis down while she is in Orgia, always keep your guard up. If you are wailing on her, a fully charged Orgia gauge takes about 55 real-time seconds to drain. She will have 3-4k ready for you plus oki if you happen to make a mistake.

 

Normally, Aigis will carefully manage her Orgia mode so that she can control when and where she enters and exits. If she gets sloppy, however, she may end up overheating. This is your chance- a fully overheated Aigis (denoted by the gauge turning gray) takes about 18 real-time seconds to charge back up. Aigis may become overtly defensive, or attempt to catch you in blockstrings or combos to stall for time- don't let her. Become hyperaggressive and pile on the pressure, as a rare overheat chance won't come often.

 

When she is about to overheat, her bare metal parts will start flashing orange, and when she is overheated they will flash a dull red. This is another way to check her status without looking at the bottom of the screen.

 

Trijumping - In Orgia, Aigis gains access to rapid short-range crossups. Trijumps can be very hard to defend against, even though they are generally the "slowest" of her mixup options. Aigis can trijump wherever she can jump or jump cancel; 5A, 5AA, jumping normals on block, or even idling at neutral. Aigis can technically boost into a trijump as well, but this makes it somewhat slower.

 

Orgia backdash - Aigis' backdash in Orgia is not disabled on wakeup, and that means that she can do things like backdash right out of your safejumps. Because of this, pressuring Aigis in Orgia can be tricky. If you have a hard read on her, you can punish with 2C into a combo, but remember that stopping your offense for this means that there's a chance you'll be put into an Orgia blockstring...

 

5A - Poor range (exactly like your own 5A). Usually staggered with 2A for pressure. 5A can be jump canceled on block into a variety of things; if she tries to jB or jC you directly, you can 2B her. When she tries to use j2B or air-turn crossups to defeat your 2B, use air throws. Non-Orgia 5A jump canceling is slower, so it should be manageable for you.

 

In Orgia, 5A becomes much deadlier, home to an extremely fast triple mixup of sweep, jB, and crossup jC, all leading to high damage- and this is not counting regular 5A tick throw pressure, either (which is buffed in Orgia as well). Try to defend using a rhythmic timing; 1~4~6. Block at the last second possible. Each option takes successively more time to use (sweep being the fastest and crossup jC being the slowest), so if your opponent is not delaying their sweep or mixing in delayed/fake overhead 2A your defense percentage should increase.

 

Ideally, you should not let Aigis get into a range or position where she can force you to block 5A in the first place.

 

5B - A ranged poke that controls a good amount of space. You'll want to jump over it in neutral.

 

In Orgia, the triple mixup "returns", but the trijump is a little easier to defend against, as Aigis has to boost upwards into it. Remember to use your rhythmic defense.

 

2B - Aigis' anti-air. It's actually not very good as a "reaction" anti-air- it is something Aigis has to set preemptively. 2B is never Air Unblockable unless Aigis runs out of ammo, and Aigis recovers very badly, so much so that sometimes you can punish her even after blocking in the air. If you're able to get to Aigis before she can "set" 2B, feel free to jump all over her with jC.

 

Do NOT block 2B in any case. Out of Orgia, it allows her to safely mode change, and in Orgia it serves to lock you in blockstun while she advances. As long as a bullet touches you, 2B can be canceled into any special from even fullscreen. Your roll is projectile invincible from frame 1 so always roll 2B wherever possible. If you are close enough you should be able to punish with ⑩ after the roll- possibly more (i.e. ⑧) if your roll is preemptive. Keep a good look out for this move, as not evading it will always allow Aigis to set something up.

 

If your AOA's guardpoint frames are active, they'll completely eat the bullets without slowing Adachi down at all, so AOA is a possible option as well.

 

5C - A big, chunky normal, with lots of pushback and blockstun. Blocking 5C is also another way that Aigis can safely change into Orgia. In the corner and with Orgia, Aigis can literally lock you down long enough for you to get Guard Bonus. If you predict its use, you should be able to DP or reversal through it, however.

 

5D - Athena comes out with a shield that covers space in front of Aigis. If you hit the shield while it is active, Athena will charge you, traveling fullscreen. Aigis may use the shield to cover herself while she uses 2B, or while she approaches from the air. Don't be intimidated; as long as you hit Aigis out of her approach, the Persona should not be any problem (in fact you'll take a card from Aigis).

 

jA - A three-hit high (only the first hit is technically high) with short blockstun. Aigis may use this to tick into throws or other stagger pressure. A DP might be a good option after blocking it, given its nature.

 

jB - Aigis sticks out a wicked hoof that's angled sharply downward, easily hitting crouching opponents. jB has a wonky hitbox that hits somewhat behind Aigis, making for very ambiguous crossups.

 

In Orgia, boosting into jB serves as an instant overhead, that at close range cannot be contested without 75 meter (it is safe if the opponent is blocking). Do not try to DP it, and do not try to 2B it unless there is a fair amount of distance between you and Aigis.

 

j2B - Aigis releases a group of grenades. The grenades have a "vacuum" effect that pull you closer to Aigis on contact. (Because of this, it can work as a blockstring extender.) Because they are projectiles, they can cause your 2B to trade with Aigis, but this shouldn't be too much of an issue (this inconveniences her as much as it does you).

 

Combos ending in j2B tend to have safejumps, so be wary.

 

jC - 8 frames, covering a lot of space- this is what Aigis will attempt to rule the sky with, and this is what will keep you from using too much of your own jC. Your jB may clash or beat it, depending on the timing. If she blatantly approaches you with this, from the sky or from boosting, just 2B her.

 

AOA - Punish with ④ or ⑤. Be warned that if she OMCs she recovers airborne, so she can airdash in and continue pressure.

 

2AB - Aigis' sweep. A common ender for non-Orgia combos, and a possible way for her to get into Orgia. She can mode change safely on hit, but on block, if she mode changes in your face, you should be able to 2B (non-counterhit combo) her for free. She may be able to evade but she shouldn't be able to whiff punish you. From further out, it is safe (obviously, if you cannot reach her).

 

In Orgia, the triple mixup is still intact. The bias will definitely be on jB as it is the quickest to activate; the rhythmic block should be 4~1~6 instead. Aigis will have to down boost to get her low (look at her thrusters).

 

Triple mixup - In most cases, the triple mixup is completely safe- or, rather, you will have to block it. Do not try to DP, as you will only catch your opponent because they are mashing, or they are crouch blocking (and you hit them overhead)- technically, because they are using jumping attacks in the mixup, they recover extremely fast, fast enough to land and block your DP. You can try to SB Atom Smasher your way out of a triple mixup; if you're not swept or hit while buffering you should be able to counter for a good bit of damage and momentum, and if they don't evade it post-superflash you should have the advantage.

 

Aigis may default to using instant jB as it forces you to stand, and punishes the standard crouch block. If you cannot (or will not) rhythmic block, demonstrate that you will stand block jB first, so that you can make them use the rest of the mixup.

 

If you haven't noticed by now, a triple mixup can be started at almost any point in a blockstring (and this is not counting the multitude of fakes that can be thrown in), so it's in your best interest not to be put in these situations. Defending against successive mixups will be taxing if not demoralizing, so do your best to avoid it.

 

Escape Change (Furious Action/DP) - Aigis' DP mode changes in and out of Orgia. Because Aigis is going to want to manage Orgia usage, this makes her DP a non-option in some cases; at the same time, watching Aigis' Orgia gauge can sometimes give you clues as to when she will attempt a DP. Note that because mode changing is disabled when overheated, Aigis can use DP freely there.

 

Aigis' DP has a poor vertical hitbox, so preemptively jumping it can be useful. It also counts as a projectile, so technically it can be rolled, to make it whiff...

 

On block, dash up and punish with ⑥ or ⑦ (give her time to land, so that you do not hit her out of the air). Watch out for last-minute super cancels.

 

Mode Change (22A/B) - Aigis' manual way of entering and exiting Orgia. When Aigis gets low on gauge, she will try to either land a combo or get into a blockstring where she can mode change, in order to avoid overheating. This may make her actions predictable, so watch out for it.

 

The B Mode Change, when entering Orgia, has her recover higher in the air, meaning she can attack as she falls back down (or boost over to you). Have your 2B ready.

 

Megido Fire EX (236C/D Orgia Only) - The source of Aigis' high damage. You'll generally see this reserved for combos and not much else. Aigis will always recover crouching for a brief period after Megido.

 

If you block a ground Megido C for any reason, you can punish with ⑩. 5A is a frame-perfect punish, so you might want to Instant Block the later hits to give yourself some breathing room. Be aware that Megido C can be OMC'd for a near-unseeable jA/2A mixup.

 

Combos ending in Megido D tend to have safejumps, so be wary.

 

Goddess Shield (236236C/D) - Run over and punish with ⑩. Keep in mind the SB version has two passes instead of one.

 

Multi-Mounted Machine Gun Orion (236236A/B in air) - A grab super. Usually not something you'll see often. It doesn't hit crouchers, so just duck if you're on the ground.

 

Heavenly Spear (Awakened 214214C/D) - Aigis may use this to get you off of her when you're pressuring. It is safe (even advantage) on block, so instead of blocking it, simply roll through it post-superflash, then run over and punish with ⑩. You can even countersuper Atom Smasher D if you like (lands Fatal Counter for a full combo), or even DP (again, Fatal Counter for a full combo). This will always work as long as you're not doing anything beforehand; even the SB version can be rolled.

 

---

 

Do not use your 5B in neutral unless you really, really have to. Whiffing 5B, especially when Aigis is in Orgia, most certainly spells your doom.

 

Save your burst for Orgia mode. Try to burst your way out of triple mixups, before her combos begin.

 

2D will lose to Aigis' 2B. She will be using this a lot, and otherwise she will be rushing in (making 2D ineffective) so it's best just to stay away from 2D in neutral.

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