Rising Thunder/Aegis

From SuperCombo Wiki


Overview

wip


Playstyle

RT Aegis Icon.png Aegis is a character who uses armour to approach, and her charged jumping normals to deal damage.
Pros Cons
  • Best air normals in the game with her heavies.
  • Strongest anti-air normal in the game, that leads to follow-ups.
  • Armour installed makes her difficult to challenge in neutral.
  • Extremely easy access to plus frames.
  • Good forward throw.
  • Longest backdash.
  • Weak damage and awkward combo routes.
  • Average walk speed.
  • Sweep is her only low.
  • Close jab whiffs on crouch.




Roadmap

60% complete


In Progress / Completed To-do
  • Top section (no overview)
  • Pros&Cons/Strengths&Weaknesses
  • Combos
  • Overview
  • Movelist w/ framedata



Aegis

Aegis full.png

Health: 1050

Stun: 1050

Backdash: 29f (invun 1-10)

Initial Dash: 21f (no run)


Normals

cl.L

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
30 Mid (Whiffs crouching) 50 Spc/OD/KA 5 2 8 15 6 3 -

cancelable into Light attacks

cl.M

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
60 Mid 100 Spc/OD/KA 9 3 14 26 2 -1 -

cancelable into close s.H

cl.H

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
85 Mid 150 Spc/OD/KA 11 4 12 27 7 3 -

f.L

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
30 Mid 50 Spc/OD/KA 5 2 9 16 3 2 -

f.M

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
75 Mid 100 OD/KA 7 4 11 22 2 1 -

f.H

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
100 Mid 200 None 10 4 16 30 0 -1 -

cr.L

Version Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
cr.L 40 Mid 50 Spc/OD/KA 7 3 9 19 2 1 -

cancelable into Light attacks

Version Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
cr.L (alt) 30 Mid 50 Spc/OD/KA 7 2 11 20 0 0 -

cr.M

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
70 Mid 100 Spc/OD/KA 8 3 15 26 0 -2 -

cr.H

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
100 Low 150 Spc/OD/KA 10 3 25 38 - -9 -

dj.L

diagonal j.L
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
45 High 50 Special 6 13 - - - - -

dj.M

diagonal j.M
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
75 High 100 None 7 10 - - - - -

dj.H

diagonal j.H
Version Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
dj.H 95 High 200 None 8 7 - - - - -

Can be held, transitions into charged j.H after 15 frames

Version Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
charged dj.H 125 High 200 None - 7 - - Grd bounce - -

Can be held past initial startup frames

nj.L

neutral j.L
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
55 High 50 Special 6 15 - - - - -

nj.M

neutral j.M
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
75 High 100 None 7 11 - - - - -

nj.H

neutral j.H
Version Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
nj.H 115 High 200 None 8 7 - - - - -

Can be held, transitions into charged j.H after 15 frames

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
125 High 200 None - 7 - - Wall bounce - -

Can be held past initial startup frames

F+M

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
70 Mid 100 OD/KA 18 2 18 36 8 -4 -

cancelable into far s.H

B+H

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
100 Mid (Whiffs crouching) 200 OD/KA 7 3 19 29 0 -3 -

causes free juggle on airborne opponents

Throws

Forward Throw

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
20 + 30 + [50] = 100 Unblk 38 KnAdv 5 3 27 35 - - -

Last hit of damage is skipped if KA cancelled

Back Throw

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
50 + 75 = 125 Unblk 113 None 5 3 27 35 - - -

Specials

S1.1

Shield Rush
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
50 + 20 + 20 + 20 + 20 = 130 Mid 60 + 25 + 25 + 25 + 25 = 160 Spc/OD/KA 10 - 13 - 8 4 -

Can be held for additional small hits.

jS1.1

Aerial Shield Rush
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
20 + 20 + 20 = 60 Mid 25 + 25 + 25 = 75 None 9 - - - - - -

Can be held for additional small hits; Initial hit advances scaling by one point vs airbourne opponents.

S2.1

Plated Burst
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
90 Mid 150 - 8 5 28 41 launch -17 -

applies 50% damage/dizzy/meter reduction as combo starter

S3.1

Armour Scales
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
- - - - 36 - 24 60 - - -

20% of all damage taken turns into grey health, applied after scaling. Can stack. Adds 12.5% extra scaling to chip damage per stack.

S3.2

Armour Charge
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
- - - - 36 - 24 60 - - -

Makes next two moves armoured during startup frames.

OD

Rising Judgement
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
50! + 200! Mid 0 None 5+5+5 - - - launch - -

All hits stop raising the juggle count at 4.