Pokken Tournament DX/Aegislash/Introduction

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Introduction

Aegislash is a unique character with two stances for varied styles of play. His sword forme is great for playing safe up close and getting big damage off punishing the opponent, while the shield forme has a fitting, defensive playstyle consisting of many ranged options and continuous counter armor. Aegislash can use his strengths to do a lot of damage all at once, or he can utilize resets to set the pace and to slowly chip away at the opponent and their defenses.

Trouble for Aegislash generally comes from another character’s pressure or when he cannot easily switch stances. Switching between sword and shield formes often makes Aegislash’s options better, but when that comfort gets taken away, he can crumble without careful play. After losing momentum, Aegislash can often require taking risks to gain back ground, but these risks do have a large payoff. As a whole, Aegislash can be an exceptionally rewarding character to play.

Pokken Aegislash Enhanced 1.png Pokken Aegislash SF.png

Sharp/Stance Change

Aegislash begins the match in Sword Forme, brandishing his shield in one hand. Here, Aegislash has access to the bulk of his moveset, and most Sword Forme attacks are well suited to close quarters combat. When under the effects of a Buff in Sword Forme, Aegislash's blade glows and he becomes Sharp, which grants all Normal Attacks additional hits as well as a modest amount of chip damage.

By performing certain attacks or pressing R after others, Aegislash fits into his shield and transitions into Shield Forme, losing the ability to block but gaining passive Counter Armor. Transitioning into Shield Forme heals 10 Recoverable HP, but removes all Buffs. Shield Forme significantly neuters Aegislash's movement but grants him access to a number of powerful attacks that encourage defensive play. Most Shield Forme attacks either automatically transition back into Sword Forme, or allow Aegislash to do so by tapping R. Aegislash can also transition out of Shield Form by jumping (41F total, 3-31F Airborne, Attack Up (self) for 420F once complete) or pressing a direction and R, performing a vanishing dash (SF R/6R lasts for 61F and is 5-45F Strike/Throw/Projectile invuln, SF sR/4R lasts for 81F and is 1-51F Strike/Throw/Projectile invuln)