BBTag/Vatista

From Dustloop Wiki
Jump to navigation Jump to search
  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    
Overview[edit]
Overview

As she is no longer a charge input character, Vatista is now less of a zoner and more as a balanced fighter that can function well in most ranges. Her specials are projectiles that offer options for a multitude of situations, allowing her to cover herself with a slow projectile orb or punish opponents with a instant beam. Projectiles are not the only thing that Vatista excels at, as her normals have a excellent balance of speed, range, and ease of use due to their multi hitting nature, while also having the unique traits UNIB characters have of being able to reverse beat their normals, giving her more pressure options. She does, however, struggle to convert much damage off her combos with or without assists, requiring smart meter usage to deal any significant amounts.


"Neither one of us is a human... Thus, I will perform your last rites, and proceed."
Lore:Unit 10076, assigned name "Vatista," is one of the last remaining Autonomic Nerves - a set of ancient biological weapons created over 1,000 years ago for the sole purpose of destroying the Void and monitoring the Hollow Night. With the ability to operate without food or sleep, Vatista will completely and efficiently wipe out any beings that consume large amounts of EXS during the Hollow Night, regardless of whether they be a Void or an In-Birth. Being a robotic automaton, Vatista lacks what most people would consider common sense, having difficulty grasping the reason for clothing when Hyde tried to explain it to her and not understanding the implications of standing in a single public spot for an entire month. As an Autonomic Nerve, Vatista carries a powerful variety of abilities through her use of telekinesis and photokinesis in addition to her scorching "Crimson Wings," which Vatista can control and attack with at breakneck speeds.
Playstyle
Vatista's main strength in a team will be her ability to lock down opponents due to her excellent assist calls, and her ability to pressure opponents when bought in giving your more damaging character time to heal red health.
Pros Cons
  • She has really good hitboxes and pretty fast startup
  • Her lasers are fast and cut through most projectiles
  • She cannot be counter hit, allowing her to take less damage and avoid CH specific situations.
  • She has useful support skills like her 4P for anti-air or her 5P to lock your opponent in hit/block stun
  • She is very good as a point or anchor
  • She has an amazing dp with excellent range
  • Has decent comeback potential in resonance
  • Active Switching or Tagging out a partner after any of her orbs will make it so that they won't disappear if you get hit or you block
  • She does not have much mix other than her tk.j.C and tick throws
  • She lacks good anti air option, the only one she has is her DP
  • Low combo damage
  • Lasers are very punishable when not done at fullscreen, but can be punished by some fullscreen supers
FLS of Binding: Restriction

Vatista's FLS has one very simple effect: it prevents her from being counter hit. This means that counter hit only routes don't work on her and helps her recovery from trades faster, possibly allowing her to convert the trade into a full combo.

Note that in training mode, the force counter hit function will override her FLS.

Normal Moves[edit]

5A[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5A 1000 All 8 3 15 -4 -
5AA 600*3 All 11 2(2)2(2)2 25 -10 -
5AAA 1700 All 14 5 22 -8 -
5AAAA 800*5 All 10 3(3)2(15)2(2)3(2)7 24 -12 -

[edit]

  • Her furthest reaching fastest normal

5A hits at a decently far range, allowing you to pressure opponents without putting you too close. Slower startup means 5A will not out jab most opponents, however.

Can jump cancel on hit and block.


  • Hit 3 times

5AA is quite good vertical and horizontal range, 5AA will almost always follow up a opponent who was hit in the air or max distance with 5A


  • Even more horizontal reach

Can jump cancel on hit.

As with the previous attacks 5AAA will almost always hit a opponent as long as the previous strings hit, but will whiff airborne opponents.

5B will miss if you use it to follow up a max range 5AAA, however.


  • Can not cancel.

2C will hit even at max distance and would be a better follow up than 5AAAA.

5B[edit]

5C[edit]

2A[edit]

2B[edit]

2C[edit]

j.A[edit]

j.B[edit]

j.C[edit]


Universal Mechanics[edit]

Ground Throw[edit]

5B+C

Ruber Angelus[edit]

5A+D


Skills[edit]

Mico Ruceo[edit]

236A/B (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
236A 2000 All 17 10 Total 65 -14 -
j.236A 2000 All 14 10 Until L+5L - -
236B 2000 All 17 10 Total 59 -14 -
j.236B 2000 All 14 10 Until L+5L - -

[edit]

  • Will typically link after j.C follow up if they don't hit corner.
  • Vatista enters recovery 1 frame after contact
  • Vatista can not act until she lands in either air beam versions.

The subtle telegraph and beam nature makes this good for stuffing assist calls and unchecked approaches. Make sure to use with care or cover with an assist, as it's easily punished on block.


  • Beams around 30 degrees upwards.
  • Vatista enters recovery 1 frame after contact
  • Air version shoots 30 degrees towards the ground.
  • Vatista can not act until she lands in either air beam versions.

B version is a very risky antiair that can be used to beat backdashes, but suffers the same recovery as it's A version making this difficult to use.

Lumen Stella[edit]

214A/B (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
214A 1500 All 15 Until hit Total 49 -7 -
j.214A 1500 All 13 Until hit Total: 51+5L - -
214B 1500 All 15 Until hit Total: 35+14L -7 -
j.214B 1500 All 13 Until Hit Total: 51+5L - -

[edit]

  • Air orbs move slightly slower and travel slightly lower than grounded orbs.
  • No limit to how many orbs can be on screen at one time.

Vatista's main tool for zoning and pressure, the A version of her orbs are slower and better used to control ground space. Grounded B version knocks Vatista 1/3 screen back during recovery, making this great if you want to play keep away or reset pressure after a blockstring.

Be careful as anyone with a fast enough super can easily punish you on reaction if you spam this.

  • Air version fires diagonally downward, then curves to drift along the ground.

Both air A and B version recovers in the air if done at least mid height, allowing Vatista to airdash or to use a special again.


Extra Skills[edit]

Lux Fortis[edit]

236C (Air OK)

Sideus Fragmentum[edit]

214C (Air OK)


Partner Skills[edit]

5P[edit]

UNI Dash C > Satelus Triangulum

4P[edit]

Mico Ruceo

6P[edit]

Lumen Stella El Lance


Distortion Skills[edit]

Lacteus Orbis[edit]

236B+C (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground 500*20
[430*30]
All 4+(51 Flash)+13 6*20
[6*30]
51 -38 1~16 All
Air 500*20
[430*30]
All 4+(51 Flash)+13 6*20
[6*30]
51 - 1~16 All

[edit]

  • Values in [] for Enhanced version
  • Minimum damage 55*20 (1100) [43*30 (1290)]
  • -38 on block. This is enough time for many enemies to run out of blockstun and start their 5A!
  • Pushes opponents back a long way and knocks down on hit.
  • Large hitbox and long duration makes this effective at punishing assist calls and getting Happy Birthdays, although there are probably less meter-hungry ways of doing the same.

Links from a midscreen j.[C], making this the go-to combo ender outside of the corner.

Ruber Angelus Animus[edit]

214B+C


Distortion Skill Duo[edit]

Lacteus Orbis[edit]

P during Partner's Distortion Skill


Astral Heat[edit]

Zahhisio[edit]

222B+C



External References[edit]

Navigation[edit]


Ambox notice.png To edit frame data, edit values in BBTag/Vatista/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
BlazBlue Cross Tag Battlee
BlazBlue
Persona 4 Arena
Under Night In-Birth
RWBY
Guest Entries
Single Entries
Akatsuki/En-Eins
Click [★] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesSkill/Cross/Resonance GaugeMisc