BBTag/Vatista

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Overview

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.
Vatista


BBTag Vatista Portrait.png
Health
17,000
Prejump
4F
Backdash
27F (1~7F Inv All)
Fastest Attack
5A (8F)
2A (8F)
Reversals
A+D (12F)
214B+C (9F)

 Vatista is a balanced fighter that can switch between rushdown and zoning with ease.

Pros
Cons
  • Relatively fast normals with long range and strong zoning tools give Vatista a good neutral game.
  • Immune to being counterhit, which makes punishing Vatista notably more difficult than it should be.
  • Great assists with strong versatility that have very minor flaws.
  • Reverse Beat allows Vatista to keep her pressure safe.
  • Functions well on both point and anchor positions.
  • Strong DP.
  • She does not have many mix-up options other than her tk.j.C and tick throws.
  • Outside of her DP, Vatista lacks a reliable anti-air.
  • Notoriously low combo damage. With how limited her combos tend to be, dishing out high damage is usually an issue for Vatista.
  • Most of her special moves are unsafe on block up close.
  • R.I.P EX Ball. :(


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

5A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A 1000 All 8 3 15 -4 B
5AA 600×3 All 11 2(2)2(2)2 25 -10 B
5AAA 1700 All 14 5 22 -8 B
5AAAA 800×5 All 10 3(3)2(15)2(2)3(2)7 24 -12 B

Vatista's primary poke An attack that's thrown out to occupy the space in front of you and remind your opponent not to try and come closer. Usually, this is a far-reaching and safe normal move with little risk. due to its good balance of speed and range. This balance makes it good for pretty much anything. A combo starter or filler, pressure To attack the opponent continuously and leave little room for counter attacks. starter and her main abare An attack during the opponent's pressure, intended to interrupt it. button.

  • Jump cancelable
  • Throw cancelable

Decent combo filler. It has good vertical and horizontal range it will almost always combo after 5A.

  • Jump cancellable on hit

Mostly the same as 5AA, combo filler. Its vertical range is worse however so in certain situations it will whiff An attack that completely misses the opponent, such as when the opponent is out of range of the attack.. You will mostly use this for Cross Raid.

  • Jump cancellable on hit
  • 5B will miss if you use it to follow up a max range 5AAA

Like with most autocombo enders, you will only use this for Cross Raid which is decently practical for Vatista as a way to boost her lacklustre combo damage.

Version Level P1 P2
5A 2 100 75
5AA 3 100 80
5AAA 4 100 85
5AAAA 4 100 85×5

5A:
5AA:
5AAA:
5AAAA:

5B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5B 1500 All 13 2 20 -5 B
5BB 350×6 All 14 3×6 23 -7 B

5B 's great range and forward movement make it good as a poke. However, it has higher startup and recovery than 5A and one less active frame which makes it riskier.

Outside of neutral, it's Vatista's best combo starter and your go-to punish Attacking someone when they are unable to block, making the damage guaranteed. move and can serve as a situational anti-air for catching low-to-the-ground opponents.

  • Jump cancellable on hit

Amazing combo tool, having great range and hitting multiple times. Its multi-hitting nature lets you easily hit confirm To perform the first hit of a combo, and performing follow up attacks if the first hit successfully hits the opponent. into a combo or time to call an assist and its long-range means it will almost never whiff on a grounded opponent. However, it can whiff on airborne opponents depending on height.

5BB can serve as a decent pressure tool as it puts Vatista closer to the opponent letting her go for mixups she was out of range for when combined with 5A/2A. However, it's very punishable on pushblock forcing you to use reverse beat The ability to ignore the typical Light > Medium > Heavy sequence of buttons, i.e. cancelling a medium attack into a light attack. It allows for a bit more freeform offense since riskier heavy moves can be cancelled into safer light or medium moves. to cancel it into something safer.

  • Jump cancellable on hit
Version Level P1 P2
5B 3 100 80
5BB 4 100 85

5B:
5BB:

5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800+ High 26 3 18 -4 H

5C is a decent mix-up To perform a maneuver that forces a defending opponent to choose between two or more options. If the opponent chooses incorrectly, then they are hit by an attack. There are many different types of mix-ups such as crossup(left/right), high/low, and strike/throw. option as its great range when combined with 2C can let Vatista enforce a high/low from far away. It can also low crush A move that avoids low attacks. The move might pull your hurtbox up a bit so it avoids attacks that are low to the ground. In games with attack attributes such as Blazblue this is done with Foot attribute invulnerability. certain moves.

Level P1 P2
3 100 100

2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 Low 8 3 15 -4 F

A key component of Vatista's pressure.

It hits low making it essential for high/low mixups and can cancel into itself making it good for stagger pressure The use of intentionally delaying gatlings or cancels in order to create frame traps with the intent of catching your opponent mashing or jumping. Loses to reversals. and tick throw A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from.s. It also can be used to make attacks with long recovery like 2C safer on pushblock.

  • Can cancel into itself three times
  • Jump and throw cancellable
Level P1 P2
2 90 75

2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
650×3 All 10 2(2)2(2)2 25 -10 B

A pseudo-launcher on airborne opponents and combo filler. Its multiple hits make it good for hit confirm To perform the first hit of a combo, and performing follow up attacks if the first hit successfully hits the opponent.ing attacks. Its terrible recovery makes it awful as a poke but it can be used in blockstrings, just don't end with it as it has poor advantage.

  • Jump cancel on hit
  • NOT an anti-air A grounded attack that hits the opponent out of the air
Level P1 P2
3 100 80

2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1100×2 Low 14 2(7)2 29 -12 F

A great poke with its long disjointed range. It can lead to full combos up close and into specials and 236B+C from afar. It hitting twice also makes it good for Active Switches both in combo and pressure.

However, it has long recovery and is very unsafe on pushblock almost forcing you to cancel into something safer like 5A to keep yourself safe.

  • Both hits can special canceled on hit or block and can be jump cancelled on hit.
Level P1 P2
4 90 75

j.A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.A 1500 High 9 6 18 H
j.AA 1500 High 7 4 24 H

Vatista's primary air normal. It has good range, speed and long active frames making it good both as a jump-in and air-to-air A jumping attack that hits the opponent out of the air. It also hits more reliably off an IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. than j.B

Against most standing characters, a rising j.A will be a fuzzy overhead An offensive technique where the attacker exploits a common system mechanic in Fighting Games where a crouching opponent can be hit by a rising overhead as their hurtbox is expanded to be standing even though they are crouch blocking.


Mostly used as a double overhead or in combos in scenarios where j.B would cause issues or drop.

Version Level P1 P2
j.A 3 80 80
j.AA 3 80 80

j.A:
j.AA:

j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
500×5 All 13 2×5 6 H

A good mixup, combo and neutral button. Its long active frames and multiple hits make it great for crossup Attacking your opponent after changing which horizontal side you are on, typically by jumping over them.s. On top of that, you can cancel any of the hits into j.C for a high, land and 2A or to a delayed throw as a mixups. Keep in mind that j.C and throw will have gaps letting the opponent use reversal To perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun.s.

It's regularly used in combos as it deals more than j.A and is often more stable. The long active frames and short recovery also make it good for controlling air space, especially if you have orbs covering the ground.

Level P1 P2
3 80 80

j.C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.C 750×N High 18 2×N 20L -5 H
j.[C] 1500 All 17 6 20 -12 B
j.C

One of Vatista's main and few mixup tools. When done immediately after jumping, it's a 23f overhead which is reachable but still a good way of opening them up.

j.C briefly stops her air momentum and then sends her plummeting to the ground. The former lets you situationally bait anti-airs while the latter can serve as a way to get to the ground faster when you're high in the air.

  • Number hits are dependent on how high Vatista was in the air when the move was performed.
  • Can crossup grounded opponents depending on height and distance.

j.[C]

By holding down C, Vatista will perform a follow-up attack when she reaches the ground. A combo starter, extender and ender.

It can allow her to get more damage of j.C mixups without assists. However while j.C is mostly safe on block, j.[C] can be punished and also has a gap between hits so don't do it if j.C is blocked.

j.[C] is also Vatista main combo ender both midscreen and in the corner as she can go into a safejump A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening.. How much frame advantage she has after it changes where you are. Midscreen you can follow up with 2B,2C or her lasers. In the corner, the most you can do is 5A or 214B+C.

  • Will autocorrect direction if j.C crossed up
  • Can whiff An attack that completely misses the opponent, such as when the opponent is out of range of the attack. depending on Vatista's height vs the opponent's.
Version Level P1 P2
j.C 3 80 70
j.[C] 3 80 70

j.C:
j.[C]:

  • Considered part of j.C, no additional damage scaling applied


Universal Mechanics

Ground Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 2000 Throw 7-30 3 23 T

Vatista's throw is important for her pressure as it's one of her few mixup options and incorporating it into her pressure can make her other mixups less predictable. Using her (j).214A can set up strike/throw mixups by throwing them right before the orb connects.

You can pick up a combo anywhere by using 2C and it's her only way to combo into 214C.

Level P1 P2
0, 4 100 50

Ruber Angelus

5A+D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
AD 800×5 Air Unblockable 12 2,1,1,1,3 22+26L -32 B 1~19 All
AD > X 1300 All 13 5 Until L+14L H

Vatista's best and primary anti-air A grounded attack that hits the opponent out of the air thanks to its good horizontal and great vertical range. It's average as a revesral This keyword does not have an entry in the Glossary due to it's standard startup but since Vatista can't be counterhit Hitting someone while they are in the startup of an attack. In some games counter hits get enhanced by dealing more damage and giving more frame advantage, which can open up new combo possibilities. the risk-reward ratio is slightly better than most characters.

  • -36 against crouching, -32 against standing

The follow-up attack gives you more damage and resets the opponent back to neutral which is good if you want to go for zoning The act of denying the opponent the ability to approach, jump, or other movement options. but poor if you want to go for rushdown Style of play where you constantly attack the opponent in close range fighting, never giving them an opportunity to retaliate..

Version Level P1 P2
AD 4 80 60
AD > X 4 48 100

AD:

  • Minimum Damage 40×5 (200)


AD > X:

  • Accepts inputs for followup from frames 12~28
  • can perform followup between frames 26~28
  • Considered part of preceding attack, no additional damage scaling applied
  • Minimum Damage 65


Skills

Mico Ruceo

236A/B (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A 2000 All 17 10 Total 65 -14 P1
236B 2000 All 17 10 Total 59 -14 P1
j.236A 2000 All 14 10 Until L+5L P1
j.236B 2000 All 14 10 Until L+5L P1
236A

236A serves as a powerful zoning The act of denying the opponent the ability to approach, jump, or other movement options. and anti-zonig tool due to its fast startup(for a fullscreen attack) and subtle nature.

It's used to stop reckless approaches from the opponent and sniping assists making the opponent less likely to call them. It's also great for whiff punish Attacking someone when they are unable to block, making the damage guaranteed.es,setplay and zoning from other characters.

However, Vatista cannot move for a while. On whiff, this lets the opponent close the distance at best and lets them punish you at worst. On block, it's punishable up close. From 3/4 away and further it is mostly safe but some characters can punish you regardless of distance like  Tank. As such use it carefully and/or cover it with an assist.

This move serves no purpose in pressure but can be link To perform a second action after the first action completely finishes its animation.ed after j.[C] midscreen to add extra damage.


236B

This version is a long-range anti-air for opponents attempting to dodge the A version. The angle it goes at makes it great for stopping air dashes, but it can also stuff jumps at certain distances. However, it still suffers from long recovery, making it just as if not more punishable than the A as the enemy can just run at Vatista.

  • Fires laser at 30 degree angle upward

j.236A

j.236A serves as a decent air poke that can do all the things the ground version can, just for airborne opponents. It can potentially anti-air opponents who are at angles the B version can't though. However Vatista cannot act until she touches the ground even then she has some landing recovery making it very risky if done high in the air(especially on whiff). Use with caution.

  • Has faster startup than the ground version

j.236B

Can serve as a decent air-to-ground snipe for enemies trying to approach or set something up and can bait anti-airs (although j.C is better for that). Just like j.236A, you can't act until you touch the ground and given the angle, depending on your height it can miss an opponent right in front of you making it situational.

  • Has faster startup than ground version
  • Fires laser at 30 degree angle at the ground
Version Level P1 P2
236A 5 80 85
236B 5 80 85
j.236A 5 80 85
j.236B 5 80 85

236A:

  • Vatista enters recovery 1 frame after contact
  • Minimum Damage 100


236B:

  • Vatista enters recovery 1 frame after contact
  • Minimum Damage 100


j.236A:

  • Vatista enters recovery 1 frame after contact
  • Minimum Damage 100


j.236B:

  • Vatista enters recovery 1 frame after contact
  • Minimum Damage 100

Lumen Stella

214A/B (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A 1500 All 15 Until hit Total 49 -7 P1
214B 1500 All 15 Until hit Total: 35+14L -7 P1
j.214A 1500 All 13 Until hit Total: 51+5L P
j.214B 1500 All 13 Until Hit Total: 51+5L P1

Vatista's orbs serve as her primary neutral and zoning tools(even more so than lasers). They're great for controlling space, limiting the opponent's movement options to keep them away or to make your lasers safer or even plus on block. They also serve as decent ways of ending or resetting Vatista's pressure. However while orbs are much safer to use than lasers (especially in the air) they can still be punished by fullscreen moves like  Jin's TougaBBCF Jin Kisaragi 632146C.pngGuardAllStartup1+(30 Flash)+8RecoveryTotal: 44Advantage-13~+3 super so while you can use them more freely, still be careful.

  • Orb disappears if Vatista is hit, blocks or techs a throw/is throw teched
  • No limit to how many orbs can be onscreen at any time

214A

The orb moves at a slow speed and hovers above the ground while pushing Vatista slightly backwards.

A standard yet versatile fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Its slow speed makes it great for controlling space as it covers the entire ground. For zoning when combined with 236A, it can encourage opponents to jump which you can punish with air normals, 236B, etc. For rushdown, it can serve as cover to safely approach or as a pressure tool when spaced correctly as it lets you end your blockstrings safely while still staying close.

It can also be used to cover and protect lunging style assists like  Yang's 6PBBTag Yang RagingInferno.pngGuardAllStartup(18+)39Recovery27Advantage-11 which when combined with an Active Switch is a great way to get them in their preferred range.

  • The orb can be low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short.d

214B

The orb moves faster, travels along the ground and Vatista is sent flying backwards about 1/3rd of the screen.

This version is used in unison with the A version to mix up your opponent's timing on approach as its faster speed can surprise them, especially if they were expecting the A version.

The backwards movement makes it great for safely ending pressure and disengage as well as zoning as it lets you retreat and create distance while attacking at the same time.


j.214A

The orb moves slowly but will bounce off the ground once it reaches it.

j.214A is mostly similar to the ground version but is actually better as the orb moves slower giving you more time to utilize it, letting you use it for the same things. Performing a tiger knee An input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input. is a common way to get it out quickly.

Additionally, unlike lasers, Vatista recovers while she is still in the air so you can use air actions like a forward air dash to approach or more specials to zone.


j.214B

The orb is sent downwards and then curves to drift along the ground.

Mostly the as the ground version. Use it to mix up approach timings with the A version.

Version Level P1 P2
214A 3 80 80
214B 3 80 80
j.214A 3 80 80
j.214B 3 80 80

214A:

  • Minimum Damage 75


214B:

  • Minimum Damage 75


j.214A:

  • Minimum Damage 75


j.214B:

  • Minimum Damage 75


Extra Skills

Lux Fortis

236C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236C 2500 All 17 10 16(42T) +3 P1
j.236C 2500 All 14 10 Total 42+5L P1
236C

236A but better in every way. It deals more damage, said damage is unrecoverable, launches the opponent back further and has much faster recovery.

All of this makes it safer and very reliable. It's even better at sniping assist as the damage they take is permanent. In Resonance Blaze, spamming this move can be surprisingly effective.

It's nice for pressure as its plus letting you reset it or go for a strong strike/throw mix and in the corner, can serve as a combo extender.

  • Only the white area has a hitbox

j.236C

Similar to j.236A but with the ex version's benefits including being able to act while falling. This makes it great as a air-to-air A jumping attack that hits the opponent out of the air and fullscreen air snipe as even it it whiffs you have ways to defend yourself.

  • Only the white area has a hitbox
Version Level P1 P2
236C 5 80 85
j.236C 5 80 85

236C:

  • Minimum Damage 250


j.236C:

  • Minimum Damage 250

Sideus Fragmentum

214C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214C 23 300 Total 23
j.214C 25 300 Total 32
214C Detonate 500×5, 1000 All 3 4×4(3)3,3 P2

Places a gem in front of Vatista. When any of Vatista's attacks collide with the gem (including her assists) it will cause an explosion where the gem once where.

An under-utilised move and with somewhat good reason. The short duration of the cast can allow it to reset your pressure, safely get it out in neutral and on an opponent wake up The state and animation a character goes through when they rise from being knocked down. This animation is usually invulnerable for its duration, and usually retains invulnerability to throws for some time after it ends.. The air version also lifts her up slightly giving her a non-committal air stall option.

The Detonation on the other hand gives good frame advantage(the exact amount depends on the move that caused it) letting you completely reset your pressure and possibly go for mixup. It also covers a good amount so when combined with her orbs it can be good for screen control.

Despite all the uses mentioned, this move is often not worth the meter. The explosion deals mediocre damage and is only worth it off your best starter (5B), 236C is better for pressure and space control and Vatista has no way to combo into gems excluding throw even on counter hit. Still this move can work when used creatively so go to the lab and explore.

  • Stays out for 5 seconds if not used
  • Disappears if Vatista is hit (not on block)
  • Only one of each version can be out at the same time. (So you can 2 gems max). Trying to do so while erase the presivous gem.
Version Level P1 P2
214C
j.214C
214C Detonate 4 80 80

214C:
j.214C:
214C Detonate:

  • Minimum Damage 50×5, 100 (350)


Partner Skills

5P

UNI Dash C -> Satelus Triangulum

Damage Guard Startup Active Recovery On-Block Attribute Invuln
500×5, 1200 All (18)+14 3,3,3,1,2
[(35)10]
30 [18+9L] -12 B×5, P

A great combo and blockstring tool because of its multi-hitting nature.

In combos, it gains an additional hit keeping the opponent hit stun for a while, giving your point plenty of time to plan a follow-up or for setplay (like  Yukiko's Fire LevelsBBTag Yukiko FireBoost.pngGuardStartup19RecoveryTotal 36Advantage-. In pressure, it gives nice lockdown letting your point go for mixups.

Its vertical hitbox is poor so in some situations, you should use 4P.

  • On hit, Vatista follows up with a gem explosion
  • Launches on hit
Level P1 P2
4 70 85, 90
  • Only does final attack (values in []) on hit
  • Spinning hits are considered one attack with P2: 85% and Final hit is considered separate attack with P2: 90%
  • Minimum Damage 25×5, 60 (185)

6P

Lumen Stella El Lance

Damage Guard Startup Active Recovery On-Block Attribute Invuln
900×3 All (18)+39 5×N Total: (18)+63 +18 P1

A strong neutral When neither player is in an advantageous position in terms of stage position. and long-range option, good for characters that don't have one and an additional one for those that do.

Its long startup requires you to cover Vatista first but the actual projectiles' fast speed, size and multiple hits make up for it. It lets your point safely approach from afar, covers backwards tech To recover from a knockdown or air hitstun state, usually by pressing a button.s, encourages your opponent to jump or provide lockdown in cases where 5P would fail.

Level P1 P2
3 70 80
  • Minimum Damage 45×3 (135)

4P

Mico Ruceo

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 All (18)+17 10 Total: (18)+64 P1

A good anti-air A grounded attack that hits the opponent out of the air thanks to its "infinite" range and long active frames. While the angel is a bit hard to use, it can still work most of the time and can control airspace.

  • Launches on hit
Level P1 P2
3 70 85
  • Minimum Damage 100


Distortion Skills

Lacteus Orbis

236B+C (Air OK)

Damage Guard Startup Active Recovery On-Block Attribute Invuln
500×20
[430×30]
All 4+(51 Flash)+13 6×20
[6×30]
51 -38 P 1~16 All
500×20
[430×30]
All 4+(51 Flash)+13 6×20
[6×30]
51 P2 1~16 All

Basically a super version of 236A. It can be used in most of the same situations like a fullscreen snipe, as a combo ender after j.[C] midscreen or to punish assist calls. However, 236A/C can do the same thing for less meter so you have to decide if it's worth it. Due to having invincible, you can now use it as an anti-zoning tool though.

In Resonance Blaze, Vatista can cancel any of her lasers into this letting you 5-7K of a single touch from even fullscreen.

If your partner has a Distortion Skill Duo, you can use 236B+C and have them use it to force your in and have them go for a combo or a mixup in exchange for 4 bars of meter.

Version Level P1 P2
236BC 4 80 60
j.236BC 4 80 60

236BC:

  • Values in [] are for Enhanced version
  • Minimum damage: 55×20 (1100) [43×30 (1290)]


j.236BC:

  • Values in [] are for Enhanced version
  • Minimum damage: 55×20 (1100) [43×30 (1290)]

Ruber Angelus Animus

214B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
950×13
[950×13, 2600]
All 4+(40 Flash)+5 3(3)2×3(16)4×3(7)3(3)2×4,3
[3(3)2×3(16)4×3(7)3(3)2×4,3(15)3]
49 -33 B×4, H×3, B×7 1~16 All

Corner combo ender and a excellent reversal super. Keep in mind this does not have much horizontal reach, but work even better than Vatista's DP as an antiair.

Can combo after j.[C] in the corner.

  • Full animation occurs whether or not you hit. You can use DSD to make it safe.
Level P1 P2
4 80 60
  • Values in [] are for Enhanced version
  • Minimum damage: (123×13 1599) [114×13, 338 (1820)]


Distortion Skill Duo

Lacteus Orbis

P during Partner's Distortion Skill

Damage Guard Startup Active Recovery On-Block Attribute Invuln
100×20
[100×25]
All 1+(92 Flash)+1 6×20
[6×25]
59 -46 P 1~5 All

Average Distortion Skill Duo. Use it if it will kill or if your point has a lot of red life.

Level P1 P2
4 100 100
  • Values in [] are for Enhanced version
  • Minimum Damage: 2000 [2500]


Astral Heat

Zahhisio

222B+C when Astral Conditions are met

Damage Guard Startup Active Recovery On-Block Attribute Invuln
5300, 40000 All 4+(80 Flash)+6 13 26 -18 H 1~22 All
  • Vatista travels along through the air towards the other corner.

Not actually a bad option, as Vatista's low damage and all around useful assists means that you'll sometimes find yourself at a 1v1 situation in level 4 Resonance.

Easiest way to hit this is to cancel out of 2C or 236A.

Level P1 P2
5
  • Minimum damage 45300



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