BBTag/Vatista

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Vatista
BBTag Vatista Portrait.png

Health: 16,000

Jump Startup: 4F

Backdash Time 27F / Invul: 1-7F All

Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run

Overview[edit]

"Neither one of us is a human... Thus, I will perform your last rites, and proceed."

Backstory[edit]

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.

Additionally, hundreds of years ago, during the war between the Licht-Kreis and the Night Blade, Vatista interfered with a fight between Kuon and Waldstein after noticing the latter beginning to transform into a Void. Unable to combat the mutation alone, she gave one of her seven wings as a sword for Kuon to fight with, ultimately halting the spread of the Void, and saving Waldstein's life. However, the blade seemingly vanished with no explanation shortly after the incident. This weapon, formed from her Crimson Wings, was none other than the original Insulator, the weapon that Hyde Kido summons through his own powers as an In-Birth, further adding to the mystery of the Insulator's origins.

Playstyle[edit]

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. She retains her unique trait of not having a counter hit state but has lost her bit traps after being brought over to BBTAG. 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'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.

Strengths/Weaknesses[edit]

Strengths Weaknesses
  • She has really good hitboxes and pretty fast startup
  • She has many types of projectiles which can be used to confuse your opponent
  • She cannot be counter hit, allowing her to take less damage and avoid CH specific situations.
  • She has useful support skills like her 6P for anti-air or her 5P to lock your opponent in hit/block stun
  • She does not have much overhead mix up other than her j.C
  • Low combo damage
  • She gets punished very hard if you miss your projectile due to long recovery time especially 236A/B
  • No longer has access to her crystal bits, which makes her less effective at covering diagonal space and her ability to lock down.


FLS of Binding: Restriction[edit]



Normal Moves[edit]

5A[edit]
5A
BBTag Vatista 5A.png
BBTag Vatista 5AA.png
BBTag Vatista 5AAA.png
BBTag Vatista 5AAAA.png
Pew pew pew
Version Damage Guard Startup Active Recovery Frame Adv.
5A - All 8 - - -4
  • Her furthest reaching fastest normal
  • Same as the old UNI 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.

5AA - All 11 - - -10
  • Hit 3 times
  • Same as the old UNI 5B

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

5AAA - All 12 - - -8
  • Even more horizontal reach
  • Same as the old UNI 5B

Can jump cancel on hit.

As with the previous attacks this 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.

5AAAA - All 10 - - -12
  • Can not cancel.
  • Same as the old UNI force function

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


5B[edit]
5B
BBTag Vatista 5B.png
BBTag Vatista 5BB.png
The line she says is so cute
Version Damage Guard Startup Active Recovery Frame Adv.
5B - All 13 - - -5
  • Moves Vatista forward
  • Same as the old UNI 66B

Great horizontal range and fairly good vertical range makes 5B your go to poke.

Can serve as an antiair.

5BB - All 14 - - -7
  • Moves Vatista further forward
  • Same as the old UNI 66C

Hits 5 times, giving you ample time to hit confirm or call an assist.

Can whiff if 5B hits a airborne opponent too high.

Be sure to cancel into something if reject guarded, as its long active frames makes 5BB easy to punish.


5C[edit]
5C
BBTag Vatista 5C.png
Damage Guard Startup Active Recovery Frame Adv.
- High 26 - - -4
  • UNIB style assault overhead
  • Same as the old UNI jB

Though j.C is a faster overhead, 5C has the advantage of having excellent range for a Clash Assault and can avoid some low attacks. This and 2C allows you to pressure with a pretty safe high low mixup from quite far away.


2A[edit]
2A
BBTag Vatista 2A.png
Damage Guard Startup Active Recovery Frame Adv.
- Low 8 - - -6
  • Fast, self-cancellable low.
  • Jump cancellable on hit or block
  • Same as the old UNI 2A

Slightly less range than 5A, but hits low.


2B[edit]
2B
BBTag Vatista 2B.png
Spinny Spin
Damage Guard Startup Active Recovery Frame Adv.
- All 10 - - -10
  • Hits 3 times
  • Same as the old UNI 2B

Your go to for converting into a air combo and combo filler.

Also works as an antiair as it can low profile some air normals.


2C[edit]
2C
BBTag Vatista 2C.png
Damage Guard Startup Active Recovery Frame Adv.
- Low 15 - - -12
  • Very long range for a sweep.
  • Hits twice
  • Both hits special cancelable

Great low poke due to its range and special cancelable proprieties.

Cancel into 5B or 2B if hit close enough, into a special if hit farther. Reverse beat into something safer or an orb if blocked, as it is quite disadvantaged on block.


j.A[edit]
j.A
BBTag Vatista jA.png
BBTag Vatista jAA.png
Version Damage Guard Startup Active Recovery Frame Adv.
j.A - - 9 - - -
  • Does hit high.

Far reaching air normal good for both jump ins and air to air. Hits more reliably off a IAD than j.B

j.AA - - - - - -
  • Standard air followup

Use j.AA if you hit your opponent into a position in the air that may cause issues with j.B.


j.B[edit]
j.B
BBTag Vatista jB.png
Damage Guard Startup Active Recovery Frame Adv.
- All 13 - - -
  • NOT an overhead.

Hits 5 times, long active frames, having a big hitbox behind her makes j.B a great way to cross up your opponent.

Off j.B you can attempt a cross up j.B by double jumping to the other side, cancel into j.C for a overhead, or land and attempt a low to open up your opponent. Keep in mind the aerial options have gaps and are susceptible to DP and antiairs as a result.


j.C[edit]
j.C
BBTag Vatista jC.png
KHAMUN KICK
BBTag Vatista jCC.png
Version Damage Guard Startup Active Recovery Frame Adv.
j.C - - 18 - - -5
  • Hits overhead
  • No minimum height
  • Hits slightly behind her as well

Quite safe on block, and is a quick overhead if done low on the ground, making this a better overhead option if close to the opponent.

Double jumping after j.B will correct j.C direction, forcing the opponent to block a crossup AND a overhead. It's long startup does mean that it loses to reversals and antiairs.

A higher j.C can cause Vatista to hit the opponent and land on the other side. Though j.C will not hit as a cross up this way, the follow up WILL correct into a cross up.

j.[C] - - 18 - - -9
  • Hold C for a follow-up once she hits the ground.
  • If the first hit crossed up, she will still turn around to land the second one.

j.[C] allows her to combo into a 5A in the corner, or more easily, into an assist. However, it makes the move less safe on block, as they can just hit you in between the normal j.C hit and the grounded hit.

Can miss depending on the how high Vatista is versus her opponent when j.C lands.



Universal Mechanics[edit]

Ground Throw[edit]
Ground Throw
5B+C
BBTag Vatista GroundThrow.png
Damage Guard Startup Active Recovery Frame Adv.
- Throw 7 - - -
  • Wall bounces from anywhere.

Be sure to incorporate grabs into your pressure, as some of Vatista's mixup options can be reacted on if it becomes too predictable.

Using orbs is a good way to pressure your opponent into getting thrown.


Ruber Angelus[edit]
Ruber Angelus
5A+D
BBTag Vatista RuberAngelus.png
SOMERSAULT
BBTag Vatista RuberAngelus2.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ruber Angelus - All 12 - - -36 ~ -32
  • -36 against crouching, -32 against standing

Vatista's best antiair, its grounded range is alright at best, but has great horizontal and vertical range once active, and starts up faster than 5B.

Follow-up Attack
A/B/C During Ruber Angelus
- All - - - -
  • Knocks the opponent towards the corner.

Not using this follow up will let you land closer to the opponent, while using the follow up will knock them far away.



Skills[edit]

Mico Ruceo[edit]
Mico Ruceo
236A/B (Air OK)
BBTag Vatista MicoRuceo.png
BBTag Vatista MicoRuceoB.png
Kamehameha!
Version Damage Guard Startup Active Recovery Frame Adv.
236A - All 17 - - -14
j.236A - All 14 - - -13
  • Will typically link after j.C follow up if they don't hit corner.
  • Vatista can not act until she lands in either air beam versions.

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.

236B - All 17 - - -14
j.236B - All 14 - - -13
  • Beams around 30 degrees upwards.
  • Air version shoots 30 degrees towards the ground.

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]
Lumen Stella
214A/B (Air OK)
BBTag Vatista LumenStella.png
BBTag Vatista LumenStellaB.png
HADOOOOOOUKEN
Version Damage Guard Startup Active Recovery Frame Adv.
214A - All 15 - - -7
j.214A - All 13 - - -
  • 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.

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

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

214B - All 15 - - -7
j.214B - All 13 - - -
  • Air version fires diagonally downward, then curves to drift along the ground.

Very fast projectile suited more for zoning and keep away pressure. Keep in mind this does not cover airspace, so be ready to antiair.

Grounded 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.



Extra Skills[edit]

Lux Fortis[edit]
Lux Fortis
236C (Air OK)
BBTag Vatista LuxFortis.png
Galick Gun!
Version Damage Guard Startup Active Recovery Frame Adv.
Ground - All 17 - - -10
Air - All 14 - - -4
  • Only the white area has a hitbox. The red aura does not.

Recovers faster than 236A, even faster if used in the air, making it great for beating air approaches, though its still unsafe if you use this too close to the opponent.

Vatista can act again before landing, allowing her to link 236B/236B+C on hit if done high enough, or shoot a orb if blocked.


Lux Fortis[edit]
Lumen Stella El Lance
214C (Air OK)
BBTag Vatista LumenStellaElLance.png
Boing, boing, boing...
Version Damage Guard Startup Active Recovery Frame Adv.
Ground - All 31 - - -3 or +7*
  • -3 at point-blank if only first 2 hits connect, +7 if all 3 hits connect.
  • Orb disappears if you get hit.

Leaves you positive if you manage to fire it off through its significant startup.

Not a bad follow up to reject guarding or getting reject guarded.

Air - All 38 - - -
  • Bounces off the ground repeatedly and remains active until it hits an opponent or moves off screen.
  • Hits 3 times.
  • Orb disappears if you get hit.

Great for covering your approaches as long as you find a way to cover its significant startup. As it stuffs DP's pretty well, it limits options for most opponents to blocking it, try to jump over it, or reversal super through it.

You can call assist before using this move then swap after using it for very good pressure.

If blocked in the air Vatista can attempt a unblockable DP if close enough.



Partner Skills[edit]

5P[edit]
5P
UNI Dash C
BBTag Vatista 5BB.png
TATSUMAKI SENPUUUUUUUKYAKU
Damage Guard Startup Active Recovery Frame Adv.
- - 32 N/A N/A +48
  • Hits 5 times
  • Launches opponent on air hit

5P activates very quickly on call, and travels just a little further than half screen.

It's multi-hit nature makes this excellent for lockdown during pressure, and works perfectly fine as a combo extender to boot, though be ready as it launches further than similar assists.


6P[edit]
4P
Mico Ruceo
BBTag Vatista MicoRuceoB.png
Damage Guard Startup Active Recovery Frame Adv.
- - 35 N/A N/A +29
  • Launches on hit

Doesn't have much close vertical range, but covers a specific angle diagonally because of its beam nature. Use this if you want to cover your head while you approach from the ground.

Can hit standing opponents who are next to you.


4P[edit]
6P
Lumen Stella
BBTag Vatista LumenStellaB.png
Damage Guard Startup Active Recovery Frame Adv.
- - 37 N/A N/A +27
  • Small pop up on hit

Vatista's B orbs. Fairly standard projectile assist for covering approaches, though it's a good assist to use into active change during a blockstring as Vatista is blown back during this, making it safer to change to her. Be sure to cover your partner after the change however, as they'll still be wherever you left them.


Distortion Skills[edit]

Lacteus Orbis[edit]
Lacteus Orbis
236B+C (Air OK)
BBTag Vatista LacteusOrbis.png
"Imma Firin Mah Lazer!"
Damage Guard Startup Active Recovery Frame Adv.
- All 4+13 - - -38
  • -38 on block. This is enough time for many enemies to run out of blockstun and start their 5A!

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


Ruber Angelus Animus[edit]
Ruber Angelus Animus
214B+C
BBTag Vatista RuberAngelusAnimus.png
DOUBLE! SOMERSAULT!
Damage Guard Startup Active Recovery Frame Adv.
- All 4+5 - - -33
  • Full animation occurs whether or not you hit.

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 a antiair.

Can combo after j[C] in the corner.



Astral Heat[edit]

Zahhisio
222B+C
BBTag Vatista Zahhisio.png
BBTag Vatista Zahhisio2.png
Spellbinding Circle
Damage Guard Startup Active Recovery Frame Adv.
- 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.




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