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{{ | {{#lsth:BBTag/Vatista/Data|SystemData}} | ||
;Movement Options | ;Movement Options | ||
* Double Jump, 1 Airdash, Dash Type: Run | * Double Jump, 1 Airdash, Dash Type: Run | ||
;Playstyle | |||
:Balanced, Zoner | |||
;Team role | |||
:Point, Anchor | |||
|} | |} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
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===Playstyle=== | ===Playstyle=== | ||
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 | 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. 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. | 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. | ||
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| style="width: 50%;"| | | style="width: 50%;"| | ||
* She has really good hitboxes and pretty fast startup | * 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 cannot be counter hit, allowing her to take less damage and avoid CH specific situations. | ||
* She has useful support skills like her | * 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 | |||
| style="width: 50%;"| | | style="width: 50%;"| | ||
* She does not have much | * 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 | * Low combo damage | ||
* | * Lasers are very punishable when not done at fullscreen, but can be punished by some fullscreen supers | ||
|- | |- | ||
|} | |} | ||
<br clear | <br style="clear:both;"/> | ||
===FLS of Binding: Restriction=== | ===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 as she won't suffer from increased hit-stun or property changes that would normally occur, restricting the opponent's combo options. This can help her win trades as she will most likely recover first, putting her in an advantageous position and 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. | |||
<br clear | <br style="clear:both;"/> | ||
{{#lst:BBTag/Vatista/Data|Links}} | |||
{{ | <br style="clear:both;"/> | ||
<br clear | |||
==Normal Moves== | ==Normal Moves== | ||
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|name=5A | |name=5A | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=5A}} | |||
{{#lsth:BBTag/Vatista/Data|5A}} | |||
{{!}}- | |||
* Her furthest reaching fastest normal | {{Description|7|text=* Her furthest reaching fastest normal | ||
* Same as the old UNI 5A | * 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. | 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. | ||
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}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=5AA}} | |||
{{#lsth:BBTag/Vatista/Data|5AA}} | |||
{{!}}- | |||
{{Description|7|text=* Hit 3 times | |||
* Hit 3 times | |||
* Same as the old UNI 5B | * 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 | 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 | ||
}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=5AAA}} | |||
{{#lsth:BBTag/Vatista/Data|5AAA}} | |||
{{!}}- | |||
{{Description|7|text=* Even more horizontal reach | |||
* Same as the old UNI 5C | |||
* Even more horizontal reach | |||
* Same as the old UNI | |||
Can jump cancel on hit. | Can jump cancel on hit. | ||
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5B will miss if you use it to follow up a max range 5AAA, however. | 5B will miss if you use it to follow up a max range 5AAA, however. | ||
}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=5AAAA}} | |||
{{#lsth:BBTag/Vatista/Data|5AAAA}} | |||
{{!}}- | |||
{{Description|7|text=* Can not cancel. | |||
* Can not cancel. | |||
* Same as the old UNI force function | * Same as the old UNI force function | ||
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|name=5B | |name=5B | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=5B}} | |||
{{#lsth:BBTag/Vatista/Data|5B}} | |||
{{!}}- | |||
* Moves Vatista forward | {{Description|7|text=* Moves Vatista forward | ||
* Same as the old UNI 66B | * Same as the old UNI 66B | ||
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}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=5BB}} | |||
{{#lsth:BBTag/Vatista/Data|5BB}} | |||
{{!}}- | |||
{{Description|7|text=* Moves Vatista further forward | |||
* Moves Vatista further forward | |||
* Same as the old UNI 66C | * Same as the old UNI 66C | ||
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|name=5C | |name=5C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Vatista/Data|5C}} | |||
{{!}}- | |||
* UNIB style assault overhead | {{Description|6|text=* UNIB style assault overhead | ||
* Same as the old UNI jB | * 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. | 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. | ||
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|name=2A | |name=2A | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Vatista/Data|2A}} | |||
{{!}}- | |||
* Fast, self-cancellable low. | {{Description|6|text=* Fast, self-cancellable low. | ||
* Jump cancellable on hit or block | * Jump cancellable on hit or block | ||
* Same as the old UNI 2A | * Same as the old UNI 2A | ||
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|name=2B | |name=2B | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Vatista/Data|2B}} | |||
{{!}}- | |||
* Hits 3 times | {{Description|6|text=* Hits 3 times | ||
* Same as the old UNI 2B | * Same as the old UNI 2B | ||
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====== <font style="visibility:hidden" size="0">2C</font> ====== | ====== <font style="visibility:hidden" size="0">2C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Vatista_2C.png |caption= | |image=BBTag_Vatista_2C.png |caption= Aim for the kneecaps | ||
|name=2C | |name=2C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Vatista/Data|2C}} | |||
{{!}}- | |||
* Very long range for a sweep. | {{Description|6|text=* Very long range for a sweep. | ||
* Hits twice | * Hits twice | ||
* Both hits special cancelable | * Both hits special cancelable | ||
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|name=j.A | |name=j.A | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=j.A}} | |||
{{#lsth:BBTag/Vatista/Data|j.A}} | |||
{{!}}- | |||
* Does hit high. | {{Description|7|text=* 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 | Far reaching air normal good for both jump ins and air to air. Hits more reliably off a IAD than j.B | ||
}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=j.AA}} | |||
{{#lsth:BBTag/Vatista/Data|j.AA}} | |||
{{!}}- | |||
{{Description|7|text=* Standard air followup | |||
* Standard air followup | |||
Use j.AA if you hit your opponent into a position in the air that may cause issues with j.B. | Use j.AA if you hit your opponent into a position in the air that may cause issues with j.B. | ||
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|name=j.B | |name=j.B | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Vatista/Data|j.B}} | |||
{{!}}- | |||
* NOT an overhead. | {{Description|6|text=* 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. | Hits 5 times, long active frames, having a big hitbox behind her makes j.B a great way to cross up your opponent. | ||
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|name=j.C | |name=j.C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=j.C}} | |||
{{#lsth:BBTag/Vatista/Data|j.C}} | |||
{{!}}- | |||
{{AttackVersion|name=j.[C]}} | |||
{{#lsth:BBTag/Vatista/Data|j.[C]}} | |||
{{!}}- | |||
{{Description|7|text=* 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. | * If the first hit crossed up, she will still turn around to land the second one. | ||
* j.[C] Considered part of j.C, no additional proration added | |||
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. | 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. | ||
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}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Universal Mechanics== | ==Universal Mechanics== | ||
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|input=5B+C | |input=5B+C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Vatista/Data|BC}} | |||
{{!}}- | |||
* Wall bounces from anywhere. | {{Description|6|text=* 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. | Be sure to incorporate grabs into your pressure, as some of Vatista's mixup options can be reacted on if it becomes too predictable. | ||
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|input=5A+D | |input=5A+D | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Ruber Angelus}} | |||
{{#lsth:BBTag/Vatista/Data|AD}} | |||
{{!}}- | |||
*-36 against crouching, -32 against standing | {{Description|7|text=*-36 against crouching, -32 against standing | ||
* Accepts inputs for followup from frames 12~28; can perform followup between frames 26~28 | |||
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. | 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. | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=Follow-up Attack}} | |||
{{#lsth:BBTag/Vatista/Data|AD > X}} | |||
{{!}}- | |||
{{Description|7|text=* Knocks the opponent towards the corner. | |||
* 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. | Not using this follow up will let you land closer to the opponent, while using the follow up will knock them far away. | ||
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<br clear | <br style="clear:both;"/> | ||
==Skills== | ==Skills== | ||
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{{MoveData | {{MoveData | ||
|image=BBTag_Vatista_MicoRuceo.png |caption= | |image=BBTag_Vatista_MicoRuceo.png |caption= | ||
|image2=BBTag_Vatista_MicoRuceoB.png |caption2= | |image2=BBTag_Vatista_MicoRuceoB.png |caption2=Plasma beam! | ||
|input=236A/B (Air OK) | |input=236A/B (Air OK) | ||
|name=Mico Ruceo | |name=Mico Ruceo | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=236A}} | |||
{{#lsth:BBTag/Vatista/Data|236A}} | |||
{{!}}- | |||
{{AttackVersion|name=j.236A}} | |||
{{#lsth:BBTag/Vatista/Data|j.236A}} | |||
{{!}}- | |||
{{Description|7|text=* Will typically link after j.C follow up if they don't hit corner. | |||
* Vatista enters recovery 1 frame after contact | |||
* 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. | * Vatista can not act until she lands in either air beam versions. | ||
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Make sure to use with care or cover with an assist, as it's easily punished on block. | Make sure to use with care or cover with an assist, as it's easily punished on block. | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=236B}} | |||
{{#lsth:BBTag/Vatista/Data|236B}} | |||
{{!}}- | |||
{{AttackVersion|name=j.236B}} | |||
{{#lsth:BBTag/Vatista/Data|j.236B}} | |||
{{!}}- | |||
{{Description|7|text=* Beams around 30 degrees upwards. | |||
* Vatista enters recovery 1 frame after contact | |||
* Beams around 30 degrees upwards. | |||
* Air version shoots 30 degrees towards the ground. | * Air version shoots 30 degrees towards the ground. | ||
* Vatista can not act until she lands in either air beam versions. | |||
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. | 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. | ||
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|name=Lumen Stella | |name=Lumen Stella | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=214A}} | |||
{{#lsth:BBTag/Vatista/Data|214A}} | |||
{{!}}- | |||
{{AttackVersion|name=j.214A}} | |||
{{#lsth:BBTag/Vatista/Data|j.214A}} | |||
{{!}}- | |||
{{Description|7|text=* Air orbs move slightly slower and travel slightly lower than grounded orbs. | |||
* 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. | * No limit to how many orbs can be on screen at one time. | ||
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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. | 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. | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=214B}} | |||
{{#lsth:BBTag/Vatista/Data|214B}} | |||
{{!}}- | |||
{{AttackVersion|name=j.214B}} | |||
{{#lsth:BBTag/Vatista/Data|j.214B}} | |||
{{!}}- | |||
{{Description|7|text=* Air version fires diagonally downward, then curves to drift along the ground. | |||
* 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. | Very fast projectile suited more for zoning and keep away pressure. Keep in mind this does not cover airspace, so be ready to antiair. | ||
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}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Extra Skills== | ==Extra Skills== | ||
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|name=Lux Fortis | |name=Lux Fortis | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
{{#lsth:BBTag/Vatista/Data|236C}} | |||
{{!}}- | |||
{{AttackVersion|name=Air}} | |||
{{#lsth:BBTag/Vatista/Data|j.236C}} | |||
{{!}}- | |||
{{Description|7|text=* Vatista enters recovery 1 frame after contact | |||
* Only the white area has a hitbox. The red aura does not. | * Only the white area has a hitbox. The red aura does not. | ||
Very reliable projectile. After being active almost doesn't have recovery, allowing you for follow up to anything (Orb, second laser, normal, super - you name it). Also, cause it's plus, you can do this to continue and rearrange your pressure clean. | |||
At corner allows you to do routes like 5bb>2c>2b>236c>5bb and etc. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0"> | ====== <font style="visibility:hidden" size="0">Sideus Fragmentum</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=BBTag_Vatista_SideusFragmentum.png |caption= | ||
|input=214C (Air OK) | |input=214C (Air OK) | ||
|name= | |name=Sideus Fragmentum | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
{{#lsth:BBTag/Vatista/Data|214C}} | |||
{{!}}- | |||
{{AttackVersion|name=Air}} | |||
{{#lsth:BBTag/Vatista/Data|j.214C}} | |||
{{!}}- | |||
{{AttackVersion|name=Detonate}} | |||
{{#lsth:BBTag/Vatista/Data|214C Explode}} | |||
{{!}}- | |||
{{Description|7|text= | |||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Partner Skills== | ==Partner Skills== | ||
====== <font style="visibility:hidden" size="0">5P</font> ====== | ====== <font style="visibility:hidden" size="0">5P</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Vatista_5BB.png |caption= | |image=BBTag_Vatista_5BB.png |caption= | ||
|image2=Vatista_6P.png |caption2= | |||
|name=5P | |name=5P | ||
|input=UNI Dash C | |input=UNI Dash C > Satelus Triangulum | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Vatista/Data|5P}} | |||
{{!}}- | |||
{{Description|6|text=Originally just UNI Dash C | |||
* Hits 5 times | * Hits 5 times | ||
* Launches opponent on air hit | * Launches opponent on air hit | ||
* On hit, creates a crystal explosion in a large area in front of her. If this hits it launches opponent into the air and makes comboing really easy. | |||
5P activates very quickly on call, and travels just a little further than half screen. | 5P activates very quickly on call, and travels just a little further than half screen. | ||
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|input=Mico Ruceo | |input=Mico Ruceo | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Vatista/Data|4P}} | |||
{{!}}- | |||
* Launches on hit | {{Description|6|text=* 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. | 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. | ||
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====== <font style="visibility:hidden" size="0">4P</font> ====== | ====== <font style="visibility:hidden" size="0">4P</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=BBTag_Vatista_LumenStellaElLance.png |caption= | ||
|name=6P | |name=6P | ||
|input=Lumen Stella | |input=Lumen Stella El Lance | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Vatista/Data|6P}} | |||
{{!}}- | |||
* Small pop up on hit | {{Description|6|text=* Small pop up on hit | ||
Vatista's | Was originally Lumen Stella B before vers. 1.5. Now Vatista's grounded EX orb, it has longer start-up, but the projectile is large and hits 3 times. }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Distortion Skills== | ==Distortion Skills== | ||
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====== <font style="visibility:hidden" size="0">Lacteus Orbis</font> ====== | ====== <font style="visibility:hidden" size="0">Lacteus Orbis</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Vatista_LacteusOrbis.png |caption= | |image=BBTag_Vatista_LacteusOrbis.png |caption=T-pose to establish dominance | ||
|input=236B+C (Air OK) | |input=236B+C (Air OK) | ||
|name=Lacteus Orbis | |name=Lacteus Orbis | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
{{#lsth:BBTag/Vatista/Data|236BC}} | |||
{{!}}- | |||
{{AttackVersion|name=Air}} | |||
{{#lsth:BBTag/Vatista/Data|j.236BC}} | |||
{{!}}- | |||
{{Description|7|text=* 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! | * -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. | Links from a midscreen j.[C], making this the go-to combo ender outside of the corner. | ||
}} | }} | ||
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|name=Ruber Angelus Animus | |name=Ruber Angelus Animus | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Vatista/Data|214BC}} | |||
{{!}}- | |||
{{Description|6|text=* Values in [] for Enhanced version | |||
* Minimum damage 123*13 (1599) [114*13, 338 (1820)] | |||
* Full animation occurs whether or not you hit. | * Full animation occurs whether or not you hit. | ||
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}} | }} | ||
<br clear= | <br style="clear:both;"/> | ||
==Distortion Skill Duo== | |||
{{MoveData | |||
|image=BBTag_Vatista_LacteusOrbis.png |caption= | |||
|input=P during Main Character's Distortion Skill | |||
|name=Lacteus Orbis | |||
|data= | |||
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{{Description|6|text=* Values in [] for Enhanced version | |||
* Minimum damage 100% (2000) [(2500)] | |||
* Important points go here | |||
Detailed description of the usefulness of the move go here | |||
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==Astral Heat== | ==Astral Heat== | ||
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* Vatista travels along through the air towards the other corner. | {{Description|6|text=* 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. | 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. | ||
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{{ | ==Roadmap== | ||
<!--To update this section, go to this character's subheader in Dustloop Wiki:Roadmap/BBTag--> | |||
{{Roadmap}} | |||
==Navigation== | |||
{{#lsth:BBTag/Vatista/Data|Links}} | |||
{{notice|To edit frame data, edit values in [[BBTag/Vatista/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | |||
{{Navbar-BBTag}} | {{Navbar-BBTag}} | ||
[[Category:Vatista]] | [[Category:Vatista]] | ||
[[Category:BlazBlue Cross Tag Battle]] | [[Category:BlazBlue Cross Tag Battle]] |
Revision as of 02:49, 24 November 2019
Vatista |
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Overview
"Neither one of us is a human... Thus, I will perform your last rites, and proceed."
Backstory
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
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. 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
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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 as she won't suffer from increased hit-stun or property changes that would normally occur, restricting the opponent's combo options. This can help her win trades as she will most likely recover first, putting her in an advantageous position and 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
5A | Template:AttackDataHeader-BBTag |
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5B
5B | Template:AttackDataHeader-BBTag |
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5C
5C | Template:AttackDataHeader-BBTag | ||||
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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
2A |
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Slightly less range than 5A, but hits low. |
2B
2B |
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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
2C | Template:AttackDataHeader-BBTag | ||||
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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
j.A | Template:AttackDataHeader-BBTag |
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j.B
j.B | Template:AttackDataHeader-BBTag | ||||
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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
j.C | Template:AttackDataHeader-BBTag |
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Universal Mechanics
Ground Throw
Ground Throw 5B+C |
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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
Ruber Angelus 5A+D |
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Skills
Mico Ruceo
Mico Ruceo 236A/B (Air OK) |
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Lumen Stella
Lumen Stella 214A/B (Air OK) |
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Extra Skills
Lux Fortis
Lux Fortis 236C (Air OK) |
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Sideus Fragmentum
Sideus Fragmentum 214C (Air OK) |
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Partner Skills
5P
5P UNI Dash C > Satelus Triangulum |
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Originally just UNI Dash C
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
4P Mico Ruceo |
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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
6P Lumen Stella El Lance |
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Was originally Lumen Stella B before vers. 1.5. Now Vatista's grounded EX orb, it has longer start-up, but the projectile is large and hits 3 times. |
Distortion Skills
Lacteus Orbis
Lacteus Orbis 236B+C (Air OK) |
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Ruber Angelus Animus
Ruber Angelus Animus 214B+C |
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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. |
Distortion Skill Duo
Lacteus Orbis P during Main Character's Distortion Skill |
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Detailed description of the usefulness of the move go here |
Astral Heat
Zahhisio 222B+C |
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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. |
Roadmap
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- Azrael [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •