BBTag/Vatista: Difference between revisions

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{{CharData-BBTagList|Vatista}}
{{CharData-BBTag|Vatista}}
;Movement Options
;Movement Options
* Double Jump, 1 Airdash, Dash Type: Run
* Double Jump, 1 Airdash, Dash Type: Run
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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 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===
===Strengths/Weaknesses===
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* She has really good hitboxes and pretty fast startup
* She has really good hitboxes and pretty fast startup
* She has many types of projectiles which can be used to confuse your opponent  
* She has many types of projectiles which can be used to confuse your opponent  
* She cannot be counter hit, this is especially helpful if you miss your reversal
* 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 has useful support skills like her 6P for anti-air or her 5P to lock your opponent in hit/block stun
| style="width: 50%;"|
| style="width: 50%;"|
* She does not have much overhead mix up other than her j.C
* She does not have much overhead mix up other than her j.C
* Low combo damage  
* Low combo damage  
* she gets punished very hard if you miss your projectile due to long recovery time especially 236A/B
* 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.
|-
|-
|}
|}
<br clear=all/>
===FLS of Binding: Restriction===
===FLS of Binding: Restriction===
<br clear=all/>


{{CharLinks-BBTag|Vatista}}
{{CharLinks-BBTag|Vatista}}
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{{MoveData
{{MoveData
|image=BBTag_Vatista_5A.png |caption=
|image=BBTag_Vatista_5A.png |caption=
|image2=BBTag_Vatista_5AA.png |caption2=DESTRUCTO DISC
|image2=BBTag_Vatista_5AA.png |caption2=
|image3=BBTag_Vatista_5AAA.png |caption3=
|image3=BBTag_Vatista_5AAA.png |caption3=
|image4=BBTag_Vatista_5AAAA.png |caption4=Pew pew pew
|image4=BBTag_Vatista_5AAAA.png |caption4=Pew pew pew
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  |startup=8 |active= |recovery= |frameAdv=-4
  |startup=8 |active= |recovery= |frameAdv=-4
  |description=
  |description=
* Important points go here
* Her furthest reaching fastest normal
Jump Cancellable on hit & on block
* 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.


Detailed description of the usefulness of the move go here
  }}
  }}
  {{AttackData-BBTag
  {{AttackData-BBTag
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  |startup=11 |active= |recovery= |frameAdv=-10
  |startup=11 |active= |recovery= |frameAdv=-10
  |description=
  |description=
* Important points go here
* Hit 3 times
Jump Cancellable on hit
* Same as the old UNI 5B


Detailed description of the usefulness of the move go here
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
  }}
  }}
  {{AttackData-BBTag
  {{AttackData-BBTag
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  |startup=12 |active= |recovery= |frameAdv=-8
  |startup=12 |active= |recovery= |frameAdv=-8
  |description=
  |description=
* Important points go here
* Even more horizontal reach
Jump Cancellable on hit
* Same as the old UNI 5B
 
Can jump cancel on hit.


Detailed description of the usefulness of the move go here
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.
  }}
  }}
  {{AttackData-BBTag
  {{AttackData-BBTag
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  |startup=10 |active= |recovery= |frameAdv=-12
  |startup=10 |active= |recovery= |frameAdv=-12
  |description=
  |description=
* Important points go here
* Can not cancel.
* Same as the old UNI force function


Detailed description of the usefulness of the move go here
2C will hit even at max distance and would be a better follow up than 5AAAA.
  }}
  }}
}}
}}
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{{MoveData
{{MoveData
|image=BBTag_Vatista_5B.png |caption=
|image=BBTag_Vatista_5B.png |caption=
|image2=BBTag_Vatista_5BB.png |caption2=TATSUMAKI SENPUUUUUUUKYAKU
|image2=BBTag_Vatista_5BB.png |caption2=The line she says is so cute
|name=5B
|name=5B
|data=
|data=
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  |startup=13 |active= |recovery= |frameAdv=-5
  |startup=13 |active= |recovery= |frameAdv=-5
  |description=
  |description=
* Important points go here
* Moves Vatista forward
* Same as the old UNI 66B


Great horizontal range and fairly good vertical range makes 5B your go to poke.
Great horizontal range and fairly good vertical range makes 5B your go to poke.
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  |startup=14 |active= |recovery= |frameAdv=-7
  |startup=14 |active= |recovery= |frameAdv=-7
  |description=
  |description=
* Important points go here
* Moves Vatista further forward
* Same as the old UNI 66C


Hits 5 times, giving you ample time to hit confirm or call an assist.
Hits 5 times, giving you ample time to hit confirm or call an assist.
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  |startup=26 |active= |recovery= |frameAdv=-4
  |startup=26 |active= |recovery= |frameAdv=-4
  |description=
  |description=
* Important points go here
* UNIB style assault overhead
Lots of horizontal range.
* 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.  
  }}
  }}
}}
}}
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  |description=
  |description=
* Fast, self-cancellable low.
* Fast, self-cancellable low.
* Jump cancellable on hit or block
* Same as the old UNI 2A


Detailed description of the usefulness of the move go here
Slightly less range than 5A, but hits low.
  }}
  }}
}}
}}
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====== <font style="visibility:hidden" size="0">2B</font> ======
====== <font style="visibility:hidden" size="0">2B</font> ======
{{MoveData
{{MoveData
|image=BBTag_Vatista_2B.png |caption=
|image=BBTag_Vatista_2B.png |caption=Spinny Spin
|name=2B
|name=2B
|data=
|data=
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  |startup=10 |active= |recovery= |frameAdv=-10
  |startup=10 |active= |recovery= |frameAdv=-10
  |description=
  |description=
* Hits 3 times.
* Hits 3 times
* Same as the old UNI 2B


Your go to for converting into a air combo and combo filler.
Your go to for converting into a air combo and combo filler.
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  |startup=9 |active= |recovery= |frameAdv=
  |startup=9 |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* Does hit high.


Detailed description of the usefulness of the move go here
Far reaching air normal good for both jump ins and air to air. Hits more reliably off a IAD than j.B
  }}
  }}
  {{AttackData-BBTag
  {{AttackData-BBTag
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* Standard air followup


Detailed description of the usefulness of the move go here
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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  |damage= |guard=
  |damage= |guard=
  |startup=18 |active= |recovery= |frameAdv=-5
  |startup=18 |active= |recovery= |frameAdv=-5
  |description=*List interesting points here
  |description=*Hits overhead
*No minimum height
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.
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.


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  |startup=18 |active= |recovery= |frameAdv=-9
  |startup=18 |active= |recovery= |frameAdv=-9
  |description=* Hold C for a follow-up once she hits the ground.
  |description=* Hold C for a follow-up once she hits the ground.
j.[C] allows her to combo into a 5A in the corner (inconsistently), 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.


Can miss depending on the how high Vatista is versus her opponent when j.C lands.
Can miss depending on the how high Vatista is versus her opponent when j.C lands.
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  |description=
  |description=
*-36 against crouching, -32 against standing
*-36 against crouching, -32 against standing
* Cannot be counter hit on block.


Vatista's best antiair, it's 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.
  }}
  }}
  {{AttackData-BBTag
  {{AttackData-BBTag
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* Knocks the opponent towards the corner.


Detailed description of the usefulness of the move go here
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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====== <font style="visibility:hidden" size="0">Mico Ruceo</font> ======
====== <font style="visibility:hidden" size="0">Mico Ruceo</font> ======
{{MoveData
{{MoveData
|image=BBTag_Vatista_MicoRuceo.png |caption=Kamehameha!
|image=BBTag_Vatista_MicoRuceo.png |caption=
|image2=BBTag_Vatista_MicoRuceoB.png |caption2=
|image2=BBTag_Vatista_MicoRuceoB.png |caption2=Kamehameha!
|input=236A/B (Air OK)
|input=236A/B (Air OK)
|name=Mico Ruceo
|name=Mico Ruceo
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  |startup=14 |active= |recovery= |frameAdv=-13
  |startup=14 |active= |recovery= |frameAdv=-13
  |description=
  |description=
* Will typically link after j.C follow up.
* 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.
Subtle telegraph and beam nature makes this good for stuffing assist calls and unchecked approaches.
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  |startup=14 |active= |recovery= |frameAdv=-13
  |startup=14 |active= |recovery= |frameAdv=-13
  |description=
  |description=
* Important points go here
* Beams around 30 degrees upwards.
* Air version shoots 30 degrees towards the ground.


Detailed description of the usefulness of the move go here
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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====== <font style="visibility:hidden" size="0">Lumen Stella</font> ======
====== <font style="visibility:hidden" size="0">Lumen Stella</font> ======
{{MoveData
{{MoveData
|image=BBTag_Vatista_LumenStella.png |caption=HADOOOOOOKEN
|image=BBTag_Vatista_LumenStella.png |caption=
|image2=BBTag_Vatista_LumenStellaB.png |caption2=
|image2=BBTag_Vatista_LumenStellaB.png |caption2=HADOOOOOOUKEN
|input=214A/B (Air OK)
|input=214A/B (Air OK)
|name=Lumen Stella
|name=Lumen Stella
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  |startup=14 |active= |recovery= |frameAdv=-4
  |startup=14 |active= |recovery= |frameAdv=-4
  |description=
  |description=
* Important points go here
* 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.
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.
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.
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  |description=
  |description=
*-3 at point-blank if only first 2 hits connect, +7 if all 3 hits connect.
*-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.
  }}
  }}
  {{AttackData-BBTag
  {{AttackData-BBTag
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* Bounces off the ground repeatedly and remains active until it hits an opponent or moves off screen.
* Bounces off the ground repeatedly and remains active until it hits an opponent or moves off screen.
* Hits 3 times.
* 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.
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.
If blocked in the air Vatista can attempt a unblockable DP if close enough.
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  {{AttackData-BBTag
  {{AttackData-BBTag
  |damage= |guard=
  |damage= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup=32 |active=N/A |recovery=N/A |frameAdv=+48
  |description=
  |description=
* Hits 5 times.
* Hits 5 times
* Launches opponent on air hit.
* Launches opponent on air hit


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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====== <font style="visibility:hidden" size="0">6P</font> ======
====== <font style="visibility:hidden" size="0">6P</font> ======
{{MoveData
{{MoveData
|image=BBTag_Vatista_MicoRuceoB.png |caption=Kamehameha!
|image=BBTag_Vatista_MicoRuceoB.png |caption=
|name=Mico Ruceo
|name=Mico Ruceo
|input=4P
|input=4P
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  {{AttackData-BBTag
  {{AttackData-BBTag
  |damage= |guard=
  |damage= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup=35 |active=N/A |recovery=N/A |frameAdv=+29
  |description=
  |description=
* Launches on hit.
* Launches on hit


Doesn't have much close vertical range, but covers a specific angle horizontally 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.


Can hit standing opponents who are next to you.
Can hit standing opponents who are next to you.
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====== <font style="visibility:hidden" size="0">4P</font> ======
====== <font style="visibility:hidden" size="0">4P</font> ======
{{MoveData
{{MoveData
|image=BBTag_Vatista_LumenStellaB.png |caption=HADOOOOOOKEN
|image=BBTag_Vatista_LumenStellaB.png |caption=
|name=Lumen Stella
|name=Lumen Stella
|input=6P
|input=6P
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  {{AttackData-BBTag
  {{AttackData-BBTag
  |damage= |guard=
  |damage= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup=37 |active=N/A |recovery=N/A |frameAdv=+27
  |description=
  |description=
* Important points go here
* 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.
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.
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  |startup=4+5 |active= |recovery= |frameAdv=-33
  |startup=4+5 |active= |recovery= |frameAdv=-33
  |description=
  |description=
* Full animation occurs whenever or not you hit.
* 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.
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.
  }}
  }}
}}
}}
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* Vatista travels along through the air towards the other corner.


Detailed description of the usefulness of the move go here
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.
  }}
  }}
}}
}}

Revision as of 05:46, 10 August 2018

Vatista
BBTag Vatista Portrait.png

Health:
Prejump:
Backdash Time / Invul:

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

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 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

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


Template:CharLinks-BBTag

Normal Moves

5A
5A
BBTag Vatista 5A.png
BBTag Vatista 5AA.png
BBTag Vatista 5AAA.png
BBTag Vatista 5AAAA.png
Pew pew pew
All 8 - - - All 11 - - - All 12 - - - All 10 - - -
5B
5B
BBTag Vatista 5B.png
BBTag Vatista 5BB.png
The line she says is so cute
All 13 - - - All 14 - - -
5C
5C
BBTag Vatista 5C.png
High 26 - - -
2A
2A
BBTag Vatista 2A.png
Low 8 - - -
2B
2B
BBTag Vatista 2B.png
Spinny Spin
All 10 - - -
2C
2C
BBTag Vatista 2C.png
Low 15 - - -
j.A
j.A
BBTag Vatista jA.png
BBTag Vatista jAA.png
9 - - - - - -
j.B
j.B
BBTag Vatista jB.png
All 13 - - -
j.C
j.C
BBTag Vatista jC.png
BBTag Vatista jCC.png
18 - - - 18 - - -


Universal Mechanics

Ground Throw
Ground Throw
5B+C
BBTag Vatista GroundThrow.png
Throw 7 - - -
Ruber Angelus
Ruber Angelus
5A+D
BBTag Vatista RuberAngelus.png
SOMERSAULT
BBTag Vatista RuberAngelus2.png
All 12 - - - All - - -



Skills

Mico Ruceo
Mico Ruceo
236A/B (Air OK)
BBTag Vatista MicoRuceo.png
BBTag Vatista MicoRuceoB.png
Kamehameha!
All 17 - - - All 14 - - - All 17 - - - All 14 - - -
Lumen Stella
Lumen Stella
214A/B (Air OK)
BBTag Vatista LumenStella.png
BBTag Vatista LumenStellaB.png
HADOOOOOOUKEN
All 15 - - - All 13 - - - All 15 - - - All 13 - - -


Extra Skills

Lux Fortis
Lux Fortis
236C (Air OK)
BBTag Vatista LuxFortis.png
Galick Gun!
All 17 - - - All 14 - - -
Lux Fortis
Lumen Stella El Lance
214C (Air OK)
BBTag Vatista LumenStellaElLance.png
Boing, boing, boing...
All 31 - - - All 38 - - -


Partner Skills

5P
Dash C
5P
BBTag Vatista 5BB.png
TATSUMAKI SENPUUUUUUUKYAKU
32 N/A N/A - - -
6P
Mico Ruceo
4P
BBTag Vatista MicoRuceoB.png
35 N/A N/A - - -
4P
Lumen Stella
6P
BBTag Vatista LumenStellaB.png
37 N/A N/A - - -


Distortion Skills

Lacteus Orbis
Lacteus Orbis
236B+C (Air OK)
BBTag Vatista LacteusOrbis.png
"Imma Firin Mah Lazer!"
All 4+13 - - -
Ruber Angelus Animus
Ruber Angelus Animus
214B+C
BBTag Vatista RuberAngelusAnimus.png
DOUBLE! SOMERSAULT!
All 4+5 - - -


Astral Heat

Zahhisio
222B+C
BBTag Vatista Zahhisio.png
BBTag Vatista Zahhisio2.png
Spellbinding Circle
All - - -



Template:CharLinks-BBTag