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{{CharData- | {{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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|- | |- | ||
|} | |} | ||
<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= | |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= | ||
* Her furthest reaching fastest normal | * 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. | 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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|description= | |description= | ||
* Hit 3 times | * 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 | 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 | ||
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|description= | |description= | ||
* Even more horizontal reach | * Even more horizontal reach | ||
* Same as the old UNI 5B | |||
Can jump cancel on hit. | Can jump cancel on hit. | ||
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|description= | |description= | ||
* Can not cancel. | * 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. | 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= | |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= | ||
* Moves Vatista forward | * 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= | ||
* Moves Vatista further forward | * 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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|description= | |description= | ||
* UNIB style assault overhead | * 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. | 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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* Fast, self-cancellable low. | * Fast, self-cancellable low. | ||
* Jump cancellable on hit or block | * Jump cancellable on hit or block | ||
* Same as the old UNI 2A | |||
Slightly less range than 5A, but hits low. | Slightly less range than 5A, but hits low. | ||
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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=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 | 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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====== <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= | |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. | * Vatista can not act until she lands in either air beam versions. | ||
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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= | |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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|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. | Leaves you positive if you manage to fire it off through its significant startup. | ||
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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= | |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 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=BBTag_Vatista_LumenStellaB.png |caption= | |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= | ||
* Small pop up on hit | * 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 | * 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. | |||
}} | }} | ||
}} | }} |
Revision as of 05:46, 10 August 2018
Vatista |
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Health:
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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 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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FLS of Binding: Restriction
Normal Moves
5A
5A |
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5B
5B |
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5C
5C |
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2A
2A |
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2B
2B |
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2C
2C |
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j.A
j.A |
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j.B
j.B |
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j.C
j.C |
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Universal Mechanics
Ground Throw
Ground Throw 5B+C |
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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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Lux Fortis
Lumen Stella El Lance 214C (Air OK) |
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Partner Skills
5P
Dash C 5P |
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6P
Mico Ruceo 4P |
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4P
Lumen Stella 6P |
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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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Astral Heat
Zahhisio 222B+C |
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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 •