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 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
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FLS of Binding: Restriction
Normal Moves
5A
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5B
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5C
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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
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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
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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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Lux Fortis
Lumen Stella El Lance 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. |
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