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Vatista
Movement Options
Double Jump, 1 Airdash, Dash Type: Run
Playstyle
Balanced, Zoner
Team role
Point, Anchor
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
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 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
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
Lasers are very punishable when not done at fullscreen, but can be punished by some fullscreen supers
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
5AAnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
600×3
All
11
2(2)2(2)2
25
-10
B
-
CST(J)P
100
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
80
3
16
17
22
22
36
2×2, 11
+0
+2
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
5AAAnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1700
All
14
5
22
-8
B
-
CS(J)P
100
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
85
4
18
19
19
24
34
12
+0
+5
Even more horizontal reach
Same as the old UNI 5C
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
5AAAAnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
800×5
All
10
3(3)2(15)2(2)3(2)7
24
-12
B
-
P
100
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
85×5
4
18
19×4, Launch
60
24×4, Launch
75
2
+0
+5
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.
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.
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.
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.
Considered part of j.C, no additional damage scaling applied
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] 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.
Can miss depending on the how high Vatista is versus her opponent when j.C lands.
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.
Follow-up Attack
AD > XRuber Angelus Followupother
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1300
All
13
5
Until L+14L
-
H
-
-
48
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
100
4
18
Launch
42 + Down 33
Launch
57 + Down 33
12
+0
+5
Accepts inputs for followup from frames 12~28 can perform followup between frames 26~28 Considered part of preceding attack, no additional damage scaling applied Minimum Damage 65
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.
Vatista enters recovery 1 frame after contact Minimum Damage 100
j.236A
j.236AAir A Mico Ruceospecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
2000
All
14
10
Until L+5L
-
P1
-
P
80
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
85
5
20
Launch
60
Launch
76
0/+9
+9
+17
Vatista enters recovery 1 frame after contact Minimum Damage 100
Will typically link after j.C follow up if they don't hit corner.
Vatista enters recovery 1 frame after contact
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
236BB Mico Ruceospecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
2000
All
17
10
Total 59
-14
P1
-
P
80
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
85
5
20
Launch
60
Launch
76
0/+9
+9
+17
Vatista enters recovery 1 frame after contact Minimum Damage 100
j.236B
j.236BAir B Mico Ruceospecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
2000
All
14
10
Until L+5L
-
P1
-
P
80
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
85
5
20
Launch
60
Launch
76
0/+9
+9
+17
Vatista enters recovery 1 frame after contact Minimum Damage 100
Beams around 30 degrees upwards.
Vatista enters recovery 1 frame after contact
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.
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
214BB Lumen Stellaspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1500
All
15
Until hit
Total: 35+14L
-7
P1
-
P
80
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
80
3
16
24
30
29
44
11
+0
+2
Minimum Damage 75
j.214B
j.214BAir B Lumen Stellaspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1500
All
13
Until Hit
Total: 51+5L
-
P1
-
P
80
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
80
3
16
24
30
29
44
11
+0
+2
Minimum Damage 75
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.
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.
-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
j.214CAir Sideus Fragmentumex
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
-
-
25
300
Total 32
-
-
-
-
-
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
-
-
-
-
-
-
-
-
-
-
We lost EX ball for this?
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. If you keep pushing the screen forward it will remain on-screen and so remain active, so it can apply pressure for a long time in the right situations.
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.
Only does final attack (values in []) on hit Spinning hits are considered one attack with P2: 85% and Final hit is considered separate attack with P2: 90% Minimum Damage 25×5, 60 (185)
Originally just UNI Dash C
Hits 5 times
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.
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.
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.
Values in [] are for Enhanced version Minimum damage: 55×20 (1100) [43×30 (1290)]
Air
j.236BCAir Lacteus Orbissuper
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
500×20 [430×30]
All
4+(51 Flash)+13
6×20 [6×30]
51
-
P2
1~16 All
-
80
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
60
4
18
Launch
60 + WBounce
Launch
75 + WBounce
0/+4
+4
+9
Values in [] are for Enhanced version Minimum damage: 55×20 (1100) [43×30 (1290)]
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!
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.
60 + Down 23×7, 60×6 [60 + Down 23×7, 60×6, 42 + Down 38]
Launch
75 + Down 23×7, 75×6 [75 + Down 23×7, 75×6, 57 + Down 38]
12, 4×6, 12, 4×6 [12, 4×6, 12, 4×6, 16]
+0
+5
Values in [] are for Enhanced version Minimum damage: (123×13 1599) [114×13, 338 (1820)]
Values in [] for Enhanced version
Minimum damage 123*13 (1599) [114*13, 338 (1820)]
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.
Distortion Skill Duo
Lacteus Orbis P during Main Character's Distortion Skill
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.
To edit frame data, edit values in BBTag/Vatista/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.