BBTag/Vatista/Frame Data

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System Data[edit]

Health: 17,000
Prejump: 4F
Backdash Time 27F / Invul: 1-7F All


Normal Moves[edit]

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
5A 1000 CSTJP 100 75 B All 8 3 15 -4 2 13 14 22 10 - -
5AA 600*3 CST(J)P 100 80 (once) B All 11 2(2)2(2)2 25 -10 3 16 17 17 2, 2, 11 - -
5AAA 1700 CS(J)P 100 85 B All 14 5 22 -8 4 18 19 19 12 - -
5AAAA 800*5 P 100 85 B All 10 3(3)2(15)2(2)3(2)7 24 -12 4 18 19*4, Launch 60 2 - -
2A 1000 CSTJP 90 75 F Low 8 3 15 -4 2 13 14 14 10 - -
5B 1500 CS(J)P 100 80 B All 13 2 20 -5 3 16 17 17 11 - -
5BB 350*6 CS(J)P 100 85 (once) B All 14 3*6 23 -7 4 18 19 19 4 - -
2B 650*3 CS(J)P 100 80 (once) B All 10 2(2)2(2)2 25 -10 3 16 17 17 2 - -
5C 800+ - 100 100 H High 26 3 18 -4 3 16 17 - 11 - -
2C 1100*2 S(J)P 90 75 (once) F Low 14 2(7)2 29 -12 4 18 Launch 30 8 - -
j.A 1500 SJP 80 80 H High 9 6 18 - 3 16 17 19 11 - -
j.AA 1500 SJP 80 80 H High 7 4 24 - 3 16 17 19 11 - -
j.B 500*5 SJP 80 80 (once) H All 13 2*5 6 - 3 16 17 19 4 - -
j.C 750*N P 80 70 (once) H High 18 2*N 20L -5 3 16 22 30 4 - -
j.[C] 1500 P 80 70 (once) B All 17 6 20 -12 3 16 WBounce WBounce 60 11 - -
  • Considered part of j.C, no additional damage scaling applied

Universal Mechanics[edit]

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
Ground Throw 2000 S 100 50 (once) T Throw 7-30 3 23 - 4 - WBounce WBounce+Down 60 1 - -
Ruber Angelus
Reversal Action
800*5 - 80 60 (once) B Air Unblockable 12 2, 1, 1, 1, 3 (22+)26L -32 4 18 Launch 80 10 1~19 All -
Ruber Angelus Followup
Ruber Angelus > A/B/C
1300 - 48 100 H All 13 5 Until landing+14L - 4 18 Down Down 42 11 - -
  • 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
Cross Burst Attack

Skills[edit]

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
A Mico Ruceo
236A
2000 P 80 85 P All 17 10 33(65T) -14 5 20 Launch 60 0/+9 - -
  • Vatista enters recovery 1 frame after contact
B Mico Ruceo
236B
2000 P 80 85 P All 17 10 33(59T) -14 5 20 Launch 60 0/+9 - -
  • Vatista enters recovery 1 frame after contact
A Air Mico Ruceo
j.236A
2000 P 80 85 P All 14 10 Until landing+5L - 5 20 Launch 60 0/+9 - -
  • Vatista enters recovery 1 frame after contact
B Air Mico Ruceo
j.236B
2000 P 80 85 P All 14 10 Until landing+5L - 5 20 Launch 60 0/+9 - -
  • Vatista enters recovery 1 frame after contact
A Lumen Stella
214A
1500 P 80 80 P All 15 Until hit 49T -7 3 16 24 30 0/+11 - -
B Lumen Stella
214B
1500 P 80 80 P All 15 Until hit Total: 35+14L -7 3 16 24 30 0/+11 - -
A Air Lumen Stella
j.214A
1500 P 80 80 P All 13 Until hit Total: 51+5L - 3 16 24 30 0/+11 - -
B Air Lumen Stella
j.214B
1500 P 80 80 P All 13 Until hit Total: 51+5L - 3 16 24 30 0/+11 - -

Extra Skills[edit]

  • All Extra Skills have the following properties unless otherwise stated:
    • Cost 1 Skill Gauge on 4F
    • Skill Gauge Cooldown 180F (starting on 5F)
Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
Lux Fortis
236C
2500 P 80 85 P All 17 10 16(42T) +3 5 20 Launch 60 0/+9 - -
  • Vatista enters recovery 1 frame after contact
Air Lux Fortis
j.236C
2500 P 80 85 P All 14 10 24(42T)+5L - 5 20 Launch 60 0/+9 - -
  • Vatista enters recovery 1 frame after contact
Sideus Fragmentum
214C
- - - - - - 25 300 Total 23 - - - - - - - -
Air Sideus Fragmentum
j.214C
- - - - - - 27 300 Total 32 - - - - - - - -
Sideus Fragmentum
Detonate
500*5, 1000 - 80 80 (Once) P2 All 3 4*4(3)3,3 - - 4 18 Launch 90 0/+13*5, 0/+3 - -

Partner Skills[edit]

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
5P
Dash C
500*5, 1200 - 70 85 (Once), 90 B*5, P All (18)+14 3,3,3,1,2
[3,3,3,1,2(35)10]
30 [18+9L] -12 4 18 Launch 60*5, 100 4*5, 0/+4 - -
6P
Mico Ruceo
900*3 - 70 80 P All (18)+39 5*N (3 hits) Total: (18)+63 +18 3 16 Launch 50 0/+5 - -
4P
Lumen Stella
2000 - 70 85 P All (18)+17 10 Total: (18)+64 - 3 20 Launch 90 0/+9 - -

Distortion Skills[edit]

  • All Distortion Skills have the following properties unless otherwise stated:
    • Cost 2 Skill Gauge
    • Skill Gauge Cooldown 180F (starts at beginning of superflash)
Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
Lacteus Orbis
236B+C
500*20
[430*30]
- 80 60 (once) P All 4(+51)+13 6*20
[6*30]
51 -38 4 18 Launch 60 0/+4 1~16 All -
  • Values in [] are for Enhanced version
  • Minimum damage: 55*20 (1100) [43*30 (1290)]
Air Lacteus Orbis
j.236B+C
500*20
[430*30]
- 80 60 (once) P All 4(+51)+13 6*20
[6*30]
51 - 4 18 Launch 60 0/+4 1~16 All -
  • Values in [] are for Enhanced version
  • Minimum damage: 55*20 (1100) [43*30 (1290)]
Ruber Angelus Animus
214B+C
950*13
[950*13, 2600]
- 80 60 (once) B*4, H*4, B*5 All 4(+40)+5 3(3)2*3(16)4*3(7)3(3)2*4,3
[3(3)2*3(16)4*3(7)3(3)2*4,3(15)3]
49 -33 4 18 Launch*4, Down*4, Launch*5 60 4 1~16 All -
  • Values in [] are for Enhanced version
  • Minimum damage: (123*13 1599) [114*13, 338 (1820)]
Lacteus Orbis
Distortion Skill Duo
100*20
[100*25]
- 100 100 P All 1(+92)+1 6*20
[6*25]
59 -46 4 18 Launch 60 0/+4 1~5 All -
  • Values in [] are for Enhanced version
  • Minimum Damage: 2000 [2500]

Astral Heat[edit]

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
Zahhisio
222B+C
5300, 40000 - 100 900 H All 4(80+)+6 13 26 -18 5 20 Launch 999 13 1~22 All -
  • Minimum damage 100% (45300)

Revolver Action Table[edit]

Ground Revolver Action Table
A B C Cancel
5A 5AA - 5C Reverse Beat, Throw, Jump, Special, Super
5AA 5AAA - 5C Reverse Beat, Throw, Jump[-], Special, Super
5AAA 5AAAA - 5C Reverse Beat, Jump[-], Special, Super
5AAAA - - - -
2A[3] 2A - 5C Reverse Beat, Throw, Jump, Special, Super
5B - 5BB 5C Reverse Beat, Jump[-], Special, Super
5BB - - 5C Reverse Beat, Jump[-], Special, Super
2B - - 5C Reverse Beat, Jump[-], Special, Super
5C - - - -
2C - - - Reverse Beat, Jump[-], Special, Super
Air Revolver Action Table
A B C Cancel
j.A j.AA - - Reverse Beat, Jump, Special, Super
j.AA - - - Reverse Beat, Jump, Special, Super
j.B - - - Reverse Beat, Jump, Special, Super
j.C - - - -
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string
Reverse Beat = Can cancel into any normal (except 5C) that has not been used in the current string.

Sources[edit]

Navigation[edit]


Ambox notice.png 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.
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