BBTag/Vatista

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Overview
Overview

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. 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.


"Neither one of us is a human... Thus, I will perform your last rites, and proceed."
Lore: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.
Playstyle
BBTag Vatista Icon.png Vatista 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.
Pros Cons
  • 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
FLS of Binding: Restriction
Vatista's FLS has one very simple effect: it prevents her from being counter hit. This means that counter hit only routes don't work on her and helps her recovery from trades faster, possibly allowing her to convert the trade into a full combo. Note that in training mode, the force counter hit function will override her FLS.


Normal Moves

5A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5A 1000 All 8 3 15 -4 B -
5AA 600×3 All 11 2(2)2(2)2 25 -10 B -
5AAA 1700 All 14 5 22 -8 B -
5AAAA 800×5 All 10 3(3)2(15)2(2)3(2)7 24 -12 B -

  • Her furthest reaching fastest normal

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.


  • Hit 3 times

5AA is 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


  • Even more horizontal reach

Can jump cancel on hit.

As with the previous attacks 5AAA 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.


  • Can not cancel.

2C will hit even at max distance and would be a better follow up than 5AAAA.

5B

5C

2A

2B

2C

j.A

j.B

j.C

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
j.C 750*N High 18 2*N 20L -5 H -
j.[C] 1500 All 17 6 20 -12 B -

  • 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.


Universal Mechanics

Ground Throw

5B+C

Ruber Angelus

5A+D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
AD 800×5 Air Unblockable 12 2,1,1,1,3 22+26L -32 B 1~19 All
AD > X 1300 All 13 5 Until L+14L - H -

  • -36 against crouching, -32 against standing
  • 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.


  • 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.


Skills

Mico Ruceo

236A/B (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
236A 2000 All 17 10 Total 65 -14 P1 -
236B 2000 All 17 10 Total 59 -14 P1 -
j.236A 2000 All 14 10 Until L+5L - P1 -
j.236B 2000 All 14 10 Until L+5L - P1 -

  • 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.

The 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.


  • 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.

B version is 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.

Lumen Stella

214A/B (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
214A 1500 All 15 Until hit Total 49 -7 P1 -
214B 1500 All 15 Until hit Total: 35+14L -7 P1 -
j.214A 1500 All 13 Until hit Total: 51+5L - P -
j.214B 1500 All 13 Until Hit Total: 51+5L - P1 -

  • 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. Grounded B 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.

Be careful as anyone with a fast enough super can easily punish you on reaction if you spam this.

  • Air version fires diagonally downward, then curves to drift along the ground.

Both air A and B version recovers in the air if done at least mid height, allowing Vatista to airdash or to use a special again.


Extra Skills

Lux Fortis

236C (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
236C 2500 All 17 10 16(42T) +3 P1 -
j.236C 2500 All 14 10 Total 42+5L - P1 -

  • Vatista enters recovery 1 frame after contact
  • 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.

Sideus Fragmentum

214C (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
236C 2500 All 17 10 16(42T) +3 P1 -
j.236C 2500 All 14 10 Total 42+5L - P1 -

  • Places a gem in front of Vatista. Only one of each version can be out at a time.
  • Stays out for 5 seconds.
  • Disappears if Vatista is hit.

More or less useless. The explosion from the gem deals mediocre damage, and Vatista doesn't have any method of comboing into gems outside of throws, even on counterhit.


Unless you want to do this for memes or if you want to add style points, don't bother. 236C is a much better use of meter.


Partner Skills

5P

UNI Dash C -> Satelus Triangulum

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
500×5, 1200 All (18)+14 3,3,3,1,2
[(35)10]
30 [18+9L] -12 B*5, P -

  • 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.

4P

Mico Ruceo

6P

Lumen Stella El Lance


Distortion Skills

Lacteus Orbis

236B+C (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
236BC 500×20
[430×30]
All 4+(51 Flash)+13 6×20
[6×30]
51 -38 P 1~16 All
j.236BC 500×20
[430×30]
All 4+(51 Flash)+13 6×20
[6×30]
51 - P2 1~16 All

  • 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.

Ruber Angelus Animus

214B+C


Distortion Skill Duo

Lacteus Orbis

P during Partner's Distortion Skill


Astral Heat

Zahhisio

222B+C



External References

Navigation

Ambox notice.png To edit frame data, edit values in BBTag/Vatista/Data.