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.

 Vatista 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.

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


Vatista
BBTag Vatista Portrait.png
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

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5A
5AA
5AAA
5AAAA

  • 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

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5B
5BB

  • Moves Vatista forward

Great horizontal range and fairly good vertical range makes 5B your go to poke.

Can serve as an antiair.


  • Moves Vatista further forward

5BB hits 5 times, giving you ample time to hit confirm or call an assist.

Can whiff if 5B hits a airborne opponent too high.

Be sure to cancel into something if reject guarded, as its long active frames makes 5BB easy to punish.

5C

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  • UNIB style assault overhead

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

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  • Fast, self-cancellable low.
  • Jump cancellable on hit or block

Slightly less range than 5A, but hits low.

2B

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  • Hits 3 times

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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  • Very long range for a sweep.
  • Hits twice
  • Both hits special cancelable

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.A
j.AA

  • Does hit high.

Far reaching air normal good for both jump ins and air to air. Hits more reliably off a IAD than j.B


  • Standard air followup

Use j.AA if you hit your opponent into a position in the air that may cause issues with j.B.

j.B

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  • NOT an overhead.

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

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j.C
j.[C]

  • 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

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  • Wall bounces from anywhere.

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

5A+D

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Ruber Angelus
Follow-up Attack

  • -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)

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236A
j.236A
236B
j.236B

  • 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)

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214A
j.214A
214B
j.214B

  • 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)

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Ground
Air

  • 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)

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Ground
Air
Detonate


Partner Skills

5P

UNI Dash C > Satelus Triangulum

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  • 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

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  • 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.

Can hit standing opponents who are next to you.

6P

Lumen Stella El Lance

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  • Small pop up on hit

Has longer start-up, but the projectile is large and hits 3 times.


Distortion Skills

Lacteus Orbis

236B+C (Air OK)

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Ground
Air

  • 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

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  • 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 Partner's Distortion Skill

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  • Values in [] for Enhanced version
  • Minimum damage 100% (2000) [(2500)]
  • Important points go here

Detailed description of the usefulness of the move go here


Astral Heat

Zahhisio

222B+C

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  • 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.



External References

Navigation

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.