BBTag/Vatista

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< BBTag
Revision as of 08:43, 31 March 2021 by 101.112.86.61 (talk) (→‎5P)
Overview

Template:CharaOverview

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
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

5C

2A

2B

2C

j.A

j.B

j.C


Universal Mechanics

Ground Throw

5B+C

Ruber Angelus

5A+D


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.
Ground A
Ground B
Air A
Air B

  • 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.
Ground A
Ground B
Air A
Air B

  • 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)

Sideus Fragmentum

214C (Air OK)


Partner Skills

5P

UNI Dash C -> Satelus Triangulum

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.
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


Distortion Skill Duo

Lacteus Orbis

P during Partner's Distortion Skill


Astral Heat

Zahhisio

222B+C



External References

Navigation

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