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.
Vatista


BBTag Vatista Portrait.png
Health
17,000
Prejump
4F
Backdash
27F (1~7F Inv All)
Fastest Attack
5A (8F)
2A (8F)
Reversals
A+D (12F)
214B+C (9F)

 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 Guard Startup Active Recovery On-Block Attribute Invuln
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.

Version Level P1 P2
5A 2 100 75
5AA 3 100 80
5AAA 4 100 85
5AAAA 4 100 85×5

5A:
5AA:
5AAA:
5AAAA:


5B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5B 1500 All 13 2 20 -5 B
5BB 350×6 All 14 3×6 23 -7 B
  • 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.

Version Level P1 P2
5B 3 100 80
5BB 4 100 85

5B:
5BB:


5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800+ High 26 3 18 -4 H
  • 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.

Level P1 P2
3 100 100


2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 Low 8 3 15 -4 F
  • Fast, self-cancellable low.
  • Jump cancellable on hit or block

Slightly less range than 5A, but hits low.

Level P1 P2
2 90 75


2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
650×3 All 10 2(2)2(2)2 25 -10 B
  • 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.

Level P1 P2
3 100 80


2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1100×2 Low 14 2(7)2 29 -12 F
  • 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.

Level P1 P2
4 90 75


j.A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.A 1500 High 9 6 18 H
j.AA 1500 High 7 4 24 H
  • 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.

Version Level P1 P2
j.A 3 80 80
j.AA 3 80 80

j.A:
j.AA:


j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
500×5 All 13 2×5 6 H
  • 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.

Level P1 P2
3 80 80


j.C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
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.

Version Level P1 P2
j.C 3 80 70
j.[C] 3 80 70

j.C:
j.[C]:

  • Considered part of j.C, no additional damage scaling applied


Universal Mechanics

Ground Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 2000 Throw 7-30 3 23 T
  • 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.

Level P1 P2
0, 4 100 50


Ruber Angelus

5A+D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
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.

Version Level P1 P2
AD 4 80 60
AD > X 4 48 100

AD:

  • Minimum Damage 40×5 (200)


AD > X:

  • 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


Skills

Mico Ruceo

236A/B (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
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.

Version Level P1 P2
236A 5 80 85
236B 5 80 85
j.236A 5 80 85
j.236B 5 80 85

236A:

  • Vatista enters recovery 1 frame after contact
  • Minimum Damage 100


236B:

  • Vatista enters recovery 1 frame after contact
  • Minimum Damage 100


j.236A:

  • Vatista enters recovery 1 frame after contact
  • Minimum Damage 100


j.236B:

  • Vatista enters recovery 1 frame after contact
  • Minimum Damage 100


Lumen Stella

214A/B (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
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.

Version Level P1 P2
214A 3 80 80
214B 3 80 80
j.214A 3 80 80
j.214B 3 80 80

214A:

  • Minimum Damage 75


214B:

  • Minimum Damage 75


j.214A:

  • Minimum Damage 75


j.214B:

  • Minimum Damage 75


Extra Skills

Lux Fortis

236C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
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.

Version Level P1 P2
236C 5 80 85
j.236C 5 80 85

236C:

  • Minimum Damage 250


j.236C:

  • Minimum Damage 250


Sideus Fragmentum

214C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214C 23 300 Total 23
j.214C 25 300 Total 32
214C Detonate 500×5, 1000 All 3 4×4(3)3,3 P2
  • 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.

Sets a gem a small distance in front of vatista. The low total recovery makes useful during pressure, and the air version lifts her up slightly, giving her a non-committal air stall option. The air version recovers fast enough to allow vatista to use her other air options or attack. The detonation also gives good frame advantage on block

That said, it's generally not worth the bar. The explosion and resulting combo from the gem deals mediocre damage, and Vatista doesn't have any method of comboing into gems outside of throws, even on counterhit.

Version Level P1 P2
214C
j.214C
214C Detonate 4 80 80

214C:
j.214C:
214C Detonate:

  • Minimum Damage 50×5, 100 (350)


Partner Skills

5P

UNI Dash C -> Satelus Triangulum

Damage Guard Startup Active Recovery On-Block Attribute Invuln
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.

Level P1 P2
4 70 85, 90
  • 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)


6P

Lumen Stella El Lance

Damage Guard Startup Active Recovery On-Block Attribute Invuln
900×3 All (18)+39 5×N Total: (18)+63 +18 P1
  • Small pop up on hit

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

Level P1 P2
3 70 80
  • Minimum Damage 45×3 (135)


4P

Mico Ruceo

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 All (18)+17 10 Total: (18)+64 P1
  • 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.

Level P1 P2
3 70 85
  • Minimum Damage 100


Distortion Skills

Lacteus Orbis

236B+C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
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
  • -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.

Version Level P1 P2
236BC 4 80 60
j.236BC 4 80 60

236BC:

  • Values in [] are for Enhanced version
  • Minimum damage: 55×20 (1100) [43×30 (1290)]


j.236BC:

  • Values in [] are for Enhanced version
  • Minimum damage: 55×20 (1100) [43×30 (1290)]


Ruber Angelus Animus

214B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
950×13
[950×13, 2600]
All 4+(40 Flash)+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 B×4, H×3, B×7 1~16 All
  • 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.

Level P1 P2
4 80 60
  • Values in [] are for Enhanced version
  • Minimum damage: (123×13 1599) [114×13, 338 (1820)]


Distortion Skill Duo

Lacteus Orbis

P during Partner's Distortion Skill

Damage Guard Startup Active Recovery On-Block Attribute Invuln
100×20
[100×25]
All 1+(92 Flash)+1 6×20
[6×25]
59 -46 P 1~5 All
Level P1 P2
4 100 100
  • Values in [] are for Enhanced version
  • Minimum Damage: 2000 [2500]


Astral Heat

Zahhisio

222B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
5300, 40000 All 4+(80 Flash)+6 13 26 -18 H 1~22 All
  • 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.

Level P1 P2
5
  • Minimum damage 45300




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