BBTag/Vatista/Frame Data

From Dustloop Wiki
< BBTag‎ | Vatista
Jump to navigation Jump to search
  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    

System Data[edit]

Health

17,000

Prejump

4F

Backdash

27F (1-7F Inv 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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
5A 1000 CSTJP 100 75 B All 8 3 15 -4 2 13 14 14 18 26 10 +0 +1 - -
5AA 600*3 CST(J)P 100 80 (Once) B All 11 2(2)2(2)2 25 -10 3 16 17 22 22 36 2*2, 11 +0 +2 - -
5AAA 1700 CS(J)P 100 85 B All 14 5 22 -8 4 18 19 19 24 34 12 +0 +5 - -
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 24*4, Launch 75 2 +0 +5 - -
2A 1000 CSTJP 90 75 F Low 8 3 15 -4 2 13 14 14 18 26 10 +0 +1 - -
5B 1500 CS(J)P 100 80 B All 13 2 20 -5 3 16 17 17 22 31 11 +0 +2 - -
5BB 350*6 CS(J)P 100 85 (Once) B All 14 3*6 23 -7 4 18 19 19 24 34 4 +0 +5 - -
2B 650*3 CS(J)P 100 80 (Once) B All 10 2(2)2(2)2 25 -10 3 16 17 20 22 34 2*2, 11 +0 +2 - -
5C 800+ - 100 100 H High 26 3 18 -4 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2 - -
2C 1100*2 S(J)P 90 75 (Once) F Low 14 2(7)2 29 -12 4 18 Launch 30 Launch 45 8 +0 +5 - -
j.A 1500 SJP 80 80 H High 9 6 18 - 3 16 17 19 22 33 11 +0 +2 - -
j.AA 1500 SJP 80 80 H High 7 4 24 - 3 16 17 19 22 33 11 +0 +2 - -
j.B 500*5 SJP 80 80 (Once) H All 13 2*5 6 - 3 16 17 19 22 33 4 +0 +2 - -
j.C 750*N P 80 70 (Once) H High 18 2*N 20L -5 3 16 22 30 + Down 23 27 44 + Down 23 4 +0 +2 - -
j.[C] 1500 P 80 70 (Once) B All 17 6 20 -12 3 13 Launch 60 + WBounce Launch 74 + WBounce 11 +0 +2 - -
  • 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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Ground Throw 0, 2000 S 100 50 (Once) T Throw 7-30 3 23 - 0, 4 - Launch 60 + WBounce+ Down 23 - - - 0, 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 Launch 95 10*2, 3*4 +0 +5 1~19 All -
Ruber Angelus Followup
Ruber Angelus > A/B/C
1300 - 48 100 H All 13 5 Until L+14L - 4 18 Launch 42 + Down 33 Launch 57 + Down 33 12 +0 +5 - -
  • 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

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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
A Mico Ruceo
236A
2000 P 80 85 P1 All 17 10 Total 65 -14 5 20 Launch 60 Launch 76 0/+9 +9 +17 - -
  • Vatista enters recovery 1 frame after contact
B Mico Ruceo
236B
2000 P 80 85 P1 All 17 10 Total 59 -14 5 20 Launch 60 Launch 76 0/+9 +9 +17 - -
  • Vatista enters recovery 1 frame after contact
A Air Mico Ruceo
j.236A
2000 P 80 85 P1 All 14 10 Until L+5L - 5 20 Launch 60 Launch 76 0/+9 +9 +17 - -
  • Vatista enters recovery 1 frame after contact
B Air Mico Ruceo
j.236B
2000 P 80 85 P1 All 14 10 Until L+5L - 5 20 Launch 60 Launch 76 0/+9 +9 +17 - -
  • Vatista enters recovery 1 frame after contact
A Lumen Stella
214A
1500 P 80 80 P1 All 15 Until hit Total 49 -7 3 16 24 30 29 44 11 +0 +2 - -
B Lumen Stella
214B
1500 P 80 80 P1 All 15 Until hit Total: 35+14L -7 3 16 24 30 29 44 11 +0 +2 - -
A Air Lumen Stella
j.214A
1500 P 80 80 P1 All 13 Until Hit Total: 51+5L - 3 16 24 30 29 44 11 +0 +2 - -
B Air Lumen Stella
j.214B
1500 P 80 80 P1 All 13 Until Hit Total: 51+5L - 3 16 24 30 29 44 11 +0 +2 - -

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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Lux Fortis
236C
2500 P 80 85 P1 All 17 10 16(42T) +3 5 20 Launch 60 Launch 76 0/+9 +9 +17 - -
  • Vatista enters recovery 1 frame after contact
Air Lux Fortis
j.236C
2500 P 80 85 P1 All 14 10 Total 42+5L - 5 20 Launch 60 Launch 76 0/+9 +9 +17 - -
  • 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 - - - 18 Launch 90 Launch 104 0/+13*5, 0/+3 +1*5, +3 +1*5, +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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
5P
Dash C
500*5, 1200 - 70 85*5 (Once), 90 B*5, P1 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 +0*5, +4 - - -
6P
Mico Ruceo
900*3 - 70 80 P1 All (18)+39 5*N Total: (18)+63 +18 3 16 Launch 50 - - 0/+5 +5 - - -
4P
Lumen Stella
2000 - 70 85 P1 All (18)+17 10 Total: (18)+64 - 3 20 Launch 90 - - 0/+9 +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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Lacteus Orbis
236B+C
500*20
[430*30]
- 80 60 (Once) P All 4+(51 Flash)+13 6*20
[6*30]
51 -38 4 18 Launch 60 + WBounce Launch 75 + WBounce 0/+4 +4 +9 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) P2 All 4+(51 Flash)+13 6*20
[6*30]
51 - 4 18 Launch 60 + WBounce Launch 75 + WBounce 0/+4 +4 +9 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*3, B*7 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 4 18 Launch 60 + Down 23*7, 60*6
[60 + Down 23*7, 60*6, 42 + Down 38]
Launch 75 + Down 23*7, 75*6
[75 + Down 23*7, 75*6, 57 + Down 38]
12, 4*6, 12, 4*6
[12, 4*6, 12, 4*6, 16]
+0 +5 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 Flash)+1 6*20
[6*25]
59 -46 4 18 Launch 60 + WBounce Launch 75 + WBounce 0/+4 +4 +9 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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Zahhisio
222B+C
5300, 40000 - - - H All 4+(80 Flash)+6 13 26 -18 5 20 - - - - 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.
BlazBlue Cross Tag Battlee
BlazBlue
Persona 4 Arena
Under Night In-Birth
RWBY
Guest Entries
Single Entries
Akatsuki/En-Eins
Click [★] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesSkill/Cross/Resonance GaugeMisc