Under Night In-Birth/UNIST/Vatista: Difference between revisions

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(Double checked frame data, Added Overall frames to all applicable moves, Added some universal templates)
 
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<div style="overflow:auto">
{{Outdated
[[File:profile-vatista.png|x500px|thumb|right|<center><font size="3">'''Vatista'''</font></center>]]
|Old Version=UNIST
<span style="float:left">{{TOClimit|2}}</span>
|New Version=UNICLR
{{QuotationBox | margin = center |
She serves. A pawn that sleeps eternally. A puppet with no will to call her own. Her master,<br/>
nowhere to be seen. There is but one directive that resonates to this day -- the end of<br/>
peace is the beginning of war. To destroy the Voids once and for all.
}}
}}


{{Navigation-UNI}}
<div style="float:right; overflow:hidden; width:200px; height:500px; border:1px solid; margin-left:8px"><span style="margin-left:-220px">[[File:Profile-vatista.png|x500px]]</span></div>
 
{{QuotationBox | margin = left | fontsize=0.8 |
She serves. A pawn that sleeps eternally. A puppet with no will to call her own. Her master,<br>
nowhere to be seen. There is but one directive that resonates to this day -- the end of<br>
peace is the beginning of war. To destroy the Voids once and for all.
}}
<div style="overflow:auto"><span style="float:left; padding-top:5px; padding-right:8px; padding-bottom:5px">{{TOClimit|2}}</span>


==Story==
==Story==
Hyde and Linne find Vatista naked in the middle of the street and decide to hang out with her. At some point they find out that she's actually a robot created to defend the hollow night. Because she's a robot she can't use EXS and instead uses FLS which is extremely important and means nothing.
<!--From official profile, which is linked on Fandom Wiki-->
</div>
An ancient biological form known as Autonomic Nerves. They've existed for as long as we know, arguably an eternity, and emerge during the Hollow Night as its enforcers. She is one of them. On this Hollow Night, she detects an abnormal number of EXS levels, and awakens. Once awake, she wanders the Night as her program deems fit, making her way towards the Abyss. Her mission, to determine the source of the disturbance in EXS and eliminate it. But to her, Voids and In-Births are all enemies.
 
{{QuotationBox | margin = right | fontsize=1.0 |
Neither one of us is a human...<br>
Thus, I will perform your last rites, and proceed.
}}</div>
<div style="clear:both"></div>
 
==Gameplay==
<!--A short 1-2 paragraph summary of the character's gameplay style catered for new players. For more detailed information, use Strategy subpage-->
Vatista has tools to be a threat at any range of the screen and many more options to dominate mid range space. She can play aggressively or turtle up, but for best results, vary it up between the two. Be annoying. Force your opponents to take risks and punish them for overextending.
*Close range: High/low oki with her Crystals and Overhead Drill ([8]2B)
*Mid range: 2B(B), 5C, 2C, Dash C, jC, 2FF, Crystal space control.
*Far range: Fireballs [4]6x and Lazers (14f full screen hitbox)
 
Pester your opponent and make space with jump back B Fireball, or use the slow fireball to delay your opponent's advance and set up a Crystal mine field. Opponents must approach cautiously as getting tagged by an errant explosion is easily hit confirmable for 3k+ damage. Mid range normals can also be used to push opponents out to set up more crystals. If they become passive, you can sit behind your Crystal fortress and concentrate for GRD; otherwise a slow fireball will let you set up a crystal for a high/low mixup, using the explosion to obscure your attack. The same applies for oki.
 
[[#External Links | From Lolimaiko's Vatista Primer]]
 
{{ProConTable
|pros=
*Cannot be Counter Hit.
*Very high/unlimited skill cap due to charge management and partitioning tricks.
*High average damage combos.
*Versatile at all ranges.
*Excellent space control due to normals and specials.
*Difficult-to-see high lows.
*4f meterless invincible Flashkick.
|cons=
*High initial learning curve: Awkward charge directions, must utilitze crystals for high damage combos.
*Outside of oki, close range pressure is weak (poor rebeat pressure, slow normals, below average stagger windows)
*Poor mobility.
*Has problems vs more aggressive mid range characters (Hilda, Merkava, Phonon, Yuzuriha) due to above statements.
*Traditional active zoning (i.e. Guile Sonic Boom), while viable, has problems in mid/high level play due to dash blocking and shielding projectiles for GRD.
*No command normals.
*Poor flexibility in attack strings. Charge directions and crystals force you to commit.
}}
 
{{Navigation-UNI}}


==Character Stats==
==Character Stats==
{{CharacterData-Infobox-UNIST}}
{| class="wikitable"
! style="width:120px" | Health
|-
| <section begin=Health />10500<section end=Health/>
|}


==Gameplay==
{| class="wikitable"
'''Instant Overhead [8]2B'''
! style="width:120px" | Forward Walk Speed
:Despite being a charge move, [8]2B can function as an instant overhead if the charge is hidden in another jump/other moves. With j.C, she can perform a high-low-high mixup between '''j.C > [8]2B''', '''j.C > 2C''', and '''j.C > land > [8]2B'''. You can also set this up by using j.A to explode a nearby Fragmentum and then mixing up between '''j.C > 2C''' and '''j.C > land > [8]2B''' (assuming the explosion is blocked). Note that at low altitudes, most characters can hit Vatista out of [8]2B on reaction with a simple 5A, so don't get predictable with this.
! style="width:120px" | Backward Walk Speed
! style="width:120px" | Jump Startup
! style="width:120px" | Jump Duration
|-
| <section begin=Forward Walk Speed  />1100<section end=Forward Walk Speed/>
| <section begin=Backward Walk Speed />-800<section end=Backward Walk Speed/>
| <section begin=Jump Startup        />4<section end=Jump Startup/>
| <section begin=Jump Duration      />42<section end=Jump Duration/>
|}
 
{| class="wikitable"
! style="width:120px" | Dash Startup
! style="width:120px" | Initial Dash Speed
! style="width:120px" | Dash Acceleration
! style="width:120px" | Max Dash Speed
|-
| <section begin=Dash Startup      />4<section end=Dash Startup/>
| <section begin=Initial Dash Speed />2800<section end=Initial Dash Speed/>
| <section begin=Dash Acceleration  />0<section end=Dash Acceleration/>
| <section begin=Max Dash Speed    />2800<section end=Max Dash Speed/>
|}
Note: Dash distance is 53050
 
{| class="wikitable"
! style="width:120px" | Backdash Startup
! style="width:120px" | Backdash Duration
! style="width:120px" | Backdash Distance
! style="width:120px" | Backdash Invul
|-
| <section begin=Backdash Startup  />4<section end=Backdash Startup/>
| <section begin=Backdash Duration />27<section end=Backdash Duration/>
| <section begin=Backdash Distance />-45360<section end=Backdash Distance/>
| <section begin=Backdash Invul    />1~8 {{Property-UNI|Full}}<br>9~10 {{Property-UNI|Throw}}<section end=Backdash Invul/>
|}
 
===Unique Trait===
<section begin=Unique Trait/>*Cannot be counterhit.
*Can set fragments on the field that explode when hit by Vatista.
*Can float in the air momentarily with Leviosa.<section end=Unique Trait/>
 
===Vorpal Trait===
<section begin=Vorpal Trait/>*Can cancel laser into EX laser without charge.<section end=Vorpal Trait/>
 
{{AttackData-UNI/Infobox}}


==Move List==
==Normal Moves==
==Normal Moves==
{{MoveData
|image=UNIST_Vastista_5A.png
|caption=
|name=5A
|data=
{{AttackData-UNI
|damage=160
|cancel=Sp,Ex,Cs,(J)
|guard=H,L
|startup=6
|active=3
|recovery=12
|overall=20
|frameAdv=-3
|attribute=Strike
|description=A high wing punch. Useful for Reverse Beating and converting into air combos. Can work against Assaults and other leap-style moves.
}}
}}


===Standing Normals===


=====<font style="visibility:hidden" size="0">5A</font>=====
{{MoveData
{{MoveData
|image=UNIST_Vastista_5B.png
|name=
|input=5A
|subtitle=
|image=UNI_Vatista_5A.png
|caption=
|caption=
|name=5B
|data=
|data=
  {{AttackData-UNI
  {{AttackData-UNI
|damage=220,220
  |header=yes
|cancel=Sp,Ex,Cs,(J)
  |version=
|guard=H,L
  |subtitle=
|startup=12
  |damage=160
|active=9
  |mindamage=
|recovery=18
  |startup=6
|overall=38
  |active=3
|frameAdv=-2
  |recovery=12
|attribute=Strike
  |landing=
|description=Vatista uses her wings as a spinning wheel. Hits twice, has a (useless?) followup when hitting B again. You don't want this to whiff.
  |overall=20
}}
  |frameAdv=-3
  |cancel=N,SP,EX,CS
  |guard=H,L
  |attribute=Strike
  |invul=
  |description=A quick wing swipe. Has very good range and startup for a 5A. Useful for rebeats and converting into air combos.
}}
}}
}}


=====<font style="visibility:hidden" size="0">5B</font>=====
{{MoveData
{{MoveData
|image=UNIST_Vastista_5BB.png
|name=
|input=5B
|subtitle=
|image=UNI_Vatista_5B.png
|caption=
|caption=
|name=5BB
|image2=UNI_Vatista_5BB.png
|caption2=
|data=
|data=
  {{AttackData-UNI
  {{AttackData-UNI
|damage=220,220(415 2-hit)
  |header=yes
|cancel=Sp,Ex,Cs,(J)
  |version=5B
|guard=H,L
  |subtitle=
  |startup=3
  |damage=422
|active=6
  |mindamage=
|recovery=25
  |startup=12
|overall=33
  |active=9
|frameAdv=-8
  |recovery=18
|attribute=Strike
  |landing=
|description=A follow-up to 5B that hits twice again and launches the opponent. Can be jump cancelled into a combo... or you could just do 5B > 2C > 5C for more damage. Notably less safe on block than 5B alone.
  |overall=38
}}
  |frameAdv=-2
  |cancel=N,SP,EX,CS
  |guard=H,L
  |attribute=Strike
  |invul=
  |description=Vatista spins two of wings in a circle. Hits twice. Mostly a combo tool.
  }}
{{AttackData-UNI
  |header=no
  |version=5BB
  |subtitle=Follow-up
  |damage=415
  |mindamage=
  |startup=3
  |active=6
  |recovery=25
  |landing=
  |overall=33
  |frameAdv=-8
  |cancel=(N),SP,EX,CS
  |guard=H,L
  |attribute=Strike
  |invul=
  |description=Follow-up after 5B, even on whiff. Vatista continues to spin her wings and releases a tiny shockwave. Will hit twice. The shockwave can be used to activate gems right out of 5B range, especially standing gems. Can be used as a risky, back-up anti-air if [2]8X charge isn't available.
}}
}}
}}


 
=====<font style="visibility:hidden" size="0">5C</font>=====
{{MoveData
{{MoveData
|image=UNIST_Vastista_5C.png
|name=
|input=5C
|subtitle=
|image=UNI_Vatista_5C.png
|caption=
|caption=
|name=5C
|data=
|data=
  {{AttackData-UNI
  {{AttackData-UNI
|damage=690
  |header=yes
|cancel=Sp,Ex,Cs,(J)
  |version=
|guard=H,L
  |subtitle=
|startup=12
  |damage=690
|active=5
  |mindamage=
|recovery=22
  |startup=12
|overall=38
  |active=5
|frameAdv=-11
  |recovery=22
|attribute=Strike
  |landing=
|description=A giant poke using Vatista's wings. Has long reach and can be jump-cancelled into air combos, so it works as an anti-air (even at a distance!) if you can get past its slow startup.
  |overall=38
}}
  |frameAdv=-11
  |cancel=N,SP,EX,CS
  |guard=H,L
  |attribute=Strike
  |invul=
  |description=Long reach stab with all of Vatista's wings. It can be used for combos and pressure, but is most threatening when used to activate gems in neutral from a great distance. Can be used as a risky, back-up anti-air if [2]8X charge isn't available.
}}
}}
}}


===Crouching Normals===


=====<font style="visibility:hidden" size="0">2A</font>=====
{{MoveData
{{MoveData
|image=UNIST_Vastista_2A.png
|name=
|input=2A
|subtitle=
|image=UNI_Vatista_2A.png
|caption=
|caption=
|name=2A
|data=
|data=
  {{AttackData-UNI
  {{AttackData-UNI
|damage=140
  |header=yes
|cancel=Se,Sp,Ex,Cs,(J)
  |version=
|guard=H,L
  |subtitle=
|startup=6
  |damage=140
|active=3
  |mindamage=
|recovery=12
  |startup=6
|overall=20
  |active=3
|frameAdv=-3
  |recovery=12
|attribute=Strike
  |landing=
|description=A crouching wing punch. Isn't a low, but has long reach to make up for it. Also good for Reverse Beating into.
  |overall=20
}}
  |frameAdv=-3
  |cancel=N,SP,EX,CS
  |guard=H,L
  |attribute=Strike
  |invul=
  |description=Crouching wing swipe similar to 5A.
*Useful for rebeats.
*Cannot be used to detonate gems.
*A buffed stagger window in CLR allows 2A to frame trap into itself with tight timing.
}}
}}
}}


 
=====<font style="visibility:hidden" size="0">2B</font>=====
{{MoveData
{{MoveData
|image=UNIST_Vastista_2B.png
|name=
|input=2B
|subtitle=
|image=UNI_Vatista_2B.png
|caption=
|caption=
|name=2B
|image2=UNI_Vatista_2BB.png
|caption2=
|data=
|data=
  {{AttackData-UNI
  {{AttackData-UNI
|damage=210*2(399 2-hit)
  |header=yes
|cancel=Sp,Ex,Cs,(J)
  |version=2B
|guard=H,L
  |subtitle=
  |startup=10
  |damage=399
|active=9
  |mindamage=
|recovery=29
  |startup=10
|overall=47
  |active=9
|frameAdv=-13
  |recovery=29
|attribute=Strike
  |landing=
|description=Similar to 5B, except now Vatista crouches, making it a marginally better anti-air. You really don't want this to whiff. Doesn't hit low.
  |overall=47
  |frameAdv=-13
  |cancel=N,SP,EX,CS
  |guard=H,L
  |attribute=Strike
  |invul=
  |description=Crouching version of 5B. Can be used as a risky, back-up anti-air if [2]8X charge isn't available.
}}
  {{AttackData-UNI
  |header=no
  |version=2BB
  |subtitle=Follow-up
  |damage=418
  |mindamage=
  |startup=3
  |active=6
  |recovery=25
  |landing=
  |overall=33
  |frameAdv=-8
  |cancel=SP,EX,CS,?
  |guard=H,L
  |attribute=Strike
  |invul=
  |description=Crouching version of 5BB. This version will cause a wallbounce if close enough to a wall. Unlike 5BB, it does not have the range to active standing gems.
}}
}}
}}
}}


=====<font style="visibility:hidden" size="0">2C</font>=====
{{MoveData
{{MoveData
|image=UNIST_Vastista_2BB.png
|name=
|input=2C
|subtitle=
|image=UNI_Vatista_2C.png
|caption=
|caption=
|name=2BB
|data=
|data=
  {{AttackData-UNI
  {{AttackData-UNI
|damage=265*2(418 2-hit)
  |header=yes
|cancel=Sp,Ex,Cs,(J)
  |version=
|guard=H,L
  |subtitle=
|startup=3
  |damage=621
|active=6
  |mindamage=
|recovery=25
  |startup=10
|overall=33
  |active=13
|frameAdv=-8
  |recovery=24
|attribute=Strike
  |landing=
|description=Follow-up to 2B.
  |overall=46
}}
  |frameAdv=-16~-6
  |cancel=N,SP,EX,CS
  |guard=L
  |attribute=Foot
  |invul=
  |description=Vatista slides 4 wings in a wheel far along the ground sweeping the opponent. Very good way to start combos, especially when followed by 5C. One of Vatista's few lows. Vatista is not affect by hitstop during this move. Cannot be used to detonate gems.
}}
}}
}}


===Air Normals===


=====<font style="visibility:hidden" size="0">j.A</font>=====
{{MoveData
{{MoveData
|image=UNIST_Vastista_2C.png
|name=
|input=j.A
|subtitle=
|image=UNI_Vatista_j.A.png
|caption=
|caption=
|name=2C
|data=
|data=
  {{AttackData-UNI
  {{AttackData-UNI
|damage=621
  |header=yes
|cancel=Sp,Ex,Cs,(J)
  |version=
|guard=L
  |subtitle=
|startup=10
  |damage=140
|active=13
  |mindamage=
|recovery=24
  |startup=6
|overall=46
  |active=3
|frameAdv=-16~-6
  |recovery=21
|attribute=Foot
  |landing=2
|description=Vatista slides a wheel along the ground. Reaches far, but you have to wait for the wheel to get there (as such, its startup and safety on block vary based on spacing). Main combo starter, and with 5C can convert damage from surprisingly long distances. Easily jumped/Assaulted over, so you REALLY don't want this to whiff. Vatista's only low.
  |overall=29
  |frameAdv=Varies
  |cancel=N,SP,EX,CS
  |guard=H,AS
  |attribute=Head
  |invul=
  |description=A jumping kick. Mostly used as a combo tool or air-to-air.
}}
}}
}}
}}


=====<font style="visibility:hidden" size="0">j.B</font>=====
{{MoveData
{{MoveData
|image=UNIST_Vastista_j.A.png
|name=
|input=j.B
|subtitle=
|image=UNI_Vatista_j.B.png
|caption=
|caption=
|name=j.A
|data=
|data=
  {{AttackData-UNI
  {{AttackData-UNI
|damage=140
  |header=yes
|cancel=Sp,Ex,Cs
  |version=
|guard=H,AS
  |subtitle=
|startup=6
  |damage=410
|active=3
  |mindamage=
|recovery=21(2)
  |startup=11
|overall=29
  |active=6
|frameAdv=Varies
  |recovery=18
|attribute=Head
  |landing=3
|description=A jumping kick. Its speed makes it a good combo tool and a usable air-to-air. Hits overhead.
  |overall=34
}}
  |frameAdv=Varies
  |cancel=N,SP,EX,CS
  |guard=H,AS
  |attribute=
  |invul=
  |description=Vatista slashes her wings forward. Has a large hitbox and hits overhead, making it a good air-to-ground tool.
}}
}}
}}


 
=====<font style="visibility:hidden" size="0">j.C</font>=====
{{MoveData
{{MoveData
|image=UNIST_Vastista_j.B.png
|name=
|input=j.C
|subtitle=Guruguru~
|image=UNI_Vatista_j.C.png
|caption=
|caption=
|name=j.B
|data=
|data=
  {{AttackData-UNI
  {{AttackData-UNI
|damage=410
  |header=yes
|cancel=Sp,Ex,Cs
  |version=
|guard=H,AS
  |subtitle=
|startup=11
  |damage=170x3(478 3-hit)
|active=6
  |mindamage=
|recovery=18(3)
  |startup=12
|overall=34
  |active=10
|frameAdv=Varies
  |recovery=8
|attribute=Head
  |landing=4
|description=Vatista slashes her wings forward. Has a large hitbox and hits overhead, making it a good jump-in/Assault.
  |overall=29
}}
  |frameAdv=Varies
  |cancel=N,SP,EX,CS
  |guard=H,L,AS
  |attribute=Head
  |invul=
  |description=Vatista spins with her wings extended around her. Very large horizontal hitbox that can even hit behind her. Can be blocked in either direction, so it does not work as a cross-up. Useful as a jump-in as it's usually still plus, even if shielded. If it isn't shielded, it's good for hiding an [8]2 charge for B Drill.
}}
}}
}}


===Command Normals===


=====<font style="visibility:hidden" size="0">Leviosa</font>=====
{{MoveData
{{MoveData
|image=UNIST_Vastista_j.C.png
|caption=Guruguru~
|name=j.C
|data=
{{AttackData-UNI
|damage=170x3(478 3-hit)
|cancel=Sp,Ex,Cs
|guard=H,L,AS
|startup=12
|active=10
|recovery=8(4)
|overall=29
|frameAdv=Varies
|attribute=Head
|description=A spinning attack using Vatista's wings. Doesn't hit overhead. Has a large rear hitbox, but doesn't cross up due to crossup protection. A useful jump-in for hiding the charge for her B Drill overhead.
}}
}}
==Command Normals==
{{MoveData
|image=UNIST_Vastista_j.A+B.png
|caption=
|name=Leviosa
|name=Leviosa
|input=j.A+B
|input=j.A+B
|subtitle=レヴィオーサ
|image=UNI_Vatista_j.AB.png
|caption=
|data=
|data=
  {{AttackData-UNI
  {{AttackData-UNI
|damage=-
  |header=yes
|cancel=Sp,Ex,CS,J<br>Jump Normals
  |version=
|guard=-
  |subtitle=
|startup=-
  |damage=
|active=-
  |mindamage=
|recovery=-
  |startup=
|overall=32
  |active=
|frameAdv=-
  |recovery=
|attribute=
  |landing=
|description=Vatista hops and then stands still in the air for a period of time. Can be cancelled with Assaults, jump attacks, and special moves, giving her some tricky movement options as well as the ability to hold a charge in the air without moving.
  |overall=32
}}
  |frameAdv=
  |cancel=N,SP,EX,CS
  |guard=
  |attribute=
  |invul=
  |description=Vatista hops backward and floats in the air briefly. Gives her some tricky movement options, as well as the ability to hold a charge in the air without moving.
}}
}}
}}


==Dash Normals==
===Dash Moves===
 
=====<font style="visibility:hidden" size="0">66B</font>=====
{{MoveData
{{MoveData
|image=UNIST_Vastista_66B.png
|name=
|input=66B
|subtitle=
|image=UNI_Vatista_66B.png
|caption=
|caption=
|name=66B
|data=
|data=
  {{AttackData-UNI
  {{AttackData-UNI
|damage=650
  |header=yes
|cancel=Ex,Cs
  |version=
|guard=H,L
  |subtitle=
|startup=10
  |damage=650
|active=2
  |mindamage=
|recovery=12
  |startup=10
|overall=23
  |active=2
|frameAdv=-2
  |recovery=12
|attribute=Strike
  |landing=
|description=A spinning kick with deceptively few active frames. Has a solid vertical hitbox, making it a usable, combo-able anti-air. Knocks down on counter-hit, allowing for a follow-up combo.
  |overall=23
}}
  |frameAdv=-2
  |cancel=SP,EX,CS
  |guard=H,L
  |attribute=Strike
  |invul=
  |description=A spinning kick with deceptively few active frames. Has a solid vertical hitbox, so it can be used as a risky, back-up anti-air if [2]8X charge isn't available. On grounded counter hit, the opponent goes into a tumble state.
}}
}}
}}


 
=====<font style="visibility:hidden" size="0">66C</font>=====
{{MoveData
{{MoveData
|image=UNIST_Vastista_j.C.png
|name=
|caption=Guruguru~
|input=66C
|name=66C
|subtitle=Guruguru~
|image=UNI_Vatista_j.C.png
|caption=
|data=
|data=
  {{AttackData-UNI
  {{AttackData-UNI
|damage=190,148x5 (930 6-hit)
  |header=yes
|cancel=Sp,Ex,Cs
  |version=
|guard=H,L
  |subtitle=
|startup=12
  |damage=190,148x5 (930 6-hit)
|active=18
  |mindamage=
|recovery=20
  |startup=12
|overall=49
  |active=18
|frameAdv=-5
  |recovery=20
|attribute=Strike
  |landing=
|description=Vatista charges forward while spinning her wings. Goes far, hits quickly, but is unsafe on block - it usually leaves Vatista at point blank range, meaning most characters can punish with a throw. It can be cancelled into 4FF on block to make it safe or into FF/[4]6A on crossup for a combo.
  |overall=49
}}
  |frameAdv=-5
  |cancel=SP,EX,CS
  |guard=H,L
  |attribute=Strike
  |invul=
  |description=Vatista charges forward while spinning her wings and can pass through the opponent. Will only hit all 6 hits if spaced correctly. It can be cancelled into FF~4 on block to make it safe or FF/[4]6A on crossup for a combo.
}}
}}
}}


==Universal Mechanics==
==Universal Mechanics==
===Force Function===
{{MoveData
{{MoveData
|image=UNIST_Vastista_B+C.png
|name=Armabellum
|input=B+C
|subtitle=アルマ ベルム
|image=UNI_Vatista_BC.png
|caption=Stand
|caption=Stand
|image2=UNIST_Vastista_2B+C.png
|image2=UNI_Vatista_2BC.png
|caption2=Crouch
|caption2=Crouch
|image3=UNIST_Vastista_jB+C.png
|image3=UNI_Vatista_j.BC.png
|caption3=Air
|caption3=Air
|name=Force Function<br>Armabellum<br>「アルマベルム」
|input=B+C
|data=
|data=
  {{AttackData-UNI
  {{AttackData-UNI
|version=B+C
  |header=yes
|damage=845
  |version=B+C
|cancel=Ex,Cs
  |subtitle=3-Hits
|guard=H,L
  |damage=845
|startup=10
  |mindamage=
|active=3(3)2(5)6
  |startup=10
|recovery=14
  |active=3(3)2(5)6
|overall=42
  |recovery=14
|frameAdv=-4
  |landing=
|attribute=Strike
  |overall=42
|description=
  |frameAdv=-4
}}
  |cancel=SP,{EX},{CS}
{{AttackData-UNI
  |guard=H,L
|version=[B+C]
  |attribute=Strike
|header=no
  |invul=
|damage=1365
  |description=
|cancel=Ex,Cs
}}
|guard=H,L
{{AttackData-UNI
|startup=10
  |header=no
|active=5(13)16
  |version=[B+C]
|recovery=17
  |subtitle=5-Hits
|overall=60
  |damage=1365
|frameAdv=-6
  |mindamage=
|attribute=Strike
  |startup=10
|description=
  |active=5(13)16
}}
  |recovery=17
{{AttackData-UNI
  |landing=
|version=8[B+C]
  |overall=60
|header=no
  |frameAdv=-6
|damage=1545
  |cancel={EX},{CS}
|cancel=Ex,Cs
  |guard=H,L
|guard=H,L
  |attribute=Strike
|startup=10
  |invul=
|active=5(10)14(2)4
  |description=
|recovery=(14)
}}
|overall=68
{{AttackData-UNI
|frameAdv=-24
  |header=no
|attribute=Strike
  |version=[B+C]8
|description=
  |subtitle=Float 10-Hits
}}
  |damage=1545
{{AttackData-UNI
  |mindamage=
|version=2B+C
  |startup=10
|header=no
  |active=5(10)14(2)4
|damage=787
  |recovery=
|cancel=Ex,Cs
  |landing=14
|guard=L
  |overall=68
|startup=12
  |frameAdv=-x~-24
|active=17
  |cancel={EX},{CS}
|recovery=18
  |guard=H,L
|overall=46
  |attribute=Strike
|frameAdv=-3
  |invul=
|attribute=Strike
  |description=
|description=
}}
}}
{{AttackData-UNI
{{AttackData-UNI
  |header=no
|version=jB+C
  |version=2B+C
|header=no
  |subtitle=Crouching 2-Hits
|damage=499
  |damage=787
|cancel=Ex,Cs
  |mindamage=
|guard=H,L
  |startup=12
|startup=14
  |active=17
|active=6(2)4
  |recovery=18
|recovery=(9)
  |landing=
|overall=51
  |overall=46
|frameAdv=-12
  |frameAdv=-3
|attribute=Strike
  |cancel={EX},{CS}
|description=
  |guard=L
}}
  |attribute=Strike
{{AttackData-UNI
  |invul=
|version=j[B+C]
  |description=
|header=no
}}
|damage=1290
{{AttackData-UNI
|cancel=Ex,Cs
  |header=no
|guard=H,L
  |version=jB+C
|startup=13
  |subtitle=Air 4-Hits
|active=16(5)14(2)4
  |damage=499
|recovery=(14)
  |mindamage=
|overall=97
  |startup=14
|frameAdv=-24
  |active=6(2)4
|attribute=Strike
  |recovery=18
|description=Vatista fires short energy beams from her fingertips. Can be cancelled into from any normal. Hold B+C to get more hits. During the standing and air versions, she can move in any direction and can cancel out projectiles (1 per hitbox). While in the air on hit, it drags the opponent with her on. Crouching version hits low. Babababa~
  |landing=9
}}
  |overall=51
  |frameAdv=-x~-12
  |cancel={EX},{CS}
  |guard=H,L
  |attribute=Strike
  |invul=
  |description=
}}
{{AttackData-UNI
  |header=no
  |version=j[B+C]
  |subtitle=Air 11-Hits
  |damage=1290
  |mindamage=
  |startup=13
  |active=16(5)14(2)4
  |recovery=18
  |landing=14
  |overall=97
  |frameAdv=~x~-24
  |cancel={EX},{CS}
  |guard=H,L
  |attribute=Strike
  |invul=Destroys 1 Projectile per hitbox during Standing and Air active frames
  |description=Vatista fires short energy beams from her fingertips.
*Can be cancelled into from any normal.
*During the standing and air versions, she can move in any direction and can cancel out projectiles.
*Standing increase version can start floating if up is held.
*While in the air on hit, it drags the opponent with her on.
*Crouching version hits low.<br>
}}
}}
}}


 
===Throw===
{{MoveData
{{MoveData
|image=UNIST_Vastista_A+D.png
|name=Throw
|input=A+D
|subtitle=
|image=UNI_Vatista_AD.png
|caption=
|caption=
|name=Throw
|input=A+D
|data=
|data=
  {{AttackData-UNI
  {{AttackData-UNI
|damage=1580
  |header=yes
|cancel=-
  |version=
|guard=UNB
  |subtitle=
|startup=4
  |damage=1580
|active=1
  |mindamage=
|recovery=22
  |startup=4
|overall=26
  |active=1
|frameAdv=+23(hit)
  |recovery=22
|attribute=Throw
  |landing=
|description=Launches the opponent to the other end of the screen. Impossible to combo from.
  |overall=26
}}
  |frameAdv=+37(hit)
  |cancel=-
  |guard=UNB
  |attribute=Throw
  |invul=
  |description=Launches the opponent to the wall.
}}
}}
}}


 
=====<font style="visibility:hidden; float:right">Guard Thrust</font>=====
{{MoveData
{{AttackData-UNI/Guard Thrust
|image=UNIST_Vastista_214D.png
|image      =UNI_Vatista_j.82X_2.png
|caption=
|description=
|name=Guard Thrust
|input=214D
|data=
{{AttackData-UNI/Guard Thrust}}
}}
}}


 
=====<font style="visibility:hidden; float:right">Veil Off</font>=====
{{MoveData
{{AttackData-UNI/Veil Off
|image=UNIST_Vastista_A+B+C.png
|image        =UNI_Vatista_ABC.png
|caption=
|description  =
|name=Veil Off
|cvodescription=
|input=A+B+C
|data=
{{AttackData-UNI/Veil Off}}
}}
}}


==Special Moves==
==Special Moves==
=====<font style="visibility:hidden" size="0">Stella Lumen</font>=====
{{MoveData
{{MoveData
|name=Stella Lumen<br>「ルーメンステラ」
|name=Stella Lumen
|input=[4]6X
|input=[4]6X
|image=UNIST_Vastista_4x6X.png
|subtitle=ルーメンステラ
|caption=A/B
|image=UNI_Vatista_46A.png
|image2=UNIST_Vatista_4x6XC.png
|caption=A Version
|caption2=EX
|image2=UNI_Vatista_46B.png
|caption2=B Version
|image3=UNI_Vatista_46C.png
|caption3=EX C Version
|data=
|data=
{{AttackData-UNI
{{AttackData-UNI
|version=A
  |header=yes
|damage=819
  |version=[4]6A
|cancel=Ex,Cs
  |subtitle=Slow
|guard=H,L,A
  |damage=819
|startup=21
  |mindamage=
|active=128(max)
  |startup=21
|recovery=-
  |active=128(max)
|overall=39
  |recovery=
|frameAdv=+8~+17
  |landing=
|attribute=Projectile
  |overall=39
|description=Fires a slow moving projectile. It's slow enough to be followed into battle, making it effective as a pseudo-shield if you want to get in. Disappears if Vatista is hit. 53F charge.
  |frameAdv=+8~+x
}}
  |cancel={EX},{CS}
{{AttackData-UNI
  |guard=H,L,A
|version=B
  |attribute=Projectile
|header=no
  |invul=
|damage=819
  |description=Fires a slow moving projectile. It's slow enough to be followed into battle, making it an effective approach tool. Disappears if Vatista is hit.
|cancel=-
*53 frame charge
|guard=H,L,A
}}
|startup=19
{{AttackData-UNI
|active=26(max)
  |header=no
|recovery=
  |version=[4]6B
|overall=51
  |subtitle=Fast
|frameAdv=-6~+19
  |damage=819
|attribute=Projectile
  |mindamage=
|description=Fires a much faster moving projectile that pushes Vatista back on the ground or in the air. Not as effective as your laser, but it's nice to have options when you have a [4] charge. Disappears if Vatista is hit. Vatista's hitbox isn't actually crouching during startup. 53F charge.
  |startup=19
}}
  |active=26(max)
{{AttackData-UNI
  |recovery=
|version=EX
  |landing=
|header=no
  |overall=51
|damage=1258(1236 on CS)
  |frameAdv=-6~+x
|cancel=CS
  |cancel={EX},{CS}
|guard=H,L,A
  |guard=H,L,A
|startup=38
  |attribute=Projectile
|active=44
  |invul=
|recovery=-
  |description=Fires a much faster moving projectile that pushes Vatista back on the ground. Not as effective as [6]4A laser, but it's nice to have the option when you have a [4] charge. Disappears if Vatista is hit. Vatista's hitbox isn't actually crouching during startup.
|overall=67
*53 frame charge
|frameAdv=+68~+75
}}
|attribute=Projectile
{{AttackData-UNI
|description=A very large and very slow fireball that takes a very long time to start up - if you do this at any distance the opponent has a chance of touching, they can react and knock you out of startup. Can reverse a neutral situation if you get it out safely and follow it into battle, but it disappears if Vatista is hit. The fireball has no hitbox until it's released. 53F charge.<br>If CS is used before full charge, then trajectory is changed and total damage is lowered.
  |header=no
}}
  |version=[4]6X
  |subtitle=EX Multi-hit
  |damage=1258<br>(1236 on CS)
  |mindamage=
  |startup=38
  |active=44
  |recovery=
  |landing=
  |overall=67
  |frameAdv=+68~+x
  |cancel={CS}
  |guard=H,L,A
  |attribute=Projectile
  |invul=
  |description=A very large and very slow, multi-hitting projectile takes time to release. Travels slowly forward up and down. Can reverse a neutral situation if you get it out safely and follow it into battle, but it disappears if Vatista is hit. Has no hitbox until released. Can be released earlier by cancelling the startup with chainshift, but loses some damage and instead bounces along the ground.
*53 frame charge
}}
}}
}}


=====<font style="visibility:hidden" size="0">Stella Lumen (Air)</font>=====
{{MoveData
{{MoveData
|name=Stella Lumen (Air)<br>「ルーメンステラ」
|name=Stella Lumen (Air)
|input=j[4]6X
|input=j.[4]6X
|image=UNIST_Vastista_j4x6X.png
|subtitle=ルーメンステラ
|caption=A/B
|image=UNI_Vatista_j.46A.png
|image2=UNIST_Vastista_j4x6C.png
|caption=A Version
|caption2=EX
|image2=UNI_Vatista_j.46B.png
|caption2=B Version
|image3=UNI_Vatista_j.46C.png
|caption3=EX C Version
|data=
|data=
{{AttackData-UNI
{{AttackData-UNI
|version=A
  |header=yes
|damage=819
  |version=j.[4]6A
|cancel=Ex,Cs
  |subtitle=Slow
|guard=H,L,A
  |damage=819
|startup=13
  |mindamage=
|active=128(max)
  |startup=13
|recovery=29
  |active=128(max)
|overall=42
  |recovery=29
|frameAdv=-3
  |landing=0
|attribute=Projectile
  |overall=42
|description=53F charge.
  |frameAdv=-3
}}
  |cancel={EX},{CS}
{{AttackData-UNI
  |guard=H,L,A
|version=B
  |attribute=Projectile
|header=no
  |invul=
|damage=819
  |description=Similar to the grounded version projectile, but Vatista floats backward after use. The projectile travels diagonally towards the ground then travels horizontally.
|cancel=-
*53 frame charge
|guard=H,L,A
}}
|startup=13
{{AttackData-UNI
|active=37(max)
  |header=no
|recovery=29
  |version=j.[4]6B
|overall=42
  |subtitle=Fast
|frameAdv=-3
  |damage=819
|attribute=Projectile
  |mindamage=
|description=53F charge.
  |startup=13
}}
  |active=37(max)
{{AttackData-UNI
  |recovery=29
|version=EX
  |landing=0
|header=no
  |overall=42
|damage=1258(1236 on CS)
  |frameAdv=-3
|cancel=-
  |cancel={EX},{CS}
|guard=H,L,A
  |guard=H,L,A
|startup=36
  |attribute=Projectile
|active=-
  |invul=
|recovery=23
  |description=Similar to the A version, but much faster.
|overall=59
*53 frame charge
|frameAdv=+75
}}
|attribute=Projectile
{{AttackData-UNI
|description=53F charge.<br>If CS is used before full charge, then trajectory is changed and total damage is lowered.
  |header=no
}}
  |version=j.[4]6C
  |subtitle=EX Multi-hit
  |damage=1258<br>(1236 on CS)
  |mindamage=
  |startup=36
  |active=
  |recovery=23
  |landing=
  |overall=59
  |frameAdv=+75~+x
  |cancel={CS}
  |guard=H,L,A
  |attribute=Projectile
  |invul=
  |description=The same as the grounded version, but in the air.
*53 frame charge
}}
}}
}}


=====<font style="visibility:hidden" size="0">Luvel Angelus</font>=====
{{MoveData
{{MoveData
|name=Luvel Angelus<br>「ルベルアンゲルス」
|name=Luvel Angelus
|input=[2]8X
|input=[2]8X
|image=UNIST_Vastista_2xBX.png
|subtitle=ルベルアンゲルス
|caption=
|image=UNI_Vatista_28X.png
|caption=A/B Version
|image2=UNI_Vatista_28C.png
|caption2=EX C Version
|data=
|data=
{{AttackData-UNI
{{AttackData-UNI
|version=A
  |header=yes
|damage=620,182x5(1530 all-hits)
  |version=[2]8A
|cancel=(CS)
  |subtitle=Rising
|guard=H,L
  |damage=620,182x5<br>(1530 all-hits)
  |startup=4
  |mindamage=
|active=3(3)8
  |startup=4
|recovery=33
  |active=3(3)8
|overall=50
  |recovery=33
|frameAdv=-16
  |landing=
|attribute=Strike
  |overall=50
|description=Vatista throws zoning to the wind and flash kicks. A fast and effective invincible reversal when you have charge. Smaller than her B kick. Neither kick will hit straight above Vatista. 53F charge. Samaso~
  |frameAdv=-16
  |invul=Completely invincible frames 1~4
  |cancel=(CS)
|invul2=Strike invincible frames 5~17
  |guard=H,L
  |attribute=Strike
  |invul=Completely invincible frames 1~4
  |invul2=Strike invincible frames 5~17
  |description=A rising attack with all of Vatista's wings. Effective reversal when you have [2] charge. Will whiff opponents directly above Vatista.
*53 frame charge
  }}
{{AttackData-UNI
  |header=no
  |version=[2]8B
  |subtitle=Spike
  |damage=620,182x5,281<br>(1811 all-hits)
  |mindamage=
  |startup=4
  |active=3(3)8
  |recovery=44
  |landing=
  |overall=61
  |frameAdv=-26
  |cancel=(CS)
  |guard=H,L
  |attribute=Strike
  |invul=Completely invincible frames 1~4
  |invul2=Strike invincible frames 5~17
  |description=Similar to the A version, but covers more area diagonal distance. On hit, will end by spiking the opponent to the ground and Vatista can perform aerial actions afterward.
*53 frame charge
  }}
{{AttackData-UNI
  |header=no
  |version=[2]8C
  |subtitle=EX Multi-part
  |damage=195,107x18<br>(2014 18-hit, 2121 19-hit)
  |mindamage=
  |startup=4
  |active=3(3)8(16)13(7)3(3)10
  |recovery=54
  |landing=
  |overall=123
  |frameAdv=-46
  |cancel=(CS)
  |guard=H,L/H,L,A/H,L
  |attribute=Strike
  |invul=Completely invincible frames 1~46
  |invul2=Strike invincible frames 47~53
  |invul3=Completely invincible frames 54~109
  |description=Starts like the other versions, but then performs her drilling attack, and then another rising attack. Covers an even larger intial area.
}}
}}
}}
{{AttackData-UNI
|version=B
|header=no
|damage=620,182x5,281(1811 all-hits)
|cancel=(CS)
|guard=H,L
|startup=4
|active=3(3)8
|recovery=44
|overall=61
|frameAdv=-26
|attribute=Strike
|description=Vatista flash kicks even harder and spikes for a soft knockdown. Has huge vertical reach and can be CS cancelled on hit for even more damage. On hit, Vatista recovers and regains her air action on the way down. 53F charge.
|invul=Completely invincible frames 1~4
|invul2=Strike invincible frames 5~17
}}
{{AttackData-UNI
|version=EX
|header=no
|damage=195,107x18<br>(2014 18-hit, 2121 19-hit)
|cancel=(Cs)
|guard=H,L
|startup=4
|active=3(3)8(16)13(7)3(3)10
|recovery=54
|overall=123
|frameAdv=-46
|attribute=Strike
|description=Vatista flash kicks, dive kicks, and then flash kicks again. A strong reversal and combo ender. Has the largest hitbox of the three. 53F charge.
|invul=Completely invincible frames 1~46
|invul2=Strike invincible frames 47~53
|invul3=Completely invincible frames 54~109
}}
}}


=====<font style="visibility:hidden" size="0">Mikoruseo</font>=====
{{MoveData
{{MoveData
|name=Mikoruseo<br>「ミコルセオ」
|name=Mikoruseo
|input=[6]4X
|input=[6]4X
|image=UNIST_Vastista_6x4X.png
|subtitle=ミコルセオ
|image=UNI_Vatista_64X.png
|caption=Ground
|caption=Ground
|image2=UNIST_Vastista_j6x4X.png
|image2=UNI_Vatista_j.64X.png
|caption2=Air
|caption2=Air
|image3=UNI_Vatista_64C.png
|caption3=EX C Version
|data=
|data=
{{AttackData-UNI
{{AttackData-UNI
|version=A
  |header=yes
|damage=1250
  |version=[6]4A
|cancel=Ex,Cs
  |subtitle=Horizontal
|guard=H,L,A
  |damage=1250
|startup=14
  |mindamage=
|active=5
  |startup=14
|recovery=25
  |active=5
|overall=43
  |recovery=25
|frameAdv=-3
  |landing=
|attribute=Projectile
  |overall=43
}}
  |frameAdv=-3
{{AttackData-UNI
  |cancel={EX},{CS}
|version=jA
  |guard=H,L,A
|header=no
  |attribute=Projectile
|damage=1250
  |invul=
|cancel=Ex,Cs
  |description=
|guard=H,L,A
}}
|startup=14
{{AttackData-UNI
|active=5
  |header=no
|recovery=27
  |version=j.[6]4A
|overall=45
  |subtitle=Aerial
|frameAdv=-5
  |damage=1250
|attribute=Projectile
  |mindamage=
|description=A fast, horizontal laser that instantly reaching full screen. It can be good to use while walking forward behind a Lumen Stella. Inputting [3] also works to keep you stationary and mask your charge. Stops Vatista's movement when used in the air and even allows her an air action after its use. 53F charge.
  |startup=14
}}
  |active=5
{{AttackData-UNI
  |recovery=27
|version=B
  |landing=0
|header=no
  |overall=45
|damage=1250
  |frameAdv=-x~-5
|cancel=Ex,Cs
  |cancel={EX},{CS}
|guard=H,L,A
  |guard=H,L,A
|startup=15
  |attribute=Projectile
|active=5
  |invul=
|recovery=22
  |description=A fast, horizontal laser that instantly reaches full screen. It can be good to use while walking forward behind a Lumen Stella. Stops Vatista's movement when used in the air and even allows her an air action after its use.
|overall=41
*53F charge
|frameAdv=0
}}
|attribute=Projectile
{{AttackData-UNI
}}
  |header=no
{{AttackData-UNI
  |version=[6]4B
|version=B
  |subtitle=Angled
|header=no
  |damage=1250
|damage=1250
  |mindamage=
|cancel=Ex,Cs
  |startup=15
|guard=H,L,A
  |active=5
|startup=17
  |recovery=22
|active=5
  |landing=
|recovery=42
  |overall=41
|overall=63
  |frameAdv=±0
|frameAdv=-20
  |cancel={EX},{CS}
|attribute=Projectile
  |guard=H,L,A
|description=Similar to the A version, but this hits at an upward 30° angle. Air version hits at a downward 30° angle. 53F charge.
  |attribute=Projectile
}}
  |invul=
{{AttackData-UNI
  |description=
|version=EX
}}
|header=no
{{AttackData-UNI
|damage=200,148x9(1532 all-hits)
  |header=no
|cancel=(CS)
  |version=j.[6]4B
|guard=H,L,A
  |subtitle=Aerial
|startup=8
  |damage=1250
|active=25
  |mindamage=
|recovery=29
  |startup=17
|overall=61
  |active=5
|frameAdv=+7
  |recovery=42
|attribute=Projectile
  |landing=0
|invul=Throw invincible frames 1~3
  |overall=63
}}
  |frameAdv=-x~-20
{{AttackData-UNI
  |cancel={EX},{CS}
|version=EX
  |guard=H,L,A
|header=no
  |attribute=Projectile
|damage=1450
  |invul=
|cancel=(CS)
  |description=Similar to the A version, but this hits at an upward 30° angle for the grounded version. Air version hits at a downward 30° angle.
|guard=H,L,A
*53F charge
|startup=8
}}
|active=25
{{AttackData-UNI
|recovery=27
  |header=no
|overall=59
  |version=[6]4C
|frameAdv=+11
  |subtitle=EX Multi-hit
|attribute=Projectile
  |damage=200,148x9(1532 all-hits)
|description=Not much more damaging than a regular beam, but pretty advantageous on block if you want to spend the meter for it. Otherwise mostly used for VO combos or punishing projectiles fullscreen. 53F charge.
  |mindamage=
}}
  |startup=8
  |active=25
  |recovery=29
  |landing=
  |overall=61
  |frameAdv=+7
  |cancel=(CS)
  |guard=H,L,A
  |attribute=Projectile
  |invul=Throw invincible frames 1~3
  |description=
}}
{{AttackData-UNI
  |header=no
  |version=j.[6]4C
  |subtitle=Aerial
  |damage=1450
  |mindamage=
  |startup=8
  |active=25
  |recovery=27
  |landing=0
  |overall=59
  |frameAdv=-x~+11
  |cancel=(CS)
  |guard=H,L,A
  |attribute=Projectile
  |invul=
  |description=A slightly stronger horizontal laser. Plus on block, so it has some use to make specials safe. Mostly used for VO combos or punishing projectiles fullscreen. While in Vorpal, the A and B versions can be cancelled into this version without charging. After the aerial version, Vatista can perform additional air actions afterward.
*53F charge
}}
}}
}}


 
=====<font style="visibility:hidden" size="0">Transvoranse</font>=====
{{MoveData
{{MoveData
|name=Transvoranse<br>「トラスウォーラス」
|name=Transvoranse
|input=j.[8]2X
|input=j.[8]2X
|image=UNIST_Vastista_j.8x2X.png
|subtitle=トラスウォーラス
|caption=
|image=UNI_Vatista_j.82X_1.png
|caption=Drill
|image2=UNI_Vatista_j.82X_2.png
|caption2=B/C Version Kick
|data=
|data=
{{AttackData-UNI
{{AttackData-UNI
|version=A
  |header=yes
|damage=300,246x4<br>(1284 low usage)
  |version=j.[8]2A
|cancel=CS
  |subtitle=Fast
|guard=H,L,A
  |damage=300,246x4<br>(1284 5 hits)
|startup=7
  |mindamage=
|active=Until land+3
  |startup=7
|recovery=18
  |active=until land+3
|overall=22
  |recovery=18
|frameAdv=+2
  |landing=
|attribute=Dive
  |overall=22
|description=Vatista's drill kick. The A drill is mostly a combo tool, but it can be used for sudden, unexpected dives if you have the charge, even though it doesn't hit overhead. 43F charge, which is coincidentally just about the amount of time it takes Vatista to complete a jump.
  |frameAdv=+2
}}
  |cancel=(CS)
{{AttackData-UNI
  |guard=H,L,A
|version=B
  |attribute=Dive
|header=no
  |invul=
|damage=350,287x4<br>(1498 low usage)
  |description=A diving drill attack. This version is mostly a combo tool, but it can be used for sudden, unexpected dives if you have the charge. Notably +2 on block. Cannot be EX cancelled, can be CS'd on hit.
|cancel=CS
*43F charge
|guard=H/H,L
}}
|startup=20
{{AttackData-UNI
|active=Until land+3(20)6
  |header=no
|recovery=22
  |version=j.[8]2B
|overall=51
  |subtitle=Overhead
|frameAdv=-7
  |damage=350,287x4<br>(1498 5-hits)
|attribute=Dive
  |mindamage=
|description=A much slower drill kick, but it hits overhead to make up for it. If you're able to hide the charge in another jump, you can use it as an instant overhead. You can do a high-low mixup between j.C > [8]2B and j.C > 2C. Ends in a small kick that launches the enemy toward the wall, which Vatista can combo off of. 43F charge.
  |startup=20
}}
  |active=until land+3(20)6
{{AttackData-UNI
  |recovery=22
|version=EX
  |landing=
|header=no
  |overall=51
|damage=245,193x11<br>(1596 low usage)
  |frameAdv=-7
|cancel=(CS)
  |cancel={EX},{CS}
|guard=H,L,A
  |guard=H/H,L
|startup=5
  |attribute=Dive
|active=19(12)5(28)7
  |invul=
|recovery=18
  |description=Has much slower startup, but it hits overhead. If you're able to hide the charge in another jump or move, you can use it as an instant overhead. You can do a high-low mixup between j.C > [8]2B and j.C > 2C. Ends in a kick that launches the enemy toward the wall and can then combo afterwards.
|overall=Varies
*43F charge
|frameAdv=-1<br>
}}
|attribute=Strike
{{AttackData-UNI
|description=A super drill kick that does more hits the higher Vatista is on the screen - it works well with her FF. Has invulnerability until hitting the ground. Ends in a wall slam that Vatista can usually combo from, but the enemy may be able to tech out before that final hit in longer combos. Some characters might skip a few hits in certain situations, but Hilda and Eltnam will drop out of the move entirely. 43F charge.
  |header=no
  |invul=Completely invincible frames 1~3
  |version=j.[8]2C
|invul2=Strike invincible frames 4~until land
  |subtitle=EX Multi-part
  |damage=245,193x11<br>(2368 12-hits)
  |mindamage=
  |startup=5
  |active=19(12)5(28)7
  |recovery=18
  |landing=
  |overall=Varies
  |frameAdv=-1
  |cancel=(CS)
  |guard=H,L,A
  |attribute=Strike
  |invul=Completely invincible frames 1~3
  |invul2=Strike invincible frames 4~until land
  |description=A super drill that does more hits the higher Vatista is on the screen - it works well with her force function as a combo ender. Fully invulnerable until the ground. Ends on the ground with Vatista kicking twice. The first kick is unsafe on block, so interrupting before the final kick is necessary in order to punish.
*43F charge
  }}
}}
}}
}}


=====<font style="visibility:hidden" size="0">Deus Fragmentum</font>=====
{{MoveData
{{MoveData
|name=Deus Fragmentum<br>「シデウスフラグメンツム」
|name=Deus Fragmentum
|input=]X[
|input=]X[
|image=UNIST_Vastista_Xx.png
|subtitle=シデウスフラグメンツム
|caption=
|image=UNI_Vatista_5X.png
|caption=Stand Set
|image2=UNI_Vatista_2X.png
|caption2=Crouch Set
|image3=UNI_Vatista_j.X.png
|caption3=Air Set
|image4=UNI_Vatista_X_Detonate.png
|caption4=Detonate
|data=
|data=
{{AttackData-UNI
{{AttackData-UNI
|version=Ground Set
  |header=yes
  |damage=-
  |version=5/2]X[
|cancel=-
  |subtitle=Ground Set
|guard=-
  |damage=
|startup=-
  |mindamage=
|active=-
  |startup=
|recovery=-
  |active=
|overall=26
  |recovery=
|frameAdv=-
  |landing=
|attribute=-
  |overall=26
  |frameAdv=
  |cancel=
  |guard=
  |attribute=
  |invul=
  |description=
  }}
{{AttackData-UNI
  |header=no
  |version=j.]X[
  |subtitle=Air Set
  |damage=
  |mindamage=
  |startup=
  |active=
  |recovery=
  |landing=0
  |overall=32
  |frameAdv=
  |cancel=
  |guard=
  |attribute=
  |invul=
  |description=
}}
{{AttackData-UNI
  |header=no
  |version=Attack Fragment
  |subtitle=Detonate
  |damage=1484 6-hits
  |mindamage=
  |startup=4
  |active=4,4,4,4,(3),3,3
  |recovery=
  |landing=
  |overall=
  |frameAdv=
  |cancel=
  |guard=H,L,A
  |attribute=Projectile
  |invul=
  |description=Vatista sets a gem in front of her. Often notated by the community as "5gem" for standing set, "2gem" for crouching set, and "j.gem" for aerial set.
*When any of Vatista's hitboxes connect with a gem, they will detonate.
*Each version sets the gem at a different angle.
*Only 1 gem can be set per button for a max of 3 on screen. Using the same button again will replace the gem that was placed with that button.
*Only 6 gems can be used at during a block/combo string. On attempting a 7th usage, The gem will come out, but immediately disappear.
*All gems disappear if Vatista is hit or grabbed (even if she techs).
*An absolutely essential tool for both her pressure and high damage combos as well.
*Any normal can be cancelled into a gem set on release, but it will leave Vatista at frame disadvantage.
*61F charge.
}}
}}
}}
{{AttackData-UNI
|version=Air Set
|damage=-
|cancel=-
|guard=-
|startup=-
|active=-
|recovery=(0)
|overall=32
|frameAdv=-
|attribute=-
}}
{{AttackData-UNI
|version=Explosion
|damage=150,112x4,499(1484 all-hits)
|cancel=-
|guard=H,L,A
|startup=-
|active=-
|recovery=-
|overall=-
|frameAdv=-
|attribute=Projectile
|description=Vatista sets a bit on the field by holding any button and then releasing it. The bit will explode on contact with any of her moves, even including Veil Off. Very threatening in neutral and easily leads to 3-4k combos off of errant explosions. An absolutely essential tool for both her pressure and high damage combos as well, difficult as they may seem to perform.<br>Vatista sets the bits at different angles based on whether she's standing, crouching, or airborne. The bits function exactly the same no matter what button is released to set them, but releasing a button of an already released bit will replace the old one (as such, she can only have three out at once). All bits disappear if Vatista is hit/grabbed (even if she techs).<br>Any normal can be cancelled into a set on release, but it's very unsafe to do so if you space improperly/get predictable with your blockstrings. 61F charge.
}}
}}


=====<font style="visibility:hidden" size="0">Satelus Trianglum</font>=====
{{MoveData
{{MoveData
|name=Satelus Trianglum<br>「サーテレス トリアングルム」
|name=Satelus Trianglum
|input=]X[
|input=]X[ after using 3 gems in a combo
|image=UNIST_Vatista_Trianglum.png
|subtitle=サーテレス トリアングルム
|image=UNI_Vatista_Trianglum.png
|caption=
|caption=
|data=
|data=
{{AttackData-UNI
{{AttackData-UNI
|version=A,B,C
  |header=yes
|damage=920
  |version=
|cancel=EX,CS
  |subtitle=
|guard=H,L,A
  |damage=920
|startup=13
  |mindamage=
|active=10
  |startup=13
|recovery=(9)
  |active=10
|overall=70
  |recovery=
|frameAdv=-
  |landing=9
|attribute=Projectile
  |overall=70
|description=Can only be used after already using 3 gems previous in the same combo, Vatista creates a small explosion around her.
  |frameAdv=
  |cancel={EX}, {CS}
  |guard=H,L,A
  |attribute=Projectile
  |invul=
  |description=Vatista creates a small explosion around her.
*Can only be used after detonating 3 gems previously in the same combo.
}}
}}
}}
}}
 
==Infinite Worth==
==Super Moves==
 
===Infinite Worth===
{{MoveData
{{MoveData
|image=UNIST_Vastista_41236D.png
|name=Lateus Orbis
|caption=
|name=Lateus Orbis<br>「ラクテウスオルビス」
|input=41236D
|input=41236D
|data=
|subtitle=ラクテウスオルビス
{{AttackData-UNI
|image=UNI_Vatista_41236D.png
|damage=234,92x27,224(3066 all-hits)
|cancel=-
|guard=H,L,A
|startup=12
|active=141
|recovery=66
|overall=218
|frameAdv=-33
|attribute=Projectile
|description=A giant beam. Since it's not a charge move, you can use it at any time to punish any whiff from anywhere on the screen if you want to spend 200%. Has plenty of invincibility, too.
|invul=Completely invincible frames 1~147
}}
}}
==Infinite Worth EXS==
{{MoveData
|image=UNIST_Vastista_ABCD.png
|caption=
|caption=
|name=Zahhishio<br>「ザッハィシオ」
|input=A+B+C+D
|data=
|data=
  {{AttackData-UNI
  {{AttackData-UNI
|damage=3775
  |header=yes
|cancel=-
  |version=
|guard=H,L,A
  |subtitle=
|startup=15
  |damage=234,92x27,224<br>(3066 all-hits)
|active=6
  |mindamage=
|recovery=47
  |startup=12
|overall=67
  |active=141
|frameAdv=-25
  |recovery=66
|attribute=Strike
  |landing=
|description=Vatista makes whole pillars of lasers. Will usually do less damage than her normal Infinite Worth at the end of a lengthy combo, so use that instead.
  |overall=218
  |invul=Completely invincible frames 1~26
  |frameAdv=-33
  |cancel=
  |guard=H,L,A
  |attribute=Projectile
  |invul=Completely invincible frames 1~147
  |description=Vatista fires a long-lasting, giant beam.
*Since it's not a charge move, you can use it at any time to punish any whiff from anywhere on the screen if you want to spend 200%.
  }}
}}
}}
===Infinite Worth EXS===
{{AttackData-UNI/IWEX
|name      =Zahhishio
|subtitle  =ザッハィシオ
|image      =UNI_Vatista_ABCD.png
|damage    =3775
|mindamage  =
|description=
}}
}}


==Combos==
==Videos==
Vatista has relatively few optimal combo routes, but many ways to reach them - you don't need to take screen position into account so much as you do starters/hitstun proration.


Vatista's combos will generally follow a Starter > Aerial > Landing > Ender pattern. Familiarize yourself with her various routes so you can switch mid-combo when necessary.
==Colors==
===Combo Starters===
These starters all take the place of 2C > 5C in the above 2C combo.


'''5A/2A > 2C > 5C'''
===Default Unlocks===
*Hey, it's what we know and love. Just make sure you don't use 5/2B in between 5/2A and 2C.
{{ColorGallery | filePrefix=Vatista- | colors=
{{ColorGallery/Color|1|  text= 001 Mars Black}}
{{ColorGallery/Color|2|  text= 002 Lion Falls}}
{{ColorGallery/Color|3|  text= 003 Murder Dolls}}
{{ColorGallery/Color|4|  text= 004 Aurora Blue}}
{{ColorGallery/Color|5|  text= 005 Aureolin}}
{{ColorGallery/Color|6|  text= 006 Classic White}}
{{ColorGallery/Color|7|  text= 007 Luminous Pink}}
{{ColorGallery/Color|8|  text= 008 Fallen Leaves}}
{{ColorGallery/Color|9|  text= 009 Chromium Green}}
{{ColorGallery/Color|10| text= 010 Crimson Lake}}
}}


'''5B/2B > 2C > 5C'''
===Customization Unlocks (2000 IP Each)===
*If you're careful that these don't whiff, they work great. 5[B] also works as a blockstring starter - 5[B] > 2C > 5C gives you time to confirm if you want to jC 5C on hit or release a Fragmentum on block. Alternatively, Reverse Beat to 5A, 5B (assuming you started 2B), 5AA (if you're close), etc.
{{ColorGallery | filePrefix=Vatista- | colors=
{{ColorGallery/Color|11| text= 011 Lila Colina}}
{{ColorGallery/Color|12| text= 012 Azul Agua}}
{{ColorGallery/Color|13| text= 013 Regalo Tierra}}
{{ColorGallery/Color|14| text= 014 Freddo Aria}}
{{ColorGallery/Color|15| text= 015 Grass Fairy}}
{{ColorGallery/Color|16| text= 016 Donner Geist}}
{{ColorGallery/Color|17| text= 017 Black Magic}}
{{ColorGallery/Color|18| text= 018 Knospe Gardenie}}
{{ColorGallery/Color|19| text= 019 Rain Stream}}
{{ColorGallery/Color|20| text= 020 Flor Ciruela}}
{{ColorGallery/Color|21| text= 021 Cassata Al Forno}}
{{ColorGallery/Color|22| text= 022 Moonshine Blue}}
{{ColorGallery/Color|23| text= 023 Vento Aureo}}
{{ColorGallery/Color|24| text= 024 Angelic Gospel}}
{{ColorGallery/Color|25| text= 025 Cyber Fairy}}
{{ColorGallery/Color|26| text= 026 Blitzschlag}}
{{ColorGallery/Color|27| text= 027 Mystic Doll}}
{{ColorGallery/Color|28| text= 028 Antique Luxury}}
{{ColorGallery/Color|29| text= 029 Modern Gloom}}
{{ColorGallery/Color|30| text= 030 Fairy Tale}}
}}


'''j.B/j.C > 2C > 5C'''
==External Links==
*Jump-ins. What else can you say? If you use these off of an Assault, you'll need to use the '''j.B > (j.A >) [8]2A''' aerial route to get a Fragmentum combo.
<!--List any information documents, like primers or FAQs here in bullet form-->
*[https://docs.google.com/document/d/1dU8NiAJQ0dGA2VYCFcnToRhnJFYH636Lq2Sxx5B1yvs/edit #vatista Discord pins] by Various Contributors


'''66C > [4]6A > 2C > 5C'''
{{Navigation-UNI}}
*If you hold 6 during all of 66C, it'll become a 4 on crossup and give you a [4]6A. Unprepared opponents may also block the 66C and not expect the crossed up [4]6A, still granting you the combo. If you don't cross up, you can burn Vorpal with '''66C > FF > CS > 5C'''.
 
'''5C > FF > CS > 5C'''
*Useful if Vatista is too far away for 2C to punish in time, you want to CS for some meter, or you just weren't expecting to start with 5C. '''5C > 2C > 5B''' can work for the latter as well if you don't have CS. '''5C > 2C > FF > CS''' > Aerial will do slightly more damage, but works at shorter distances.
 
'''66B (ch) > 2C > 5C'''
*66B knocks the opponent down on counterhit, meaning you can follow up with this.
 
===Aerial Routes===
These all come after 5C in the standard Fragmentum combo and are more or less replaceable.
 
'''j.[B] > j.C > [8]2A'''
*Basic air combo. Works.
 
'''j.[B] > j.C > land > j.A > [8]2A'''
*The land > jA is important here in increasing the range at which Vatista can hit with [8]2A, thereby increasing the range at which she can combo from. Allows you to get more hits out of j.C and [8]2A, so it arguably does the most damage, too.
 
'''j.[B] > [8]2A'''
*Useful if you're worried about your hitstun proration - it lets you land full Fragment combos off of Assault j.B or j.C and is essential for reaching the double laser landing route explained further down. Fairly hard to pull off though, since the j.[B] must be done as late as possible on top of requiring you to charge [8] during the startup of 5C. You can use '''j.[B] > j.A > [8]2A''' or '''j.A > j.[B] > [8]2A''' for a bit more leniency on the timing with little apparent change to the hitstun proration.
 
'''j.A > j.B > j.C > land > j.A > j.B > [8]2A'''
*Yeah, she can still do this. You won't be able to get a Fragment combo off of this, though. You'll usually go for this off of 5A anti-air, like in the [8]2B > 66C > 5A combo.
 
'''j.C > land > j.A > j.[B] > [8]2A'''
*Only usable when j.C is done on the falling portion of Vatista's jump, and as such isn't usable off of your standard starters. It is usable for routes involving aerial CS ([2]8B > CS, FF > CS) as well as random j.C hits against airborne opponents. In the latter case, you may be better off using '''j.C > 5C > j.A > j.B > [8]2A''' to ensure it hits against opponents low to the ground for similar damage.
 
===Landing Routes===
The all are assumed to come after an aerial [8]2A. Any combo with 2]B[ assumes that you were already holding B before entering this route.
 
'''2A / 2C > 2B'''
*Basic landing route that can't lead into anything other than [2]8X. Based on your combo's proration, 2C may drop, requiring you to use 2A instead.
 
'''2[C] > 2]B[ > 2A > 2B > 2]C[ > [6]4B'''
*The standard Fragmentum landing route. Get familiar with this, as this route is essential to reaching Vatista's optimal damage output.
 
'''2[C] > 2]B[ > 2A > 2B > 2]C['''
*Same as the above, but time the 2]C[ release such that the second Fragmentum is popped by the first's explosion. Used primarily when you open with a Fragmentum, but also useful when one of your combos happens to run through a Fragmentum you previously set up.
 
'''2[C] > 2]B[ > 2A > [6]4A > 2]C[ > [6]4A/B'''
*The double laser route - it does slightly more damage, but it's a bit more difficult to pull off both in terms of execution and proration - there's a larger gap between 2A > [6]4A than 2A > 2B, so hitstun proration makes this combo impossible sooner than the single laser variant. To reach this route, you'll need to use a good starter and either the '''j.B > (j.A >) [8]2A''' or '''j.C > land > j.A > j.B''' aerial routes.
 
===Combo Finishers===
'''[2]8B / [2]8C'''
*[2]8B midscreen downs the opponent far away, but allows you enough time to set up a projectile, Fragmentum or Assault to gain GRD. [2]8 midscreen leaves the opponent about 1.5 character lengths away with much less time to set up anything. [2]8B in the corner puts Vatista at a perfect distance to start the repeated Fragmentum string, or just general Fragmentum oki. [2]8C in the corner puts you almost point blank to the opponent with little time to set up.
 
'''j.C > FF > [8]2C'''
*Usable in combos after an opponent has been hit by the second (or more) Fragmentum. Holding [8] during FF drags the opponent upward, letting you get more hits out of [8]2C. It (usually) does more damage than a [2]8C ender, but keep in mind that if this is ending a full combo, the wall slam will almost always be impossible to combo from - that is, if they don't tech out before [8]2C's final hit (you're safe either way).
 
'''j.C > [8]2A'''
*Any aerial sequence (jC jB jA, jB jC, etc.) into A drill after a second Fragmentum more or less works. A meterless ender that does similar/slightly more damage than [2]8B and ends with better oki positioning midscreen. Generally a 2]B[ or 2]C[ crystal is released after the A drill, but keep in mind that like all Frag setups midscreen, backtech avoids everything.
 
===Basic Combos===
:5A > 5B > 2C > 5C > j.B > j.C > [8]2A > 2C > 2B > [2]8B (2537)
:* Basic ground combo that gets you used to [8]2A and 2C OTG. Still a useful route to go to later on if you feel your starter has prorated your combo too much (Assault, especially).
 
:5A > 5B > 2C > 5C > j.[B] > j.C > [8]2A > 2C > 2]B[ > [2]8B (2693)
:* Slightly stronger and more complicated ground combo. Uses a single Fragment to get you used to comboing with them.
 
:5A (anti-air) > j.A > j.B > j.C > land > j.A > j.B > j.C > [8]2A > 2C > 2B > [2]8B (2215)
:* Basic anti-air combo that gets you used to j.C > land > j.A. Can connect off of many other moves, such as anti-air 66B/66C. You may need to replace 2C > 2B with 2A if used in a longer combo due to proration.
 
===Midscreen Combos===
Damage values indicate base damage. "+" values indicate bonus damage from Vorpal (CS combos only). Note that slight changes in timing can change the amount of hits your moves do, so expect values to vary in practice.
 
'''2C'''
:(2A/ 5B/ j.B/ j.C >) 2C > 5C > j.[B] > j.C > land > j.A > [8]2A > 2[C] > 2]B[ > 2A > 2B > 2]C[ > [6]4B > ([2]8B (3240) / [2]8C (4059) / j.C > [8]2A (3308) / j.C > FF > [8]2C (4075))
:*The standard Fragment combo. The button holding required to use Fragments mid-combo may seem difficult, but they're no big deal once you get the motions into your muscle memory. The 2C and 2A OTGs are a little strict, however - hitstun proration can ruin this combo easily if you're not careful with your starter or don't get a counter-hit (though the '''j.[B] > [8]2A''' aerial route will make up for the former). Still, there are a LOT of starters not listed that can get to this route. The damage for [2]8B/C assumes you do it after [6]4B - it's difficult, but you can swap it for 2B instead for less damage.
:(5B >) 2C > 5C > 5FF(whiff) > 9FF > CS > j.C > land >  j.A > j.[B] > [8]2A > 2[C] > 2]B[ > 2A > [6]4A > 2]C[ > [6]4A > ([2]8B (3973+162) / [2]8C (4923+162) / j.C > [8]2A (4040+162) / j.C > FF > [8]2C (4796+162))
:*A CS version. The trick is to whiff the grounded 5FF, but hold 9 to make the second (airborne) portion hit. This uses the double laser landing route for additional damage.
 
'''Fragmentum'''
:Explosion > 5C > j.[B] > j.C > land > j.A > [8]2A > 2[C] > 2]B[ > 2A > 2B > 2]C[ > ([2]8B (3171) / [2]8C (4127) / j.C > [8]2A (3262))
:*Standard Fragment combo that takes into account the fact that the opponent will tech after the first mid-combo Fragment by releasing the second mid-combo Fragment before they're knocked out of the first one's explosion. For the jC > [8]2A ender, you need to time the second Fragment's so it explodes from the first one's explosion - for either [2]8 ender, you can get away with being a little late since the Flash Kick will pop it.
 
'''[8]2B'''
All damage values assume the drill portion of [8]2B hits only once before the kick, as an instant overhead should.
:[8]2B > 66C > 5A > j.A > j.B > j.C > land > j.A > j.B > [8]2A > 2C > 2B > [2]8B (2629) / [2]8C (3240)
:*Standard meterless combo from 66C. Hitstun proration makes 2C > 2B a bit difficult to connect from [8]2A, so you can use 2A instead.
:[8]2B > 66C > FF > CS > j.C > land > j.A > j.B > [8]2A > 2C > 2B > [2]8B (2895+174) / [2]8C (3506+174)
:*A CS conversion for 0/100% bar.
 
'''[2]8B'''
:[2]8B > CS > 66 (delay) j.C > land > j.A > j.[B] > [8]2A > 2[C] > 2]B[ > 2A > [6]4A > 2]C[ > [6]4A > ([2]8B (3644+152) / [2]8C (4416+152) / j.C > [8]2A (3629+152) / j.C > FF > [8]2C (4385+152))
:*Yes, Vatista can combo off of Flash Kick with CS. You'll need to delay the j.C after the CS > 66 to let j.A hit.
 
===Corner Combos===
'''[8]2B'''
:[8]2[B] > 2[C] > 2]B[ > 2A > 2B > 2]C[ > [6]4B > j.C ([8]2A (2780) / FF > [8]2C (3388))
:*Her standard Fragmentum route, but now in the corner. Just be sure to hold [B] from the beginning. 2C will whiff on Akatsuki, Byakuya, and Chaos.
 
==Colors==
{{UNISTColors
|Character= Vatista
|Color1= Mars Black
|Color2= lion Falls
|Color3= Murder Dolls
|Color4= Aurora Blue
|Color5= Aureolin
|Color6= Classic White
|Color7= Luminous Pink
|Color8= Fallen Leaves
|Color9= Chromium Green
|Color10= Crimson Lake
|Color11= Lila Colina
|Color12= Azul Agua
|Color13= Regalo Tierra
|Color14= Freddo Aria
|Color15= Grass Fairy
|Color16= Donner Geist
|Color17= Black Magic
|Color18= Knospe Gardenie
|Color19= Rain Stream
|Color20= Flor Ciruela
|Color21= Cassata Al Forno
|Color22= Moonshine Blue
|Color23= Vento Aureo
|Color24= Angelic Gospel
|Color25= Cyber Fairy
|Color26= Blitzschlag
|Color27= Mystic Doll
|Color28= Antique Luxury
|Color29= Modern Gloom
|Color30= Fairy Tale
}}


{{UNIST}}
{{Navbox-UNIST}}


[[Category:Under Night In-Birth Exe:Latest]]
[[Category:Under Night In-Birth Exe:Latest]]
[[Category:Vatista]]
[[Category:Vatista]]

Latest revision as of 12:41, 3 September 2020

Profile-vatista.png

She serves. A pawn that sleeps eternally. A puppet with no will to call her own. Her master,
nowhere to be seen. There is but one directive that resonates to this day -- the end of
peace is the beginning of war. To destroy the Voids once and for all.

Story

An ancient biological form known as Autonomic Nerves. They've existed for as long as we know, arguably an eternity, and emerge during the Hollow Night as its enforcers. She is one of them. On this Hollow Night, she detects an abnormal number of EXS levels, and awakens. Once awake, she wanders the Night as her program deems fit, making her way towards the Abyss. Her mission, to determine the source of the disturbance in EXS and eliminate it. But to her, Voids and In-Births are all enemies.

Neither one of us is a human...
Thus, I will perform your last rites, and proceed.

Gameplay

Vatista has tools to be a threat at any range of the screen and many more options to dominate mid range space. She can play aggressively or turtle up, but for best results, vary it up between the two. Be annoying. Force your opponents to take risks and punish them for overextending.

  • Close range: High/low oki with her Crystals and Overhead Drill ([8]2B)
  • Mid range: 2B(B), 5C, 2C, Dash C, jC, 2FF, Crystal space control.
  • Far range: Fireballs [4]6x and Lazers (14f full screen hitbox)

Pester your opponent and make space with jump back B Fireball, or use the slow fireball to delay your opponent's advance and set up a Crystal mine field. Opponents must approach cautiously as getting tagged by an errant explosion is easily hit confirmable for 3k+ damage. Mid range normals can also be used to push opponents out to set up more crystals. If they become passive, you can sit behind your Crystal fortress and concentrate for GRD; otherwise a slow fireball will let you set up a crystal for a high/low mixup, using the explosion to obscure your attack. The same applies for oki.

From Lolimaiko's Vatista Primer


Strengths Weaknesses
  • Cannot be Counter Hit.
  • Very high/unlimited skill cap due to charge management and partitioning tricks.
  • High average damage combos.
  • Versatile at all ranges.
  • Excellent space control due to normals and specials.
  • Difficult-to-see high lows.
  • 4f meterless invincible Flashkick.
  • High initial learning curve: Awkward charge directions, must utilitze crystals for high damage combos.
  • Outside of oki, close range pressure is weak (poor rebeat pressure, slow normals, below average stagger windows)
  • Poor mobility.
  • Has problems vs more aggressive mid range characters (Hilda, Merkava, Phonon, Yuzuriha) due to above statements.
  • Traditional active zoning (i.e. Guile Sonic Boom), while viable, has problems in mid/high level play due to dash blocking and shielding projectiles for GRD.
  • No command normals.
  • Poor flexibility in attack strings. Charge directions and crystals force you to commit.

Character Stats

Health
10500
Forward Walk Speed Backward Walk Speed Jump Startup Jump Duration
1100 -800 4 42
Dash Startup Initial Dash Speed Dash Acceleration Max Dash Speed
4 2800 0 2800

Note: Dash distance is 53050

Backdash Startup Backdash Duration Backdash Distance Backdash Invul
4 27 -45360 1~8 Full
9~10 Throw

Unique Trait

  • Cannot be counterhit.
  • Can set fragments on the field that explode when hit by Vatista.
  • Can float in the air momentarily with Leviosa.

Vorpal Trait

  • Can cancel laser into EX laser without charge.
Frame Data Help
Header Tooltip
Damage Damage done by this attack.
(x) denotes combined damage
[x] denotes minimum damage
Guard The way this move must be blocked.
High = Can block standing
Low = Can block crouching
Mid = Can block standing or crouching
Air = Can block in the air
Air Shield = Can block in the air while shielding
Unblockable = Cannot be blocked
Cancel Actions this move can be canceled into on hit or block, unless specially noted.
N = Normal Cancelable
SE = Self Cancelable
SP = Special Cancelable
EX = EX/IW Cancelable
CS = Chain Shift
UNQ = Unique (See description)
TH = Throw Cancelable
J = Jump Cancelable (Hit cancelable only by default)
(X) = Hit cancelable only
-X- = Can additionally be cancelled during whiff
Property Special properties this move has. Click on the property to navigate to an explanation.
Cost The resources this move costs to use.
GRD = GRD Blocks
EXS = EXS Meter
Vorpal = Vorpal
GRD Break = Causes GRD Break
Attribute Attributes of the attack. Mostly used in situations involving invul.
There are two sets of attributes: Strike/Throw and Head/Foot/Dive/Projectile
Every move has a Strike/Throw attribute, but doesn't always have Head/Foot/Dive/Projectile attribute.
---
Strike = Strike (Anything that isn't a Throw is a Strike)
Throw = Throw
---
Head = Head (Most jump normals)
Foot = Foot
Dive = Some air specials
Projectile = Projectile
Startup Frame when the first hitbox is present.
+ denotes the frames before and after super flash.
Active The amount of frames that this move will have a hitbox.
(x) denotes frame gaps where there are no hitboxes is present.
Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
Recovery Frames that this move has after the active frames if not canceled.
Overall Frames that this move takes from start to finish before the character returns to neutral.
Advantage The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).
If the opponent uses a move with startup equal or less than this move's advantage, it will result in opponent hitting that move.
±x~±x denotes a possible range of advantage. The left value is when the active frames hit sooner (generally worse) and the right value is for when the active frames hit later (generally better).
Invul The frames where this move cannot be hit by an attribute.
Full = Fully invincible
Strike = Strike invincible
Throw = Throw invincible
Head = Head invincible
Foot = Foot invincible
Dive = Dive invincible
Projectile = Projectile invincible

Normal Moves

Standing Normals

5A
5A
UNI Vatista 5A.png
Damage Guard Cancel Property Cost Attribute
160 H,L N,SP,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
6 3 12 20 -3 -

A quick wing swipe. Has very good range and startup for a 5A. Useful for rebeats and converting into air combos.

5B
5B
UNI Vatista 5B.png
UNI Vatista 5BB.png
5B Damage Guard Cancel Property Cost Attribute
422 H,L N,SP,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
12 9 18 38 -2 -

Vatista spins two of wings in a circle. Hits twice. Mostly a combo tool.

5BB
Follow-up
Damage Guard Cancel Property Cost Attribute
415 H,L (N),SP,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
3 6 25 33 -8 -

Follow-up after 5B, even on whiff. Vatista continues to spin her wings and releases a tiny shockwave. Will hit twice. The shockwave can be used to activate gems right out of 5B range, especially standing gems. Can be used as a risky, back-up anti-air if [2]8X charge isn't available.

5C
5C
UNI Vatista 5C.png
Damage Guard Cancel Property Cost Attribute
690 H,L N,SP,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
12 5 22 38 -11 -

Long reach stab with all of Vatista's wings. It can be used for combos and pressure, but is most threatening when used to activate gems in neutral from a great distance. Can be used as a risky, back-up anti-air if [2]8X charge isn't available.

Crouching Normals

2A
2A
UNI Vatista 2A.png
Damage Guard Cancel Property Cost Attribute
140 H,L N,SP,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
6 3 12 20 -3 -

Crouching wing swipe similar to 5A.

  • Useful for rebeats.
  • Cannot be used to detonate gems.
  • A buffed stagger window in CLR allows 2A to frame trap into itself with tight timing.
2B
2B
UNI Vatista 2B.png
UNI Vatista 2BB.png
2B Damage Guard Cancel Property Cost Attribute
399 H,L N,SP,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
10 9 29 47 -13 -

Crouching version of 5B. Can be used as a risky, back-up anti-air if [2]8X charge isn't available.

2BB
Follow-up
Damage Guard Cancel Property Cost Attribute
418 H,L SP,EX,CS,? - - Strike
Startup Active Recovery Overall Advantage Invul
3 6 25 33 -8 -

Crouching version of 5BB. This version will cause a wallbounce if close enough to a wall. Unlike 5BB, it does not have the range to active standing gems.

2C
2C
UNI Vatista 2C.png
Damage Guard Cancel Property Cost Attribute
621 L N,SP,EX,CS - - Foot
Startup Active Recovery Overall Advantage Invul
10 13 24 46 -16~-6 -

Vatista slides 4 wings in a wheel far along the ground sweeping the opponent. Very good way to start combos, especially when followed by 5C. One of Vatista's few lows. Vatista is not affect by hitstop during this move. Cannot be used to detonate gems.

Air Normals

j.A
j.A
UNI Vatista j.A.png
Damage Guard Cancel Property Cost Attribute
140 H,AS N,SP,EX,CS - - Head
Startup Active Recovery Overall Advantage Invul
6 3 21
[2 on landing]
29 Varies -

A jumping kick. Mostly used as a combo tool or air-to-air.

j.B
j.B
UNI Vatista j.B.png
Damage Guard Cancel Property Cost Attribute
410 H,AS N,SP,EX,CS - - -
Startup Active Recovery Overall Advantage Invul
11 6 18
[3 on landing]
34 Varies -

Vatista slashes her wings forward. Has a large hitbox and hits overhead, making it a good air-to-ground tool.

j.C
j.C
Guruguru~
UNI Vatista j.C.png
Damage Guard Cancel Property Cost Attribute
170x3(478 3-hit) H,L,AS N,SP,EX,CS - - Head
Startup Active Recovery Overall Advantage Invul
12 10 8
[4 on landing]
29 Varies -

Vatista spins with her wings extended around her. Very large horizontal hitbox that can even hit behind her. Can be blocked in either direction, so it does not work as a cross-up. Useful as a jump-in as it's usually still plus, even if shielded. If it isn't shielded, it's good for hiding an [8]2 charge for B Drill.

Command Normals

Leviosa
Leviosa
レヴィオーサ
j.A+B
UNI Vatista j.AB.png
Damage Guard Cancel Property Cost Attribute
- - N,SP,EX,CS - - -
Startup Active Recovery Overall Advantage Invul
- - - 32 - -

Vatista hops backward and floats in the air briefly. Gives her some tricky movement options, as well as the ability to hold a charge in the air without moving.

Dash Moves

66B
66B
UNI Vatista 66B.png
Damage Guard Cancel Property Cost Attribute
650 H,L SP,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
10 2 12 23 -2 -

A spinning kick with deceptively few active frames. Has a solid vertical hitbox, so it can be used as a risky, back-up anti-air if [2]8X charge isn't available. On grounded counter hit, the opponent goes into a tumble state.

66C
66C
Guruguru~
UNI Vatista j.C.png
Damage Guard Cancel Property Cost Attribute
190,148x5 (930 6-hit) H,L SP,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
12 18 20 49 -5 -

Vatista charges forward while spinning her wings and can pass through the opponent. Will only hit all 6 hits if spaced correctly. It can be cancelled into FF~4 on block to make it safe or FF/[4]6A on crossup for a combo.

Universal Mechanics

Force Function

Armabellum
アルマ ベルム
B+C
UNI Vatista BC.png
Stand
Stand
UNI Vatista 2BC.png
Crouch
Crouch
UNI Vatista j.BC.png
Air
Air
B+C
3-Hits
Damage Guard Cancel Property Cost Attribute
845 H,L SP,{EX},{CS} - - Strike
Startup Active Recovery Overall Advantage Invul
10 3(3)2(5)6 14 42 -4 -
[B+C]
5-Hits
Damage Guard Cancel Property Cost Attribute
1365 H,L {EX},{CS} - - Strike
Startup Active Recovery Overall Advantage Invul
10 5(13)16 17 60 -6 -
[B+C]8
Float 10-Hits
Damage Guard Cancel Property Cost Attribute
1545 H,L {EX},{CS} - - Strike
Startup Active Recovery Overall Advantage Invul
10 5(10)14(2)4 [14 on landing] 68 -x~-24 -
2B+C
Crouching 2-Hits
Damage Guard Cancel Property Cost Attribute
787 L {EX},{CS} - - Strike
Startup Active Recovery Overall Advantage Invul
12 17 18 46 -3 -
jB+C
Air 4-Hits
Damage Guard Cancel Property Cost Attribute
499 H,L {EX},{CS} - - Strike
Startup Active Recovery Overall Advantage Invul
14 6(2)4 18
[9 on landing]
51 -x~-12 -
j[B+C]
Air 11-Hits
Damage Guard Cancel Property Cost Attribute
1290 H,L {EX},{CS} - - Strike
Startup Active Recovery Overall Advantage Invul
13 16(5)14(2)4 18
[14 on landing]
97 ~x~-24 Destroys 1 Projectile per hitbox during Standing and Air active frames

Vatista fires short energy beams from her fingertips.

  • Can be cancelled into from any normal.
  • During the standing and air versions, she can move in any direction and can cancel out projectiles.
  • Standing increase version can start floating if up is held.
  • While in the air on hit, it drags the opponent with her on.
  • Crouching version hits low.

Throw

Throw
A+D
UNI Vatista AD.png
Damage Guard Cancel Property Cost Attribute
1580 UNB - - - Throw
Startup Active Recovery Overall Advantage Invul
4 1 22 26 +37(hit) -

Launches the opponent to the wall.

Guard Thrust
Guard Thrust
ガードスラスト
214D
UNI Vatista j.82X 2.png
214D
Normal
Damage Guard Cancel Property Cost Attribute
0 Mid - Launch 100 EXS, GRD Break Strike
Startup Active Recovery Overall Advantage Invul
15 5 26 45 -12 1~15 Full,
16~45 Full on hit
214D
Vorpal
Damage Guard Cancel Property Cost Attribute
0 Mid - Launch Vorpal Strike
Startup Active Recovery Overall Advantage Invul
12 5 26 42 -12 1~15 Full,
16~45 Full on hit

Blows the opponent away on hit.

  • Usable only during blockstun.
  • Generally better to use while in Vorpal as it's faster and costs less resources.
Veil Off
Veil Off
ヴェールオフ
A+B+C
UNI Vatista ABC.png
A+B+C
Normal
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch, Wall Bounce, GRD Break 100+ EXS Strike
Startup Active Recovery Overall Advantage Invul
20 2 [7 (3 on hit) on landing] 58 (54 on hit) -13 1~30 Full
A+B+C
Full Charge
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch, Wall Bounce, GRD Break 100+ EXS Strike
Startup Active Recovery Overall Advantage Invul
68 2 [7 (2 on hit) on landing] 108 (103 on hit) -14 1~91 Full

Universal reversal that blows the opponent back on hit.

  • Airborne: 1~52, Standing: 53~59.
    • For Full Charge version: Airborne: 1~101, Standing: 102~108.
  • Requires at least 100 meter and puts you in Veil Off state which grants 20% more damage, but drains your meter at a slow rate.
  • Meter drains much slower when health is below 30% (orange health).
  • You can hold down A+B+C to delay activation and gain a few extra benefits, but doing so is highly unrecommended unless trying to run the clock as this move already has a long start up as is.
A+B+C
Cross Cast
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch 100+ EXS, Vorpal Strike
Startup Active Recovery Overall Advantage Invul
2 4 20 25 +3 1~19 Full

Cancels an action and launches the opponent high into the air on hit.

  • Airborne: 1~25.
  • CVO cancel is treated the same as EX cancel, you can only CVO when you can EX and the opponent is in hit/blockstun.
    • Including in the air.
  • Requires at least 100 meter and consumes vorpal state and drains meter at a fast rate.
  • Has a lot of hitstun, making it easy to combo from.
  • Grants an additional bounce if both have been used in the combo so far.
    • If the opponent does end up hitting the ground during the combo, damage is prorated.
  • Pressing A+B+C can be used for a shortcut for Infinite Worth.
  • Used mostly as a way to tack on extra damage, or to reliably close out the round.

Special Moves

Stella Lumen
Stella Lumen
ルーメンステラ
[4]6X
UNI Vatista 46A.png
A Version
A Version
UNI Vatista 46B.png
B Version
B Version
UNI Vatista 46C.png
EX C Version
EX C Version
[4]6A
Slow
Damage Guard Cancel Property Cost Attribute
819 H,L,A {EX},{CS} - - Projectile
Startup Active Recovery Overall Advantage Invul
21 128(max) - 39 +8~+x -

Fires a slow moving projectile. It's slow enough to be followed into battle, making it an effective approach tool. Disappears if Vatista is hit.

  • 53 frame charge
[4]6B
Fast
Damage Guard Cancel Property Cost Attribute
819 H,L,A {EX},{CS} - - Projectile
Startup Active Recovery Overall Advantage Invul
19 26(max) - 51 -6~+x -

Fires a much faster moving projectile that pushes Vatista back on the ground. Not as effective as [6]4A laser, but it's nice to have the option when you have a [4] charge. Disappears if Vatista is hit. Vatista's hitbox isn't actually crouching during startup.

  • 53 frame charge
[4]6X
EX Multi-hit
Damage Guard Cancel Property Cost Attribute
1258
(1236 on CS)
H,L,A {CS} - - Projectile
Startup Active Recovery Overall Advantage Invul
38 44 - 67 +68~+x -

A very large and very slow, multi-hitting projectile takes time to release. Travels slowly forward up and down. Can reverse a neutral situation if you get it out safely and follow it into battle, but it disappears if Vatista is hit. Has no hitbox until released. Can be released earlier by cancelling the startup with chainshift, but loses some damage and instead bounces along the ground.

  • 53 frame charge
Stella Lumen (Air)
Stella Lumen (Air)
ルーメンステラ
j.[4]6X
UNI Vatista j.46A.png
A Version
A Version
UNI Vatista j.46B.png
B Version
B Version
UNI Vatista j.46C.png
EX C Version
EX C Version
j.[4]6A
Slow
Damage Guard Cancel Property Cost Attribute
819 H,L,A {EX},{CS} - - Projectile
Startup Active Recovery Overall Advantage Invul
13 128(max) 29
[0 on landing]
42 -3 -

Similar to the grounded version projectile, but Vatista floats backward after use. The projectile travels diagonally towards the ground then travels horizontally.

  • 53 frame charge
j.[4]6B
Fast
Damage Guard Cancel Property Cost Attribute
819 H,L,A {EX},{CS} - - Projectile
Startup Active Recovery Overall Advantage Invul
13 37(max) 29
[0 on landing]
42 -3 -

Similar to the A version, but much faster.

  • 53 frame charge
j.[4]6C
EX Multi-hit
Damage Guard Cancel Property Cost Attribute
1258
(1236 on CS)
H,L,A {CS} - - Projectile
Startup Active Recovery Overall Advantage Invul
36 - 23 59 +75~+x -

The same as the grounded version, but in the air.

  • 53 frame charge
Luvel Angelus
Luvel Angelus
ルベルアンゲルス
[2]8X
UNI Vatista 28X.png
A/B Version
A/B Version
EX C Version
EX C Version
[2]8A
Rising
Damage Guard Cancel Property Cost Attribute
620,182x5
(1530 all-hits)
H,L (CS) - - Strike
Startup Active Recovery Overall Advantage Invul
4 3(3)8 33 50 -16 Completely invincible frames 1~4,
Strike invincible frames 5~17

A rising attack with all of Vatista's wings. Effective reversal when you have [2] charge. Will whiff opponents directly above Vatista.

  • 53 frame charge
[2]8B
Spike
Damage Guard Cancel Property Cost Attribute
620,182x5,281
(1811 all-hits)
H,L (CS) - - Strike
Startup Active Recovery Overall Advantage Invul
4 3(3)8 44 61 -26 Completely invincible frames 1~4,
Strike invincible frames 5~17

Similar to the A version, but covers more area diagonal distance. On hit, will end by spiking the opponent to the ground and Vatista can perform aerial actions afterward.

  • 53 frame charge
[2]8C
EX Multi-part
Damage Guard Cancel Property Cost Attribute
195,107x18
(2014 18-hit, 2121 19-hit)
H,L/H,L,A/H,L (CS) - - Strike
Startup Active Recovery Overall Advantage Invul
4 3(3)8(16)13(7)3(3)10 54 123 -46 Completely invincible frames 1~46,
Strike invincible frames 47~53,
Completely invincible frames 54~109

Starts like the other versions, but then performs her drilling attack, and then another rising attack. Covers an even larger intial area.

Mikoruseo
Mikoruseo
ミコルセオ
[6]4X
UNI Vatista 64X.png
Ground
Ground
Air
Air
UNI Vatista 64C.png
EX C Version
EX C Version
[6]4A
Horizontal
Damage Guard Cancel Property Cost Attribute
1250 H,L,A {EX},{CS} - - Projectile
Startup Active Recovery Overall Advantage Invul
14 5 25 43 -3 -
j.[6]4A
Aerial
Damage Guard Cancel Property Cost Attribute
1250 H,L,A {EX},{CS} - - Projectile
Startup Active Recovery Overall Advantage Invul
14 5 27
[0 on landing]
45 -x~-5 -

A fast, horizontal laser that instantly reaches full screen. It can be good to use while walking forward behind a Lumen Stella. Stops Vatista's movement when used in the air and even allows her an air action after its use.

  • 53F charge
[6]4B
Angled
Damage Guard Cancel Property Cost Attribute
1250 H,L,A {EX},{CS} - - Projectile
Startup Active Recovery Overall Advantage Invul
15 5 22 41 ±0 -
j.[6]4B
Aerial
Damage Guard Cancel Property Cost Attribute
1250 H,L,A {EX},{CS} - - Projectile
Startup Active Recovery Overall Advantage Invul
17 5 42
[0 on landing]
63 -x~-20 -

Similar to the A version, but this hits at an upward 30° angle for the grounded version. Air version hits at a downward 30° angle.

  • 53F charge
[6]4C
EX Multi-hit
Damage Guard Cancel Property Cost Attribute
200,148x9(1532 all-hits) H,L,A (CS) - - Projectile
Startup Active Recovery Overall Advantage Invul
8 25 29 61 +7 Throw invincible frames 1~3
j.[6]4C
Aerial
Damage Guard Cancel Property Cost Attribute
1450 H,L,A (CS) - - Projectile
Startup Active Recovery Overall Advantage Invul
8 25 27
[0 on landing]
59 -x~+11 -

A slightly stronger horizontal laser. Plus on block, so it has some use to make specials safe. Mostly used for VO combos or punishing projectiles fullscreen. While in Vorpal, the A and B versions can be cancelled into this version without charging. After the aerial version, Vatista can perform additional air actions afterward.

  • 53F charge
Transvoranse
Transvoranse
トラスウォーラス
j.[8]2X
UNI Vatista j.82X 1.png
Drill
Drill
UNI Vatista j.82X 2.png
B/C Version Kick
B/C Version Kick
j.[8]2A
Fast
Damage Guard Cancel Property Cost Attribute
300,246x4
(1284 5 hits)
H,L,A (CS) - - Dive
Startup Active Recovery Overall Advantage Invul
7 until land+3 18 22 +2 -

A diving drill attack. This version is mostly a combo tool, but it can be used for sudden, unexpected dives if you have the charge. Notably +2 on block. Cannot be EX cancelled, can be CS'd on hit.

  • 43F charge
j.[8]2B
Overhead
Damage Guard Cancel Property Cost Attribute
350,287x4
(1498 5-hits)
H/H,L {EX},{CS} - - Dive
Startup Active Recovery Overall Advantage Invul
20 until land+3(20)6 22 51 -7 -

Has much slower startup, but it hits overhead. If you're able to hide the charge in another jump or move, you can use it as an instant overhead. You can do a high-low mixup between j.C > [8]2B and j.C > 2C. Ends in a kick that launches the enemy toward the wall and can then combo afterwards.

  • 43F charge
j.[8]2C
EX Multi-part
Damage Guard Cancel Property Cost Attribute
245,193x11
(2368 12-hits)
H,L,A (CS) - - Strike
Startup Active Recovery Overall Advantage Invul
5 19(12)5(28)7 18 Varies -1 Completely invincible frames 1~3,
Strike invincible frames 4~until land

A super drill that does more hits the higher Vatista is on the screen - it works well with her force function as a combo ender. Fully invulnerable until the ground. Ends on the ground with Vatista kicking twice. The first kick is unsafe on block, so interrupting before the final kick is necessary in order to punish.

  • 43F charge
Deus Fragmentum
Deus Fragmentum
シデウスフラグメンツム
]X[
UNI Vatista 5X.png
Stand Set
Stand Set
Crouch Set
Crouch Set
Air Set
Air Set
UNI Vatista X Detonate.png
Detonate
Detonate
5/2]X[
Ground Set
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - 26 - -
j.]X[
Air Set
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - [0 on landing] 32 - -
Attack Fragment
Detonate
Damage Guard Cancel Property Cost Attribute
1484 6-hits H,L,A - - - Projectile
Startup Active Recovery Overall Advantage Invul
4 4,4,4,4,(3),3,3 - - - -

Vatista sets a gem in front of her. Often notated by the community as "5gem" for standing set, "2gem" for crouching set, and "j.gem" for aerial set.

  • When any of Vatista's hitboxes connect with a gem, they will detonate.
  • Each version sets the gem at a different angle.
  • Only 1 gem can be set per button for a max of 3 on screen. Using the same button again will replace the gem that was placed with that button.
  • Only 6 gems can be used at during a block/combo string. On attempting a 7th usage, The gem will come out, but immediately disappear.
  • All gems disappear if Vatista is hit or grabbed (even if she techs).
  • An absolutely essential tool for both her pressure and high damage combos as well.
  • Any normal can be cancelled into a gem set on release, but it will leave Vatista at frame disadvantage.
  • 61F charge.
Satelus Trianglum
Satelus Trianglum
サーテレス トリアングルム
]X[ after using 3 gems in a combo
UNI Vatista Trianglum.png
Damage Guard Cancel Property Cost Attribute
920 H,L,A {EX}, {CS} - - Projectile
Startup Active Recovery Overall Advantage Invul
13 10 [9 on landing] 70 - -

Vatista creates a small explosion around her.

  • Can only be used after detonating 3 gems previously in the same combo.

Super Moves

Infinite Worth

Lateus Orbis
ラクテウスオルビス
41236D
UNI Vatista 41236D.png
Damage Guard Cancel Property Cost Attribute
234,92x27,224
(3066 all-hits)
H,L,A - - - Projectile
Startup Active Recovery Overall Advantage Invul
12 141 66 218 -33 Completely invincible frames 1~147

Vatista fires a long-lasting, giant beam.

  • Since it's not a charge move, you can use it at any time to punish any whiff from anywhere on the screen if you want to spend 200%.

Infinite Worth EXS

Zahhishio
ザッハィシオ
A+B+C+D
UNI Vatista ABCD.png
Damage Guard Cancel Property Cost Attribute
3775 Mid, Air - Knockdown 200 EXS, Vorpal or GRD Break Strike
Startup Active Recovery Overall Advantage Invul
1+15 6 46 67 -25 1~26 Full

Vatista becomes surrounded by a pillar of light which goes into a cinematic on hit.

  • Must have less than 30% health (orange health) to use.
  • After the cinematic, characters will be moved to the middle of the stage, regardless of where they were positioned before.
  • Due to the cost, it is usually not recommended to use this move unless it will kill the opponent.

Videos

Colors

Default Unlocks

001 Mars Black
002 Lion Falls
003 Murder Dolls
004 Aurora Blue
005 Aureolin
006 Classic White
007 Luminous Pink
008 Fallen Leaves
009 Chromium Green
010 Crimson Lake

Customization Unlocks (2000 IP Each)

011 Lila Colina
012 Azul Agua
013 Regalo Tierra
014 Freddo Aria
015 Grass Fairy
016 Donner Geist
017 Black Magic
018 Knospe Gardenie
019 Rain Stream
020 Flor Ciruela
021 Cassata Al Forno
022 Moonshine Blue
023 Vento Aureo
024 Angelic Gospel
025 Cyber Fairy
026 Blitzschlag
027 Mystic Doll
028 Antique Luxury
029 Modern Gloom
030 Fairy Tale

External Links


General
FAQ
Controls
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System
Strategy
Glossary
Patch Notes
Characters
Hyde
Linne
Waldstein
Carmine
Orie
Gordeau
Merkava
Vatista
Seth
Yuzuriha
Hilda
Chaos
Nanase
Byakuya
Phonon
Mika
Wagner
Enkidu
Eltnum
Akatsuki