Under Night In-Birth/UNICLR/Vatista: Difference between revisions
(→Universal Mechanics: Updated formalization) |
(→Special Moves: Updated formalization and added additional information about EX moves and cancels. Also better to additionally verify j.[4]6A/B and whiffed [8]2A CS options) |
||
Line 835: | Line 835: | ||
|mindamage = | |mindamage = | ||
|guard ={{Property-UNI|Mid}} | |guard ={{Property-UNI|Mid}} | ||
|cancel ={{Property-UNI|CS}} | |cancel ={{Property-UNI|CS|Whiff}} | ||
|property = | |property = | ||
|cost = | |cost = | ||
Line 851: | Line 851: | ||
* Generally used for either resetting pressure or as a way to more safely approach. | * Generally used for either resetting pressure or as a way to more safely approach. | ||
* Sees some use in high-damage corner combos. | * Sees some use in high-damage corner combos. | ||
* | * Changes projectile behavior if CS'd early (turns it into a bouncy ball). | ||
}} | }} | ||
{{AttackData-UNI | {{AttackData-UNI | ||
Line 859: | Line 859: | ||
|mindamage = | |mindamage = | ||
|guard ={{Property-UNI|Mid}} | |guard ={{Property-UNI|Mid}} | ||
|cancel ={{Property-UNI|CS}}, {{Property-UNI|UNQ}} | |cancel ={{Property-UNI|CS|Whiff}}, {{Property-UNI|UNQ}} | ||
|property ={{Property-UNI|Wall bounce}} near corner | |property ={{Property-UNI|Wall bounce}} near corner | ||
|cost = | |cost = | ||
Line 878: | Line 878: | ||
* Wallbounces when the opponent is cornered, making it excellent for frametraps in corner pressure. | * Wallbounces when the opponent is cornered, making it excellent for frametraps in corner pressure. | ||
* Sees some use in high-damage corner combos. | * Sees some use in high-damage corner combos. | ||
* Changes projectile behavior if CS'd early (turns it into a bouncy ball). | |||
}} | }} | ||
{{AttackData-UNI | {{AttackData-UNI | ||
Line 885: | Line 886: | ||
|mindamage = | |mindamage = | ||
|guard ={{Property-UNI|Mid}} | |guard ={{Property-UNI|Mid}} | ||
|cancel ={{Property-UNI|CS}} | |cancel ={{Property-UNI|CS|Whiff}} | ||
|property = | |property = | ||
|cost =100 | |cost =100 {{Property-UNI|EXS}} | ||
|attribute ={{Property-UNI|Projectile}} | |attribute ={{Property-UNI|Projectile}} | ||
<!------------> | <!------------> | ||
|startup =38 | |startup =38 | ||
|active =49 | |active =49+ | ||
|recovery =31 | |recovery =31 | ||
|landing = | |landing = | ||
Line 902: | Line 903: | ||
* The extremely long startup can be cancelled with Chain Shift to make it into a bouncy ball like A Lumen Stella. | * The extremely long startup can be cancelled with Chain Shift to make it into a bouncy ball like A Lumen Stella. | ||
* Very rarely used. | * Very rarely used. | ||
* Changes projectile behavior if CS'd early (turns it into a bouncy ball). | |||
}} | }} | ||
}} | }} | ||
Line 923: | Line 925: | ||
|damage =819 | |damage =819 | ||
|mindamage = | |mindamage = | ||
|guard =Mid | |guard ={{Property-UNI|Mid}} | ||
|cancel = | |cancel ={{Property-UNI|CS}} | ||
|property = | |property = | ||
|cost = | |cost = | ||
|attribute =Projectile | |attribute ={{Property-UNI|Projectile}} | ||
<!------------> | <!------------> | ||
|startup =13 | |startup =13 | ||
Line 946: | Line 948: | ||
|damage =819 | |damage =819 | ||
|mindamage = | |mindamage = | ||
|guard =Mid | |guard ={{Property-UNI|Mid}} | ||
|cancel = | |cancel ={{Property-UNI|CS}} | ||
|property = | |property = | ||
|cost = | |cost = | ||
|attribute =Projectile | |attribute ={{Property-UNI|Projectile}} | ||
<!------------> | <!------------> | ||
|startup =13 | |startup =13 | ||
Line 969: | Line 971: | ||
|damage =1258 | |damage =1258 | ||
|mindamage = | |mindamage = | ||
|guard =Mid | |guard ={{Property-UNI|Mid}} | ||
|cancel = | |cancel ={{Property-UNI|CS}} | ||
|property = | |property = | ||
|cost =100 | |cost =100 {{Property-UNI|EXS}} | ||
|attribute =Projectile | |attribute ={{Property-UNI|Projectile}} | ||
<!------------> | <!------------> | ||
|startup =36 | |startup =36 | ||
Line 986: | Line 988: | ||
* Generally preferred to the grounded version due to its more consistent movement pattern. | * Generally preferred to the grounded version due to its more consistent movement pattern. | ||
* Sees occasional use for oki situations or to try and force your turn in neutral, but not much outside of that. | * Sees occasional use for oki situations or to try and force your turn in neutral, but not much outside of that. | ||
* Changes projectile behavior if CS'd early (turns it into a bouncy ball). | |||
}} | }} | ||
}} | }} | ||
Line 1,003: | Line 1,006: | ||
|damage =620, 182x5 | |damage =620, 182x5 | ||
|mindamage = | |mindamage = | ||
|guard =Mid | |guard ={{Property-UNI|Mid}} | ||
|cancel = | |cancel ={{Property-UNI|EX}}, {{Property-UNI|CS|Whiff}} | ||
|property =Launch | |property ={{Property-UNI|Launch}} | ||
|cost = | |cost = | ||
|attribute =Strike | |attribute ={{Property-UNI|Strike}} | ||
<!------------> | <!------------> | ||
|startup =4 | |startup =4 | ||
|active =3 (3) 8 | |active =3, (3), 8 | ||
|recovery =33 | |recovery =33 | ||
|landing = | |landing = | ||
|overall = | |overall = | ||
|frameAdv =-16 | |frameAdv =-16 | ||
|invul =1~3 Throw, 1~11 Head | |invul =1~3 {{Property-UNI|Throw}}, 1~11 {{Property-UNI|Head}} | ||
|description=Vatista spreads her Crimson Wings and flash kicks to the skies. | |description=Vatista spreads her Crimson Wings and flash kicks to the skies. | ||
* 38f charge time | * 38f charge time | ||
Line 1,028: | Line 1,031: | ||
|damage =620, 182x5, 281 | |damage =620, 182x5, 281 | ||
|mindamage = | |mindamage = | ||
|guard =Mid | |guard ={{Property-UNI|Mid}} | ||
|cancel = | |cancel ={{Property-UNI|CS|hitonly}} | ||
|property =Knockdown | |property ={{Property-UNI|Knockdown}} | ||
|cost = | |cost = | ||
|attribute =Strike | |attribute ={{Property-UNI|Strike}} | ||
<!------------> | <!------------> | ||
|startup =4 | |startup =4 | ||
|active =3 (3) 8 | |active =3, (3), 8 | ||
|recovery =44 | |recovery =44 | ||
|landing = | |landing = | ||
|overall = | |overall = | ||
|frameAdv =-26 | |frameAdv =-26 | ||
|invul =1~4 Full, 5~17 Strike | |invul =1~4 {{Property-UNI|Full}}, 5~17 {{Property-UNI|Strike}} | ||
|description=Vatista flash kicks higher into the air, striking her enemy down to the ground afterwards on hit. | |description=Vatista flash kicks higher into the air, striking her enemy down to the ground afterwards on hit. | ||
* 53f charge time | * 53f charge time | ||
Line 1,052: | Line 1,055: | ||
|damage =195, 107x18 | |damage =195, 107x18 | ||
|mindamage = | |mindamage = | ||
|guard =Mid | |guard ={{Property-UNI|Mid}} | ||
|cancel = | |cancel ={{Property-UNI|CS|hitonly}} | ||
|property =Launch | |property ={{Property-UNI|Launch}} | ||
|cost =100 | |cost =100 {{Property-UNI|EXS}} | ||
|attribute =Strike | |attribute ={{Property-UNI|Strike}} | ||
<!------------> | <!------------> | ||
|startup =4 | |startup =4 | ||
|active =3(3)8(16)13(7)3(3)10 | |active =3, (3), 8, (16), 13, (7), 3, (3), 10 | ||
|recovery =54 | |recovery =54 | ||
|landing = | |landing = | ||
|overall = | |overall = | ||
|frameAdv =-46 | |frameAdv =-46 | ||
|invul =1~26 Full | |invul =1~26 {{Property-UNI|Full}} | ||
|description=Vatista flings herself up and forwards as she flash kicks, somersaulting into a downwards drill, before a final flash kick once she reaches the ground. | |description=Vatista flings herself up and forwards as she flash kicks, somersaulting into a downwards drill, before a final flash kick once she reaches the ground. | ||
* 53f charge time | * 53f charge time | ||
Line 1,093: | Line 1,096: | ||
|damage =1250 | |damage =1250 | ||
|mindamage = | |mindamage = | ||
|guard =Mid | |guard ={{Property-UNI|Mid}} | ||
|cancel = | |cancel ={{Property-UNI|CS|Whiff}}, {{Property-UNI|UNQ}} | ||
|property = | |property = | ||
|cost = | |cost = | ||
|attribute =Projectile | |attribute ={{Property-UNI|Projectile}} | ||
<!------------> | <!------------> | ||
|startup =14 | |startup =14 | ||
Line 1,111: | Line 1,114: | ||
* Can become more tricky to dashblock against when partitioned. | * Can become more tricky to dashblock against when partitioned. | ||
* Often interchangeable staple in higher-damage combos with the B version. | * Often interchangeable staple in higher-damage combos with the B version. | ||
* Can be cancelled into the EX version during Vorpal by doing [6]4A64C. | * Can be cancelled into the EX version during Vorpal by doing [6]4A64C even of whiff. | ||
* Can be cancelled into the EX version outside of Vorpal by doing [6]4A3C. | * Can be cancelled into the EX version outside of Vorpal by doing [6]4A3C even of whiff. | ||
}} | }} | ||
{{AttackData-UNI | {{AttackData-UNI | ||
Line 1,119: | Line 1,122: | ||
|damage =1250 | |damage =1250 | ||
|mindamage = | |mindamage = | ||
|guard =Mid | |guard ={{Property-UNI|Mid}} | ||
|cancel = | |cancel ={{Property-UNI|CS|Whiff}}, {{Property-UNI|UNQ}} | ||
|property = | |property = | ||
|cost = | |cost = | ||
|attribute =Projectile | |attribute ={{Property-UNI|Projectile}} | ||
<!------------> | <!------------> | ||
|startup =15 | |startup =15 | ||
Line 1,137: | Line 1,140: | ||
* Can be used to be 0 on block after 66C against Waldstein, Gordeau, Enkidu and Mika, since it will hit them even when crouch blocking. | * Can be used to be 0 on block after 66C against Waldstein, Gordeau, Enkidu and Mika, since it will hit them even when crouch blocking. | ||
* Often interchangeable staple in higher-damage combos with the A version. | * Often interchangeable staple in higher-damage combos with the A version. | ||
* Can be cancelled into the EX version during Vorpal by doing [6]4B64C. | * Can be cancelled into the EX version during Vorpal by doing [6]4B64C even of whiff. | ||
* Can be cancelled into the EX version outside of Vorpal by doing [6]4B3C. | * Can be cancelled into the EX version outside of Vorpal by doing [6]4B3C even of whiff. | ||
}} | }} | ||
{{AttackData-UNI | {{AttackData-UNI | ||
Line 1,145: | Line 1,148: | ||
|damage =200, 148x9 | |damage =200, 148x9 | ||
|mindamage = | |mindamage = | ||
|guard =Mid | |guard ={{Property-UNI|Mid}} | ||
|cancel = | |cancel ={{Property-UNI|CS|hitonly}} | ||
|property = | |property = | ||
|cost =100 | |cost =100 {{Property-UNI|EXS}} | ||
|attribute =Projectile | |attribute ={{Property-UNI|Projectile}} | ||
<!------------> | <!------------> | ||
|startup =8 | |startup =8 | ||
Line 1,168: | Line 1,171: | ||
|damage =1250 | |damage =1250 | ||
|mindamage = | |mindamage = | ||
|guard =Mid | |guard ={{Property-UNI|Mid}} | ||
|cancel = | |cancel ={{Property-UNI|CS|Whiff}}, {{Property-UNI|UNQ}} | ||
|property = | |property = | ||
|cost = | |cost = | ||
|attribute =Projectile | |attribute ={{Property-UNI|Projectile}} | ||
<!------------> | <!------------> | ||
|startup =14 | |startup =14 | ||
Line 1,185: | Line 1,188: | ||
* Can be TK'd by doing [6]94A, which can be useful for sniping projectiles against certain characters. | * Can be TK'd by doing [6]94A, which can be useful for sniping projectiles against certain characters. | ||
* Useful for air stalling for more air actions. | * Useful for air stalling for more air actions. | ||
* Can be cancelled into the EX version during Vorpal by doing j.[6]4A64C. | * Can be cancelled into the EX version during Vorpal by doing j.[6]4A64C even of whiff. | ||
* Can be cancelled into the EX version outside of Vorpal by doing j.[6]4A3C. | * Can be cancelled into the EX version outside of Vorpal by doing j.[6]4A3C even of whiff. | ||
}} | }} | ||
{{AttackData-UNI | {{AttackData-UNI | ||
Line 1,193: | Line 1,196: | ||
|damage =1250 | |damage =1250 | ||
|mindamage = | |mindamage = | ||
|guard =Mid | |guard ={{Property-UNI|Mid}} | ||
|cancel = | |cancel ={{Property-UNI|CS|Whiff}}, {{Property-UNI|UNQ}} | ||
|property = | |property = | ||
|cost = | |cost = | ||
|attribute =Projectile | |attribute ={{Property-UNI|Projectile}} | ||
<!------------> | <!------------> | ||
|startup =17 | |startup =17 | ||
Line 1,210: | Line 1,213: | ||
* Due to its long recovery and massive disadvantage on block, you should be wary about using this. | * Due to its long recovery and massive disadvantage on block, you should be wary about using this. | ||
* Can occasionally be used to call out an over-aggressive opponent by assaulting beforehand. | * Can occasionally be used to call out an over-aggressive opponent by assaulting beforehand. | ||
* Can be cancelled into the EX version during Vorpal by doing j.[6]4B64C. | * Can be cancelled into the EX version during Vorpal by doing j.[6]4B64C even of whiff. | ||
* Can be cancelled into the EX version outside of Vorpal by doing j.[6]4B3C. | * Can be cancelled into the EX version outside of Vorpal by doing j.[6]4B3C even of whiff. | ||
}} | }} | ||
{{AttackData-UNI | {{AttackData-UNI | ||
Line 1,218: | Line 1,221: | ||
|damage =1450 | |damage =1450 | ||
|mindamage = | |mindamage = | ||
|guard =Mid | |guard ={{Property-UNI|Mid}} | ||
|cancel = | |cancel ={{Property-UNI|CS|hitonly}} | ||
|property = | |property = | ||
|cost =100 | |cost =100 {{Property-UNI|EXS}} | ||
|attribute =Projectile | |attribute ={{Property-UNI|Projectile}} | ||
<!------------> | <!------------> | ||
|startup =8 | |startup =8 | ||
Line 1,255: | Line 1,258: | ||
|damage =1154 | |damage =1154 | ||
|mindamage = | |mindamage = | ||
|guard =Mid | |guard ={{Property-UNI|Mid}} | ||
|cancel = | |cancel ={{Property-UNI|CS}} | ||
|property =Knockdown | |property ={{Property-UNI|Knockdown}} | ||
|cost = | |cost = | ||
|attribute =Strike, Dive | |attribute ={{Property-UNI|Strike}}, {{Property-UNI|Dive}} | ||
<!------------> | <!------------> | ||
|startup =7 | |startup =7 | ||
Line 1,266: | Line 1,269: | ||
|landing = | |landing = | ||
|overall =~ | |overall =~ | ||
|frameAdv = | |frameAdv =+2~+4 | ||
|invul = | |invul = | ||
|description=Vatista turns, shaping her Crimson Wings together in a drill shape before twirling diagonally downwards at high speed. | |description=Vatista turns, shaping her Crimson Wings together in a drill shape before twirling diagonally downwards at high speed. | ||
Line 1,279: | Line 1,282: | ||
|damage =1498 | |damage =1498 | ||
|mindamage = | |mindamage = | ||
|guard = | |guard ={{Property-UNI|High}}, {{Property-UNI|Mid}} (Kick) | ||
|cancel = | |cancel ={{Property-UNI|EX|Whiff}}, {{Property-UNI|CS|Whiff}} | ||
|property = | |property ={{Property-UNI|Wall bounce}} | ||
|cost = | |cost = | ||
|attribute =Strike, Dive | |attribute ={{Property-UNI|Strike}}, {{Property-UNI|Dive}} | ||
<!------------> | <!------------> | ||
|startup =20~2 | |startup =20~2 | ||
Line 1,304: | Line 1,307: | ||
|damage =1596 | |damage =1596 | ||
|mindamage =925 | |mindamage =925 | ||
|guard =Mid | |guard ={{Property-UNI|Mid}} | ||
|cancel = | |cancel ={{Property-UNI|CS|hitonly}} | ||
|property = | |property ={{Property-UNI|Wall bounce}} | ||
|cost =100 | |cost =100 {{Property-UNI|EXS}} | ||
|attribute =Strike, Dive | |attribute ={{Property-UNI|Strike}}, {{Property-UNI|Dive}} | ||
<!------------> | <!------------> | ||
|startup =5 | |startup =5 | ||
|active =19(12)5(28)7 | |active =19, (12), 5, (28), 7 | ||
|recovery =18 | |recovery =18 | ||
|landing = | |landing = | ||
|overall =~ | |overall =~ | ||
|frameAdv =-1 | |frameAdv =-1 | ||
|invul =1~landing Full | |invul =1~landing {{Property-UNI|Full}} | ||
|description=Vatista flies upwards before drilling down at incredible speed. Upon landing, she follows up with two leaping pirouette kicks, sending the opponent flying. | |description=Vatista flies upwards before drilling down at incredible speed. Upon landing, she follows up with two leaping pirouette kicks, sending the opponent flying. | ||
* 43f charge time | * 43f charge time | ||
Line 1,342: | Line 1,345: | ||
|mindamage = | |mindamage = | ||
|guard = | |guard = | ||
|cancel = | |cancel ={{Property-UNI|CS|hitonly}} | ||
|property = | |property = | ||
|cost = | |cost = | ||
Line 1,367: | Line 1,370: | ||
|mindamage = | |mindamage = | ||
|guard = | |guard = | ||
|cancel = | |cancel ={{Property-UNI|CS|hitonly}} | ||
|property = | |property = | ||
|cost = | |cost = | ||
Line 1,389: | Line 1,392: | ||
|damage =1484 | |damage =1484 | ||
|mindamage = | |mindamage = | ||
|guard =Mid | |guard ={{Property-UNI|Mid}} | ||
|cancel = | |cancel = | ||
|property =Launch | |property ={{Property-UNI|Launch}} | ||
|cost = | |cost = | ||
|attribute =Projectile | |attribute ={{Property-UNI|Projectile}} | ||
<!------------> | <!------------> | ||
|startup =2 | |startup =2 | ||
Line 1,427: | Line 1,430: | ||
|guard = | |guard = | ||
|cancel = | |cancel = | ||
|property =Launch, Knockdown | |property ={{Property-UNI|Launch}}, {{Property-UNI|Knockdown}} | ||
|cost = | |cost = | ||
|attribute =Strike | |attribute ={{Property-UNI|Strike}} | ||
<!------------> | <!------------> | ||
|startup =13 | |startup =13 | ||
Line 1,447: | Line 1,450: | ||
|damage =1847 | |damage =1847 | ||
|mindamage =245 | |mindamage =245 | ||
|guard =Mid | |guard ={{Property-UNI|Mid}} | ||
|cancel = | |cancel ={{Property-UNI|CS}} | ||
|property =Launch, Knockdown | |property ={{Property-UNI|Launch}}, {{Property-UNI|Knockdown}} | ||
|cost =100 | |cost =100 {{Property-UNI|EXS}} | ||
|attribute =Strike | |attribute ={{Property-UNI|Strike}} | ||
<!------------> | <!------------> | ||
|startup =13 | |startup =13 | ||
Line 1,459: | Line 1,462: | ||
|overall = | |overall = | ||
|frameAdv =+6 | |frameAdv =+6 | ||
|invul =4~21 Throw | |invul =4~21 {{Property-UNI|Throw}} | ||
|description=Dropping her barrier, Vatista unleashes the move for more hits. | |description=Dropping her barrier, Vatista unleashes the move for more hits. | ||
* Requires 100 Meter - if you attempt 2AB~2C without 100 Meter, you will set a Gem instead. | * Requires 100 Meter - if you attempt 2AB~2C without 100 Meter, you will set a Gem instead. |
Revision as of 18:10, 25 August 2021
“ |
She serves. A pawn that sleeps eternally. A puppet with no will to call her own. Her master, |
” |
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... |
” |
Gameplay
Vatista is an incredibly versatile and extremely powerful charge character that excels in both controlling neutral with oppressive projectiles like Mico Ruseo and Lumen Stella, as well as utilising Si Deus Fragmentum 'Gems' and Trans Volans in up close pressure for extremely scary throw and high/low mixups. Rounded out by an incredible defense with her signature Ruber Angelus 'Flashkick', she is an technically demanding character able to easily switch between proactive offense and reactive defense, leaving no two Vatista players playing exactly alike.
Despite all of her strengths, Vatista lacks the mobility that comes with a run, as well as the consistency of being able to constantly access specials or an Anti air. Without Si Deus Fragmentum sets or Vorpal, her frame trap game with specials has a lot to be desired, and with a gameplan that feeds GRD to the opponent for free, knowing how to structure and mix up your offense becomes even more important.
Strengths | Weaknesses |
---|---|
|
|
Character Stats
Health | Smart Steer Route | ||
---|---|---|---|
10300 | 5A 5B 5C 5FF [2]8C | ||
Forward Walk Speed | Backward Walk Speed | Jump Startup | Jump Duration |
1100 | -800 | 5 | 41 |
Dash Startup | Initial Dash Speed | Dash Acceleration | Max Dash Speed |
5 | 2800 | 0 53050 distance |
2800 |
Backdash Startup | Backdash Duration | Backdash Distance | Backdash Invul |
4 | 27 | -45360 | 1~8 Full 9~10 Throw |
Throw Width (pixels) | Throw Range (pixels) | ||
200 | 100 | ||
Unique Trait |
| ||
Vorpal Trait |
|
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
"I'm not mashing, it's called 'Fuzzy Abare'" "I'm not mashing, it's called 'Fuzzy Abare'"
|
---|
5B
5BB 5BB Mawaaaaru~ Mawaaaaru~
|
---|
5C
Attacku~ Attacku~
|
---|
Crouching Normals
2A
2B
2BB 2BB Motto kuru kuru~
Motto kuru kuru~
"2BBB my footsies NICE" "2BBB my footsies NICE"
|
---|
2C
Air Normals
j.A
j.B
j.C
Kurukuru~ Kurukuru~
|
---|
Command Normals
j.A+B
Flip-flop~ Flip-flop~
|
---|
2AB
The almighty T-Pose The almighty T-Pose
|
---|
Dash Moves
66B
Dooooon~! Dooooon~!
|
---|
66C
Guruguruguru~ Guruguruguru~
|
---|
Universal Mechanics
Force Function
Stand Stand Crouch Crouch Air Air
|
---|
Throw
Guard Thrust
Veil Off
Special Moves
46X
A Version A Version B Version B Version EX C Version EX C Version
|
---|
j.46X
A Version A Version B Version B Version EX C Version EX C Version
|
---|
28X
64X
Ground Ground Ground B Ground B Aerial B Aerial B EX C Version EX C Version
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j.82X
Drill Drill B/C Version Kick B/C Version Kick
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Release X
Set Set Detonate Detonate
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Release XXXX
Super Moves
Infinite Worth
Infinite Worth EXS
Notable Rebeats and Gaps
Attack | Chain | Advantage |
---|---|---|
5A | whiff 5A/2A | -9 |
2A | -9 | |
5B | -2 | |
2B | -2 | |
5C | -5 | |
2C | ±0 | |
5A | Gem Set | -12 |
2A | -15 | |
5B | -8 | |
5BB | -8 | |
2B | -8 | |
2BB | -8 | |
2BBB(1) | -12 | |
2BBB(2) | -17 | |
5C | -11 | |
2C | -6 | |
66B | -15 | |
66C | -9 |
Attack | Chain | Frame Gap |
---|---|---|
5A | 5B | ~1 |
66C | [4]6A | ~4 |
66C | 2FF | 1~ |
[8]2A | 5A | ~4 |
TK[8]2A | 5A | ~2 |
[8]2B (Drill) | [8]2B (Kick) | ~2 |
66B | 66B | 11 |
Videos
External Links
Additional general character information:
- UNIst Vatista Primer by Lolimaiko
- Vatista FAQ by airco
Combo guides:
- UNIclr Vatista Combo Guide 2020+ by Ayr (Regularly updated)
- Vatista Mission Combos by Daniru
- Vatista Metered Combos by Daniru
Additional resources:
- Neutral Starter Guide by Flavortown
- Vatista Charge Partitioning Guide by Bea
- UNIst Vatista Tech Archive by Foxof42
- UNIclr Vatista Tech Archive by Foxof42 (Regularly updated)
Counterplay resources:
Notable Players
Players listed here are either top-level/high-level players of the character who provide excellent reference footage, or high to mid level players actively playing the game and outputting reference footage across a variety of playstyles as a result. This list is indicative of small community opinion and should be treated as such. Notes are provided so as to give a better idea of a players' strength and areas of focus, but take them with a grain of salt.
Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.
Usual Color | Handles/Links | Region | Status | Notes |
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Foxof42 Twitch Youtube |
![]() United States |
Unknown | Widely considered the strongest NA Vatista player, highly technical player
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Daniru |
![]() Japan |
Unknown | Strongest Vatista player in JP, patient traditional playstyle
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Lolimaiko | ![]() United States |
Unknown | Only Vatista player to actually take any majors, placed 9th at EVO 2019. Generally defensive and reactive player (Most footage is from UNIst)
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Nekomiko |
![]() Japan |
Unknown | Long-time JP Vatista player with powerful/explosive offense (Most footage is from UNIst)
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Wako | ![]() Japan |
Unknown | Veteran Vatista player from early UNI, - effective but unorthodox playstyle, heavy on high/low mixups (Most footage is from UNIst/UNIel)
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RAL Twitch |
![]() United States |
Unknown | Strong player with good execution with experience in and footage against NA and JP
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DrunkSuika Twitch |
![]() Canada |
Unknown | Long-standing Vatista player and well known member of the community, unpredictable playstyle with strong fundamentals
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Flankroast |
![]() United States |
Unknown | Active midwest Vatista with excellent execution, focuses on traditional UNI strike/throw offense over mixups
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WhiteBeast |
![]() United States |
Unknown | Midwest Vatista player, zoning-heavy playstyle (Most footage is from UNIst)
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Str4ng3r Twitch |
![]() United States |
Unknown | Active and improving east coast Vatista player, heavily high-low mixup-oriented playstyle
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Ayr Twitch |
![]() United Kingdom |
Unknown | Active european Vatista player, aggressive strike/throw focused gameplan
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June |
![]() United States |
Unknown | Currently very active and steadily improving east coast Vatista player with a variety of UNIclr footage
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Colors
Default Unlocks
Customization Unlocks (2000 IP Each)
DLC Colors
Vatista Wiki Roadmap
Click here for the UNICLR roadmap.
Page last edited on: 2021-08-25 by Japanese Schoolgirl.
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Strategy |
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Combos |
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