Under Night In-Birth/UNI2/Vatista: Difference between revisions
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{{MoveData-UNI2 |versioned=input |input= [4] | {{MoveData-UNI2 |versioned=input |input= [4]6A/2A+B~6A, [4]6B/2A+B~6B, [4]6C/2A+B~6C | ||
| name = Lumen Stella | | name = Lumen Stella | ||
| subtitle = ルーメンステラ | | subtitle = ルーメンステラ |
Revision as of 04:12, 12 February 2024
Under Construction
|
Story
Vatista is an Autonomic Nerve--a non-sentient biological weapon in the form of a young girl.
She awakened upon detection of anomalies within the Hollow Night and successfully eradicated Paradox, as instructed by her commander.
With peace restored, Vatista was about to return to slumber.
But then a new threat revealed itself: Kuon the Aeon, who threatened great tragedy to the world of humankind if left unchecked.
However, Vatista never received orders to act. And so, she sets out to do battle to save the world once again--this time of her own volition.
“ |
Perhaps this is the first time I have chosen my own path. |
” |
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 a 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 does lack 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 is mostly reliant on B Lumen Stella, and with a gameplan that can easily feed GRD to the opponent for free, knowing how to structure and mix up your offense becomes even more important.
Strengths | Weaknesses |
---|---|
|
|
Vatista is the only dedicated charge character in UNI2. Vatista's special moves are exclusively made up of charge inputs, which may be familiar to players of other fighting games.
Instead of performing motion inputs, Vatista needs to hold a cardinal direction for a certain number of frames before performing the motion and pressing the button, failing to meet the charge requirement will cause the special move to not be performed and the normal will come out instead.
- Vatista's special moves each have different charge timings, in which they are:
- [4]6A/B/C requires 53 frames;
- [2]8B/C requires 53 frames, and for [2]8A 38 frames only;
- [6]4A/B/C requires 53 frames;
- [8]2A/B/C requires 43 frames;
- [A]/[B]/[C] Gem requires 61 frames.
- Vatista can charge at any time, including during hitstun, blockstun, superflash, during other moves, or even before the round starts.
- Charge inputs can be done with any backwards or downwards direction, depending on what the move requires.
- Charging is done independently, thus Vatista can charge both [4] and [2] at the same time by holding 1.
- You can also switch between backwards/downwards directions at will and maintain charge. For example: Vatista can swap from [4] to [1] to block a low, and maintain her charge for [4]6A/B/C.
- The final direction of [2]8 and [8]2 can be any input on the opposite end of the from the original direction, therefore [2]9A, [1]9A and [8]3A, [7]1A are all examples of valid inputs for performing Vatista's [2]8A and [8]2A.
- The final direction on [4]6 or [6]4 however is strict, so for example [1]3A, [4]3A and [1]9A are all invalid inputs for performing Vatista's [4]6A; only [1]6A or [4]6A counts.
- After releasing a charge direction, you have 11F to perform the next input, meaning you can walk forward slightly or even perform a microdash before performing the move.
- What is defined as forwards and backwards is only checked when a button is pressed, therefore if you were holding [6] before swapping sides (For example, to run underneath them), that will count as charging [4] after the side switch.
- The final direction is also relative to the initial charge input, so for the example above, after crossing up doing [4]6 will still counts as a [4]6 fireball on the other side, despite that the input should be reversed in normal circumstances.
- Vatista can also do Charge Partitioning: this means that you can begin a charge, release it before it has completed, do an action such as dash, then return to the charging direction quickly and finish the charge without starting over. The grace period is the same as releasing a charge: 11F after the charge is released.
- You cannot Charge Partitioning the Gems [A]/[B]/[C].
Character Stats
Health | Smart Steer Route | ||
---|---|---|---|
10300 | 5A > 5B > 5C > [6]4A > 5A+B > IW (requires 200 EXS) | ||
Forward Walk Speed | Backward Walk Speed | Jump Startup | Jump Duration |
1180 | -910 | 4 | 41 |
Dash Startup | Initial Dash Speed | Dash Acceleration | Max Dash Speed |
5 | 3000 | ||
Backdash Startup | Backdash Duration | Backdash Distance | Backdash Invul |
4 | 27 | -45360 | 1~8 Full 9~10 Throw |
Throw Width (pixels) | Throw Range (pixels) | ||
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
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
160 | Mid | 6 | 3 | 12 | -3 | N, SP, EX, CS, TH | Strike |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
20 | 95 | /Data#5A |
5B
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
5B | (432) | Mid | 12 | (9) | 18 | -2 | N, SP, -UNQ-, EX, CS | Strike |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
5BB | (551) | Mid | (4) | (6) | 25 | -8 | (N), SP, EX, CS | Strike |
5C
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
5C | 690 | Mid | 12 | 5 | 22 | -11 | N, SP, UNQ, EX, CS | Strike |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
5CC | 474~515 | Mid | 11 | 3 | 29 | -16 | SP, EX, CS | Strike |
Crouching Normals
2A
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
150 | Mid | 6 | 3 | 12 | -3 | SE, N, SP, EX, CS, TH | Strike |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
20 | 95 | /Data#2A |
2B
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
2B | (494) | Mid | 9 | (9) | 22 | -6 | N, SP, -UNQ-, EX, CS | Strike |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
2BB | (460) | Mid | (4) | (8) | 23 | -7 | (N), SP, -UNQ-, EX, CS | Strike |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
2BBB | 424 | Mid | (6) | (15) | - | -16~-26 | (N), SP, EX, CS | Strike |
2C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
641 | Low | 10 (Close) 11~20 (Wheel) |
13 | 22 | -14~-3 | N, SP, EX, CS | Strike, Object |
Air Normals
j.A
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
140 | High, Air Shield | 6 | 3 | Total 33 | +0~+9 on Assault | N, SP, EX, CS |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
33 | 97 | /Data#jA |
j.B
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
410 | High, Air Shield | 11 | 7 | Total 38 | +3~+13 on Assault | N, SP, EX, CS |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
38 | 93 | /Data#jB |
j.C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
(493) | High, Air Shield (First hit) Mid (Later hits) |
12 | 10 | Total 33 | +17~+19 | N, SP, EX, CS |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
33 | 91 | /Data#jC |
Command Normals
j.A+B
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
32 | - |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
/Data#jA+B |
2A+B
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
67 | UNQ | 14-49 Guard HBFP |
- 6X: [4]6X Lumen Stella;
- 8X: [2]8X Ruber Angelus;
- 4X: [6]4X Mico Ruseo;
- 2X: [X]X[ Si Deus Fragmentum.
She will also perform Satelles Triangulum directly by inputting 2C in this mode, but with the cost of 100 EXS.
Totally not recommended to use as a newbie way to perform specials without a charge, as it adds 35 frames startup to the moves.Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
/Data#2A+B |
- Cancelable into Specials via shortcut frame 35-49
Dash Moves
66B
66C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
(955) | Mid | 12 | (18) | 20 | -5~-20 | SP, EX, CS | Strike |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
49 | 78 | /Data#66C |
Universal Mechanics
Force Function
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
B+C 1 GRD |
(916) | Mid | 10 | (11) | 12 | -2 | EX, CS |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
[B]+[C] 1 GRD |
(1432) | Mid | 10 | (20) | 17 | -6 | EX, CS |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
2B+C 1 GRD |
(787) | Low | 12 | (17) | 20 | -5 | EX, CS |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
jB+C 1 GRD |
(619) | Mid, Air Shield (First Hit) All (later hits) |
14 | (10) | - | -10~-28 | EX, CS |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j[B]+[C] 1 GRD |
(1580) | Mid, Air Shield (First Hit) All (later hits) |
13 | (34) | - | -18~-63 | EX, CS |
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
B+C | 40 | Launch (last hit) | 94 | /Data#B+C | ||
[B]+[C] | 60 | Launch (last hit) | 94 | /Data#[B]+[C] | ||
2B+C | 48 | HKD | 92 | /Data#2B+C | ||
jB+C | Launch (last hit) | 98 | /Data#jB+C | |||
j[B]+[C] | HKD (last hit) | 98 | /Data#j[B]+[C] |
[B]+[C] :
2B+C :
jB+C :
j[B]+[C] :
Throw
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
1580 | Throw | 4 | 3 | Total 58 | +37 (Midscreen) +23 (Into Corner) +40~+42 (Out of Corner) |
Throw |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
58 | 40 | /Data#A+D |
Smart Steer
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
1656 | All | 14 | (20) | - | -4 | (EX) (only IW or IWEXS), CS | Strike |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
HKD | /Data#5A+B |
Guard Thrust
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
0 | Mid | 15 | 5 | 26 | -12 | Strike | 1~15 Full, 16~45 Full on hit |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
45 | Launch | /Data#6A+B+C |
Veil Off
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
A+B+C 100+ EXS |
0 | All | 15 | 2 | Total 64 (54 on hit) | -23 | Strike | 1~30 Full |
- 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).
- If your opponent has Vorpal state and is hit with Veil Off outside of a combo, they will lose Vorpal.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
A+B+C (during a move) 100+ EXS |
0 | All | 2 | 4 | 20 | +3 | Strike | 1~19 Full |
- 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.
- Allows for an additional bounce in the combo if two have been used so far, without hitting the combo bounce limit.
- 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.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
A+B+C | 64 (54 on hit) | Launch | /Data#A+B+C | |||
A+B+C (during a move) |
25 | Launch | /Data#A+B+C |
A+B+C (during a move):
Special Moves
[4]6X
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|
[Show/Hide Additional Data]
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|
j.[4]6X
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j[4]6A | 819 | All | 13 | Total 42 | -1 | CS |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j[4]6B | 819 | All | 13 | Total 42 | -3 | CS |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j[4]6C | (1735) | All | 36 | Total 59 | +74 | CS |
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
j[4]6A | 42 | 84 | /Data#j[4]6A | |||
j[4]6B | 42 | 84 | /Data#j[4]6B | |||
j[4]6C | 59 | 55 | /Data#j[4]6C |
j[4]6B :
j[4]6C :
[2]8X
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|
[Show/Hide Additional Data]
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|
[6]4X
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|
[Show/Hide Additional Data]
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|
j.[6]4X
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j[6]4A | 1280 | All | 14 | 10 | - | -3 | CS, [4]6C (Vorpal Only) |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j[6]4B | 1280 | All | 17 | 10 | - | -10 | CS, [4]6C (Vorpal Only) |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j[6]4C 100 EXS |
(1450) | All | 8 | 25 | - | +17 | CS |
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
j[6]4A | 81 | /Data#j[6]4A | ||||
j[6]4B | 81 | /Data#j[6]4B | ||||
j[6]4C | 74 | /Data#j[6]4C |
j[6]4B :
j[6]4C :
j.[8]2X
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j[8]2A | (290+) | Mid | 7 | - | +2 |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j[8]2B | (595+) | High, Mid (Final Hit) | 20 | - | -11 |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j[8]2C | (1403+) | Mid | 5 | - | -1 | 1-Landing Full |
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
j[8]2A | HKD (air hit) | 77 | /Data#j[8]2A | |||
j[8]2B | Wall Bounce (final hit) | 82 | /Data#j[8]2B | |||
j[8]2C | Wall Bounce (final hit) | 79 | /Data#j[8]2C |
Release X
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j]X[ | 32 | (CS) |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
Detonate | (1292 (A hit)/ 1484) | All | (16 (A hit)/ 22) | - | +18~+29 |
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
j]X[ | /Data#j]X[ | |||||
Detonate | Launch + Knockdown | /Data#Detonate |
Detonate :
- The hitstun is greatly reduced on subsequent detonations in the same combo (only the first detonation will knockdown.)
Release XXXX
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
]X[ | 920 | 10 | - |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
2A+B~2C 100 EXS |
(1680) | All | (6) | - | +6 | CS |
[4]6B+C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
(1214), (1214) | All | - | +44 |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
95 | /Data#[4]6B+C |
Super Moves
Infinite Worth
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
150, 105×27, 420 | All | 12 | Total 218 | -33 |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
218 | /Data#41236D |
Infinite Worth EXS
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
3775 | All | 3+14 | 2 | 51 | -25 | Strike | 1~? Full |
- 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.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
69 | Knockdown | /Data#A+B+C+D |
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 | |
jA | -22 | |
jB | -17 | |
jC | -11 |
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:
Players To Watch
The purpose of this list is to provide a wide list of playstyles and reference footage for newer players to look to. 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 |
---|---|---|---|---|
Foxof42 Twitch Youtube |
United States |
Unknown | ||
Daniru |
Japan |
Unknown | ||
Lolimaiko | United States |
Unknown | ||
Nekomiko Youtube |
Japan |
Unknown | ||
Wako Twitch |
Japan |
Unknown | ||
RAL Twitch |
United States |
Unknown | ||
DrunkSuika Twitch |
Canada |
Unknown | ||
Flankroast |
United States |
Unknown | ||
WhiteBeast |
United States |
Unknown | ||
Str4ng3r Twitch |
United States |
Unknown | ||
Ayr Twitch |
United Kingdom |
Unknown | ||
Jaca |
Brazil |
Unknown | ||
Needle |
Japan |
Unknown | ||
Roy |
Japan |
Unknown | ||
Ken |
Canada |
Unknown |