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.
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 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
CANNOT BE COUNTERHIT!
Extremely versatile at all ranges.
Excellent space control thanks to normals like 2C and 5C, as well as Si Deus Fragmentum Gems.
Some of the best neutral and defensive options in the game.
Above average damage from good starters and reversal-safe okizeme off every starter.
Extremely strong high-low mixups.
Very high/unlimited skill cap due to charge management and tricks like partitioning.
Adorable voicelines.
Very high execution and steep learning curve.
Outside of okizeme and use of Si Deus Fragmentum, She has weaker close range pressure (poor rebeats, slow normals, below average stagger windows)
Poor flexibility in strings due to the commitment of Charge specials and Negative Edge.
Very poor horizontal mobility.
Struggles against characters who control the mid/long range like Yuzuriha, Merkava, Hilda and Chaos.
No safe anti-air OS, and 171AD is usually unfeasible.
The FLS of Binding: Restriction - Vatista cannot be Counterhit.
Vorpal Trait
Can cancel [6]4A or [6]4B into [6]4C without requiring 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
Vatista does a small hop, hurling four Crimson Wings spinning ahead of her across the ground in a wheel.
One of Vatista's best normals for pressure - can rebeat into 2A to be 0 on block, safely cancel into Gems, or into Lumen Stella up close to reset pressure.
Can be confirmed at further ranges without Counterhit by doing 2C > 2Aw > dash 2A to pickup.
Extremely bad on whiff, and very prone to being jumped over.
Vatista brings up a barrier to protect her from attacks. She can cancel it into one of her specials without charging within a small window, or at any time if she successfully blocks an attack.
Vatista raises her arm and makes a finger guns motion forwards, firing a blast of energy.
Effective for sniping projectiles thrown at her, but doesn't see much use outside of this.
Can be used as a sub-par anti-air option select with B+C~A+D, granting a combo on air counterhit and leaving you safe on block.
Holding 6 or 4 during the move will cause Vatista to slide forwards or backwards slightly as she fires.
Will trigger the Null Projectile property of Waldstein's Unique Trait as well as Wagner's Force Function, but will be treated as a Strike when parried by Yuzuriha's 4B.
[B+C] Increase
Damage
Guard
Cancel
Property
Cost
Attribute
325, 260x4
Mid
Ex, Cs
-
1 GRD
Strike, Projectile
Startup
Active
Recovery
Overall
Advantage
Invul
10
6
30
46
-6
-
Increased version of the standard Force Function. Vatista raises her other arm and fires her finger guns again.
Even more effective for deleting opposing projectiles due to being active for longer.
Holding 6 or 4 during the move will cause Vatista to slide forwards or backwards as she fires. The distance is enough to make it a significant disengagement option or approach through projectiles.
Holding 7, 8 or 9 during the move will cause Vatista to rise into the air version. Excellent starter for CVO with full resources.
Useful for creating a 50/50 setup due to its blockstun when cancelled with Chain Shift.
Will trigger the Null Projectile property of Waldstein's Unique Trait as well as Wagner's Force Function, but will be treated as a Strike when parried by Yuzuriha's 4B.
Babababa.
2B+C Crouch
Damage
Guard
Cancel
Property
Cost
Attribute
410, 377
Low
Ex, Cs
-
1 GRD
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
12
3
30
45
-3
-
Vatista points out her arm and fires two huge bursts of energy from her fingers.
One of Vatista's only two lows alongside 2C.
Massively disjointed with obscene range, making it a phenomenal poke to catch walkbacks, high Shields, or to confirm off with Chain Shift.
Generally a safe way to end a blockstring.
Despite its appearance, it will detonate crouching Gem sets.
j.B+C Air
Damage
Guard
Cancel
Property
Cost
Attribute
160, 113x3
Mid
Ex, Cs
-
1 GRD
Strike, Projectile
Startup
Active
Recovery
Overall
Advantage
Invul
14
6
X [9 on landing]
X+29
-4
1-Landing 2A (Foot)
Vatista floats through the air, firing energy blasts diagonally downwards from her fingertips.
Like the standing version, the blasts she fires can be used to delete projectiles.
Vatista can move in any direction whilst firing.
Doesn't see much use in general.
Like the ground version, will trigger the Null Projectile property of Waldstein's Unique Trait as well as Wagner's Force Function, but will be treated as a Strike when parried by Yuzuriha's 4B.
j.[B+C] Air Increase
Damage
Guard
Cancel
Property
Cost
Attribute
160, 113x10
Mid
Ex, Cs
-
1 GRD
Strike, Projectile
Startup
Active
Recovery
Overall
Advantage
Invul
14
-
X [9 on landing]
-
-6
1-Landing 2A (Foot)
Increased version of the aerial Force Function, Vatista adds another barrage of energy blasts.
Staple in metered combos, as well as some routes that use Chain Shift.
Can be used as a falling B Drill/2C setup in combination with EX Laser.
Due to its longer active period, Vatista can travel in the air for much longer.
Will trigger the Null Projectile property of Waldstein's Unique Trait as well as Wagner's Force Function, but will be treated as a Strike when parried by Yuzuriha's 4B.
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.
Vatista shoots the orb diagonally down, doing an aerial backflip as she recoils from the shot. The orb travels at a set downward angle until it hits the height of the grounded version, upon which point it travels similarly.
53f charge time
Generally favoured to use outside of pressure over the grounded version due to its more favourable startup.
Can be tk'd, causing Vatista to backflip forwards rather than backwards.
j.[4]6B
Damage
Guard
Cancel
Property
Cost
Attribute
819
Mid
Cs
-
-
Projectile
Startup
Active
Recovery
Overall
Advantage
Invul
13
26 (max)
29
43
-3~+19
-
Similarly to the A version, Vatista will backflip after firing the orb down.
53f charge time
Generally used for retreating from the opponent and being a nuisance.
Unlike the ground version, does not wallbounce on hit.
j.[4]6C EX Lumen Stella El Lance EX ルーメンステラ エルランス
Damage
Guard
Cancel
Property
Cost
Attribute
1258
Mid
Cs
-
100 FLS
Projectile
Startup
Active
Recovery
Overall
Advantage
Invul
36
-
-
68
+68~+75
-
Vatista hovers in the air, gathering energy into a huge orb before firing it forwards.
53f charge time
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.
Vatista spreads her Crimson Wings and flash kicks to the skies.
38f charge time
Extremely fast charge anti-air with large range.
Can be CS cancelled at any point, as well as EX cancelled on hit and block if you have the charge.
Inputting the move as [2]37A will cause it to autocorrect to opponents attempting to jump over you.
[2]8B
Damage
Guard
Cancel
Property
Cost
Attribute
620, 182x5, 281
Mid
(Cs)
Knockdown
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
4
3 (3) 8
44
-
-26
1~4 Full, 5~17 Strike
Vatista flash kicks higher into the air, striking her enemy down to the ground afterwards on hit.
53f charge time
Unlike the A version, is fully invulnerable, making it your primary reversal.
Is particularly scary with Chain Shift available, since you can CS cancel it on hit for very high damage.
Inputting the move as [2]37B will cause it to autocorrect to opponents attempting to jump over you.
[2]8C EX Ruber Angelus Estis EX ルベルアンゲルス エスティス
Damage
Guard
Cancel
Property
Cost
Attribute
195, 107x18
Mid
(Cs)
Launch
100 FLS
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
4
3(3)8(16)13(7)3(3)10
54
-
-46
1~26 Full
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
Has the largest horizontal and vertical range of the series, so can be used in situations where you don't think the B version will hit.
Sub-par metered combo ender for situations where you require corner carry or damage and cannot use EX Drill.
Generally sees very little use outside of the above mentioned.
Vatista turns, shaping her Crimson Wings together in a drill shape before twirling diagonally downwards at high speed.
43f charge time
Extremely important move for combos - will be seen at least once in every combo that doesn't start with a combo bounce used.
Phenomenally good air-to-air if you have the charge, as the continuous hits lead to a lot of starting damage.
Can be used to knowledge check opponents due to its frame data on block.
j.[8]2B
Damage
Guard
Cancel
Property
Cost
Attribute
1498
Overhead, Mid (Kick)
Ex, Cs
Wallbounce
-
Strike, Dive
Startup
Active
Recovery
Overall
Advantage
Invul
20~2
~3 after landing (20) 6
22
~
-11
-
Vatista hovers in the air slightly before starting her descent. After she reaches the ground, she pirouettes into a kick.
43f charge time
The infamous B Drill. Primary tool for use in Vatista's high-low mixup game.
Performing B Drill as close to the ground as possible will reduce it to 15 frames of startup (19f including jump startup), allowing you to do extremely fast overheads on block. You can set up for powerful 50/50 mixups by doing Assault j.C or 6[FF] > CS, and then doing either B Drill or delay 2C. In the case of 6[FF] > CS, the setup is gapless.
Performing B Drill whilst falling reduces the startup time according to your distance from the ground - the easiest way to do this is with j.[FF] > j.[6]4C. The fastest B Drill has been recorded to be when falling is 2 frames startup.
Utilising Partitioning can allow you to use B Drill in extremely ambiguous situations, and lead to more damage by using it to detonate Gems.
j.[8]2C
Damage
Guard
Cancel
Property
Cost
Attribute
1596 [Min: 925]
Mid
(Cs)
Wallbounce
100 FLS
Strike, Dive
Startup
Active
Recovery
Overall
Advantage
Invul
5
19(12)5(28)7
18
~
-1
1~landing Full
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
Vatista's highest damage combo ender for 100 meter, thanks to its massive minimum damage.
Can be used as an air reversal if you have the charge.
Since there is a huge gap between the first and second kick, you cannot use it to make yourself -1 after committing to A Flashkick OS (as an example).
Vatista holds out her hand, releasing a floating prism of energy into the air.
61f Negative Edge charge time
Vatista's setplay tool, generally referred to as 'Gems'. The entirety of her pressure and neutral hinges on using this move effectively.
Crouching will set the Gem lower to the ground (2Gem), whereas standing will set it higher into the air (5Gem).
Gems will remain active forever until either Vatista is hit or she detonates them with one of her moves.
For the frame data of normals cancelled into Gems on block, see the Rebeat table.
j.]X[ Air Set
Damage
Guard
Cancel
Property
Cost
Attribute
-
-
(Cs)
-
-
-
Startup
Active
Recovery
Overall
Advantage
Invul
0
-
32
-
Varies
-
Vatista floats upwards slightly as she holds out her hand, releasing a floating prism of energy into the air.
61f Negative Edge charge time
Allows you to set Gems at varying heights from the air - Usually referred to as j.Gem.
Sees much less use in pressure, but is extremely useful for placing Gems at any point in the air during neutral.
Hit Fragment Explosion
Damage
Guard
Cancel
Property
Cost
Attribute
1484
Mid
-
Launch
-
Projectile
Startup
Active
Recovery
Overall
Advantage
Invul
2
19
-
-
Varies, +34 at base
-
When Vatista strikes a set crystal, the prism shatters in a ring-shaped burst, creating a ripple of damaging energy.
What occurs when Vatista hits a Gem, and what makes them so scary. Any of her moves are capable of detonating Gems.
Best starter damage-wise.
Extremely advantageous on block, and can be used in an uncountable number of ways in both pressure and neutral.
Throwing an opponent whilst near a Gem will detonate it, but will not add any extra damage.
Even universal mechanics like Veil Off and Guard Thrust will detonate Gems. The former is used in high-resource combos, and the latter is extremely unlikely to occur since it requires Guard Thrust to whiff the opponent.
Release XXXX
Satelles Triangulum サーテレス トリアングルム ]X[ During the 3rd Gem Explosion in a combo OR 2A+B~2C
]X[ Normal
Damage
Guard
Cancel
Property
Cost
Attribute
920
-
-
Launch, Knockdown
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
13
10
X [9 on landing]
-
-
-
Vatista swings her arms down as she summons three crystals of energy for a gigantic explosion.
Combo ender/extender that builds a significant amount of meter.
Generally used to end combos where 2BBB would not give an advantageous knockdown.
2A+B~2C EX Satelles Triangulum
Damage
Guard
Cancel
Property
Cost
Attribute
1847 [Min: 245]
Mid
Cs
Launch, Knockdown
100 FLS
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
13
10
X [9 on landing]
-
+6
4~21 Throw
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.
Due to it not being invulnerable and the costly startup, sees very little use outside of adding damage and retaining a good knockdown to otherwise mediocre combo routes - however, even this is not recommended due to all alternative options being superior.
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.
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.