Under Night In-Birth/UNICLR/Vatista: Difference between revisions
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==Character Stats== | ==Character Stats== | ||
<div style="visibility:hidden; height:0px; width:0px"> | <div style="visibility:hidden; height:0px; width:0px"> | ||
<section begin=Health /> | <section begin=Health />10301<section end=Health/> | ||
<section begin=Smart Steer /> | <section begin=Smart Steer />5A > 5B > 5C > 5FF > [2]8C<section end=Smart Steer/> | ||
<!----------------------------------> | <!----------------------------------> | ||
<section begin=Forward Walk Speed />x<section end=Forward Walk Speed/> | <section begin=Forward Walk Speed />x<section end=Forward Walk Speed/> | ||
<section begin=Backward Walk Speed />x<section end=Backward Walk Speed/> | <section begin=Backward Walk Speed />x<section end=Backward Walk Speed/> | ||
<section begin=Jump Startup /> | <section begin=Jump Startup />4<section end=Jump Startup/> | ||
<section begin=Jump Duration /> | <section begin=Jump Duration />41<section end=Jump Duration/> | ||
<!----------------------------------> | <!----------------------------------> | ||
<section begin=Dash Startup /> | <section begin=Dash Startup />4<section end=Dash Startup/> | ||
<section begin=Initial Dash Speed />x<section end=Initial Dash Speed/> | <section begin=Initial Dash Speed />x<section end=Initial Dash Speed/> | ||
<section begin=Dash Acceleration />x<section end=Dash Acceleration/> | <section begin=Dash Acceleration />x<section end=Dash Acceleration/> | ||
Line 57: | Line 57: | ||
<!----------------------------------> | <!----------------------------------> | ||
<section begin=Backdash Startup />x<section end=Backdash Startup/> | <section begin=Backdash Startup />x<section end=Backdash Startup/> | ||
<section begin=Backdash Duration /> | <section begin=Backdash Duration />27<section end=Backdash Duration/> | ||
<section begin=Backdash Distance />x<section end=Backdash Distance/> | <section begin=Backdash Distance />x<section end=Backdash Distance/> | ||
<section begin=Backdash Invul /> | <section begin=Backdash Invul />1-8<section end=Backdash Invul/> | ||
</div> | </div> | ||
{{StatsInfobox-UNI}} | {{StatsInfobox-UNI}} | ||
===Unique Trait=== | ===Unique Trait=== | ||
<section begin=Unique Trait/>* | <section begin=Unique Trait/>*The FLS of Binding: Restriction - Vatista cannot be Counterhit.<section end=Unique Trait/> | ||
===Vorpal Trait=== | ===Vorpal Trait=== | ||
<section begin=Vorpal Trait/>* | <section begin=Vorpal Trait/>*Can cancel [6]4A or [6]4B into [6]4C without requiring charge.<section end=Vorpal Trait/> | ||
{{AttackData-UNI/Infobox}} | {{AttackData-UNI/Infobox}} | ||
<!-- See Template:AttackData-UNI documentations for help editing the moves below --> | <!-- See Template:AttackData-UNI documentations for help editing the moves below --> | ||
==Normal Moves== | ==Normal Moves== | ||
Revision as of 18:14, 12 July 2020
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Under Construction
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“ |
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
gamplay summary
Strengths | Weaknesses |
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Character Stats
Health | Smart Steer Route | ||
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Forward Walk Speed | Backward Walk Speed | Jump Startup | Jump Duration |
(Research me) | |||
Dash Startup | Initial Dash Speed | Dash Acceleration | Max Dash Speed |
Backdash Startup | Backdash Duration | Backdash Distance | Backdash Invul |
Throw Width (pixels) | Throw Range (pixels) | ||
Unique Trait | |||
Vorpal Trait |
Unique Trait
- 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 | |
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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
5B
5B 5B
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5C
Crouching Normals
2A
2B
2C
Air Normals
j.A
j.B
j.C
j.C
Guruguru~ |
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Command Normals
j.A+B
2AB
Dash Moves
66B
66C
66C
Guruguru~ |
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Universal Mechanics
Force Function
Stand Stand Crouch Crouch Air Air
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Throw
Guard Thrust
Veil Off
Special Moves
46X
A Version A Version B Version B Version EX C Version EX C Version
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j.46X
A Version A Version B Version B Version EX C Version EX C Version
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28X
A/B Version A/B Version
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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 |
---|---|---|
5C | 5A | -x |
X | X | X |
X | X | X |
Attack | Chain | Frame Gap |
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5A | 5C | x |
X | X | X |
X | X | X |
Videos
External Links
Colors
Default Unlocks
Customization Unlocks (2000 IP Each)
Vatista Wiki Roadmap
Click here for the UNICLR roadmap.
Page last edited on: 2020-07-12 by Ayr.
96% complete | ||
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Page | Completed | To-do | Score |
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48/50 | |
Strategy |
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23/25 |
Combos |
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25/25 |