Under Night In-Birth/UNI2/Vatista: Difference between revisions
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**Charge inputs can be done with any backwards or downwards direction, depending on what the move requires. | **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. | **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 | **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 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. | **'''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. | ||
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*'''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. | *'''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. | ||
}} | }} | ||
==Character Stats== | ==Character Stats== |
Revision as of 10:58, 10 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] orb 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.
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 |
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
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
819 | All | CS | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
21 | - | - | 37 | +10 | - |
Vatista places her hands together before launching a ball of light that travels slowly forwards. Standard fireball.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1060 | All | CS | Launch | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
11 | - | - | 44 | -5 | - |
Vatista flips backwards as she launches the ball of energy closer to the ground at a much higher speed.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
(1735) | All | CS | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
38 | - | - | 59 | +76 | - |
j.[4]6X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
819 | All | CS | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
13 | - | - | 42 | -1 | - |
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.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
819 | All | CS | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
13 | - | - | 42 | -3 | - |
Similarly to the A version, Vatista will backflip after firing the orb down.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
(1735) | All | CS | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
36 | - | - | 59 | +74 | - |
[2]8X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
(1530) | Mid | CS | Launch | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
5 | (10) | - | 50 | -16 | - |
Vatista spreads her Crimson Wings and flash kicks to the skies.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
(1776) | Mid | (CS) (6-7) | HKD | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
6 | 1(3)2,3,3(12)3 | 14 on landing | - | -25 | 1-11 Full |
Vatista flash kicks higher into the air, striking her enemy down to the ground afterwards on hit.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
(2121) | Mid | (CS) | Launch | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
5 | (11, 21, 13) | - | 124 | -89 | - |
[6]4X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1250 | All | CS, [4]6C (Vorpal Only) | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
14 | 10 | - | - | -3 | - |
Vatista points forwards, firing a beam of light across the entire screen.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1250 | All | CS, [4]6C (Vorpal Only) | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
15 | 10 | - | - | +3 | - |
Vatista swings her other arm, firing the laser diagonally upwards to snipe opponents out of the air.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
(1532) | All | CS | - | 100 EXS | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
8 | 25 | - | - | +7 | - |
Vatista blasts a huge laser across the screen at high speed.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1280 | All | CS, [4]6C (Vorpal Only) | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
14 | 10 | - | - | -3 | - |
Vatista hovers in the air as she shoots the laser forwards.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1280 | All | CS, [4]6C (Vorpal Only) | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
17 | 10 | - | - | -10 | - |
Hovering in midair, Vatista swings her arm, firing a laser diagonally downwards.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
(1450) | All | CS | - | 100 EXS | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
8 | 25 | - | - | +17 | - |
j.[8]2X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
(290+) | Mid | - | HKD (air hit) | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
7 | - | - | - | +2 | - |
Vatista turns, shaping her Crimson Wings together in a drill shape before twirling diagonally downwards at high speed.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
(595+) | High, Mid (Final Hit) | - | Wall Bounce (final hit) | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
20 | - | - | - | -11 | - |
Vatista hovers in the air slightly before starting her descent. After she reaches the ground, she pirouettes into a kick.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
(1403+) | Mid | - | Wall Bounce (final hit) | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
5 | - | - | - | -1 | 1-Landing Full |
Release X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | (CS) | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
- | - | 26 | - | - | - |
Vatista holds out her hand, releasing a floating prism of energy into the air.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | (CS) | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
- | - | 32 | - | - | - |
Vatista floats upwards slightly as she holds out her hand, releasing a floating prism of energy into the air.
When Vatista strikes a set crystal, the prism shatters in a ring-shaped burst, creating a ripple of damaging energy.Release XXXX
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
920 | - | - | Launch + HKD | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
- | 10 | - | - | - | - |
Vatista swings her arms down as she summons three crystals of energy for a gigantic explosion.
Dropping her barrier, Vatista unleashes the move for more hits.[4]6B+C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
(1214), (1214) | All | - | - | 100 EXS | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | +44 | - |
Super Moves
Infinite Worth
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
150, 105×27, 420 | All | - | - | 200 EXS | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | - | - | 218 | -33 | - |
Infinite Worth EXS
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
3775 | All | - | Knockdown | 200 EXS, Vorpal or GRD Break (only when IWEXS does not hit) | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
3+14 | 2 | 51 | 69 | -25 | 1~? 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.
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 |