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Under Construction
- This page is a work in progress.
- Please be patient and check back later for additional changes.
- Consider joining as an editor to help expand this page.
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“
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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.
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”
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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.
“
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Neither one of us is a human...
Thus, I will perform your last rites, and proceed.
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”
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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 Transvolans in up close pressure for extremely scary throw and high/low mixups. Rounded out by an incredible defense with her signature Ruber Angels '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
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- 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.
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- 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, Phonon, Merkava, Hilda and Chaos.
- Eats a lot and sleeps too much.
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Character Stats
10301
5A > 5B > 5C > 5FF > [2]8C
1100
-800
4
41
5
2800
0
53050
4
27
-45360
1-8 Full, 9-10 Throw
Health
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Smart Steer Route
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Forward Walk Speed
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Backward Walk Speed
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Jump Startup
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Jump Duration
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(Research me)
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Dash Startup
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Initial Dash Speed
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Dash Acceleration
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Max Dash Speed
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Backdash Startup
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Backdash Duration
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Backdash Distance
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Backdash Invul
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Throw Width (pixels)
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Throw Range (pixels)
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Unique Trait
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Vorpal Trait
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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
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Tooltip
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Damage
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Damage done by this attack. (x) denotes combined damage [x] denotes minimum damage
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Guard
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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
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Cancel
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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
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Property
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Special properties this move has. Click on the property to navigate to an explanation.
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Cost
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The resources this move costs to use. GRD = GRD Blocks EXS = EXS Meter Vorpal = Vorpal GRD Break = Causes GRD Break
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Attribute
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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
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Startup
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Frame when the first hitbox is present. + denotes the frames before and after super flash.
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Active
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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.
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Recovery
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Frames that this move has after the active frames if not canceled.
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Overall
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Frames that this move takes from start to finish before the character returns to neutral.
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Advantage
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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).
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Invul
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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
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Normal Moves
Standing Normals
5A
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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160
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Mid
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N, Sp, Ex, Cs, (J)
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-
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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6
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3
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12
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21
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-3
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-
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Vatista swipes forwards with one of her six wings.
- Excellent range.
- Will automatically have at least 1f gap when used before 5B.
- The primary option for detonating Gems.
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5B
5BB 5BB Mawaaaaru~ Mawaaaaru~
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5B Normal
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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422
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Mid
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N, Sp, Ex, Cs, (J)
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-
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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12
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9
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18
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39
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-2
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-
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Vatista spins two of her wings together in a wheel in front of her.
- Extremely slow for a B normal.
- Decent stagger window.
- Mostly used in pressure, either to ambiguously reset pressure early or to detonate Gems in 'Gem Loops'.
- A staple pickup tool from launchers like 2C.
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5BB Command Normal
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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415
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Mid
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Sp, Ex, Cs, (J)
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Launch
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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3
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6
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25
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34
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-8
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-
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Follow-up for 5B, where Vatista spins the wheel again.
- Can be used on hit, block or whiff.
- Is slightly larger than 5B, but generally quite high commitment.
- Mostly used in 'Gem Loop' blockstrings.
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5C
Attacku~ Attacku~
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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690
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Mid
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N, Sp, Ex, Cs, (J)
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-
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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12
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5
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22
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39
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-11
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-
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Vatista extends her Crimson Wings and stabs straight forwards.
- Generally good long-range poke, but lacks reward without resources.
- Fairly strong choice at roundstart due to its range.
- Favourable pickup from 2C over 5B in higher-damage routes.
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Crouching Normals
2A
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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140
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Mid
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N, Sp, Ex, Cs, (J)
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-
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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6
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3
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12
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21
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-3
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-
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Vatista swings one of her wings extremely low to the ground in front of her.
- Good range for a 2A.
- Not a low, but still very much prone to getting low crushed.
- Can be staggered into itself with a 1 frame gap.
- Literally just worse 5A.
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2B
Motto kuru kuru~ Motto kuru kuru~ "2BBB my footsies NICE" "2BBB my footsies NICE"
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2B Normal
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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210, 210
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Mid
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N, Sp, Ex, Cs, (J)
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-
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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10
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9
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29
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48
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-13
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-
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Vatista throws two of her wings forwards in a spinning wheel.
- Vatista's go-to choice for a long-range poke.
- Horrendous recovery and advantage on block. You do not want to whiff this or end a blockstring on it.
- Very prone to being jumped over or hit during startup due to the hurtbox size.
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2BB Command Normal
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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265, 418
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Mid
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Sp, Ex, Cs, (J)
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Launch
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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3
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6
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25
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34
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-8
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-
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Vatista spins the wheel in place a second time.
- Increases the hitbox size to closer match the wheel visual.
- Often used to pick up and launch from further distances.
- Can be cancelled into on hit, block and whiff, but still quite the commitment.
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2BBB Yo-yo Command Normal
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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212, 212
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Mid
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Sp, Ex, Cs, (J)
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Knockdown, Vacuum (2nd hit)
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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4
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9(7)6
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22
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47
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-16~-26
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-
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Vatista spins the wheel out further, before pulling it back in again like a yo-yo.
- Staple combo ender as of UNIcl-r, giving a hard knockdown from essentially any starter and route.
- Has a natural gap between each hit.
- Very high commitment button in neutral.
- Landing the first hit on block but whiffing the return hit puts you at an even worse frame advantage.
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2C
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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621
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Low
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N, Sp, Ex, Cs, (J)
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Launch, Object
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-
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Foot
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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10 (Close) 11 (Wheel)
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13
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23
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47
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-6~-16
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-
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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.
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Air Normals
j.A
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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140
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High
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N, Sp, Ex, Cs
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-
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-
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Strike, Head
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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6
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3
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X [2 on landing]
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X+9
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Varies
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-
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Vatista spins in midair, kicking forwards with one of her wings.
- Excellent tool for detonating Gems in many different situations.
- Can be used to bait shields for a GRD Break using Assault > wj.A.
- Occasionally combo filler.
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j.B
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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410
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High
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N, Sp, Ex, Cs
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-
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-
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Strike, Head
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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11
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6
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X [3 on landing]
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X+17
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Varies
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-
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Vatista swings four of her Crimson Wings to hit in front of her.
- The worst Assault overhead in the game due to it having to be heavily delayed to hit crouchers, making it far more reactable.
- Relatively poor air-to-air.
- Combo filler.
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j.C
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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170, 170, 170
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Mid
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N, Sp, Ex, Cs
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-
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-
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Strike, Head
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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12
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10
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X [4 on landing]
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X+22
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+
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-
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Vatista pirouettes in midair, spinning the Crimson Wings around her as she does so.
- Excellent jump/assault-in to start pressure being that it is plus on block and even on Shield.
- Absolutely massive vertical hurtbox that can cause it to be anti-aired by a huge number of moves.
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Command Normals
j.A+B
Flip-flop~ Flip-flop~
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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-
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-
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Assault, N, Sp, Ex, Cs
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-
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-
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-
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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18
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90
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-
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108
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-
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-
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Vatista flips backwards, summoning a platform of light she floats on for a short while.
- Excellent for baiting reversals or avoiding moves after jump or Assault.
- Can be cancelled into out of grounded B Lumen Stella.
- Vatista can drift left or right as she drops down with an air normal by performing the move with 1 or 3 A/B/C.
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2AB
The almighty T-Pose The almighty T-Pose
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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-
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-
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CS
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Guard Point
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-
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-
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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17 (Guard Point), 35 (Whiff Cancel window)
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50 (Guard Point), 8 (Whiff Cancel window)
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10 (Not cancelled)
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86
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-
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17~67 Mid + High Guard Point
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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.
- Cancel options: ~6X - Lumen Stella, ~4X - Mico Ruseo, ~8X - Ruber Angels, ~2X - Si Deus Fragmentum, ~2/5B+C - Armabellum
- Additional cancel options with meter: ~2C - Satellus Triangulum, ~41236D - Infinite Worth and A+B+C+D - IWEXS
- A powerful neutral tool to force the opponent to prepare for multiple options.
- Can be used on reaction to slow moves to create a more advantageous situation, or as a read on the opponent's next move.
- Vatista can be hit by lows and throws even whilst the barrier is active.
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Dash Moves
66B
Dooooon~! Dooooon~!
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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650
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Mid
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Sp,Ex,Cs
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Tumble (Counterhit)
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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9
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2
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12
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23
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-2
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-
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Vatista spins forward, kicking at an upwards angle with a Crimson Wing.
- Despite its appearance, does not work as an anti-air.
- Extremely good starter on Counterhit.
- Vatista's fastest non-A normal.
- Sees some use in combos, but is mostly used in pressure.
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66C
Guruguruguru~ Guruguruguru~
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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190, 148x5
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Mid
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Sp,Ex,Cs
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-
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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12
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18
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20
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50
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-5
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-
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Vatista pirouettes, spinning forwards as the Crimson Wings rotate around her.
- Infamous for enabling more aggressive plays thanks to its considerable amount of active frames and the distance it travels.
- Can bait reversals after 2BBB > 2Gem or Satellus Triangulum > 2Gem combo enders.
- You don't want this to whiff.
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Universal Mechanics
Force Function
Stand Stand Crouch Crouch Air Air
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B+C
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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325, 260x2
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Mid
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Ex, Cs
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-
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1 GRD
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Strike, Projectile
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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10
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3
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30
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43
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-4
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-
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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.
- Holding 6 or 4 during the move will cause Vatista to slide forwards or backwards slightly as she fires.
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[B+C] Increase
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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325, 260x4
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Mid
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Ex, Cs
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-
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1 GRD
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Strike, Projectile
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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10
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6
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30
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46
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-6
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-
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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.
- Useful for creating a 50/50 setup due to its blockstun when cancelled with Chain Shift.
- Babababa.
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2B+C Crouch
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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410, 377
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Low
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Ex, Cs
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-
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1 GRD
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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12
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3
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30
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45
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-3
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-
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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.
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j.B+C Air
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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160, 113x3
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Mid
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Ex, Cs
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-
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1 GRD
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Strike, Projectile
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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14
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6
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X [9 on landing]
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X+29
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-4
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-
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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.
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j.[B+C] Air Increase
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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160, 113x10
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Mid
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Ex, Cs
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-
|
1 GRD
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Strike, Projectile
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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14
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-
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X [9 on landing]
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-
|
-6
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-
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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.
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Throw
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Damage
|
Guard
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Cancel
|
Property
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Cost
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Attribute
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1580
|
-
|
-
|
-
|
-
|
Throw
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Startup
|
Active
|
Recovery
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Overall
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Advantage
|
Invul
|
4
|
1
|
22
|
27
|
-
|
-
|
Vatista flails out with her arms in an attempt to grab the opponent. If the throw is successful, she blasts them away with rings of light.
- Sends the opponent fullscreen, bouncing them off the wall. Is excellent if you want to keep them out, but horrible if you want to keep them in.
- If A or B Lumen Stella hit the opponent during the animation, it will add damage. The EX version will prorate the throw further, however.
- The throw will detonate gems within range, but adds no extra damage or effect.
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|
Guard Thrust
|
214D Normal
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Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid
|
-
|
Launch
|
100 EXS, GRD Break
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
15
|
5
|
26
|
45
|
-12
|
1~15 Full, 16~45 Full on hit
|
214D Vorpal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid
|
-
|
Launch
|
Vorpal
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
5
|
26
|
42
|
-12
|
1~15 Full, 16~45 Full on hit
|
Blows the opponent away on hit.
- Usable only during blockstun.
- Generally better to use while in Vorpal as it's faster and costs less resources.
|
|
Veil Off
|
A+B+C Normal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid, Air
|
-
|
Launch, Wall Bounce, GRD Break
|
100+ EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
20
|
2
|
[7 (3 on hit) on landing]
|
58 (54 on hit)
|
-13
|
1~30 Full
|
A+B+C Full Charge
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid, Air
|
-
|
Launch, Wall Bounce, GRD Break
|
100+ EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
68
|
2
|
[7 (2 on hit) on landing]
|
108 (103 on hit)
|
-14
|
1~91 Full
|
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.
- Will also detonate Gems.
|
A+B+C Cross Cast
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid, Air
|
-
|
Launch
|
100+ EXS, Vorpal
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
2
|
4
|
20
|
25
|
+3
|
1~19 Full
|
Cancels an action and launches the opponent high into the air on hit.
- Airborne: 1~25.
- CVO cancel is treated the same as EX cancel, you can only CVO when you can EX and the opponent is in hit/blockstun.
- 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.
- Grants an additional bounce if both have been used in the combo so far.
- If the opponent does end up hitting the ground during the combo, damage is prorated.
- 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.
- Will also detonate Gems.
|
|
Special Moves
46X
A Version A Version B Version B Version EX C Version EX C Version
|
[4]6A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
819
|
Mid
|
Cs
|
-
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
21
|
128 (max)
|
20
|
38
|
+17 to +9
|
-
|
Vatista places her hands together before launching a ball of light that travels slowly forwards. Standard fireball.
- Generally used for either resetting pressure or as a way to more safely approach.
- Sees some use in high-damage corner combos.
- Cancelling with Chain Shift turns it into a bouncy ball!
|
[4]6B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
819
|
Mid
|
Cs, jA+B
|
-
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
11
|
26 (max)
|
12
|
44
|
+19 to -5
|
-
|
Vatista flips backwards as she launches the ball of energy closer to the ground at a much higher speed.
- Considerably safe way to end your turn and disengage, or to make space from your opponent.
- Wallbounces when the opponent is cornered, making it excellent for frametraps in corner pressure.
- Sees some use in high-damage corner combos.
|
[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
|
160, 124x9
|
Mid
|
Cs
|
-
|
100 FLS
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
38
|
49~
|
31
|
67
|
+68 to +75
|
-
|
After charging up for a long time, Vatista sends forth a gigantic orb of energy.
- Due to its odd trajectory, is generally considered less useful than the air version.
- The extremely long startup can be cancelled with Chain Shift to make it into a bouncy ball like A Lumen Stella.
- Very rarely used.
|
|
j.46X
A Version A Version B Version B Version EX C Version EX C Version
|
j.[4]6A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
819
|
Mid
|
Cs
|
-
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
13
|
128 (max)
|
29
|
43
|
-3~+17
|
-
|
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.
- 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.
- 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
|
38
|
-
|
-
|
68
|
+68~+75
|
-
|
Vatista hovers in the air, gathering energy into a huge orb before firing it forwards.
- 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.
|
|
28X
A/B Version A/B Version
|
[2]8A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
[2]8B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
[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
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
|
64X
Ground Ground Ground B Ground B Aerial B Aerial B EX C Version EX C Version
|
[6]4A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
[6]4B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
[6]4C EX Lux Fortis EX ルクスフォーティス
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
j.[6]4A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
j.[6]4B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
j.[6]4C EX Lux Fortis EX ルクスフォーティス
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
|
j.82X
Drill Drill B/C Version Kick B/C Version Kick
|
j.[8]2A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
j.[8]2B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
j.[8]2C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Release X
Set Set Detonate Detonate
|
5/2]X[ Stand/Crouch Set
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
j.]X[ Air Set
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
Hit Fragment Explosion
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Release XXXX
|
]X[ Normal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
2A+B~2C EX Satelles Triangulum
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Super Moves
Infinite Worth
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Infinite Worth EXS
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
Mid, Air
|
-
|
Knockdown
|
200 EXS, Vorpal or GRD Break
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+15
|
6
|
46
|
67
|
-25
|
1~26 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
Rebeat Table
Attack
|
Chain
|
Advantage
|
5C
|
5A
|
-x
|
X
|
X
|
X
|
X
|
X
|
X
|
Gap Table
Attack
|
Chain
|
Frame Gap
|
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: 2020-08-12 by Johhny.
Page
|
Completed
|
To-do
|
Score
|
Overview
|
- Gameplay summary, all moves and frame data added, as well as external links and videos.
|
|
48/50
|
Strategy
|
- Entire main strategy section filled out, links and videos added and referenced.
|
- Add details to matchup section.
|
23/25
|
Combos
|
- Bread-and-butter as well as common starters added, alongside some alternative routes
- Combo theory explained, FaQ filled out
|
|
25/25
|
General
|
|
Characters
|
|
Frame Data
|
|